// 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 __textureDstSize vec2 func textureDstSize() vec2 { return __textureDstSize } ` for i := 0; i < graphics.ShaderImageNum; i++ { shaderSuffix += fmt.Sprintf(` var __textureSize%[1]d vec2 func texture%[1]dSize() vec2 { return __textureSize%[1]d } `, i) } for i := 0; i < graphics.ShaderImageNum; i++ { var offset string if i >= 1 { shaderSuffix += fmt.Sprintf(` var __textureOffset%[1]d vec2 `, i) offset = fmt.Sprintf(" + __textureOffset%d", i) } // __t%d is a special variable for a texture variable. shaderSuffix += fmt.Sprintf(` func texture%[1]dAt(pos vec2) vec4 { return texture2D(__t%[1]d, pos%[2]s) } `, i, offset) } shaderSuffix += ` func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) { return mat4( 2/textureDstSize().x, 0, 0, 0, 0, 2/textureDstSize().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 }