// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package testing import ( "go/constant" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) func projectionMatrix(invertY bool) shaderir.Expr { m11s := 1 if invertY { m11s = -1 } m31 := -1 if invertY { m31 = 1 } return shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Mat4F, }, { Type: shaderir.Binary, Op: shaderir.Div, Exprs: []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(2), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: 0, }, { Type: shaderir.SwizzlingExpr, Swizzling: "x", }, }, }, }, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.Binary, Op: shaderir.Div, Exprs: []shaderir.Expr{ { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(float64(m11s) * 2), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: 0, }, { Type: shaderir.SwizzlingExpr, Swizzling: "y", }, }, }, }, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(1), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(-1), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(float64(m31)), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(1), ConstType: shaderir.ConstTypeFloat, }, }, } } func vertexPosition() shaderir.Expr { return shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Vec4F, }, { Type: shaderir.LocalVariable, Index: 0, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(0), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(1), ConstType: shaderir.ConstTypeFloat, }, }, } } func defaultVertexFunc(invertY bool) shaderir.VertexFunc { return shaderir.VertexFunc{ Block: &shaderir.Block{ LocalVarIndexOffset: 4 + 1, Stmts: []shaderir.Stmt{ { Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: 4, // the varying variable }, { Type: shaderir.LocalVariable, Index: 1, // the 2nd attribute variable }, }, }, { Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: 3, // gl_Position in GLSL }, { Type: shaderir.Binary, Op: shaderir.Mul, Exprs: []shaderir.Expr{ projectionMatrix(invertY), vertexPosition(), }, }, }, }, }, }, } } func defaultProgram(invertY bool) shaderir.Program { p := shaderir.Program{ Attributes: []shaderir.Type{ {Main: shaderir.Vec2}, // Local var (0) in the vertex shader {Main: shaderir.Vec2}, // Local var (1) in the vertex shader {Main: shaderir.Vec4}, // Local var (2) in the vertex shader }, Varyings: []shaderir.Type{ {Main: shaderir.Vec2}, // Local var (4) in the vertex shader, (1) in the fragment shader }, VertexFunc: defaultVertexFunc(invertY), } p.Uniforms = make([]shaderir.Type, graphics.PreservedUniformVariablesNum) // Destination texture size p.Uniforms[0] = shaderir.Type{Main: shaderir.Vec2} // Source texture sizes p.Uniforms[1] = shaderir.Type{ Main: shaderir.Array, Length: graphics.ShaderImageNum, Sub: []shaderir.Type{{Main: shaderir.Vec2}}, } // Destination region origin p.Uniforms[2] = shaderir.Type{Main: shaderir.Vec2} // Destination region size p.Uniforms[3] = shaderir.Type{Main: shaderir.Vec2} // Source texture offsets p.Uniforms[4] = shaderir.Type{ Main: shaderir.Array, Length: graphics.ShaderImageNum - 1, Sub: []shaderir.Type{{Main: shaderir.Vec2}}, } // Source region origin p.Uniforms[5] = shaderir.Type{Main: shaderir.Vec2} // Source region size p.Uniforms[6] = shaderir.Type{Main: shaderir.Vec2} return p } // ShaderProgramFill returns a shader intermediate representation to fill the frambuffer. // // Uniform variable's index and its value are: // // 0: the framebuffer size (Vec2) func ShaderProgramFill(invertY bool, r, g, b, a byte) shaderir.Program { clr := shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Vec4F, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(float64(r) / 0xff), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(float64(g) / 0xff), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(float64(b) / 0xff), ConstType: shaderir.ConstTypeFloat, }, { Type: shaderir.NumberExpr, Const: constant.MakeFloat64(float64(a) / 0xff), ConstType: shaderir.ConstTypeFloat, }, }, } p := defaultProgram(invertY) p.FragmentFunc = shaderir.FragmentFunc{ Block: &shaderir.Block{ LocalVarIndexOffset: 2 + 1, Stmts: []shaderir.Stmt{ { Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: 2, }, clr, }, }, }, }, } return p } // ShaderProgramImages returns a shader intermediate representation to render the frambuffer with the given images. // // Uniform variables's indices and their values are: // // 0: the framebuffer size (Vec2) // // The size and region values are actually not used in this shader so far. func ShaderProgramImages(invertY bool, imageNum int) shaderir.Program { if imageNum <= 0 { panic("testing: imageNum must be >= 1") } p := defaultProgram(invertY) p.TextureNum = imageNum // In the fragment shader, local variables are: // // 0: gl_FragCoord // 1: Varying variables (vec2) // 2: gl_FragColor // 3: Actual local variables in the main function local := shaderir.Expr{ Type: shaderir.LocalVariable, Index: 3, } fragColor := shaderir.Expr{ Type: shaderir.LocalVariable, Index: 2, } texPos := shaderir.Expr{ Type: shaderir.LocalVariable, Index: 1, } var stmts []shaderir.Stmt for i := 0; i < imageNum; i++ { var rhs shaderir.Expr if i == 0 { rhs = shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Texture2DF, }, { Type: shaderir.TextureVariable, Index: 0, }, texPos, }, } } else { texPos2 := shaderir.Expr{ Type: shaderir.Binary, Op: shaderir.Add, Exprs: []shaderir.Expr{ texPos, { Type: shaderir.Index, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: graphics.TextureSourceOffsetsUniformVariableIndex, }, { Type: shaderir.NumberExpr, Const: constant.MakeInt64(int64(i - 1)), ConstType: shaderir.ConstTypeInt, }, }, }, }, } rhs = shaderir.Expr{ Type: shaderir.Binary, Op: shaderir.Add, Exprs: []shaderir.Expr{ local, { Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Texture2DF, }, { Type: shaderir.TextureVariable, Index: i, }, texPos2, }, }, }, } } stmts = append(stmts, shaderir.Stmt{ Type: shaderir.Assign, Exprs: []shaderir.Expr{ local, rhs, }, }) } stmts = append(stmts, shaderir.Stmt{ Type: shaderir.Assign, Exprs: []shaderir.Expr{ fragColor, local, }, }) p.FragmentFunc = shaderir.FragmentFunc{ Block: &shaderir.Block{ LocalVars: []shaderir.Type{ {Main: shaderir.Vec4}, }, LocalVarIndexOffset: 2 + 1, Stmts: stmts, }, } return p }