Funkin/source/flixel/addons/display/FlxRuntimeShader.hx

728 lines
20 KiB
Haxe

package flixel.addons.display;
import flixel.system.FlxAssets.FlxShader;
import lime.utils.Float32Array;
import openfl.display.BitmapData;
import openfl.display.ShaderInput;
import openfl.display.ShaderParameter;
import openfl.display.ShaderParameterType;
/**
* An wrapper for Flixel/OpenFL's shaders, which takes fragment and vertex source
* in the constructor instead of using macros, so it can be provided data
* at runtime (for example, when using mods).
*
* HOW TO USE:
* 1. Create an instance of this class, passing the text of the `.frag` and `.vert` files.
* Note that you can set either of these to null (making them both null would make the shader do nothing???).
* 2. Use `flxSprite.shader = runtimeShader` to apply the shader to the sprite.
* 3. Use `runtimeShader.setFloat()`, `setBool()`, etc. to modify any uniforms.
*
* @author MasterEric
* @see https://github.com/openfl/openfl/blob/develop/src/openfl/utils/_internal/ShaderMacro.hx
* @see https://dixonary.co.uk/blog/shadertoy
*/
class FlxRuntimeShader extends FlxShader
{
#if FLX_DRAW_QUADS
// We need to add stuff from FlxGraphicsShader too!
#else
// Only stuff from openfl.display.Shader is needed
#end
// These variables got copied from openfl.display.GraphicsShader
// and from flixel.graphics.tile.FlxGraphicsShader,
// and probably won't change ever.
static final BASE_VERTEX_HEADER:String = "
#pragma version
#pragma precision
attribute float openfl_Alpha;
attribute vec4 openfl_ColorMultiplier;
attribute vec4 openfl_ColorOffset;
attribute vec4 openfl_Position;
attribute vec2 openfl_TextureCoord;
varying float openfl_Alphav;
varying vec4 openfl_ColorMultiplierv;
varying vec4 openfl_ColorOffsetv;
varying vec2 openfl_TextureCoordv;
uniform mat4 openfl_Matrix;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
";
static final BASE_VERTEX_BODY:String = "
openfl_Alphav = openfl_Alpha;
openfl_TextureCoordv = openfl_TextureCoord;
if (openfl_HasColorTransform) {
openfl_ColorMultiplierv = openfl_ColorMultiplier;
openfl_ColorOffsetv = openfl_ColorOffset / 255.0;
}
gl_Position = openfl_Matrix * openfl_Position;
";
static final BASE_FRAGMENT_HEADER:String = "
#pragma version
#pragma precision
varying float openfl_Alphav;
varying vec4 openfl_ColorMultiplierv;
varying vec4 openfl_ColorOffsetv;
varying vec2 openfl_TextureCoordv;
uniform bool openfl_HasColorTransform;
uniform vec2 openfl_TextureSize;
uniform sampler2D bitmap;
"
#if FLX_DRAW_QUADS
// Add on more stuff!
+ "
uniform bool hasTransform;
uniform bool hasColorTransform;
vec4 flixel_texture2D(sampler2D bitmap, vec2 coord)
{
vec4 color = texture2D(bitmap, coord);
if (!hasTransform)
{
return color;
}
if (color.a == 0.0)
{
return vec4(0.0, 0.0, 0.0, 0.0);
}
if (!hasColorTransform)
{
return color * openfl_Alphav;
}
color = vec4(color.rgb / color.a, color.a);
mat4 colorMultiplier = mat4(0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = openfl_ColorMultiplierv.w;
color = clamp(openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0)
{
return vec4(color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
}
return vec4(0.0, 0.0, 0.0, 0.0);
}
";
#else
// No additional data.
