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	f40798b586
	
	
	
		
			
			Let's keep 'graphics' package as a package for utility functions or testable functions as much as possible.
		
			
				
	
	
		
			287 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
			
		
		
	
	
			287 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			Go
		
	
	
	
	
	
| // Copyright 2014 Hajime Hoshi
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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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| 
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| package opengl
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| 
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| import (
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| 	"fmt"
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| 	"regexp"
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| 	"strings"
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| 
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| 	"github.com/hajimehoshi/ebiten/internal/driver"
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| )
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| 
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| // glslReservedKeywords is a set of reserved keywords that cannot be used as an indentifier on some environments.
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| // See https://www.khronos.org/registry/OpenGL/specs/gl/GLSLangSpec.4.60.pdf.
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| var glslReservedKeywords = map[string]struct{}{
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| 	"common": {}, "partition": {}, "active": {},
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| 	"asm":   {},
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| 	"class": {}, "union": {}, "enum": {}, "typedef": {}, "template": {}, "this": {},
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| 	"resource": {},
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| 	"goto":     {},
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| 	"inline":   {}, "noinline": {}, "public": {}, "static": {}, "extern": {}, "external": {}, "interface": {},
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| 	"long": {}, "short": {}, "half": {}, "fixed": {}, "unsigned": {}, "superp": {},
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| 	"input": {}, "output": {},
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| 	"hvec2": {}, "hvec3": {}, "hvec4": {}, "fvec2": {}, "fvec3": {}, "fvec4": {},
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| 	"filter": {},
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| 	"sizeof": {}, "cast": {},
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| 	"namespace": {}, "using": {},
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| 	"sampler3DRect": {},
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| }
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| 
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| var glslIdentifier = regexp.MustCompile(`[_a-zA-Z][_a-zA-Z0-9]*`)
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| 
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| func checkGLSL(src string) {
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| 	for _, l := range strings.Split(src, "\n") {
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| 		if strings.Contains(l, "//") {
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| 			l = l[:strings.Index(l, "//")]
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| 		}
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| 		for _, token := range glslIdentifier.FindAllString(l, -1) {
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| 			if _, ok := glslReservedKeywords[token]; ok {
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| 				panic(fmt.Sprintf("opengl: %q is a reserved keyword", token))
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| 			}
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| 		}
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| 	}
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| }
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| 
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| func vertexShaderStr() string {
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| 	src := shaderStrVertex
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| 	checkGLSL(src)
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| 	return src
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| }
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| 
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| func fragmentShaderStr(useColorM bool, filter driver.Filter, address driver.Address) string {
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| 	replaces := map[string]string{
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| 		"{{.AddressClampToZero}}": fmt.Sprintf("%d", driver.AddressClampToZero),
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| 		"{{.AddressRepeat}}":      fmt.Sprintf("%d", driver.AddressRepeat),
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| 	}
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| 	src := shaderStrFragment
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| 	for k, v := range replaces {
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| 		src = strings.Replace(src, k, v, -1)
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| 	}
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| 
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| 	var defs []string
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| 
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| 	if useColorM {
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| 		defs = append(defs, "#define USE_COLOR_MATRIX")
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| 	}
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| 
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| 	switch filter {
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| 	case driver.FilterNearest:
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| 		defs = append(defs, "#define FILTER_NEAREST")
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| 	case driver.FilterLinear:
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| 		defs = append(defs, "#define FILTER_LINEAR")
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| 	case driver.FilterScreen:
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| 		defs = append(defs, "#define FILTER_SCREEN")
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| 	default:
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| 		panic(fmt.Sprintf("opengl: invalid filter: %d", filter))
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| 	}
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| 
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| 	switch address {
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| 	case driver.AddressClampToZero:
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| 		defs = append(defs, "#define ADDRESS_CLAMP_TO_ZERO")
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| 	case driver.AddressRepeat:
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| 		defs = append(defs, "#define ADDRESS_REPEAT")
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| 	default:
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| 		panic(fmt.Sprintf("opengl: invalid address: %d", address))
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| 	}
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| 
