mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-25 03:08:54 +01:00
173 lines
4.1 KiB
Go
173 lines
4.1 KiB
Go
// Copyright 2022 The Ebitengine 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 builtinshader
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import (
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"bytes"
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"fmt"
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"sync"
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"text/template"
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)
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type Filter int
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const (
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FilterNearest Filter = iota
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FilterLinear
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)
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type Address int
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const (
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AddressUnsafe Address = iota
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AddressClampToZero
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AddressRepeat
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)
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const (
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UniformColorMBody = "ColorMBody"
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UniformColorMTranslation = "ColorMTranslation"
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)
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type key struct {
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Filter Filter
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Address Address
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UseColorM bool
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}
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var (
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shaders = map[key][]byte{}
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shadersM sync.Mutex
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)
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var tmpl = template.Must(template.New("tmpl").Parse(`package main
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{{if .UseColorM}}
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var ColorMBody mat4
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var ColorMTranslation vec4
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{{end}}
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{{if eq .Address .AddressRepeat}}
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func adjustTexelForAddressRepeat(p vec2) vec2 {
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origin, size := imageSrcRegionOnTexture()
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return mod(p - origin, size) + origin
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}
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{{end}}
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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{{if eq .Filter .FilterNearest}}
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{{if eq .Address .AddressUnsafe}}
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clr := imageSrc0UnsafeAt(texCoord)
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{{else if eq .Address .AddressClampToZero}}
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clr := imageSrc0At(texCoord)
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{{else if eq .Address .AddressRepeat}}
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clr := imageSrc0At(adjustTexelForAddressRepeat(texCoord))
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{{end}}
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{{else if eq .Filter .FilterLinear}}
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sourceSize := imageSrcTextureSize()
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texelSize := 1 / sourceSize
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// Shift 1/512 [texel] to avoid the tie-breaking issue (#1212).
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// As all the vertex positions are aligned to 1/16 [pixel], this shiting should work in most cases.
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p0 := texCoord - texelSize/2 + texelSize/512
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p1 := texCoord + texelSize/2 + texelSize/512
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{{if eq .Address .AddressRepeat}}
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p0 = adjustTexelForAddressRepeat(p0)
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p1 = adjustTexelForAddressRepeat(p1)
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{{end}}
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{{if eq .Address .AddressUnsafe}}
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c0 := imageSrc0UnsafeAt(p0)
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c1 := imageSrc0UnsafeAt(vec2(p1.x, p0.y))
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c2 := imageSrc0UnsafeAt(vec2(p0.x, p1.y))
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c3 := imageSrc0UnsafeAt(p1)
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{{else}}
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c0 := imageSrc0At(p0)
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c1 := imageSrc0At(vec2(p1.x, p0.y))
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c2 := imageSrc0At(vec2(p0.x, p1.y))
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c3 := imageSrc0At(p1)
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{{end}}
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rate := fract(p0 * sourceSize)
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clr := mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y)
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{{end}}
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{{if .UseColorM}}
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// Un-premultiply alpha.
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// When the alpha is 0, 1-sign(alpha) is 1.0, which means division does nothing.
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clr.rgb /= clr.a + (1-sign(clr.a))
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// Apply the clr matrix.
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clr = (ColorMBody * clr) + ColorMTranslation
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// Premultiply alpha
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clr.rgb *= clr.a
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// Apply the color scale.
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clr *= color
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// Clamp the output.
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clr.rgb = min(clr.rgb, clr.a)
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{{else}}
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// Apply the color scale.
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clr *= color
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{{end}}
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return clr
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}
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`))
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// Shader returns the built-in shader based on the given parameters.
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//
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// The returned shader always uses a color matrix so far.
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func Shader(filter Filter, address Address, useColorM bool) []byte {
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shadersM.Lock()
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defer shadersM.Unlock()
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k := key{
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Filter: filter,
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Address: address,
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UseColorM: useColorM,
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}
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if s, ok := shaders[k]; ok {
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return s
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}
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var buf bytes.Buffer
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if err := tmpl.Execute(&buf, struct {
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Filter Filter
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FilterNearest Filter
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FilterLinear Filter
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Address Address
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AddressUnsafe Address
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AddressClampToZero Address
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AddressRepeat Address
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UseColorM bool
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}{
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Filter: filter,
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FilterNearest: FilterNearest,
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FilterLinear: FilterLinear,
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Address: address,
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AddressUnsafe: AddressUnsafe,
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AddressClampToZero: AddressClampToZero,
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AddressRepeat: AddressRepeat,
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UseColorM: useColorM,
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}); err != nil {
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panic(fmt.Sprintf("builtinshader: tmpl.Execute failed: %v", err))
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}
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b := buf.Bytes()
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shaders[k] = b
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return b
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}
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