twitchapon-anim

Basic Twitchapon Receiver/Visuals
git clone git://bsandro.tech/twitchapon-anim
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shader.go (6094B)


      1 // Copyright 2020 The Ebiten Authors
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //     http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 package ebiten
     16 
     17 import (
     18 	"bytes"
     19 	"fmt"
     20 	"go/parser"
     21 	"go/token"
     22 	"strings"
     23 
     24 	"github.com/hajimehoshi/ebiten/v2/internal/graphics"
     25 	"github.com/hajimehoshi/ebiten/v2/internal/mipmap"
     26 	"github.com/hajimehoshi/ebiten/v2/internal/shader"
     27 	"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
     28 )
     29 
     30 var shaderSuffix string
     31 
     32 func init() {
     33 	shaderSuffix = `
     34 var __imageDstTextureSize vec2
     35 
     36 // imageSrcTextureSize returns the destination image's texture size in pixels.
     37 func imageDstTextureSize() vec2 {
     38 	return __imageDstTextureSize
     39 }
     40 `
     41 
     42 	shaderSuffix += fmt.Sprintf(`
     43 var __textureSizes [%[1]d]vec2
     44 
     45 // imageSrcTextureSize returns the source image's texture size in pixels.
     46 // As an image is a part of internal texture, the texture is usually bigger than the image.
     47 // The texture's size is useful when you want to calculate pixels from texels.
     48 func imageSrcTextureSize() vec2 {
     49 	return __textureSizes[0]
     50 }
     51 
     52 // The unit is the source texture's texel.
     53 var __textureSourceOffsets [%[2]d]vec2
     54 
     55 // The unit is the source texture's texel.
     56 var __textureSourceRegionOrigin vec2
     57 
     58 // The unit is the source texture's texel.
     59 var __textureSourceRegionSize vec2
     60 
     61 // imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
     62 // The unit is the source texture's texel.
     63 //
     64 // As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
     65 func imageSrcRegionOnTexture() (vec2, vec2) {
     66 	return __textureSourceRegionOrigin, __textureSourceRegionSize
     67 }
     68 `, graphics.ShaderImageNum, graphics.ShaderImageNum-1)
     69 
     70 	for i := 0; i < graphics.ShaderImageNum; i++ {
     71 		pos := "pos"
     72 		if i >= 1 {
     73 			// Convert the position in texture0's texels to the target texture texels.
     74 			pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
     75 		}
     76 		// __t%d is a special variable for a texture variable.
     77 		shaderSuffix += fmt.Sprintf(`
     78 func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
     79 	// pos is the position in texels of the source texture (= 0th image's texture).
     80 	return texture2D(__t%[1]d, %[2]s)
     81 }
     82 
     83 func imageSrc%[1]dAt(pos vec2) vec4 {
     84 	// pos is the position in texels of the source texture (= 0th image's texture).
     85 	return texture2D(__t%[1]d, %[2]s) *
     86 		step(__textureSourceRegionOrigin.x, pos.x) *
     87 		(1 - step(__textureSourceRegionOrigin.x + __textureSourceRegionSize.x, pos.x)) *
     88 		step(__textureSourceRegionOrigin.y, pos.y) *
     89 		(1 - step(__textureSourceRegionOrigin.y + __textureSourceRegionSize.y, pos.y))
     90 }
     91 `, i, pos)
     92 	}
     93 
     94 	shaderSuffix += `
     95 func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
     96 	return mat4(
     97 		2/__imageDstTextureSize.x, 0, 0, 0,
     98 		0, 2/__imageDstTextureSize.y, 0, 0,
     99 		0, 0, 1, 0,
    100 		-1, -1, 0, 1,
    101 	) * vec4(position, 0, 1), texCoord, color
    102 }
    103 `
    104 }
    105 
    106 // Shader represents a compiled shader program.
    107 //
    108 // For the details about the shader, see https://ebiten.org/documents/shader.html.
