mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 19:28:57 +01:00
63e3c4adea
This reverts these commits *3259ef3daf
*7c55065490
*5bb70f485e
Reason: iOS crash. Probably we have to prepare a special rendering pipeline for the final screen. Closes #2278
284 lines
8.0 KiB
Go
284 lines
8.0 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 opengl
|
|
|
|
import (
|
|
"fmt"
|
|
"regexp"
|
|
"strings"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
|
|
)
|
|
|
|
// glslReservedKeywords is a set of reserved keywords that cannot be used as an indentifier on some environments.
|
|
// See https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf.
|
|
var glslReservedKeywords = map[string]struct{}{
|
|
"common": {}, "partition": {}, "active": {},
|
|
"asm": {},
|
|
"class": {}, "union": {}, "enum": {}, "typedef": {}, "template": {}, "this": {},
|
|
"resource": {},
|
|
"goto": {},
|
|
"inline": {}, "noinline": {}, "public": {}, "static": {}, "extern": {}, "external": {}, "interface": {},
|
|
"long": {}, "short": {}, "half": {}, "fixed": {}, "unsigned": {}, "superp": {},
|
|
"input": {}, "output": {},
|
|
"hvec2": {}, "hvec3": {}, "hvec4": {}, "fvec2": {}, "fvec3": {}, "fvec4": {},
|
|
"filter": {},
|
|
"sizeof": {}, "cast": {},
|
|
"namespace": {}, "using": {},
|
|
"sampler3DRect": {},
|
|
}
|
|
|
|
var glslIdentifier = regexp.MustCompile(`[_a-zA-Z][_a-zA-Z0-9]*`)
|
|
|
|
func checkGLSL(src string) {
|
|
for _, l := range strings.Split(src, "\n") {
|
|
if strings.Contains(l, "//") {
|
|
l = l[:strings.Index(l, "//")]
|
|
}
|
|
for _, token := range glslIdentifier.FindAllString(l, -1) {
|
|
if _, ok := glslReservedKeywords[token]; ok {
|
|
panic(fmt.Sprintf("opengl: %q is a reserved keyword", token))
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func vertexShaderStr() string {
|
|
src := shaderStrVertex
|
|
checkGLSL(src)
|
|
return src
|
|
}
|
|
|
|
func fragmentShaderStr(useColorM bool, filter graphicsdriver.Filter, address graphicsdriver.Address) string {
|
|
replaces := map[string]string{
|
|
"{{.AddressClampToZero}}": fmt.Sprintf("%d", graphicsdriver.AddressClampToZero),
|
|
"{{.AddressRepeat}}": fmt.Sprintf("%d", graphicsdriver.AddressRepeat),
|
|
"{{.AddressUnsafe}}": fmt.Sprintf("%d", graphicsdriver.AddressUnsafe),
|
|
}
|
|
src := shaderStrFragment
|
|
for k, v := range replaces {
|
|
src = strings.Replace(src, k, v, -1)
|
|
}
|
|
|
|
var defs []string
|
|
|
|
if useColorM {
|
|
defs = append(defs, "#define USE_COLOR_MATRIX")
|
|
}
|
|
|
|
switch filter {
|
|
case graphicsdriver.FilterNearest:
|
|
defs = append(defs, "#define FILTER_NEAREST")
|
|
case graphicsdriver.FilterLinear:
|
|
defs = append(defs, "#define FILTER_LINEAR")
|
|
case graphicsdriver.FilterScreen:
|
|
defs = append(defs, "#define FILTER_SCREEN")
|
|
default:
|
|
panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
|
|
}
|
|
|
|
switch address {
|
|
case graphicsdriver.AddressClampToZero:
|
|
defs = append(defs, "#define ADDRESS_CLAMP_TO_ZERO")
|
|
case graphicsdriver.AddressRepeat:
|
|
defs = append(defs, "#define ADDRESS_REPEAT")
|
|
case graphicsdriver.AddressUnsafe:
|
|
defs = append(defs, "#define ADDRESS_UNSAFE")
|
|
default:
|
|
panic(fmt.Sprintf("opengl: invalid address: %d", address))
|
|
}
|
|
|
|
src = strings.Replace(src, "{{.Definitions}}", strings.Join(defs, "\n"), -1)
|
|
|
|
checkGLSL(src)
|
|
return src
|
|
}
|
|
|
|
const (
|
|
shaderStrVertex = `
|
|
uniform vec2 viewport_size;
|
|
attribute vec2 A0;
|
|
attribute vec2 A1;
|
|
attribute vec4 A2;
|
|
varying vec2 varying_tex;
|
|
varying vec4 varying_color_scale;
|
|
|
|
void main(void) {
|
|
varying_tex = A1;
|
|
|
|
// Fragment shader wants premultiplied alpha.
