ebiten/shader.go

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// Copyright 2020 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 ebiten
import (
"github.com/hajimehoshi/ebiten/v2/internal/ui"
)
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// Shader represents a compiled shader program.
//
// For the details about the shader, see https://ebiten.org/documents/shader.html.
type Shader struct {
shader *ui.Shader
}
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// NewShader compiles a shader program in the shading language Kage, and retruns the result.
//
// If the compilation fails, NewShader returns an error.
//
// For the details about the shader, see https://ebiten.org/documents/shader.html.
func NewShader(src []byte) (*Shader, error) {
s, err := ui.NewShader(src)
if err != nil {
return nil, err
}
return &Shader{
shader: s,
}, nil
}
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// Dispose disposes the shader program.
// After disposing, the shader is no longer available.
func (s *Shader) Dispose() {
s.shader.MarkDisposed()
s.shader = nil
}
func (s *Shader) convertUniforms(uniforms map[string]interface{}) [][]float32 {
return s.shader.ConvertUniforms(uniforms)
}