// Copyright 2022 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 graphics import ( "bytes" "fmt" "github.com/hajimehoshi/ebiten/v2/internal/shader" "github.com/hajimehoshi/ebiten/v2/internal/shaderir" ) func shaderSuffix(unit shaderir.Unit) (string, error) { shaderSuffix := ` var __imageDstTextureSize vec2 // imageSrcTextureSize returns the destination image's texture size in pixels. func imageDstTextureSize() vec2 { return __imageDstTextureSize } ` shaderSuffix += fmt.Sprintf(` var __srcTextureSizes [%[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 in the texel mode. func imageSrcTextureSize() vec2 { return __srcTextureSizes[0] } // The unit is the source texture's pixel or texel. var __imageDstRegionOrigin vec2 // The unit is the source texture's pixel or texel. var __imageDstRegionSize vec2 // imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture. // The unit is the source texture's pixel or 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 __imageDstRegionOrigin, __imageDstRegionSize } // The unit is the source texture's pixel. var __imageSrcOffsets [%[2]d]vec2 // The unit is the source texture's pixel or texel. var __imageSrcRegionOrigin vec2 // The unit is the source texture's pixel or texel. var __imageSrcRegionSizes [%[1]d]vec2 // imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture. // The unit is the source texture's pixel or 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 __imageSrcRegionOrigin, __imageSrcRegionSizes[0] } `, ShaderImageCount, ShaderImageCount-1) for i := 0; i < ShaderImageCount; i++ { pos := "pos" if i >= 1 { // Convert the position in texture0's positions to the target texture positions. switch unit { case shaderir.Pixels: pos = fmt.Sprintf("pos + __imageSrcOffsets[%d]", i-1) case shaderir.Texels: pos = fmt.Sprintf("(pos * __srcTextureSizes[0] + __imageSrcOffsets[%d]) / __srcTextureSizes[%d]", i-1, i) default: return "", fmt.Errorf("graphics: unexpected unit: %d", unit) } } // __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 positions of the source texture (= 0th image's texture). return __texelAt(__t%[1]d, %[2]s) } func imageSrc%[1]dAt(pos vec2) vec4 { // pos is the position of the source texture (= 0th image's texture). // If pos is in the region, the result is (1, 1). Otherwise, either element is 0. in := step(__imageSrcRegionOrigin, pos) - step(__imageSrcRegionOrigin + __imageSrcRegionSizes[%[1]d], pos) return __texelAt(__t%[1]d, %[2]s) * in.x * in.y } `, i, pos) } shaderSuffix += ` var __projectionMatrix mat4 func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) { return __projectionMatrix * vec4(position, 0, 1), texCoord, color } ` return shaderSuffix, nil } func CompileShader(src []byte) (*shaderir.Program, error) { unit, err := shader.ParseCompilerDirectives(src) if err != nil { return nil, err } suffix, err := shaderSuffix(unit) if err != nil { return nil, err } var buf bytes.Buffer buf.Write(src) buf.WriteString(suffix) const ( vert = "__vertex" frag = "Fragment" ) ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderImageCount) if err != nil { return nil, err } if ir.VertexFunc.Block == nil { return nil, fmt.Errorf("graphics: vertex shader entry point '%s' is missing", vert) } if ir.FragmentFunc.Block == nil { return nil, fmt.Errorf("graphics: fragment shader entry point '%s' is missing", frag) } return ir, nil }