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glbuild.go
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package glbuild
import (
"bytes"
_ "embed"
"encoding/binary"
"errors"
"fmt"
"io"
"reflect"
"strconv"
"unsafe"
"github.com/soypat/glgl/math/md2"
"github.com/soypat/glgl/math/md3"
"github.com/soypat/glgl/math/ms2"
"github.com/soypat/glgl/math/ms3"
)
// Shader stores information for automatically generating SDF Shader pipelines
// and evaluating them correctly on a GPU.
type Shader interface {
// AppendShaderName appends the name of the GL shader function
// to the buffer and returns the result. It should be unique to that shader.
AppendShaderName(b []byte) []byte
// AppendShaderBody appends the body of the shader function to the
// buffer and returns the result.
AppendShaderBody(b []byte) []byte
// AppendShaderObject appends "objects" (read as data) needed to
// evaluate the shader correctly. See [ShaderObject] for more information
// on what an object can represent.
AppendShaderObjects(objs []ShaderObject) []ShaderObject
}
// ShaderObject is a handle to data needed to evaluate a [Shader] correctly.
// A ShaderObject could represent any of the following:
// - Shader Storage Buffer Object (SSBO). Is a 1D array of structured data.
// - Texture. Represents 2D data, usually images.
// - Shader uniform. Is a single structured value.
type ShaderObject struct {
// NamePtr is a pointer to the name of the buffer inside of the [Shader].
// This lets the programmer edit the name if a naming conflict is found before generating the shader bodies.
NamePtr []byte
// Element is the element of the buffer.
Element reflect.Type
// Data points to the start of buffer data.
Data unsafe.Pointer
// Size of buffer in bytes.
Size int
// Binding specifies the resource's binding point during shader execution.
// Binding should be equal to -1 until the final binding point is allocated in shader generation.
Binding int
read bool
// Write bool
}
// Shader3D can create SDF shader source code for an arbitrary 3D shape.
type Shader3D interface {
Shader
// ForEachChild iterats over the Shader3D's direct Shader3D children.
// Unary operations have one child i.e: Translate, Transform, Scale.
// Binary operations have two children i.e: Union, Intersection, Difference.
ForEachChild(userData any, fn func(userData any, s *Shader3D) error) error
// Bounds returns the Shader3D's bounding box where the SDF is negative.
Bounds() ms3.Box
}
// Shader2D can create SDF shader source code for an arbitrary 2D shape.
type Shader2D interface {
Shader
// ForEachChild iterats over the Shader2D's direct Shader2D children.
// Unary operations have one child i.e: Translate, Scale.
// Binary operations have two children i.e: Union, Intersection, Difference.
ForEach2DChild(userData any, fn func(userData any, s *Shader2D) error) error
// Bounds returns the Shader2D's bounding box where the SDF is negative.
Bounds() ms2.Box
}
// shader3D2D can create SDF shader source code for a operation that receives 2D
// shaders to generate a 3D shape.
type shader3D2D interface {
Shader3D
ForEach2DChild(userData any, fn func(userData any, s *Shader2D) error) error
}
// Programmer implements shader generation logic for Shader type.
type Programmer struct {
scratchNodes []Shader
scratch []byte
computeHeader []byte
objsScratch []ShaderObject
// names maps shader names to body hashes for checking duplicates.
names map[uint64]uint64
// Invocations size in X (local group size) to give each compute work group.
invocX int
}
func MakeShaderBufferReadOnly[T any](namePtr []byte, data []T) (ssbo ShaderObject, err error) {
var z T
ssbo = ShaderObject{
NamePtr: namePtr,
Element: reflect.TypeOf(z),
Data: unsafe.Pointer(&data[0]),
Size: int(unsafe.Sizeof(z)) * len(data),
read: true,
}
err = ssbo.Validate()
if err != nil {
return ShaderObject{}, err
}
// Until shader pipeline we do not know where our buffer will be binded.
