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41 changes: 41 additions & 0 deletions src/lib/player/objects/ShaderPipeline.ts
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,46 @@ import { m } from '$lib/paraglide/messages';

const DEFAULT_VALUE_REGEX = /uniform\s+(\w+)\s+(\w+);\s+\/\/\s+%([^%]+)%/g;

function transformForLoops(src: string, max = 1024): string {
const replaceCore = (
_match: string,
type: string,
varName: string,
init: string,
cond: string,
iter: string,
) => {
const idx = `_${varName}_iter`;
const limit = type === 'int' ? `${max}` : `${max}.0`;
const it = iter.trim();
let step: string | null = null;
if (/\+\+/.test(it)) step = type === 'int' ? '1' : '1.0';
else if (/--/.test(it)) step = type === 'int' ? '-1' : '-1.0';
else {
const plusEq = new RegExp(`^${varName}\\s*\\+=\\s*(.+)$`);
const minusEq = new RegExp(`^${varName}\\s*-=` + '\\s*(.+)$');
const p = it.match(plusEq);
const m = it.match(minusEq);
if (p) step = p[1].trim();
if (m) step = `-(${m[1].trim()})`;
if (step && type === 'float' && !/[.|eE]/.test(step)) step = `${step}.0`;
}
if (!step) step = type === 'int' ? '1' : '1.0';
const assign = `${type} ${varName} = (${init.trim()}) + (${step}) * ${idx};`;
const check = `if (!(${cond.trim()})) break;`;
return `for (${type} ${idx} = ${type === 'int' ? '0' : '0.0'}; ${idx} < ${limit}; ${idx}++) { ${assign} ${check} `;
};

const re =
/for\s*\(\s*(int|float)\s+([A-Za-z_]\w*)\s*=\s*([^;]+?)\s*;\s*([^;]+?)\s*;\s*([^)]+?)\)\s*(?:\{\s*|(?:(?!\{)\s*([^;]+;)))/g;
src = src.replace(re, (m, type, name, init, cond, iter, stmt) => {
const head = replaceCore(m, type, name, init, cond, iter);
return stmt ? head + `${stmt} }` : head;
});

return src;
}

export class ShaderPipeline extends Renderer.WebGL.Pipelines.PostFXPipeline {
private _scene: Game;
private _data: ShaderEffect;
Expand All @@ -35,6 +75,7 @@ export class ShaderPipeline extends Renderer.WebGL.Pipelines.PostFXPipeline {
postPipelineData.fragShader = postPipelineData.fragShader
.replaceAll('uv', 'outTexCoord')
.replaceAll('screenTexture', 'uMainSampler');
postPipelineData.fragShader = transformForLoops(postPipelineData.fragShader);
super({ game, fragShader: postPipelineData.fragShader });
this._scene = postPipelineData.scene;
this._data = postPipelineData.data;
Expand Down