// 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 shader import ( "fmt" "go/ast" "go/parser" "go/token" "regexp" "sort" "strings" ) const ( varyingStructName = "VertexOut" ) var ( kageTagRe = regexp.MustCompile("^`" + `kage:\"(.+)\"` + "`$") ) type nameAndType struct { name string typ typ } type Shader struct { // position is the field name of VertexOut that represents a vertex position (gl_Position in GLSL). position nameAndType // varyings is a collection of varying variables. varyings []nameAndType // uniforms is a collection of uniform variables. uniforms []nameAndType // globals is a collection of global variables. globals []nameAndType errs []string } type ParseError struct { errs []string } func (p *ParseError) Error() string { return strings.Join(p.errs, "\n") } func NewShader(src []byte) (*Shader, error) { f, err := parser.ParseFile(token.NewFileSet(), "", src, parser.AllErrors) if err != nil { return nil, err } s := &Shader{} s.parse(f) if len(s.errs) > 0 { return nil, &ParseError{s.errs} } sort.Slice(s.varyings, func(a, b int) bool { return s.varyings[a].name < s.varyings[b].name }) sort.Slice(s.uniforms, func(a, b int) bool { return s.uniforms[a].name < s.uniforms[b].name }) sort.Slice(s.globals, func(a, b int) bool { return s.globals[a].name < s.globals[b].name }) // TODO: Make a call graph and reorder the elements. return s, nil } func (s *Shader) addError(str string) { s.errs = append(s.errs, str) } func (s *Shader) parse(f *ast.File) { // TODO: Accumulate errors for name, obj := range f.Scope.Objects { switch name { case varyingStructName: s.parseVaryingStruct(obj) default: switch obj.Kind { case ast.Var: s.parsePackageLevelVariable(name, obj) } } } } func (sh *Shader) parseVaryingStruct(obj *ast.Object) { name := obj.Name if obj.Kind != ast.Typ { sh.addError(fmt.Sprintf("%s must be a type but %s", name, obj.Kind)) return } t := obj.Decl.(*ast.TypeSpec).Type s, ok := t.(*ast.StructType) if !ok { sh.addError(fmt.Sprintf("%s must be a struct but not", name)) return } for _, f := range s.Fields.List { if f.Tag != nil { tag := f.Tag.Value m := kageTagRe.FindStringSubmatch(tag) if m == nil { sh.addError(fmt.Sprintf("invalid struct tag: %s", tag)) continue } if m[1] != "position" { sh.addError(fmt.Sprintf("struct tag value must be position in %s but %s", varyingStructName, m[1])) continue } if len(f.Names) != 1 { sh.addError(fmt.Sprintf("position members must be one")) continue } t, err := parseType(f.Type) if err != nil { sh.addError(err.Error()) continue } if t != typVec4 { sh.addError(fmt.Sprintf("position must be vec4 but %s", t)) continue } sh.position = nameAndType{ name: f.Names[0].Name, typ: t, } continue } t, err := parseType(f.Type) if err != nil { sh.addError(err.Error()) continue } if !t.numeric() { sh.addError(fmt.Sprintf("members in %s must be numeric but %s", varyingStructName, t)) continue } for _, n := range f.Names { sh.varyings = append(sh.varyings, nameAndType{ name: n.Name, typ: t, }) } } } func (s *Shader) parsePackageLevelVariable(name string, obj *ast.Object) { v, ok := obj.Decl.(*ast.ValueSpec) if !ok { s.addError("value spec expected") return } t, err := parseType(v.Type) if err != nil { s.addError(err.Error()) return } nt := nameAndType{ name: name, typ: t, } if 'A' <= name[0] && name[0] <= 'Z' { s.uniforms = append(s.uniforms, nt) } else { s.globals = append(s.globals, nt) } } // Dump dumps the shader state in an intermediate language. func (s *Shader) Dump() string { var lines []string lines = append(lines, fmt.Sprintf("var %s varying %s // position", s.position.name, s.position.typ)) for _, v := range s.varyings { lines = append(lines, fmt.Sprintf("var %s varying %s", v.name, v.typ)) } for _, u := range s.uniforms { lines = append(lines, fmt.Sprintf("var %s uniform %s", u.name, u.typ)) } for _, g := range s.globals { lines = append(lines, fmt.Sprintf("var %s %s", g.name, g.typ)) } return strings.Join(lines, "\n") + "\n" } func (s *Shader) GlslVertex() string { var lines []string for _, v := range s.varyings { // TODO: variable names must be escaped not to conflict with keywords. lines = append(lines, fmt.Sprintf("varying %s %s;", v.typ.glslString(), v.name)) } return strings.Join(lines, "\n") + "\n" }