// Programmer expects -1 binding until then.
ssbo.Binding = -1
return ssbo, nil
}
var defaultComputeHeader = []byte("#shader compute\n#version 430\n")
// NewDefaultProgrammer returns a Programmer with reasonable default parameters for use with glgl package on the local machine.
func NewDefaultProgrammer() *Programmer {
return &Programmer{
scratchNodes: make([]Shader, 64),
scratch: make([]byte, 1024), // Max length of shader token is around 1024..1060 characters.
computeHeader: defaultComputeHeader,
names: make(map[uint64]uint64),
invocX: 32,
}
}
// SetComputeInvocations sets the work group local-sizes. x*y*z must be less than maximum number of invocations.
func (p *Programmer) SetComputeInvocations(x, y, z int) {
if y != 1 || z != 1 {
panic("unsupported")
} else if x < 1 {
panic("zero or negative X invocation size")
}
p.invocX = x
}
// ComputeInvocations returns the worker group invocation size in x y and z.
func (p *Programmer) ComputeInvocations() (int, int, int) {
return p.invocX, 1, 1
}
// WriteDistanceIO creates the bare bones I/O compute program for calculating SDF
// and writes it to the writer.
func (p *Programmer) WriteComputeSDF3(w io.Writer, obj Shader3D) (int, []ShaderObject, error) {
baseName, nodes, err := ParseAppendNodes(p.scratchNodes[:0], obj)
if err != nil {
return 0, nil, err
}
// Begin writing shader source code.
n, err := w.Write(p.computeHeader)
if err != nil {
return n, nil, err
}
ngot, objs, err := p.writeShaders(w, nodes)
n += ngot
if err != nil {
return n, nil, err
}
ngot, err = fmt.Fprintf(w, `
layout(local_size_x = %d, local_size_y = 1, local_size_z = 1) in;
// Input: 3D positions at which to evaluate SDF.
layout(std140, binding = 0) buffer PositionsBuffer {
vec3 vbo_positions[];
};
// Output: Result of SDF evaluation are the distances. Maps to position buffer.
layout(std430, binding = 1) buffer DistancesBuffer {
float vbo_distances[];
};
void main() {
int idx = int( gl_GlobalInvocationID.x );
vec3 p = vbo_positions[idx]; // Get position to evaluate SDF at.
vbo_distances[idx] = %s(p); // Evaluate SDF and store to distance buffer.
}
`, p.invocX, baseName)
n += ngot
return n, objs, err
}
// WriteDistanceIO creates the bare bones I/O compute program for calculating SDF
// and writes it to the writer.
func (p *Programmer) WriteComputeSDF2(w io.Writer, obj Shader2D) (int, []ShaderObject, error) {
baseName, nodes, err := ParseAppendNodes(p.scratchNodes[:0], obj)
if err != nil {
return 0, nil, err
}
// Begin writing shader source code.
n, err := w.Write(p.computeHeader)
if err != nil {
return n, nil, err
}
ngot, objs, err := p.writeShaders(w, nodes)
n += ngot
if err != nil {
return n, objs, err
}
ngot, err = fmt.Fprintf(w, `
layout(local_size_x = %d, local_size_y = 1, local_size_z = 1) in;
// Input: 2D positions at which to evaluate SDF.
layout(std430, binding = 0) buffer PositionsBuffer {
vec2 vbo_positions[];
};
// Output: Result of SDF evaluation are the distances. Maps to position buffer.
layout(std430, binding = 1) buffer DistancesBuffer {
float vbo_distances[];
};
void main() {
int idx = int( gl_GlobalInvocationID.x );
vec2 p = vbo_positions[idx]; // Get position to evaluate SDF at.
vbo_distances[idx] = %s(p); // Evaluate SDF and store to distance buffer.
}
`, p.invocX, baseName)
n += ngot
return n, objs, err
}
//go:embed visualizer_footer.tmpl
var shaderToyVisualFooter []byte
// WriteShaderToyVisualizerSDF3 generates a OpenGL program that can be visualized in most shader visualizers such as ShaderToy.
func (p *Programmer) WriteShaderToyVisualizerSDF3(w io.Writer, obj Shader3D) (n int, objs []ShaderObject, err error) {
baseName, n, objs, err := p.WriteSDFDecl(w, obj)
if err != nil {
return 0, objs, err
}
ngot, err := w.Write([]byte("\nfloat sdf(vec3 p) { return " + baseName + "(p); }\n\n"))
n += ngot
if err != nil {
return n, objs, err
}
ngot, err = w.Write(shaderToyVisualFooter)
n += ngot
if err != nil {
return n, objs, err
}
return n, objs, nil
}
// WriteShaderDecl writes the SDF shader function declarations and returns the top-level SDF function name.
