mirror of
https://github.com/hajimehoshi/ebiten.git
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2fb5108bbe
Updates #1239
98 lines
2.2 KiB
Go
98 lines
2.2 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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"fmt"
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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/graphics"
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"github.com/hajimehoshi/ebiten/internal/shader"
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)
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var shaderSuffix string
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func init() {
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shaderSuffix = `
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var __textureDstSize vec2
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func textureDstSize() vec2 {
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return __textureDstSize
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}
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return mat4(
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2/textureDstSize().x, 0, 0, 0,
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0, 2/textureDstSize().y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1), texCoord, color
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}
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`
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for i := 1; i < graphics.ShaderImageNum; i++ {
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shaderSuffix += fmt.Sprintf(`
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var __offset%d vec2
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`, i)
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}
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for i := 0; i < graphics.ShaderImageNum; i++ {
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var offset string
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if i >= 1 {
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offset = fmt.Sprintf(" + __offset%d", i)
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}
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// __t%d is a special variable for a texture variable.
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shaderSuffix += fmt.Sprintf(`
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func texture%[1]dAt(pos vec2) vec4 {
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return texture2D(__t%[1]d, pos%[2]s)
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}
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`, i, offset)
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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) (*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", graphics.ShaderImageNum)
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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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