mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
292 lines
5.4 KiB
Go
292 lines
5.4 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 shader_test
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import (
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"go/parser"
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"go/token"
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"testing"
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. "github.com/hajimehoshi/ebiten/internal/shader"
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)
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func TestDump(t *testing.T) {
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tests := []struct {
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Name string
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Src string
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VS string
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FS string
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}{
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{
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Name: "uniforms",
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Src: `package main
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var (
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Foo vec2
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Boo vec4
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)`,
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VS: `uniform vec2 U0;
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uniform vec4 U1;`,
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},
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{
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Name: "func",
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Src: `package main
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func Foo(foo vec2) vec4 {
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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}`,
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},
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{
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Name: "func body",
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Src: `package main
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func Foo(foo vec2) vec4 {
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return vec4(foo, 0, 1)
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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l1 = vec4(l0, 0.0, 1.0);
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return;
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}`,
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},
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{
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Name: "var init",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var ret vec4 = vec4(foo, 0, 1)
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return ret
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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l2 = vec4(l0, 0.0, 1.0);
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "var init 2",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var bar1 vec4 = vec4(foo, 0, 1)
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bar1.x = bar1.x
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var bar2 vec4 = bar1
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return bar2
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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vec4 l3 = vec4(0.0);
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l2 = vec4(l0, 0.0, 1.0);
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(l2).x = (l2).x;
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l3 = l2;
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l1 = l3;
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return;
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}`,
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},
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{
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Name: "var multiple init",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var bar1, bar2 vec2 = foo, foo
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return vec4(bar1, bar2)
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec2 l2 = vec2(0.0);
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vec2 l3 = vec2(0.0);
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l2 = l0;
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l3 = l0;
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l1 = vec4(l2, l3);
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return;
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}`,
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},
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{
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Name: "multiple out params",
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Src: `package main
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func Foo(foo vec4) (float, float, float, float) {
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return foo.x, foo.y, foo.z, foo.w
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}`,
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VS: `void F0(in vec4 l0, out float l1, out float l2, out float l3, out float l4) {
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l1 = (l0).x;
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l2 = (l0).y;
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l3 = (l0).z;
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l4 = (l0).w;
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return;
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}`,
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},
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{
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Name: "blocks",
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Src: `package main
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func Foo(foo vec2) vec4 {
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var r vec4
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{
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r.x = foo.x
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var foo vec3
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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{
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r.y = foo.y
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var foo vec4
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r.z = foo.z
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}
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}
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return r
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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{
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vec3 l3 = vec3(0.0);
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(l2).x = (l0).x;
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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}
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{
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vec4 l4 = vec4(0.0);
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(l2).y = (l3).y;
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(l2).z = (l4).z;
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}
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}
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "define",
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Src: `package main
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func Foo(foo vec2) vec4 {
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r := vec4(foo, 0, 1)
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return r
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}`,
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VS: `void F0(in vec2 l0, out vec4 l1) {
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vec4 l2 = vec4(0.0);
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l2 = vec4(l0, 0.0, 1.0);
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l1 = l2;
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return;
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}`,
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},
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{
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Name: "vertex",
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Src: `package main
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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projectionMatrix := mat4(
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2 / ScreenSize.x, 0, 0, 0,
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0, 2 / ScreenSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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}
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var ScreenSize vec2`,
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VS: `uniform vec2 U0;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec4 A2;
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varying vec2 V0;
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varying vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0.0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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V1 = A2;
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return;
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}`,
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FS: `uniform vec2 U0;
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varying vec2 V0;
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varying vec4 V1;`,
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},
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{
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Name: "vertex and fragment",
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Src: `package main
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func Vertex(position vec2, texCoord vec2, color vec4) (position vec4, texCoord vec2, color vec4) {
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projectionMatrix := mat4(
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2 / ScreenSize.x, 0, 0, 0,
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0, 2 / ScreenSize.y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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)
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return projectionMatrix * vec4(position, 0, 1), texCoord, color
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}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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var ScreenSize vec2`,
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VS: `uniform vec2 U0;
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attribute vec2 A0;
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attribute vec2 A1;
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attribute vec4 A2;
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varying vec2 V0;
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varying vec4 V1;
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void main(void) {
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mat4 l0 = mat4(0.0);
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l0 = mat4((2.0) / ((U0).x), 0.0, 0.0, 0.0, 0.0, (2.0) / ((U0).y), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -(1.0), -(1.0), 0.0, 1.0);
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gl_Position = (l0) * (vec4(A0, 0.0, 1.0));
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V0 = A1;
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V1 = A2;
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return;
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}`,
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FS: `uniform vec2 U0;
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varying vec2 V0;
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varying vec4 V1;
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void main(void) {
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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return;
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}`,
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},
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}
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for _, tc := range tests {
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t.Run(tc.Name, func(t *testing.T) {
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fset := token.NewFileSet()
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f, err := parser.ParseFile(fset, "", []byte(tc.Src), parser.AllErrors)
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if err != nil {
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t.Fatal(err)
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return
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}
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s, err := Compile(fset, f, "Vertex", "Fragment")
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if err != nil {
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t.Error(err)
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return
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}
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vs, fs := s.Glsl()
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if got, want := vs, tc.VS+"\n"; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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if tc.FS != "" {
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if got, want := fs, tc.FS+"\n"; got != want {
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t.Errorf("got: %v, want: %v", got, want)
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}
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}
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})
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}
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}
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