func (p *Programmer) WriteSDFDecl(w io.Writer, s Shader) (baseName string, n int, objs []ShaderObject, err error) {
baseName, nodes, err := ParseAppendNodes(p.scratchNodes[:0], s)
if err != nil {
return "", 0, nil, err
}
n, objs, err = p.writeShaders(w, nodes)
if err != nil {
return "", n, objs, err
}
return baseName, n, objs, nil
}
func (p *Programmer) writeShaders(w io.Writer, nodes []Shader) (n int, objs []ShaderObject, err error) {
clear(p.names)
p.scratch = p.scratch[:0]
p.objsScratch = p.objsScratch[:0]
const startBase = 2
currentBase := startBase
objIdx := 0
for i := len(nodes) - 1; i >= 0; i-- {
// Start by generating all Shader Objects.
node := nodes[i]
p.objsScratch = node.AppendShaderObjects(p.objsScratch)
newObjs := p.objsScratch[objIdx:]
OBJWRITE:
for i := range newObjs {
obj := &newObjs[i]
if obj.Binding != -1 {
return n, nil, fmt.Errorf("shader buffer object binding should be set to -1 until shader generated for %T, %q", unwraproot(node), obj.NamePtr)
}
nameHash := hash(obj.NamePtr, 0)
_, nameConflict := p.names[nameHash]
if nameConflict {
oldObjs := p.objsScratch[:objIdx]
for _, old := range oldObjs {
conflictFound := nameHash == hash(old.NamePtr, 0)
if !conflictFound {
continue
}
// Conflict found!
if obj.Data == old.Data && obj.Size == old.Size && obj.Element == old.Element {
continue OBJWRITE // Skip this object, is duplicate and already has been added.
}
break // Conflict is not identical.
}
return n, nil, fmt.Errorf("shader buffer object name conflict resolution not implemented: %T has buffer conflicting name %q of type %s", unwraproot(node), obj.NamePtr, obj.Element.String())
}
obj.Binding = currentBase
currentBase++
p.names[nameHash] = nameHash
blockName := string(obj.NamePtr) + "Buffer"
p.scratch, err = AppendShaderBufferDecl(p.scratch, blockName, "", *obj)
if err != nil {
return n, nil, err
}
}
objIdx += len(newObjs)
}
if len(p.scratch) > 0 {
// Write shader buffer declarations if any.
ngot, err := w.Write(p.scratch)
n += ngot
if err != nil {
return n, nil, err
}
}
for i := len(nodes) - 1; i >= 0; i-- {
node := nodes[i]
var name, body []byte
p.scratch, name, body = AppendShaderSource(p.scratch[:0], node)
nameHash := hash(name, 0)
bodyHash := hash(body, nameHash) // Body hash mixes name as well.
gotBodyHash, nameConflict := p.names[nameHash]
if nameConflict {
// Name already exists in tree, check if bodies are identical.
if bodyHash == gotBodyHash {
continue // Shader already written and is identical, skip.
}
// Look for identical shader
var conflictBody []byte
for j := i + 1; j < len(nodes); j++ {
conflictBody = nodes[j].AppendShaderName(conflictBody[:0])
if bytes.Equal(conflictBody, name) {
conflictBody = nodes[j].AppendShaderBody(conflictBody[:0])
break
}
conflictBody = conflictBody[:0]
}
return n, nil, fmt.Errorf("duplicate %T shader name %q w/ body:\n%s\n\nconflict with distinct shader with same name:\n%s", unwraproot(node), name, body, conflictBody)
} else {
p.names[nameHash] = bodyHash // Not found, add it.
