// 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" "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/mipmap" "github.com/hajimehoshi/ebiten/internal/shader" ) var shaderSuffix string func init() { shaderSuffix = ` var __imageDstTextureSize vec2 func imageDstTextureSize() vec2 { return __imageDstTextureSize } ` shaderSuffix += fmt.Sprintf(` var __textureSizes [%d]vec2 `, graphics.ShaderImageNum) for i := 0; i < graphics.ShaderImageNum; i++ { shaderSuffix += fmt.Sprintf(` func image%[1]dTextureSize() vec2 { return __textureSizes[%[1]d] } `, i) } shaderSuffix += fmt.Sprintf(` var __textureSourceOffsets [%[1]d]vec2 var __textureSourceOrigin vec2 var __textureSourceSizes [%[2]d]vec2 `, graphics.ShaderImageNum-1, graphics.ShaderImageNum) for i := 0; i < graphics.ShaderImageNum; i++ { var offset string if i >= 1 { offset = fmt.Sprintf(" + __textureSourceOffsets[%d]", i-1) } // __t%d is a special variable for a texture variable. shaderSuffix += fmt.Sprintf(` func image%[1]dTextureAt(pos vec2) vec4 { return texture2D(__t%[1]d, pos%[2]s) } func image%[1]dTextureBoundsAt(pos vec2) vec4 { return texture2D(__t%[1]d, pos%[2]s) * step(__textureSourceOrigin.x, pos.x) * (1 - step(__textureSourceOrigin.x + __textureSourceSizes[%[1]d].x, pos.x)) * step(__textureSourceOrigin.y, pos.y) * (1 - step(__textureSourceOrigin.y + __textureSourceSizes[%[1]d].y, pos.y)) } `, i, offset) } shaderSuffix += ` 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 } ` } type Shader struct { shader *mipmap.Shader } func NewShader(src []byte) (*Shader, 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 } // TODO: Create a pseudo vertex entrypoint to treat the attribute values correctly. s, err := shader.Compile(fs, f, "__vertex", "Fragment", graphics.ShaderImageNum) if err != nil { return nil, err } return &Shader{ shader: mipmap.NewShader(s), }, nil } func (s *Shader) Dispose() { s.shader.MarkDisposed() s.shader = nil }