// Copyright 2022 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 graphics import ( "bytes" "fmt" "go/parser" "go/token" "github.com/hajimehoshi/ebiten/v2/internal/shader" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) var shaderSuffix string func init() { shaderSuffix = ` var __imageDstTextureSize vec2 // imageSrcTextureSize returns the destination image's texture size in pixels. func imageDstTextureSize() vec2 { return __imageDstTextureSize } ` shaderSuffix += fmt.Sprintf(` var __textureSizes [%[1]d]vec2 // imageSrcTextureSize returns the source image's texture size in pixels. // As an image is a part of internal texture, the texture is usually bigger than the image. // The texture's size is useful when you want to calculate pixels from texels. func imageSrcTextureSize() vec2 { return __textureSizes[0] } // The unit is the source texture's texel. var __textureDestinationRegionOrigin vec2 // The unit is the source texture's texel. var __textureDestinationRegionSize vec2 // imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture. // The unit is the source texture's texel. // // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture. func imageDstRegionOnTexture() (vec2, vec2) { return __textureDestinationRegionOrigin, __textureDestinationRegionSize } // The unit is the source texture's texel. var __textureSourceOffsets [%[2]d]vec2 // The unit is the source texture's texel. var __textureSourceRegionOrigin vec2 // The unit is the source texture's texel. var __textureSourceRegionSize vec2 // imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture. // The unit is the source texture's texel. // // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture. func imageSrcRegionOnTexture() (vec2, vec2) { return __textureSourceRegionOrigin, __textureSourceRegionSize } `, ShaderImageCount, ShaderImageCount-1) for i := 0; i < ShaderImageCount; i++ { pos := "pos" if i >= 1 { // Convert the position in texture0's texels to the target texture texels. pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i) } // __t%d is a special variable for a texture variable. shaderSuffix += fmt.Sprintf(` func imageSrc%[1]dUnsafeAt(pos vec2) vec4 { // pos is the position in texels of the source texture (= 0th image's texture). return texture2D(__t%[1]d, %[2]s) } func imageSrc%[1]dAt(pos vec2) vec4 { // pos is the position in texels of the source texture (= 0th image's texture). // If pos is in the region, the result is (1, 1). Otherwise, either element is 0. in := step(__textureSourceRegionOrigin, pos) - step(__textureSourceRegionOrigin + __textureSourceRegionSize, pos) return texture2D(__t%[1]d, %[2]s) * in.x * in.y } `, i, pos) } shaderSuffix += ` var __projectionMatrix mat4 func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) { return __projectionMatrix * vec4(position, 0, 1), texCoord, color } ` } func CompileShader(src []byte) (*shaderir.Program, error) { var buf bytes.Buffer buf.Write(src) buf.WriteString(shaderSuffix) fs := token.NewFileSet() f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors) if err != nil { return nil, err } const ( vert = "__vertex" frag = "Fragment" ) ir, err := shader.Compile(fs, f, vert, frag, ShaderImageCount) if err != nil { return nil, err } if ir.VertexFunc.Block == nil { return nil, fmt.Errorf("graphicscommand: vertex shader entry point '%s' is missing", vert) } if ir.FragmentFunc.Block == nil { return nil, fmt.Errorf("graphicscommand: fragment shader entry point '%s' is missing", frag) } return ir, nil }