;
#end
static final BASE_FRAGMENT_BODY:String = "
vec4 color = texture2D (bitmap, openfl_TextureCoordv);
if (color.a == 0.0) {
gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
} else if (openfl_HasColorTransform) {
color = vec4 (color.rgb / color.a, color.a);
mat4 colorMultiplier = mat4 (0);
colorMultiplier[0][0] = openfl_ColorMultiplierv.x;
colorMultiplier[1][1] = openfl_ColorMultiplierv.y;
colorMultiplier[2][2] = openfl_ColorMultiplierv.z;
colorMultiplier[3][3] = 1.0; // openfl_ColorMultiplierv.w;
color = clamp (openfl_ColorOffsetv + (color * colorMultiplier), 0.0, 1.0);
if (color.a > 0.0) {
gl_FragColor = vec4 (color.rgb * color.a * openfl_Alphav, color.a * openfl_Alphav);
} else {
gl_FragColor = vec4 (0.0, 0.0, 0.0, 0.0);
}
} else {
gl_FragColor = color * openfl_Alphav;
}
";
#if FLX_DRAW_QUADS
static final DEFAULT_FRAGMENT_SOURCE:String = "
#pragma header
void main(void)
{
gl_FragColor = flixel_texture2D(bitmap, openfl_TextureCoordv);
}
";
#else
static final DEFAULT_FRAGMENT_SOURCE:String = "
#pragma header
void main(void) {
#pragma body
}
";
#end
#if FLX_DRAW_QUADS
static final DEFAULT_VERTEX_SOURCE:String = "
#pragma header
attribute float alpha;
attribute vec4 colorMultiplier;
attribute vec4 colorOffset;
uniform bool hasColorTransform;
void main(void)
{
#pragma body
openfl_Alphav = openfl_Alpha * alpha;
if (hasColorTransform)
{
openfl_ColorOffsetv = colorOffset / 255.0;
openfl_ColorMultiplierv = colorMultiplier;
}
}
";
#else
static final DEFAULT_VERTEX_SOURCE:String = "
#pragma header
void main(void) {
#pragma body
}
";
#end
static final PRAGMA_HEADER:String = "#pragma header";
static final PRAGMA_BODY:String = "#pragma body";
static final PRAGMA_PRECISION:String = "#pragma precision";
static final PRAGMA_VERSION:String = "#pragma version";
private var _glslVersion:Int;
/**
* Constructs a GLSL shader.
* @param fragmentSource The fragment shader source.
* @param vertexSource The vertex shader source.
* Note you also need to `initialize()` the shader MANUALLY! It can't be done automatically.
*/
public function new(fragmentSource:String = null, vertexSource:String = null, glslVersion:Int = 120):Void
{
_glslVersion = glslVersion;
if (fragmentSource == null)
{
trace('Loading default fragment source...');
glFragmentSource = processFragmentSource(DEFAULT_FRAGMENT_SOURCE);
}
else
{
trace('Loading fragment source from argument...');
glFragmentSource = processFragmentSource(fragmentSource);
}
if (vertexSource == null)
{
var s = processVertexSource(DEFAULT_VERTEX_SOURCE);
glVertexSource = s;
}
else
{
var s = processVertexSource(vertexSource);
glVertexSource = s;
}
@:privateAccess {
// This tells the shader that the glVertexSource/glFragmentSource have been updated.
__glSourceDirty = true;
// This tells the shader that the shader properties are NOT reflected on this class automatically.
__isGenerated = false;
}
super();
}
/**
* Replace the `#pragma header` and `#pragma body` with the fragment shader header and body.
*/
function processFragmentSource(input:String):String
{
var result = StringTools.replace(input, PRAGMA_HEADER, BASE_FRAGMENT_HEADER);
result = StringTools.replace(result, PRAGMA_BODY, BASE_FRAGMENT_BODY);
return result;
}
/**
* Replace the `#pragma header` and `#pragma body` with the vertex shader header and body.
*/
function processVertexSource(input:String):String
{
var result = StringTools.replace(input, PRAGMA_HEADER, BASE_VERTEX_HEADER);
result = StringTools.replace(result, PRAGMA_BODY, BASE_VERTEX_BODY);
return result;
}
function buildPrecisionHeaders():String {
return "#ifdef GL_ES
" + (precisionHint == FULL ? "#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif" : "precision lowp float;")
+ "
#endif
";
}
/**
* The parent function that initializes the shader.
* This is done to add the `#version` shader directive.
