mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
49582519c1
This change adds a new compiler directive 'kage:unit' to Kage. This takes one of these two values: 'pixel' and 'texel'. The default value is 'texel'. With the pixel-unit mode, all the built-in functions treats pixels instead of texels, and the texCoord argument of Fragment is in pixels. This simplifies shader programs as programs no longer have the notion of texels. With the texel-unit mode, the behavior is the same as the current behavior. Closes #1431
103 lines
2.6 KiB
Go
103 lines
2.6 KiB
Go
// 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 restorable
|
|
|
|
import (
|
|
"fmt"
|
|
|
|
"golang.org/x/sync/errgroup"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphics"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
|
|
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
|
|
)
|
|
|
|
type Shader struct {
|
|
shader *graphicscommand.Shader
|
|
ir *shaderir.Program
|
|
}
|
|
|
|
func NewShader(ir *shaderir.Program) *Shader {
|
|
s := &Shader{
|
|
shader: graphicscommand.NewShader(ir),
|
|
ir: ir,
|
|
}
|
|
theImages.addShader(s)
|
|
return s
|
|
}
|
|
|
|
func (s *Shader) Dispose() {
|
|
theImages.removeShader(s)
|
|
s.shader.Dispose()
|
|
s.shader = nil
|
|
s.ir = nil
|
|
}
|
|
|
|
func (s *Shader) restore() {
|
|
s.shader = graphicscommand.NewShader(s.ir)
|
|
}
|
|
|
|
func (s *Shader) Unit() shaderir.Unit {
|
|
return s.ir.Unit
|
|
}
|
|
|
|
var (
|
|
NearestFilterShader *Shader
|
|
LinearFilterShader *Shader
|
|
clearShader *Shader
|
|
)
|
|
|
|
func init() {
|
|
var wg errgroup.Group
|
|
var nearestIR, linearIR, clearIR *shaderir.Program
|
|
wg.Go(func() error {
|
|
ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
|
|
if err != nil {
|
|
return fmt.Errorf("restorable: compiling the nearest shader failed: %w", err)
|
|
}
|
|
nearestIR = ir
|
|
return nil
|
|
})
|
|
wg.Go(func() error {
|
|
ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterLinear, builtinshader.AddressUnsafe, false)))
|
|
if err != nil {
|
|
return fmt.Errorf("restorable: compiling the linear shader failed: %w", err)
|
|
}
|
|
linearIR = ir
|
|
return nil
|
|
})
|
|
wg.Go(func() error {
|
|
ir, err := graphics.CompileShader([]byte(`//kage:unit pixel
|
|
|
|
package main
|
|
|
|
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
|
|
return vec4(0)
|
|
}`))
|
|
if err != nil {
|
|
return fmt.Errorf("restorable: compiling the clear shader failed: %w", err)
|
|
}
|
|
clearIR = ir
|
|
return nil
|
|
})
|
|
if err := wg.Wait(); err != nil {
|
|
panic(err)
|
|
}
|
|
NearestFilterShader = NewShader(nearestIR)
|
|
LinearFilterShader = NewShader(linearIR)
|
|
clearShader = NewShader(clearIR)
|
|
}
|