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4021c24534
Textures cannot be treated as a regular variable, then they should be treated differently from other uniform variables. Add a new function texture0At replacing texture2D. Updates #1239
64 lines
1.5 KiB
Go
64 lines
1.5 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package ebiten
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import (
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"bytes"
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"go/parser"
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"go/token"
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"github.com/hajimehoshi/ebiten/internal/buffered"
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"github.com/hajimehoshi/ebiten/internal/shader"
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)
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const shaderSuffix = `
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var __viewportSize vec2
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func viewportSize() vec2 {
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return __viewportSize
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}
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`
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type Shader struct {
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shader *buffered.Shader
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}
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func NewShader(src []byte, textureNum int) (*Shader, error) {
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(shaderSuffix)
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fs := token.NewFileSet()
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f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
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if err != nil {
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return nil, err
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}
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// TODO: Create a pseudo vertex entrypoint to treat the attribute values correctly.
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s, err := shader.Compile(fs, f, "Vertex", "Fragment", textureNum)
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if err != nil {
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return nil, err
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}
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return &Shader{
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shader: buffered.NewShader(s),
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}, nil
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}
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func (s *Shader) Dispose() {
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s.shader.MarkDisposed()
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s.shader = nil
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}
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