}
ngot, err := w.Write(p.scratch)
n += ngot
if err != nil {
return n, nil, err
}
}
objs = append(objs[:0], p.objsScratch...) // Clone slice and return it.
return n, objs, err
}
const shorteningBufsize = 1024
func ShortenNames3D(root *Shader3D, maxRewriteLen int) error {
scratch := make([]byte, shorteningBufsize)
rewrite3 := func(a any, s3 *Shader3D) error {
scratch = rewriteName3(s3, scratch, maxRewriteLen)
return nil
}
rewrite2 := func(a any, s2 *Shader2D) error {
scratch = rewriteName2(s2, scratch, maxRewriteLen)
return nil
}
err := forEachNode(*root, rewrite3, rewrite2)
if err != nil {
return err
}
return rewrite3(nil, root)
}
func ShortenNames2D(root *Shader2D, maxRewriteLen int) error {
scratch := make([]byte, shorteningBufsize)
rewrite3 := func(a any, s3 *Shader3D) error {
scratch = rewriteName3(s3, scratch, maxRewriteLen)
return nil
}
rewrite2 := func(a any, s2 *Shader2D) error {
scratch = rewriteName2(s2, scratch, maxRewriteLen)
return nil
}
err := forEachNode(*root, rewrite3, rewrite2)
if err != nil {
return err
}
return rewrite2(nil, root)
}
func rewriteName3(s3 *Shader3D, scratch []byte, rewritelen int) []byte {
sd3 := *s3
if _, ok := sd3.(*nameOverloadShader3D); ok {
return scratch // Already overloaded.
}
name, scratch := makeShortname(sd3, scratch, rewritelen)
if name == nil {
return scratch
}
*s3 = &nameOverloadShader3D{Shader: sd3, name: name}
return scratch
}
func rewriteName2(s2 *Shader2D, scratch []byte, rewritelen int) []byte {
sd2 := *s2
if _, ok := sd2.(*nameOverloadShader2D); ok {
return scratch // Already overloaded.
}
name, scratch := makeShortname(sd2, scratch, rewritelen)
if name == nil {
return scratch
}
*s2 = &nameOverloadShader2D{Shader: sd2, name: name}
return scratch
}
// makeNewName creates.
func makeShortname(s Shader, scratch []byte, rewritelen int) (newNameOrNil []byte, newScratch []byte) {
var h uint64 = 0xff51afd7ed558ccd
scratch = s.AppendShaderName(scratch[:0])
if len(scratch) < rewritelen {
return nil, scratch // Already short name, no need to rewrite.
}
newName := append([]byte{}, scratch[:rewritelen]...)
h = hash(scratch, h)
scratch = s.AppendShaderBody(scratch[:0])
h = hash(scratch, h)
newName = strconv.AppendUint(newName, h, 32)
return newName, scratch
}
// ParseAppendNodes parses the shader object tree and appends all nodes in Depth First order
// to the dst Shader argument buffer and returns the result.
func ParseAppendNodes(dst []Shader, root Shader) (baseName string, nodes []Shader, err error) {
if root == nil {
return "", nil, errors.New("nil shader object")
}
baseName = string(root.AppendShaderName([]byte{}))
if baseName == "" {
return "", nil, errors.New("empty shader name")
}
dst, err = AppendAllNodes(dst, root)
if err != nil {
return "", nil, err
}
return baseName, dst, nil
}
// WriteShaders iterates over the argument nodes in reverse order and
// writes their GL code to the writer. scratch is an auxiliary buffer to avoid heap allocations.
//
// WriteShaders does not check for repeated shader names nor long tokens which may yield errors in the GL.
func WriteShaders(w io.Writer, nodes []Shader, scratch []byte) (n int, newscratch []byte, err error) {
if scratch == nil {
scratch = make([]byte, 1024)
}
var ngot int
for i := len(nodes) - 1; i >= 0; i-- {
ngot, scratch, err = WriteShader(w, nodes[i], scratch[:0])
n += ngot
if err != nil {
return n, scratch, err
}
}
return n, scratch, nil
}
func WriteShader(w io.Writer, s Shader, scratch []byte) (int, []byte, error) {
scratch = scratch[:0]
scratch = append(scratch, "float "...)
scratch = s.AppendShaderName(scratch)
if _, ok := s.(Shader3D); ok {
scratch = append(scratch, "(vec3 p) {\n"...)
} else {
scratch = append(scratch, "(vec2 p) {\n"...)