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| 	src = strings.Replace(src, "{{.Definitions}}", strings.Join(defs, "\n"), -1)
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| 
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| 	checkGLSL(src)
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| 	return src
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| }
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| 
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| const (
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| 	shaderStrVertex = `
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| uniform vec2 viewport_size;
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| attribute vec2 vertex;
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| attribute vec2 tex;
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| attribute vec4 tex_region;
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| attribute vec4 color_scale;
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| varying vec2 varying_tex;
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| varying vec4 varying_tex_region;
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| varying vec4 varying_color_scale;
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| 
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| void main(void) {
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|   varying_tex = tex;
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|   varying_tex_region = tex_region;
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|   varying_color_scale = color_scale;
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| 
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|   mat4 projection_matrix = mat4(
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|     vec4(2.0 / viewport_size.x, 0, 0, 0),
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|     vec4(0, 2.0 / viewport_size.y, 0, 0),
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|     vec4(0, 0, 1, 0),
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|     vec4(-1, -1, 0, 1)
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|   );
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|   gl_Position = projection_matrix * vec4(vertex, 0, 1);
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| }
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| `
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| 	shaderStrFragment = `
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| #if defined(GL_ES)
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| precision mediump float;
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| #else
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| #define lowp
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| #define mediump
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| #define highp
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| #endif
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| 
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| {{.Definitions}}
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| 
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| uniform sampler2D texture;
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| 
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| #if defined(USE_COLOR_MATRIX)
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| uniform mat4 color_matrix_body;
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| uniform vec4 color_matrix_translation;
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| #endif
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| 
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| uniform highp vec2 source_size;
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| 
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| #if defined(FILTER_SCREEN)
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| uniform highp float scale;
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| #endif
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| 
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| varying highp vec2 varying_tex;
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| varying highp vec4 varying_tex_region;
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| varying highp vec4 varying_color_scale;
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| 
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| // adjustTexel adjusts the two texels and returns the adjusted second texel.
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| // When p1 - p0 is exactly equal to the texel size, jaggy can happen on macOS (#669).
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| // In order to avoid this jaggy, subtract a little bit from the second texel.
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| highp vec2 adjustTexel(highp vec2 p0, highp vec2 p1) {
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|   highp vec2 texel_size = 1.0 / source_size;
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|   if (fract((p1.x-p0.x)*source_size.x) == 0.0) {
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|     p1.x -= texel_size.x / 512.0;
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|   }
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|   if (fract((p1.y-p0.y)*source_size.y) == 0.0) {
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|     p1.y -= texel_size.y / 512.0;
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|   }
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|   return p1;
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| }
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| 
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| highp float floorMod(highp float x, highp float y) {
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|   if (x < 0.0) {
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|     return y - (-x - y * floor(-x/y));
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|   }
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|   return x - y * floor(x/y);
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| }
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| 
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| highp vec2 adjustTexelByAddress(highp vec2 p, highp vec4 tex_region) {
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| #if defined(ADDRESS_CLAMP_TO_ZERO)
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|   return p;
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| #endif
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| 
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| #if defined(ADDRESS_REPEAT)
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|   highp vec2 o = vec2(tex_region[0], tex_region[1]);
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|   highp vec2 size = vec2(tex_region[2] - tex_region[0], tex_region[3] - tex_region[1]);
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|   return vec2(floorMod((p.x - o.x), size.x) + o.x, floorMod((p.y - o.y), size.y) + o.y);
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| #endif
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| }
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| 
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| void main(void) {
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|   highp vec2 pos = varying_tex;
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| 
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| #if defined(FILTER_NEAREST)
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|   vec4 color;