|
|
varying_color_scale = vec4(A2.rgb, 1) * A2.a;
|
|
|
|
mat4 projection_matrix = mat4(
|
|
vec4(2.0 / viewport_size.x, 0, 0, 0),
|
|
vec4(0, 2.0 / viewport_size.y, 0, 0),
|
|
vec4(0, 0, 1, 0),
|
|
vec4(-1, -1, 0, 1)
|
|
);
|
|
gl_Position = projection_matrix * vec4(A0, 0, 1);
|
|
}
|
|
`
|
|
shaderStrFragment = `
|
|
#if defined(GL_ES)
|
|
precision mediump float;
|
|
#else
|
|
#define lowp
|
|
#define mediump
|
|
#define highp
|
|
#endif
|
|
|
|
{{.Definitions}}
|
|
|
|
uniform sampler2D T0;
|
|
uniform vec4 source_region;
|
|
|
|
#if defined(USE_COLOR_MATRIX)
|
|
uniform mat4 color_matrix_body;
|
|
uniform vec4 color_matrix_translation;
|
|
#endif
|
|
|
|
uniform highp vec2 source_size;
|
|
|
|
#if defined(FILTER_SCREEN)
|
|
uniform highp float scale;
|
|
#endif
|
|
|
|
varying highp vec2 varying_tex;
|
|
varying highp vec4 varying_color_scale;
|
|
|
|
highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 source_region) {
|
|
#if defined(ADDRESS_CLAMP_TO_ZERO)
|
|
return p;
|
|
#endif
|
|
|
|
#if defined(ADDRESS_REPEAT)
|
|
highp vec2 o = vec2(source_region[0], source_region[1]);
|
|
highp vec2 size = vec2(source_region[2] - source_region[0], source_region[3] - source_region[1]);
|
|
return vec2(mod((p.x - o.x), size.x) + o.x, mod((p.y - o.y), size.y) + o.y);
|
|
#endif
|
|
|
|
#if defined(ADDRESS_UNSAFE)
|
|
return p;
|
|
#endif
|
|
}
|
|
|
|
void main(void) {
|
|
highp vec2 pos = varying_tex;
|
|
|
|
#if defined(FILTER_NEAREST)
|
|
vec4 color;
|
|
# if defined(ADDRESS_UNSAFE)
|
|
color = texture2D(T0, pos);
|
|
# else
|
|
pos = adjustTexelByAddress(pos, source_region);
|
|
if (source_region[0] <= pos.x &&
|
|
source_region[1] <= pos.y &&
|
|
pos.x < source_region[2] &&
|
|
pos.y < source_region[3]) {
|
|
color = texture2D(T0, pos);
|
|
} else {
|
|
color = vec4(0, 0, 0, 0);
|
|
}
|
|
# endif // defined(ADDRESS_UNSAFE)
|
|
#endif // defined(FILTER_NEAREST)
|
|
|
|
#if defined(FILTER_LINEAR)
|
|
vec4 color;
|
|
highp vec2 texel_size = 1.0 / source_size;
|
|
|
|
// Shift 1/512 [texel] to avoid the tie-breaking issue.
|
|
// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
|
|
highp vec2 p0 = pos - (texel_size) / 2.0 + (texel_size / 512.0);
|
|
highp vec2 p1 = pos + (texel_size) / 2.0 + (texel_size / 512.0);
|
|
|
|
# if !defined(ADDRESS_UNSAFE)
|
|
p0 = adjustTexelByAddress(p0, source_region);
|
|
p1 = adjustTexelByAddress(p1, source_region);
|
|
# endif // defined(ADDRESS_UNSAFE)
|
|
|
|
vec4 c0 = texture2D(T0, p0);
|
|
vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
|
|
vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
|
|
vec4 c3 = texture2D(T0, p1);
|
|
# if !defined(ADDRESS_UNSAFE)
|
|
if (p0.x < source_region[0]) {
|
|
c0 = vec4(0, 0, 0, 0);
|
|
c2 = vec4(0, 0, 0, 0);
|
|
}
|
|
if (p0.y < source_region[1]) {
|
|
c0 = vec4(0, 0, 0, 0);
|
|
c1 = vec4(0, 0, 0, 0);
|
|
}
|
|
if (source_region[2] <= p1.x) {
|
|
c1 = vec4(0, 0, 0, 0);
|
|
c3 = vec4(0, 0, 0, 0);
|
|
}
|
|
if (source_region[3] <= p1.y) {
|
|
c2 = vec4(0, 0, 0, 0);
|
|
c3 = vec4(0, 0, 0, 0);
|
|
}
|
|
# endif // defined(ADDRESS_UNSAFE)
|
|
|
|
vec2 rate = fract(p0 * source_size);
|
|
color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
|
|
#endif // defined(FILTER_LINEAR)
|
|
|
|
#if defined(FILTER_SCREEN)
|
|
highp vec2 texel_size = 1.0 / source_size;
|
|
highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
|
|
|
|
highp vec2 p0 = pos - half_scaled_texel_size + (texel_size / 512.0);
|
|
highp vec2 p1 = pos + half_scaled_texel_size + (texel_size / 512.0);
|
|
|
|
vec4 c0 = texture2D(T0, p0);
|
|
vec4 c1 = texture2D(T0, vec2(p1.x, p0.y));
|
|
vec4 c2 = texture2D(T0, vec2(p0.x, p1.y));
|
|
vec4 c3 = texture2D(T0, p1);
|
|
// Texels must be in the source rect, so it is not necessary to check that like linear filter.
|
|
|
|
vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
|
|
vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
|
|
gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
|
|
|
|
// Assume that a color matrix and color vector values are not used with FILTER_SCREEN.
|
|
|
|
#else
|
|
|
|
# if defined(USE_COLOR_MATRIX)
|
|
// Un-premultiply alpha.
|
|
// When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
|
|
color.rgb /= color.a + (1.0 - sign(color.a));
|
|
// Apply the color matrix or scale.
|
|
color = (color_matrix_body * color) + color_matrix_translation;
|
|
// Premultiply alpha
|
|
color.rgb *= color.a;
|
|
// Apply color scale.
|
|
color *= varying_color_scale;
|
|
// Clamp the output.
|
|
color.rgb = min(color.rgb, color.a);
|
|
# else
|
|
// Apply color scale.
|
|
color *= varying_color_scale;
|
|
// No clamping needed as the color matrix shader is used then.
|
|
# endif // defined(USE_COLOR_MATRIX)
|
|
|
|
gl_FragColor = color;
|
|
|
|
#endif // defined(FILTER_SCREEN)
|
|
|
|
}
|
|
`
|
|
)
|