}
scratch = s.AppendShaderBody(scratch)
scratch = append(scratch, "\n}\n\n"...)
n, err := w.Write(scratch)
return n, scratch, err
}
// AppendShaderBufferDecl appends the [ShaderObject] as a Shader Storage Buffer Object (SSBO). Returns an error if not a buffer.
//
// layout(<ssbo.std>, binding = <base>) buffer <BlockName> {
// <ssbo.Element> <ssbo.NamePtr>[];
// } <instanceName>;
func AppendShaderBufferDecl(dst []byte, BlockName, instanceName string, ssbo ShaderObject) ([]byte, error) {
err := ssbo.Validate()
if err != nil {
return dst, err
} else if BlockName == "" && instanceName == "" {
return nil, errors.New("AppendShaderBufferDecl requires BlockName for a valid SSBO declaration")
}
typename, std, err := glTypename(ssbo.Element)
if err != nil {
return dst, fmt.Errorf("typename failed for %q: %w", ssbo.NamePtr, err)
}
dst = append(dst, "layout("...)
dst = append(dst, std...)
dst = append(dst, ",binding="...)
dst = strconv.AppendInt(dst, int64(ssbo.Binding), 10)
dst = append(dst, ") buffer"...)
if len(BlockName) > 0 {
dst = append(dst, ' ')
dst = append(dst, BlockName...)
}
dst = append(dst, " {\n\t"...)
dst = append(dst, typename...)
dst = append(dst, ' ')
dst = append(dst, ssbo.NamePtr...)
dst = append(dst, "[];\n}"...)
if len(instanceName) > 0 {
dst = append(dst, ' ')
dst = append(dst, instanceName...)
}
dst = append(dst, ";\n"...)
return dst, nil
}
func (obj ShaderObject) Validate() error {
if obj.Data == nil {
return errors.New("shader object nil data pointer")
} else if obj.Size == 0 {
return errors.New("shader object zero/negative length data")
} else if obj.Size < 0 {
return errors.New("shader object negative length of data")
} else if !obj.read {
return errors.New("shader object no usage defined")
} else if len(obj.NamePtr) == 0 {
return errors.New("shader object zero-length name")
} else if obj.Binding < 0 {
return errors.New("shader object negative binding point")
}
_, _, err := glTypename(obj.Element)
if err != nil {
return err
}
return nil
}
func glTypename(tp reflect.Type) (typename, std string, err error) {
std = "std430"
switch tp {
case reflect.TypeOf(md2.Vec{}):
typename = "dvec2"
case reflect.TypeOf(md3.Vec{}):
typename = "dvec3"
case reflect.TypeOf(float64(0)):
typename = "double"
case reflect.TypeOf(float32(0)):
typename = "float"
case reflect.TypeOf(ms2.Vec{}):
typename = "vec2"
case reflect.TypeOf(ms3.Vec{}):
typename = "vec3"
case reflect.TypeOf([2]ms2.Vec{}), reflect.TypeOf(ms3.Quat{}):
typename = "vec4"
case reflect.TypeOf(ms2.Mat2{}):
typename = "mat2"
case reflect.TypeOf(ms3.Mat3{}):
typename = "mat3"
case reflect.TypeOf(ms3.Mat4{}):
typename = "mat4"
case reflect.TypeOf(uint32(0)):
typename = "uint"
case reflect.TypeOf(int32(0)):
typename = "int"
case reflect.TypeOf([2]uint32{}):
typename = "uvec2"
case reflect.TypeOf([2]int32{}):
typename = "ivec2"
case reflect.TypeOf([3]uint32{}):
typename = "uvec3"
case reflect.TypeOf([3]int32{}):
typename = "ivec3"
case nil:
err = errors.New("nil element type")
default:
err = fmt.Errorf("equivalent type not implemented for %s", tp.String())
}
return typename, std, err
}
// AppendShaderSource appends the GL code of a single shader to the dst byte buffer. If dst's
// capacity is grown during the writing the buffer with augmented capacity is returned. If not the same input dst is returned.
