// 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 ebiten 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/mipmap" "github.com/hajimehoshi/ebiten/v2/internal/shader" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" "github.com/hajimehoshi/ebiten/v2/internal/ui" ) 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) } } // Shader represents a compiled shader program. // // For the details about the shader, see https://ebiten.org/documents/shader.html. type Shader struct { shader *mipmap.Shader uniformNames []string uniformTypes []shaderir.Type } // NewShader compiles a shader program in the shading language Kage, and retruns the result. // // If the compilation fails, NewShader returns an error. // // For the details about the shader, see https://ebiten.org/documents/shader.html. func NewShader(src []byte) (*Shader, error) { var buf bytes.Buffer buf.Write(src) buf.WriteString(shaderSuffix) if ui.NeedsInvertY() { 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" ) s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum) if err != nil { return nil, err } if s.VertexFunc.Block == nil { return nil, fmt.Errorf("ebiten: vertex shader entry point '%s' is missing", vert) } if s.FragmentFunc.Block == nil { return nil, fmt.Errorf("ebiten: fragment shader entry point '%s' is missing", frag) } return &Shader{ shader: mipmap.NewShader(s), uniformNames: s.UniformNames, uniformTypes: s.Uniforms, }, nil } // Dispose disposes the shader program. // After disposing, the shader is no longer available. func (s *Shader) Dispose() { s.shader.MarkDisposed() s.shader = nil } func (s *Shader) convertUniforms(uniforms map[string]interface{}) []graphicsdriver.Uniform { 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([]graphicsdriver.Uniform, len(names)) for name, idx := range names { if v, ok := uniforms[name]; ok { switch v := v.(type) { case float32: us[idx.resultIndex] = graphicsdriver.Uniform{ Float32: v, } case []float32: us[idx.resultIndex] = graphicsdriver.Uniform{ Float32s: v, } default: panic(fmt.Sprintf("ebiten: unexpected uniform value type: %s, %T", name, v)) } continue } t := s.uniformTypes[idx.shaderUniformIndex] us[idx.resultIndex] = zeroUniformValue(name, t) } // TODO: Panic if uniforms include an invalid name return us } func zeroUniformValue(name string, t shaderir.Type) graphicsdriver.Uniform { switch t.Main { case shaderir.Float: return graphicsdriver.Uniform{ Float32: 0, } case shaderir.Array, shaderir.Vec2, shaderir.Vec3, shaderir.Vec4, shaderir.Mat2, shaderir.Mat3, shaderir.Mat4: return graphicsdriver.Uniform{ Float32s: make([]float32, t.FloatNum()), } default: panic(fmt.Sprintf("ebiten: unexpected uniform variable type: %s, %s", name, t.String())) } }