ebiten/internal/shader/shader.go
2020-05-09 03:38:37 +09:00

223 lines
5.0 KiB
Go

// Copyright 2020 The Ebiten Authors
//
// 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 shader
import (
"fmt"
"go/ast"
"go/parser"
"go/token"
"regexp"
"sort"
"strings"
)
const (
varyingStructName = "VertexOut"
)
var (
kageTagRe = regexp.MustCompile("^`" + `kage:\"(.+)\"` + "`$")
)
type nameAndType struct {
name string
typ typ
}
type Shader struct {
// position is the field name of VertexOut that represents a vertex position (gl_Position in GLSL).
position nameAndType
// varyings is a collection of varying variables.
varyings []nameAndType
// uniforms is a collection of uniform variables.
uniforms []nameAndType
// globals is a collection of global variables.
globals []nameAndType
errs []string
}
type ParseError struct {
errs []string
}
func (p *ParseError) Error() string {
return strings.Join(p.errs, "\n")
}
func NewShader(src []byte) (*Shader, error) {
f, err := parser.ParseFile(token.NewFileSet(), "", src, parser.AllErrors)
if err != nil {
return nil, err
}
s := &Shader{}
s.parse(f)
if len(s.errs) > 0 {
return nil, &ParseError{s.errs}
}
sort.Slice(s.varyings, func(a, b int) bool {
return s.varyings[a].name < s.varyings[b].name
})
sort.Slice(s.uniforms, func(a, b int) bool {
return s.uniforms[a].name < s.uniforms[b].name
})
sort.Slice(s.globals, func(a, b int) bool {
return s.globals[a].name < s.globals[b].name
})
// TODO: Make a call graph and reorder the elements.
return s, nil
}
func (s *Shader) addError(str string) {
s.errs = append(s.errs, str)
}
func (s *Shader) parse(f *ast.File) {
// TODO: Accumulate errors
for name, obj := range f.Scope.Objects {
switch name {
case varyingStructName:
s.parseVaryingStruct(obj)
default:
switch obj.Kind {
case ast.Var:
s.parsePackageLevelVariable(name, obj)
}
}
}
}
func (sh *Shader) parseVaryingStruct(obj *ast.Object) {
name := obj.Name
if obj.Kind != ast.Typ {
sh.addError(fmt.Sprintf("%s must be a type but %s", name, obj.Kind))
return
}
t := obj.Decl.(*ast.TypeSpec).Type
s, ok := t.(*ast.StructType)
if !ok {
sh.addError(fmt.Sprintf("%s must be a struct but not", name))
return
}
for _, f := range s.Fields.List {
if f.Tag != nil {
tag := f.Tag.Value
m := kageTagRe.FindStringSubmatch(tag)
if m == nil {
sh.addError(fmt.Sprintf("invalid struct tag: %s", tag))
continue
}
if m[1] != "position" {
sh.addError(fmt.Sprintf("struct tag value must be position in %s but %s", varyingStructName, m[1]))
continue
}
if len(f.Names) != 1 {
sh.addError(fmt.Sprintf("position members must be one"))
continue
}
t, err := parseType(f.Type)
if err != nil {
sh.addError(err.Error())
continue
}
if t != typVec4 {
sh.addError(fmt.Sprintf("position must be vec4 but %s", t))
continue
}
sh.position = nameAndType{
name: f.Names[0].Name,
typ: t,
}
continue
}
t, err := parseType(f.Type)
if err != nil {
sh.addError(err.Error())
continue
}
if !t.numeric() {
sh.addError(fmt.Sprintf("members in %s must be numeric but %s", varyingStructName, t))
continue
}
for _, n := range f.Names {
sh.varyings = append(sh.varyings, nameAndType{
name: n.Name,
typ: t,
})
}
}
}
func (s *Shader) parsePackageLevelVariable(name string, obj *ast.Object) {
v, ok := obj.Decl.(*ast.ValueSpec)
if !ok {
s.addError("value spec expected")
return
}
t, err := parseType(v.Type)
if err != nil {
s.addError(err.Error())
return
}
nt := nameAndType{
name: name,
typ: t,
}
if 'A' <= name[0] && name[0] <= 'Z' {
s.uniforms = append(s.uniforms, nt)
} else {
s.globals = append(s.globals, nt)
}
}
// Dump dumps the shader state in an intermediate language.
func (s *Shader) Dump() string {
var lines []string
lines = append(lines, fmt.Sprintf("var %s varying %s // position", s.position.name, s.position.typ))
for _, v := range s.varyings {
lines = append(lines, fmt.Sprintf("var %s varying %s", v.name, v.typ))
}
for _, u := range s.uniforms {
lines = append(lines, fmt.Sprintf("var %s uniform %s", u.name, u.typ))
}
for _, g := range s.globals {
lines = append(lines, fmt.Sprintf("var %s %s", g.name, g.typ))
}
return strings.Join(lines, "\n") + "\n"
}
func (s *Shader) GlslVertex() string {
var lines []string
for _, v := range s.varyings {
// TODO: variable names must be escaped not to conflict with keywords.
lines = append(lines, fmt.Sprintf("varying %s %s;", v.typ.glslString(), v.name))
}
return strings.Join(lines, "\n") + "\n"
}