*/
private override function __initGL():Void
{
if (__glSourceDirty || __paramBool == null)
{
__glSourceDirty = false;
program = null;
__inputBitmapData = new Array();
__paramBool = new Array();
__paramFloat = new Array();
__paramInt = new Array();
__processGLData(glVertexSource, "attribute");
__processGLData(glVertexSource, "uniform");
__processGLData(glFragmentSource, "uniform");
}
@:privateAccess
if (__context != null && program == null)
{
var gl = __context.gl;
var precisionHeaders = buildPrecisionHeaders();
var versionHeader = '#version ${_glslVersion}\n';
var vertex = StringTools.replace(glVertexSource, PRAGMA_PRECISION, precisionHeaders);
vertex = StringTools.replace(vertex, PRAGMA_VERSION, versionHeader);
var fragment = StringTools.replace(glFragmentSource, PRAGMA_PRECISION, precisionHeaders);
fragment = StringTools.replace(fragment, PRAGMA_VERSION, versionHeader);
var id = vertex + fragment;
if (__context.__programs.exists(id)) {
// Use the existing program if it has been compiled.
program = __context.__programs.get(id);
} else {
// Build the program.
program = __context.createProgram(GLSL);
program.__glProgram = __createGLProgram(vertex, fragment);
__context.__programs.set(id, program);
}
if (program != null) {
glProgram = program.__glProgram;
// Map attributes for each type.
for (input in __inputBitmapData) {
if (input.__isUniform) {
input.index = gl.getUniformLocation(glProgram, input.name);
} else {
input.index = gl.getAttribLocation(glProgram, input.name);
}
}
for (parameter in __paramBool) {
if (parameter.__isUniform) {
parameter.index = gl.getUniformLocation(glProgram, parameter.name);
} else {
parameter.index = gl.getAttribLocation(glProgram, parameter.name);
}
}
for (parameter in __paramFloat) {
if (parameter.__isUniform) {
parameter.index = gl.getUniformLocation(glProgram, parameter.name);
} else {
parameter.index = gl.getAttribLocation(glProgram, parameter.name);
}
}
for (parameter in __paramInt) {
if (parameter.__isUniform) {
parameter.index = gl.getUniformLocation(glProgram, parameter.name);
} else {
parameter.index = gl.getAttribLocation(glProgram, parameter.name);
}
}
}
}
}
private var __fieldList:Array<String> = null;
private function thisHasField(name:String) {
// Reflect.hasField(this, name) is REALLY expensive so we use a cache.
if (__fieldList == null) {
__fieldList = Reflect.fields(this)
.concat(Type.getInstanceFields(Type.getClass(this)));
}
return __fieldList.indexOf(name) != -1;
}
/**
* The parent function that initializes the shader.
* This is done because some shader fields (such as `bitmap`) have to automatically propagate from the shader,
* but others may not exist or be properties rather than fields.
