// 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 ( "github.com/hajimehoshi/ebiten/internal/shaderir" ) var ( projectionMatrix = 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.FloatExpr, Float: 2, }, { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: 0, }, { Type: shaderir.SwizzlingExpr, Swizzling: "x", }, }, }, }, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.Binary, Op: shaderir.Div, Exprs: []shaderir.Expr{ { Type: shaderir.FloatExpr, Float: 2, }, { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: 0, }, { Type: shaderir.SwizzlingExpr, Swizzling: "y", }, }, }, }, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: -1, }, { Type: shaderir.FloatExpr, Float: -1, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, }, } vertexPosition = shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Vec4F, }, { Type: shaderir.LocalVariable, Index: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, }, } defaultVertexFunc = shaderir.VertexFunc{ Block: shaderir.Block{ 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: 5, // gl_Position in GLSL }, { Type: shaderir.Binary, Op: shaderir.Mul, Exprs: []shaderir.Expr{ projectionMatrix, vertexPosition, }, }, }, }, }, }, } ) func defaultProgram() shaderir.Program { return shaderir.Program{ Uniforms: []shaderir.Type{ {Main: shaderir.Vec2}, }, 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 {Main: shaderir.Vec4}, // Local var (3) in the vertex shader }, Varyings: []shaderir.Type{ {Main: shaderir.Vec2}, // Local var (4) in the vertex shader, (0) in the fragment shader }, VertexFunc: defaultVertexFunc, } } // 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(r, g, b, a byte) shaderir.Program { clr := shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Vec4F, }, { Type: shaderir.FloatExpr, Float: float32(r) / 0xff, }, { Type: shaderir.FloatExpr, Float: float32(g) / 0xff, }, { Type: shaderir.FloatExpr, Float: float32(b) / 0xff, }, { Type: shaderir.FloatExpr, Float: float32(a) / 0xff, }, }, } p := defaultProgram() p.FragmentFunc = shaderir.FragmentFunc{ Block: shaderir.Block{ 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) // 1: the first images (Sampler2D) // 2n: the n-th image (Sampler2D) // 2n+1: the n-th image's region (Vec4) // // The first image's size and region are represented in attribute variables. // // The size and region values are actually not used in this shader so far. func ShaderProgramImages(imageNum int) shaderir.Program { if imageNum <= 0 { panic("testing: imageNum must be >= 1") } p := defaultProgram() for i := 0; i < imageNum; i++ { p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Sampler2D}) if i > 0 { p.Uniforms = append(p.Uniforms, shaderir.Type{Main: shaderir.Vec4}) } } // In the fragment shader, local variables are: // // 0: Varying variables (vec2) // 1: gl_FragCoord // 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: 0, } 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.Texture2D, }, { Type: shaderir.UniformVariable, Index: 1, }, texPos, }, } } else { rhs = shaderir.Expr{ Type: shaderir.Binary, Op: shaderir.Add, Exprs: []shaderir.Expr{ local, { Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Texture2D, }, { Type: shaderir.UniformVariable, Index: 2 * i, }, texPos, }, }, }, } } 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}, }, Stmts: stmts, }, } return p }