mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 04:08:53 +01:00
0b7ba8e573
Handling GeoM projection on CPU may seem like a weird choice, given how fast GPU is, but it pays off: * You only have to do a very small subset of the actual matrix multiply. * You don't have to construct a matrix in the vertex shader. * Six fewer float32 values per vertex. * You do still have to do the matrix computation for each vertex, though. Signed-off-by: Seebs <seebs@seebs.net>
154 lines
3.8 KiB
Go
154 lines
3.8 KiB
Go
// Copyright 2014 Hajime Hoshi
|
|
//
|
|
// 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 (
|
|
"strings"
|
|
)
|
|
|
|
type shaderID int
|
|
|
|
const (
|
|
shaderVertexModelview shaderID = iota
|
|
shaderFragmentNearest
|
|
shaderFragmentLinear
|
|
)
|
|
|
|
func shader(id shaderID) string {
|
|
if id == shaderVertexModelview {
|
|
return shaderStrVertex
|
|
}
|
|
defs := []string{}
|
|
switch id {
|
|
case shaderFragmentNearest:
|
|
defs = append(defs, "#define FILTER_NEAREST")
|
|
case shaderFragmentLinear:
|
|
defs = append(defs, "#define FILTER_LINEAR")
|
|
default:
|
|
panic("not reached")
|
|
}
|
|
return strings.Replace(shaderStrFragment, "{{Definitions}}", strings.Join(defs, "\n"), -1)
|
|
}
|
|
|
|
const (
|
|
shaderStrVertex = `
|
|
uniform mat4 projection_matrix;
|
|
attribute vec2 vertex;
|
|
attribute vec4 tex_coord;
|
|
varying vec2 varying_tex_coord;
|
|
varying vec2 varying_tex_coord_min;
|
|
varying vec2 varying_tex_coord_max;
|
|
|
|
void main(void) {
|
|
varying_tex_coord = vec2(tex_coord[0], tex_coord[1]);
|
|
varying_tex_coord_min =
|
|
vec2(min(tex_coord[0], tex_coord[2]), min(tex_coord[1], tex_coord[3]));
|
|
varying_tex_coord_max =
|
|
vec2(max(tex_coord[0], tex_coord[2]), max(tex_coord[1], tex_coord[3]));
|
|
gl_Position = projection_matrix * vec4(vertex, 0, 1);
|
|
}
|
|
`
|
|
shaderStrFragment = `
|
|
#if defined(GL_ES)
|
|
precision mediump float;
|
|
#else
|
|
#define lowp
|
|
#define mediump
|
|
#define highp
|
|
#endif
|
|
|
|
{{Definitions}}
|
|
|
|
uniform sampler2D texture;
|
|
uniform mat4 color_matrix;
|
|
uniform vec4 color_matrix_translation;
|
|
|
|
#if defined(FILTER_LINEAR)
|
|
uniform highp vec2 source_size;
|
|
#endif
|
|
|
|
varying highp vec2 varying_tex_coord;
|
|
varying highp vec2 varying_tex_coord_min;
|
|
varying highp vec2 varying_tex_coord_max;
|
|
|
|
highp vec2 roundTexel(highp vec2 p) {
|
|
// highp (relative) precision is 2^(-16) in the spec.
|
|
// The minimum value for a denominator is half of 65536.
|
|
highp float factor = 1.0 / 32768.0;
|
|
p.x -= mod(p.x + factor * 0.5, factor) - factor * 0.5;
|
|
p.y -= mod(p.y + factor * 0.5, factor) - factor * 0.5;
|
|
return p;
|
|
}
|
|
|
|
void main(void) {
|
|
highp vec2 pos = varying_tex_coord;
|
|
|
|
#if defined(FILTER_NEAREST)
|
|
vec4 color = texture2D(texture, pos);
|
|
if (pos.x < varying_tex_coord_min.x ||
|
|
pos.y < varying_tex_coord_min.y ||
|
|
varying_tex_coord_max.x <= pos.x ||
|
|
varying_tex_coord_max.y <= pos.y) {
|
|
color = vec4(0, 0, 0, 0);
|
|
}
|
|
#endif
|
|
|
|
#if defined(FILTER_LINEAR)
|
|
pos = roundTexel(pos);
|
|
highp vec2 texel_size = 1.0 / source_size;
|
|
pos -= texel_size * 0.5;
|
|
|
|
highp vec2 p0 = pos;
|
|
highp vec2 p1 = pos + texel_size;
|
|
vec4 c0 = texture2D(texture, p0);
|
|
vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
|
|
vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
|
|
vec4 c3 = texture2D(texture, p1);
|
|
if (p0.x < varying_tex_coord_min.x) {
|
|
c0 = vec4(0, 0, 0, 0);
|
|
c2 = vec4(0, 0, 0, 0);
|
|
}
|
|
if (p0.y < varying_tex_coord_min.y) {
|
|
c0 = vec4(0, 0, 0, 0);
|
|
c1 = vec4(0, 0, 0, 0);
|
|
}
|
|
if (varying_tex_coord_max.x <= p1.x) {
|
|
c1 = vec4(0, 0, 0, 0);
|
|
c3 = vec4(0, 0, 0, 0);
|
|
}
|
|
if (varying_tex_coord_max.y <= p1.y) {
|
|
c2 = vec4(0, 0, 0, 0);
|
|
c3 = vec4(0, 0, 0, 0);
|
|
}
|
|
|
|
vec2 rate = fract(pos * source_size);
|
|
vec4 color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
|
|
#endif
|
|
|
|
// Un-premultiply alpha
|
|
if (0.0 < color.a) {
|
|
color.rgb /= color.a;
|
|
}
|
|
// Apply the color matrix
|
|
color = (color_matrix * color) + color_matrix_translation;
|
|
color = clamp(color, 0.0, 1.0);
|
|
// Premultiply alpha
|
|
color.rgb *= color.a;
|
|
|
|
gl_FragColor = color;
|
|
}
|
|
`
|
|
)
|