*/
private override function __processGLData(source:String, storageType:String):Void
{
var position;
var name;
var type;
var regex = (storageType == "uniform")
? ~/uniform ([A-Za-z0-9]+) ([A-Za-z0-9_]+)/
: ~/attribute ([A-Za-z0-9]+) ([A-Za-z0-9_]+)/;
var lastMatch = 0;
@:privateAccess
while (regex.matchSub(source, lastMatch)) {
type = regex.matched(1);
name = regex.matched(2);
if (StringTools.startsWith(name, "gl_")) {
continue;
}
var isUniform = (storageType == "uniform");
if (StringTools.startsWith(type, "sampler")) {
var input = new ShaderInput<BitmapData>();
input.name = name;
input.__isUniform = isUniform;
__inputBitmapData.push(input);
switch (name) {
case "openfl_Texture":
__texture = input;
case "bitmap":
__bitmap = input;
default:
}
Reflect.setField(__data, name, input);
if (__isGenerated && thisHasField(name)) Reflect.setProperty(this, name, input);
} else if (!Reflect.hasField(__data, name) || Reflect.field(__data, name) == null) {
var parameterType:ShaderParameterType = switch (type)
{
case "bool": BOOL;
case "double", "float": FLOAT;
case "int", "uint": INT;
case "bvec2": BOOL2;
case "bvec3": BOOL3;
case "bvec4": BOOL4;
case "ivec2", "uvec2": INT2;
case "ivec3", "uvec3": INT3;
case "ivec4", "uvec4": INT4;
case "vec2", "dvec2": FLOAT2;
case "vec3", "dvec3": FLOAT3;
case "vec4", "dvec4": FLOAT4;
case "mat2", "mat2x2": MATRIX2X2;
case "mat2x3": MATRIX2X3;
case "mat2x4": MATRIX2X4;
case "mat3x2": MATRIX3X2;
case "mat3", "mat3x3": MATRIX3X3;
case "mat3x4": MATRIX3X4;
case "mat4x2": MATRIX4X2;
case "mat4x3": MATRIX4X3;
case "mat4", "mat4x4": MATRIX4X4;
default: null;
}
var length = switch (parameterType)
{
case BOOL2, INT2, FLOAT2: 2;
case BOOL3, INT3, FLOAT3: 3;
case BOOL4, INT4, FLOAT4, MATRIX2X2: 4;
case MATRIX3X3: 9;
case MATRIX4X4: 16;
default: 1;
}
var arrayLength = switch (parameterType)
{
case MATRIX2X2: 2;
case MATRIX3X3: 3;
case MATRIX4X4: 4;
default: 1;
}
switch (parameterType)
{
case BOOL, BOOL2, BOOL3, BOOL4:
var parameter = new ShaderParameter<Bool>();
parameter.name = name;
parameter.type = parameterType;
parameter.__arrayLength = arrayLength;
parameter.__isBool = true;
parameter.__isUniform = isUniform;
parameter.__length = length;
__paramBool.push(parameter);
if (name == "openfl_HasColorTransform")
{
__hasColorTransform = parameter;
}
Reflect.setField(__data, name, parameter);
if (__isGenerated && thisHasField(name)) Reflect.setProperty(this, name, parameter);
case INT, INT2, INT3, INT4:
var parameter = new ShaderParameter<Int>();
parameter.name = name;
parameter.type = parameterType;
parameter.__arrayLength = arrayLength;
parameter.__isInt = true;
parameter.__isUniform = isUniform;
parameter.__length = length;
__paramInt.push(parameter);
Reflect.setField(__data, name, parameter);
if (__isGenerated && thisHasField(name)) Reflect.setProperty(this, name, parameter);
default:
var parameter = new ShaderParameter<Float>();
parameter.name = name;
parameter.type = parameterType;
parameter.__arrayLength = arrayLength;
#if lime
if (arrayLength > 0) parameter.__uniformMatrix = new Float32Array(arrayLength * arrayLength);
#end
parameter.__isFloat = true;
parameter.__isUniform = isUniform;
parameter.__length = length;
__paramFloat.push(parameter);
if (StringTools.startsWith(name, "openfl_"))
{
switch (name)
{
case "openfl_Alpha": __alpha = parameter;
case "openfl_ColorMultiplier": __colorMultiplier = parameter;
case "openfl_ColorOffset": __colorOffset = parameter;
case "openfl_Matrix": __matrix = parameter;
case "openfl_Position": __position = parameter;
case "openfl_TextureCoord": __textureCoord = parameter;
case "openfl_TextureSize": __textureSize = parameter;
default:
}
}
Reflect.setField(__data, name, parameter);
if (__isGenerated && thisHasField(name)) Reflect.setProperty(this, name, parameter);
}
}
position = regex.matchedPos();
lastMatch = position.pos + position.len;
}
}
/**
* Modify a float parameter of the shader.
* @param name The name of the parameter to modify.
* @param value The new value to use.
*/
public function setFloat(name:String, value:Float):Void
{
var prop:ShaderParameter<Float> = Reflect.field(this.data, name);
@:privateAccess
if (prop == null)
{
trace('[WARN] Shader float property ${name} not found.');
return;
}
prop.value = [value];
}
/**
* Modify a float array parameter of the shader.
