// 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 graphicscommand import ( "bytes" "fmt" "go/parser" "go/token" "strings" "github.com/hajimehoshi/ebiten/v2/internal/graphics" "github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver" "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 } `, graphics.ShaderImageNum, graphics.ShaderImageNum-1) for i := 0; i < graphics.ShaderImageNum; 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). return texture2D(__t%[1]d, %[2]s) * step(__textureSourceRegionOrigin.x, pos.x) * (1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) * step(__textureSourceRegionOrigin.y, pos.y) * (1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y)) } `, i, pos) } } func compileShader(graphicsDriver graphicsdriver.Graphics, src []byte) (*shaderir.Program, error) { var buf bytes.Buffer buf.Write(src) buf.WriteString(shaderSuffix) if graphicsDriver.FramebufferYDirection() != graphicsDriver.NDCYDirection() { buf.WriteString(` func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) { return mat4( 2/__imageDstTextureSize.x, 0, 0, 0, 0, -2/__imageDstTextureSize.y, 0, 0, 0, 0, 1, 0, -1, 1, 0, 1, ) * vec4(position, 0, 1), texCoord, color } `) } else { buf.WriteString(` func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) { return mat4( 2/__imageDstTextureSize.x, 0, 0, 0, 0, 2/__imageDstTextureSize.y, 0, 0, 0, 0, 1, 0, -1, -1, 0, 1, ) * vec4(position, 0, 1), texCoord, color } `) } 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, graphics.ShaderImageNum) 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 } type Shader struct { shader graphicsdriver.Shader uniformNames []string uniformTypes []shaderir.Type } func NewShader(src []byte) *Shader { s := &Shader{} c := &newShaderCommand{ result: s, src: src, } theCommandQueue.Enqueue(c) return s } func (s *Shader) Dispose() { c := &disposeShaderCommand{ target: s, } theCommandQueue.Enqueue(c) } func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 { type index struct { resultIndex int shaderUniformIndex int } names := map[string]index{} var idx int for i, n := range s.uniformNames { if strings.HasPrefix(n, "__") { continue } names[n] = index{ resultIndex: idx, shaderUniformIndex: i, } idx++ } us := make([][]float32, len(names)) for name, idx := range names { if v, ok := uniforms[name]; ok { switch v := v.(type) { case float32: us[idx.resultIndex] = []float32{v} case []float32: us[idx.resultIndex] = v default: panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v)) } continue } t := s.uniformTypes[idx.shaderUniformIndex] us[idx.resultIndex] = make([]float32, t.FloatNum()) } // TODO: Panic if uniforms include an invalid name return us }