Files
ebiten/internal/graphics/shader.go
Hajime Hoshi 49582519c1 all: add a compiler directive kage:unit
This change adds a new compiler directive 'kage:unit' to Kage. This
takes one of these two values: 'pixel' and 'texel'. The default value
is 'texel'.

With the pixel-unit mode, all the built-in functions treats pixels
instead of texels, and the texCoord argument of Fragment is in pixels.
This simplifies shader programs as programs no longer have the notion
of texels.

With the texel-unit mode, the behavior is the same as the current
behavior.

Closes #1431
2023-04-23 22:11:57 +09:00

148 lines
4.6 KiB
Go

// Copyright 2022 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 graphics
import (
"bytes"
"fmt"
"github.com/hajimehoshi/ebiten/v2/internal/shader"
"github.com/hajimehoshi/ebiten/v2/internal/shaderir"
)
func shaderSuffix(unit shaderir.Unit) (string, error) {
shaderSuffix := `
var __imageDstTextureSize vec2
// imageSrcTextureSize returns the destination image's texture size in pixels.
func imageDstTextureSize() vec2 {
return __imageDstTextureSize
}
`
shaderSuffix += fmt.Sprintf(`
var __textureSizes [%[1]d]vec2
// imageSrcTextureSize returns the source image's texture size in pixels.
// As an image is a part of internal texture, the texture is usually bigger than the image.
// The texture's size is useful when you want to calculate pixels from texels in the texel mode.
func imageSrcTextureSize() vec2 {
return __textureSizes[0]
}
// The unit is the source texture's pixel or texel.
var __textureDestinationRegionOrigin vec2
// The unit is the source texture's pixel or texel.
var __textureDestinationRegionSize vec2
// imageDstRegionOnTexture returns the destination image's region (the origin and the size) on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageDstRegionOnTexture() (vec2, vec2) {
return __textureDestinationRegionOrigin, __textureDestinationRegionSize
}
// The unit is the source texture's pixel or texel.
var __textureSourceOffsets [%[2]d]vec2
// The unit is the source texture's pixel or texel.
var __textureSourceRegionOrigin vec2
// The unit is the source texture's pixel or texel.
var __textureSourceRegionSize vec2
// imageSrcRegionOnTexture returns the source image's region (the origin and the size) on its texture.
// The unit is the source texture's pixel or texel.
//
// As an image is a part of internal texture, the image can be located at an arbitrary position on the texture.
func imageSrcRegionOnTexture() (vec2, vec2) {
return __textureSourceRegionOrigin, __textureSourceRegionSize
}
`, ShaderImageCount, ShaderImageCount-1)
for i := 0; i < ShaderImageCount; i++ {
pos := "pos"
if i >= 1 {
// Convert the position in texture0's positions to the target texture positions.
switch unit {
case shaderir.Pixel:
pos = fmt.Sprintf("pos + __textureSourceOffsets[%d]", i-1)
case shaderir.Texel:
pos = fmt.Sprintf("(pos + __textureSourceOffsets[%d]) * __textureSizes[0] / __textureSizes[%d]", i-1, i)
default:
return "", fmt.Errorf("graphics: unexpected unit: %d", unit)
}
}
// __t%d is a special variable for a texture variable.
shaderSuffix += fmt.Sprintf(`
func imageSrc%[1]dUnsafeAt(pos vec2) vec4 {
// pos is the position in positions of the source texture (= 0th image's texture).
return texture2D(__t%[1]d, %[2]s)
}
func imageSrc%[1]dAt(pos vec2) vec4 {
// pos is the position of the source texture (= 0th image's texture).
// If pos is in the region, the result is (1, 1). Otherwise, either element is 0.
in := step(__textureSourceRegionOrigin, pos) - step(__textureSourceRegionOrigin + __textureSourceRegionSize, pos)
return texture2D(__t%[1]d, %[2]s) * in.x * in.y
}
`, i, pos)
}
shaderSuffix += `
var __projectionMatrix mat4
func __vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2, vec4) {
return __projectionMatrix * vec4(position, 0, 1), texCoord, color
}
`
return shaderSuffix, nil
}
func CompileShader(src []byte) (*shaderir.Program, error) {
unit, err := shader.ParseCompilerDirectives(src)
if err != nil {
return nil, err
}
suffix, err := shaderSuffix(unit)
if err != nil {
return nil, err
}
var buf bytes.Buffer
buf.Write(src)
buf.WriteString(suffix)
const (
vert = "__vertex"
frag = "Fragment"
)
ir, err := shader.Compile(buf.Bytes(), vert, frag, ShaderImageCount)
if err != nil {
return nil, err
}
if ir.VertexFunc.Block == nil {
return nil, fmt.Errorf("graphics: vertex shader entry point '%s' is missing", vert)
}
if ir.FragmentFunc.Block == nil {
return nil, fmt.Errorf("graphics: fragment shader entry point '%s' is missing", frag)
}
return ir, nil
}