* @param name The name of the parameter to modify.
* @param value The new value to use.
*/
public function setFloatArray(name:String, value:Array<Float>):Void
{
var prop:ShaderParameter<Float> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader float[] property ${name} not found.');
return;
}
prop.value = value;
}
/**
* Modify an integer parameter of the shader.
* @param name The name of the parameter to modify.
* @param value The new value to use.
*/
public function setInt(name:String, value:Int):Void
{
var prop:ShaderParameter<Int> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader int property ${name} not found.');
return;
}
prop.value = [value];
}
/**
* Modify an integer array parameter of the shader.
* @param name The name of the parameter to modify.
* @param value The new value to use.
*/
public function setIntArray(name:String, value:Array<Int>):Void
{
var prop:ShaderParameter<Int> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader int[] property ${name} not found.');
return;
}
prop.value = value;
}
/**
* Modify a boolean parameter of the shader.
* @param name The name of the parameter to modify.
* @param value The new value to use.
*/
public function setBool(name:String, value:Bool):Void
{
var prop:ShaderParameter<Bool> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader bool property ${name} not found.');
return;
}
prop.value = [value];
}
/**
* Modify a boolean array parameter of the shader.
* @param name The name of the parameter to modify.
* @param value The new value to use.
*/
public function setBoolArray(name:String, value:Array<Bool>):Void
{
var prop:ShaderParameter<Bool> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader bool[] property ${name} not found.');
return;
}
prop.value = value;
}
/**
* Set or modify a sampler2D input of the shader.
* @param name The name of the shader input to modify.
* @param value The texture to use as the sampler2D input.
*/
public function setSampler2D(name:String, value:BitmapData)
{
var prop:ShaderInput<BitmapData> = Reflect.field(this.data, name);
if(prop == null)
{
trace('[WARNING] Shader sampler2D property ${name} not found.');
return;
}
prop.input = value;
}
/**
* Retrieve a float parameter of the shader.
* @param name The name of the parameter to retrieve.
*/
public function getFloat(name:String):Null<Float>
{
var prop:ShaderParameter<Float> = Reflect.field(this.data, name);
if (prop == null || prop.value.length == 0)
{
trace('[WARN] Shader float property ${name} not found.');
return null;
}
return prop.value[0];
}
/**
* Retrieve a float array parameter of the shader.
* @param name The name of the parameter to retrieve.
*/
public function getFloatArray(name:String):Null<Array<Float>>
{
var prop:ShaderParameter<Float> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader float[] property ${name} not found.');
return null;
}
return prop.value;
}
/**
* Retrieve an integer parameter of the shader.
* @param name The name of the parameter to retrieve.
*/
public function getInt(name:String):Null<Int>
{
var prop:ShaderParameter<Int> = Reflect.field(this.data, name);
if (prop == null || prop.value.length == 0)
{
trace('[WARN] Shader int property ${name} not found.');
return null;
}
return prop.value[0];
}
/**
* Retrieve an integer array parameter of the shader.
* @param name The name of the parameter to retrieve.
*/
public function getIntArray(name:String):Null<Array<Int>>
{
var prop:ShaderParameter<Int> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader int[] property ${name} not found.');
return null;
}
return prop.value;
}
/**
* Retrieve a boolean parameter of the shader.
* @param name The name of the parameter to retrieve.
*/
public function getBool(name:String):Null<Bool>
{
var prop:ShaderParameter<Bool> = Reflect.field(this.data, name);
if (prop == null || prop.value.length == 0)
{
trace('[WARN] Shader bool property ${name} not found.');
return null;
}
return prop.value[0];
}
/**
* Retrieve a boolean array parameter of the shader.
* @param name The name of the parameter to retrieve.
*/
public function getBoolArray(name:String):Null<Array<Bool>>
{
var prop:ShaderParameter<Bool> = Reflect.field(this.data, name);
if (prop == null)
{
trace('[WARN] Shader bool[] property ${name} not found.');
return null;
}
return prop.value;
}
public function toString():String
{
return 'FlxRuntimeShader';
}
}