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63df6168d9
This change renames ``` //kage:unit texel //kage:unit pixel ``` to ``` //kage:unit texels //kage:unit pixels ``` . Closes #2717
148 lines
4.6 KiB
Go
148 lines
4.6 KiB
Go
// Copyright 2022 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 graphics
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import (
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"bytes"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2/internal/shader"
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
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)
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func shaderSuffix(unit shaderir.Unit) (string, error) {
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shaderSuffix := `
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var __imageDstTextureSize vec2
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// imageSrcTextureSize returns the destination image's texture size in pixels.
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func imageDstTextureSize() vec2 {
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return __imageDstTextureSize
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}
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`
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shaderSuffix += fmt.Sprintf(`
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var __textureSizes [%[1]d]vec2
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// imageSrcTextureSize returns the source image's texture size in pixels.
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// As an image is a part of internal texture, the texture is usually bigger than the image.
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// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
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func imageSrcTextureSize() vec2 {
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return __textureSizes[0]
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}
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// The unit is the source texture's pixel or texel.
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var __textureDestinationRegionOrigin vec2
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// The unit is the source texture's pixel or texel.
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var __textureDestinationRegionSize vec2
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// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
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// The unit is the source texture's pixel or texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageDstRegionOnTexture() (vec2, vec2) {
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return __textureDestinationRegionOrigin, __textureDestinationRegionSize
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}
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// The unit is the source texture's pixel.
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var __textureSourceOffsets [%[2]d]vec2
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// The unit is the source texture's pixel or texel.
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var __textureSourceRegionOrigin vec2
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// The unit is the source texture's pixel or texel.
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var __textureSourceRegionSize vec2
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// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
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// The unit is the source texture's pixel or texel.
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//
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// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
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func imageSrcRegionOnTexture() (vec2, vec2) {
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return __textureSourceRegionOrigin, __textureSourceRegionSize
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}
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`, ShaderImageCount, ShaderImageCount-1)
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for i := 0; i < ShaderImageCount; i++ {
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pos := "pos"
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if i >= 1 {
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// Convert the position in texture0's positions to the target texture positions.
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switch unit {
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case shaderir.Pixels:
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pos = fmt.Sprintf("pos + __textureSourceOffsets[%d]", i-1)
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case shaderir.Texels:
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pos = fmt.Sprintf("(pos * __textureSizes[0] + __textureSourceOffsets[%d]) / __textureSizes[%d]", i-1, i)
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default:
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return "", fmt.Errorf("graphics: unexpected unit: %d", unit)
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}
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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 imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
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// pos is the position in positions of the source texture (= 0th image's texture).
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return __texelAt(__t%[1]d, %[2]s)
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}
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func imageSrc%[1]dAt(pos vec2) vec4 {
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// pos is the position of the source texture (= 0th image's texture).
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// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
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in := step(__textureSourceRegionOrigin, pos) - step(__textureSourceRegionOrigin + __textureSourceRegionSize, pos)
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return __texelAt(__t%[1]d, %[2]s) * in.x * in.y
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}
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`, i, pos)
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}
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shaderSuffix += `
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var __projectionMatrix mat4
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func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
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return __projectionMatrix * vec4(position, 0, 1), texCoord, color
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}
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`
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return shaderSuffix, nil
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}
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func CompileShader(src []byte) (*shaderir.Program, error) {
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unit, err := shader.ParseCompilerDirectives(src)
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if err != nil {
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return nil, err
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}
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suffix, err := shaderSuffix(unit)
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if err != nil {
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return nil, err
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}
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var buf bytes.Buffer
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buf.Write(src)
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buf.WriteString(suffix)
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const (
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vert = "__vertex"
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frag = "Fragment"
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)
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ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderImageCount)
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if err != nil {
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return nil, err
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}
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if ir.VertexFunc.Block == nil {
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return nil, fmt.Errorf("graphics: vertex shader entry point '%s' is missing", vert)
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}
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if ir.FragmentFunc.Block == nil {
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return nil, fmt.Errorf("graphics: fragment shader entry point '%s' is missing", frag)
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}
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return ir, nil
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}
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