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|   pos = adjustTexelByAddress(pos, varying_tex_region);
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|   if (varying_tex_region[0] <= pos.x &&
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|       varying_tex_region[1] <= pos.y &&
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|       pos.x < varying_tex_region[2] &&
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|       pos.y < varying_tex_region[3]) {
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|     color = texture2D(texture, pos);
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|   } else {
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|     color = vec4(0, 0, 0, 0);
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|   }
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| #endif
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| 
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| #if defined(FILTER_LINEAR)
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|   vec4 color;
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|   highp vec2 texel_size = 1.0 / source_size;
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|   highp vec2 p0 = pos - texel_size / 2.0;
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|   highp vec2 p1 = pos + texel_size / 2.0;
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| 
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|   p1 = adjustTexel(p0, p1);
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|   p0 = adjustTexelByAddress(p0, varying_tex_region);
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|   p1 = adjustTexelByAddress(p1, varying_tex_region);
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| 
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|   vec4 c0 = texture2D(texture, p0);
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|   vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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|   vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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|   vec4 c3 = texture2D(texture, p1);
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|   if (p0.x < varying_tex_region[0]) {
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|     c0 = vec4(0, 0, 0, 0);
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|     c2 = vec4(0, 0, 0, 0);
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|   }
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|   if (p0.y < varying_tex_region[1]) {
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|     c0 = vec4(0, 0, 0, 0);
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|     c1 = vec4(0, 0, 0, 0);
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|   }
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|   if (varying_tex_region[2] <= p1.x) {
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|     c1 = vec4(0, 0, 0, 0);
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|     c3 = vec4(0, 0, 0, 0);
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|   }
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|   if (varying_tex_region[3] <= p1.y) {
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|     c2 = vec4(0, 0, 0, 0);
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|     c3 = vec4(0, 0, 0, 0);
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|   }
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| 
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|   vec2 rate = fract(p0 * source_size);
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|   color = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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| #endif
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| 
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| #if defined(FILTER_SCREEN)
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|   highp vec2 texel_size = 1.0 / source_size;
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|   highp vec2 half_scaled_texel_size = texel_size / 2.0 / scale;
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|   highp vec2 p0 = pos - half_scaled_texel_size;
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|   highp vec2 p1 = pos + half_scaled_texel_size;
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| 
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|   p1 = adjustTexel(p0, p1);
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| 
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|   vec4 c0 = texture2D(texture, p0);
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|   vec4 c1 = texture2D(texture, vec2(p1.x, p0.y));
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|   vec4 c2 = texture2D(texture, vec2(p0.x, p1.y));
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|   vec4 c3 = texture2D(texture, p1);
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|   // Texels must be in the source rect, so it is not necessary to check that like linear filter.
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| 
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|   vec2 rate_center = vec2(1.0, 1.0) - half_scaled_texel_size;
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|   vec2 rate = clamp(((fract(p0 * source_size) - rate_center) * scale) + rate_center, 0.0, 1.0);
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|   gl_FragColor = mix(mix(c0, c1, rate.x), mix(c2, c3, rate.x), rate.y);
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|   // Assume that a color matrix and color vector values are not used with FILTER_SCREEN.
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| 
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| #else
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| 
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| #if defined(USE_COLOR_MATRIX)
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|   // Un-premultiply alpha.
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|   // When the alpha is 0, 1.0 - sign(alpha) is 1.0, which means division does nothing.
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|   color.rgb /= color.a + (1.0 - sign(color.a));
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|   // Apply the color matrix or scale.
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|   color = (color_matrix_body * color) + color_matrix_translation;
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|   color *= varying_color_scale;
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|   // Premultiply alpha
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|   color.rgb *= color.a;
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| #else
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|   vec4 s = varying_color_scale;
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|   color *= vec4(s.r, s.g, s.b, 1.0) * s.a;
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| #endif
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| 
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|   color = min(color, color.a);
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| 
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|   gl_FragColor = color;
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| 
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| #endif
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| 
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| }
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| `
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| )
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