// name and body byte slices pointing to the result buffer are also returned for convenience.
func AppendShaderSource(dst []byte, s Shader) (result, name, body []byte) {
dst = append(dst, "float "...)
nameStart := len(dst)
dst = s.AppendShaderName(dst)
nameEnd := len(dst)
_, is3D := s.(Shader3D)
if is3D {
dst = append(dst, "(vec3 p){\n"...)
} else {
dst = append(dst, "(vec2 p){\n"...)
}
bodyStart := len(dst)
dst = s.AppendShaderBody(dst)
bodyEnd := len(dst)
dst = append(dst, "\n}\n"...)
return dst, dst[nameStart:nameEnd], dst[bodyStart:bodyEnd]
}
// AppendAllNodes BFS iterates over all of root's descendants and appends all nodes
// found to dst.
//
// To generate shaders one must iterate over nodes in reverse order to ensure
// the first iterated nodes are the nodes with no dependencies on other nodes.
func AppendAllNodes(dst []Shader, root Shader) ([]Shader, error) {
var userData any
children := []Shader{root}
nextChild := 0
nilChild := errors.New("got nil child in AppendAllNodes")
// found := make(map[Shader]struct{})
for len(children[nextChild:]) > 0 {
newChildren := children[nextChild:]
for _, obj := range newChildren {
nextChild++
obj3, ok3 := obj.(Shader3D)
obj2, ok2 := obj.(Shader2D)
if !ok2 && !ok3 {
return nil, fmt.Errorf("found shader %T that does not implement Shader3D nor Shader2D", obj)
}
var err error
if ok3 {
// Got Shader3D in obj.
err = obj3.ForEachChild(userData, func(userData any, s *Shader3D) error {
if s == nil || *s == nil {
return nilChild
}
// if _, skip := found[*s]; skip {
// return nil
// }
// found[*s] = struct{}{}
children = append(children, *s)
return nil
})
if obj32, ok32 := obj.(shader3D2D); ok32 {
// The Shader3D obj contains Shader2D children, such is case for 2D->3D operations i.e: revolution and extrusion operations.
err = obj32.ForEach2DChild(userData, func(userData any, s *Shader2D) error {
if s == nil || *s == nil {
return nilChild
}
// if _, skip := found[*s]; skip {
// return nil
// }
// found[*s] = struct{}{}
children = append(children, *s)
return nil
})
}
}
if err == nil && !ok3 && ok2 {
// Got Shader2D in obj.
err = obj2.ForEach2DChild(userData, func(userData any, s *Shader2D) error {
if s == nil || *s == nil {
return nilChild
}
// if _, skip := found[*s]; skip {
// return nil
// }
// found[*s] = struct{}{}
children = append(children, *s)
return nil
})
}
if err != nil {
return nil, err
}
}
}
dst = append(dst, children...)
return dst, nil
}
func forEachNode(root Shader, fn3 func(any, *Shader3D) error, fn2 func(any, *Shader2D) error) error {
var userData any
children := []Shader{root}
nextChild := 0
nilChild := errors.New("got nil child in AppendAllNodes")
for len(children[nextChild:]) > 0 {
newChildren := children[nextChild:]
for _, obj := range newChildren {
nextChild++
obj3, ok3 := obj.(Shader3D)
obj2, ok2 := obj.(Shader2D)
if !ok2 && !ok3 {
return fmt.Errorf("found shader %T that does not implement Shader3D nor Shader2D", obj)
}
var err error
if ok3 {
// Got Shader3D in obj.
err = obj3.ForEachChild(userData, func(userData any, s *Shader3D) error {
if s == nil || *s == nil {
return nilChild
}
children = append(children, *s)
return fn3(userData, s)
})
if obj32, ok32 := obj.(shader3D2D); ok32 {
// The Shader3D obj contains Shader2D children, such is case for 2D->3D operations i.e: revolution and extrusion operations.
err = obj32.ForEach2DChild(userData, func(userData any, s *Shader2D) error {
if s == nil || *s == nil {
return nilChild
}
children = append(children, *s)
return fn2(userData, s)
})
}
}
if err == nil && !ok3 && ok2 {
// Got Shader2D in obj.
err = obj2.ForEach2DChild(userData, func(userData any, s *Shader2D) error {
if s == nil || *s == nil {
return nilChild
}
children = append(children, *s)
return fn2(userData, s)
})
}
if err != nil {
return err
}
}
}
return nil
}
func AppendDefineDecl(b []byte, aliasToDefine, aliasReplace string) []byte {
b = append(b, "#define "...)