    109 type Shader struct {
    110 	shader       *mipmap.Shader
    111 	uniformNames []string
    112 	uniformTypes []shaderir.Type
    113 }
    114 
    115 // NewShader compiles a shader program in the shading language Kage, and retruns the result.
    116 //
    117 // If the compilation fails, NewShader returns an error.
    118 //
    119 // For the details about the shader, see https://ebiten.org/documents/shader.html.
    120 func NewShader(src []byte) (*Shader, error) {
    121 	var buf bytes.Buffer
    122 	buf.Write(src)
    123 	buf.WriteString(shaderSuffix)
    124 
    125 	fs := token.NewFileSet()
    126 	f, err := parser.ParseFile(fs, "", buf.Bytes(), parser.AllErrors)
    127 	if err != nil {
    128 		return nil, err
    129 	}
    130 
    131 	const (
    132 		vert = "__vertex"
    133 		frag = "Fragment"
    134 	)
    135 	s, err := shader.Compile(fs, f, vert, frag, graphics.ShaderImageNum)
    136 	if err != nil {
    137 		return nil, err
    138 	}
    139 
    140 	if s.VertexFunc.Block == nil {
    141 		return nil, fmt.Errorf("ebiten: vertex shader entry point '%s' is missing", vert)
    142 	}
    143 	if s.FragmentFunc.Block == nil {
    144 		return nil, fmt.Errorf("ebiten: fragment shader entry point '%s' is missing", frag)
    145 	}
    146 
    147 	return &Shader{
    148 		shader:       mipmap.NewShader(s),
    149 		uniformNames: s.UniformNames,
    150 		uniformTypes: s.Uniforms,
    151 	}, nil
    152 }
    153 
    154 // Dispose disposes the shader program.
    155 // After disposing, the shader is no longer available.
    156 func (s *Shader) Dispose() {
    157 	s.shader.MarkDisposed()
    158 	s.shader = nil
    159 }
    160 
    161 func (s *Shader) convertUniforms(uniforms map[string]interface{}) []interface{} {
    162 	type index struct {
    163 		resultIndex        int
    164 		shaderUniformIndex int
    165 	}
    166 
    167 	names := map[string]index{}
    168 	var idx int
    169 	for i, n := range s.uniformNames {
    170 		if strings.HasPrefix(n, "__") {
    171 			continue
    172 		}
    173 		names[n] = index{
    174 			resultIndex:        idx,
    175 			shaderUniformIndex: i,
    176 		}
    177 		idx++
    178 	}
    179 
    180 	us := make([]interface{}, len(names))
    181 	for name, idx := range names {
    182 		if v, ok := uniforms[name]; ok {
    183 			// TODO: Check the uniform variable types?
    184 			us[idx.resultIndex] = v
    185 			continue
    186 		}
    187 
    188 		t := s.uniformTypes[idx.shaderUniformIndex]
    189 		v := zeroUniformValue(t)
    190 		if v == nil {
    191 			panic(fmt.Sprintf("ebiten: unexpected uniform variable type: %s", t.String()))
    192 		}
    193 		us[idx.resultIndex] = v
    194 	}
    195 
    196 	// TODO: Panic if uniforms include an invalid name
    197 
    198 	return us
    199 }
    200 
    201 func zeroUniformValue(t shaderir.Type) interface{} {
    202 	switch t.Main {
    203 	case shaderir.Bool:
    204 		return false
    205 	case shaderir.Int:
    206 		return 0
    207 	case shaderir.Float:
    208 		return float32(0)
    209 	case shaderir.Array:
    210 		switch t.Sub[0].Main {
    211 		case shaderir.Bool:
    212 			return make([]bool, t.Length)
    213 		case shaderir.Int:
    214 			return make([]int, t.Length)
    215 		default:
    216 			return make([]float32, t.FloatNum())
    217 		}
    218 	default:
    219 		return make([]float32, t.FloatNum())
    220 	}
    221 }