b = append(b, aliasToDefine...)
b = append(b, ' ')
b = append(b, aliasReplace...)
b = append(b, '\n')
return b
}
func AppendUndefineDecl(b []byte, aliasToUndefine string) []byte {
b = append(b, "#undef "...)
b = append(b, aliasToUndefine...)
b = append(b, '\n')
return b
}
func AppendDistanceDecl(b []byte, floatVarname, sdfPositionArgInput string, s Shader) []byte {
b = append(b, "float "...)
b = append(b, floatVarname...)
b = append(b, '=')
b = s.AppendShaderName(b)
b = append(b, '(')
b = append(b, sdfPositionArgInput...)
b = append(b, ");\n"...)
return b
}
func AppendVec3Decl(b []byte, vec3Varname string, v ms3.Vec) []byte {
b = append(b, "vec3 "...)
b = append(b, vec3Varname...)
b = append(b, "=vec3("...)
arr := v.Array()
b = AppendFloats(b, ',', '-', '.', arr[:]...)
b = append(b, ')', ';', '\n')
return b
}
func AppendVec2Decl(b []byte, vec2Varname string, v ms2.Vec) []byte {
b = append(b, "vec2 "...)
b = append(b, vec2Varname...)
b = append(b, "=vec2("...)
arr := v.Array()
b = AppendFloats(b, ',', '-', '.', arr[:]...)
b = append(b, ')', ';', '\n')
return b
}
func AppendFloatDecl(b []byte, floatVarname string, v float32) []byte {
b = append(b, "float "...)
b = append(b, floatVarname...)
b = append(b, '=')
b = AppendFloat(b, '-', '.', v)
b = append(b, ';', '\n')
return b
}
func AppendMat2Decl(b []byte, mat2Varname string, m22 ms2.Mat2) []byte {
arr := m22.Array()
return appendMatDecl(b, "mat2", mat2Varname, 2, 2, arr[:])
}
func AppendMat3Decl(b []byte, mat3Varname string, m33 ms3.Mat3) []byte {
arr := m33.Array()
return appendMatDecl(b, "mat3", mat3Varname, 3, 3, arr[:])
}
func AppendMat4Decl(b []byte, mat4Varname string, m44 ms3.Mat4) []byte {
arr := m44.Array()
return appendMatDecl(b, "mat4", mat4Varname, 4, 4, arr[:])
}
func appendMatDecl(b []byte, typename, name string, row, col int, arr []float32) []byte {
b = append(b, typename...)
b = append(b, ' ')
b = append(b, name...)
b = append(b, '=')
b = append(b, typename...)
b = append(b, '(')
for i := 0; i < row; i++ {
for j := 0; j < col; j++ {
v := arr[j*row+i] // Column major access, as per OpenGL standard.
b = AppendFloat(b, '-', '.', v)
last := i == row-1 && j == col-1
if !last {
b = append(b, ',')
}
}
}
b = append(b, ");\n"...)
return b
}
const decimalDigits = 9
func AppendFloat(b []byte, neg, decimal byte, v float32) []byte {
start := len(b)
b = strconv.AppendFloat(b, float64(v), 'f', decimalDigits, 32)
idx := bytes.IndexByte(b[start:], '.')
if decimal != '.' && idx >= 0 {
b[start+idx] = decimal
}
if b[start] == '-' {
b[start] = neg
}
// Finally trim zeroes.
end := len(b)
for i := len(b) - 1; idx >= 0 && i > idx+start && b[i] == '0'; i-- {
end--
}
// TODO(soypat): Round off when find N consecutive 9's?
return b[:end]
}
func AppendFloats(b []byte, sep, neg, decimal byte, s ...float32) []byte {
for i, v := range s {
b = AppendFloat(b, neg, decimal, v)
if sep != 0 && i != len(s)-1 {
b = append(b, sep)
}
}
return b
}
const maxLineLim = 500
func AppendFloatSliceDecl(b []byte, floatSliceVarname string, vecs []float32) []byte {
lineStart := len(b)
b = appendStartSliceDecl(b, "float", floatSliceVarname, len(vecs))
for i, v := range vecs {
last := i == len(vecs)-1
b = AppendFloat(b, '-', '.', v)
if !last {
b = append(b, ',')
lineLen := len(b) - lineStart
if lineLen > maxLineLim {
b = append(b, '\n') // Break up line for VERY long polygon vertex lists.
lineStart = len(b)
}
}
}
b = append(b, ");\n"...)
return b
}
func AppendVec2SliceDecl(b []byte, vec2Varname string, vecs []ms2.Vec) []byte {
lineStart := len(b)
b = appendStartSliceDecl(b, "vec2", vec2Varname, len(vecs))
for i, v := range vecs {
last := i == len(vecs)-1
b = append(b, "vec2("...)
b = AppendFloats(b, ',', '-', '.', v.X, v.Y)
b = append(b, ')')
if !last {
b = append(b, ',')
lineLen := len(b) - lineStart
if lineLen > maxLineLim {
b = append(b, '\n') // Break up line for VERY long polygon vertex lists.
lineStart = len(b)
}
}
}
b = append(b, ");\n"...)
return b
}
func AppendVec3SliceDecl(b []byte, vec3Varname string, vecs []ms3.Vec) []byte {
lineStart := len(b)
b = appendStartSliceDecl(b, "vec3", vec3Varname, len(vecs))
for i, v := range vecs {
last := i == len(vecs)-1
b = append(b, "vec3("...)
b = AppendFloats(b, ',', '-', '.', v.X, v.Y, v.Z)
b = append(b, ')')
if !last {
b = append(b, ',')
lineLen := len(b) - lineStart
if lineLen > maxLineLim {
b = append(b, '\n') // Break up line for VERY long polygon vertex lists.
lineStart = len(b)
}
}
}
b = append(b, ");\n"...)
return b
}
func appendStartSliceDecl(b []byte, typeName, varName string, length int) []byte {
l := int64(length)
typeStart := len(b)
b = append(b, typeName...)
b = append(b, "["...)
b = strconv.AppendInt(b, l, 10)
b = append(b, ']')
typeEnd := len(b)
b = append(b, varName...)
b = append(b, '=')
b = append(b, b[typeStart:typeEnd]...) // Reuse typename appended earlier.
b = append(b, '(')
return b
}
type XYZBits uint8
const (
xBit XYZBits = 1 << iota
yBit
zBit
)
func (xyz XYZBits) X() bool { return xyz&xBit != 0 }
func (xyz XYZBits) Y() bool { return xyz&yBit != 0 }
func (xyz XYZBits) Z() bool { return xyz&zBit != 0 }
func NewXYZBits(x, y, z bool) XYZBits {
return XYZBits(b2i(x) | b2i(y)<<1 | b2i(z)<<2)
}
func (xyz XYZBits) AppendMapped(b []byte, Map [3]byte) []byte {
if xyz.X() {
b = append(b, Map[0])
}
if xyz.Y() {
b = append(b, Map[1])
}
if xyz.Z() {
b = append(b, Map[2])
}
return b
}
func (xyz XYZBits) AppendMapped_XYZ(b []byte) []byte {
return xyz.AppendMapped(b, [3]byte{'X', 'Y', 'Z'})
}
func (xyz XYZBits) AppendMapped_xyz(b []byte) []byte {
return xyz.AppendMapped(b, [3]byte{'x', 'y', 'z'})
}
func (xyz XYZBits) AppendMapped_rgb(b []byte) []byte {
return xyz.AppendMapped(b, [3]byte{'r', 'g', 'b'})
}
func b2i(b bool) int {
if b {
return 1
}
return 0
}
// OverloadShader3DBounds overloads a [Shader3D] Bounds method with the argument bounding box.
func OverloadShader3DBounds(s Shader3D, bb ms3.Box) Shader3D {
return &overloadBounds3{
Shader3D: s,
bb: bb,
}
}
type overloadBounds3 struct {
Shader3D
bb ms3.Box
}
func (ob3 *overloadBounds3) Bounds() ms3.Box { return ob3.bb }
// Evaluate implements the gleval.SDF3 interface.