ebiten/shader_test.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_test
import (
"fmt"
"image"
"image/color"
"math"
"testing"
"github.com/hajimehoshi/ebiten/v2"
)
func TestShaderFill(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
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dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderFillWithDrawImage(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src := ebiten.NewImage(w/2, h/2)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w/2, h/2, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
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// Issue #2525
func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) {
const w, h = 16, 16
rect := image.Rectangle{Max: image.Point{X: w, Y: h}}
dst := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return imageSrc0At(texCoord)
}
`))
if err != nil {
t.Fatal(err)
}
src0 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
src0.Fill(color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff})
src1 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
src1.Fill(color.RGBA{R: 0xff, A: 0xff})
op := &ebiten.DrawRectShaderOptions{}
op.CompositeMode = ebiten.CompositeModeCopy
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(w, h, s, op)
op.Images[0] = src1
op.Images[1] = nil
dst.DrawRectShader(w, h, s, op) // dst should now be identical to src1.
// With issue #2525, instead, GL_TEXTURE0 is active but with src0 bound
// while binding src1 gets skipped!
// This means that src0, not src1, got copied to dst.
// Demonstrate the bug with a write to src1, which will actually end up on src0.
// Validated later.
var buf []byte
for i := 0; i < w*h; i++ {
buf = append(buf, 2, 5, 2, 5)
}
src1.WritePixels(buf)
// Verify that src1 was copied to dst.
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
// Fix up texture unit assignment by binding a different texture.
op.Images[0] = src1
dst.DrawRectShader(w, h, s, op)
op.Images[0] = src0
dst.DrawRectShader(w, h, s, op)
// Verify that src0 was copied to dst and not overwritten above.
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderFillWithDrawTriangles(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(1, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src := ebiten.NewImage(w/2, h/2)
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 0,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w,
DstY: 0,
SrcX: w / 2,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h,
SrcX: 0,
SrcY: h / 2,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w,
DstY: h,
SrcX: w / 2,
SrcY: h / 2,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
dst.DrawTrianglesShader(vs, is, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
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func TestShaderFunction(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
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func clr(red float) (float, float, float, float) {
return red, 0, 0, 1
}
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(clr(1))
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
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if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUninitializedUniformVariables(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var U vec4
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return U
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderMatrix(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
var a, b mat4
a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625)
a[1] = vec4(0.25, 0.25, 0.0625, 0.1875)
a[2] = vec4(0.1875, 0.125, 0.25, 0.25)
a[3] = vec4(0.0625, 0.1875, 0.125, 0.25)
b[0] = vec4(0.0625, 0.125, 0.0625, 0.125)
b[1] = vec4(0.125, 0.1875, 0.25, 0.0625)
b[2] = vec4(0.125, 0.125, 0.1875, 0.1875)
b[3] = vec4(0.25, 0.0625, 0.125, 0.0625)
return vec4((a * b * vec4(1, 1, 1, 1)).xyz, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src := ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 87, G: 82, B: 71, A: 255}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderSubImage(t *testing.T) {
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
r := imageSrc0At(texCoord).r
g := imageSrc1At(texCoord).g
return vec4(r, g, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
src0 := ebiten.NewImage(w, h)
pix0 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 2 <= i && i < 10 && 3 <= j && j < 11 {
pix0[4*(j*w+i)] = 0xff
pix0[4*(j*w+i)+1] = 0
pix0[4*(j*w+i)+2] = 0
pix0[4*(j*w+i)+3] = 0xff
}
}
}
src0.WritePixels(pix0)
src0 = src0.SubImage(image.Rect(2, 3, 10, 11)).(*ebiten.Image)
src1 := ebiten.NewImage(w, h)
pix1 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 6 <= i && i < 14 && 8 <= j && j < 16 {
pix1[4*(j*w+i)] = 0
pix1[4*(j*w+i)+1] = 0xff
pix1[4*(j*w+i)+2] = 0
pix1[4*(j*w+i)+3] = 0xff
}
}
}
src1.WritePixels(pix1)
src1 = src1.SubImage(image.Rect(6, 8, 14, 16)).(*ebiten.Image)
testPixels := func(testname string, dst *ebiten.Image) {
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
}
if got != want {
t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
}
}
}
}
t.Run("DrawRectShader", func(t *testing.T) {
dst := ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(w/2, h/2, s, op)
testPixels("DrawRectShader", dst)
})
t.Run("DrawTrianglesShader", func(t *testing.T) {
dst := ebiten.NewImage(w, h)
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 2,
SrcY: 3,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: 0,
SrcX: 10,
SrcY: 3,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h / 2,
SrcX: 2,
SrcY: 11,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: h / 2,
SrcX: 10,
SrcY: 11,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawTrianglesShader(vs, is, s, op)
testPixels("DrawTrianglesShader", dst)
})
}
// Issue #1404
func TestShaderDerivatives(t *testing.T) {
t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
p := imageSrc0At(texCoord)
return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst := ebiten.NewImage(w, h)
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if i < w/2 {
pix[4*(j*w+i)] = 0xff
}
if j < h/2 {
pix[4*(j*w+i)+1] = 0xff
}
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
// The results of the edges might be unreliable. Skip the edges.
for j := 1; j < h-1; j++ {
for i := 1; i < w-1; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{A: 0xff}
if i == w/2-1 || i == w/2 {
want.R = 0xff
}
if j == h/2-1 || j == h/2 {
want.G = 0xff
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #1701
func TestShaderDerivatives2(t *testing.T) {
t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
// This function uses dfdx and then should not be in GLSL's vertex shader (#1701).
func Foo(p vec4) vec4 {
return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
}
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
p := imageSrc0At(texCoord)
return Foo(p)
}
`))
if err != nil {
t.Fatal(err)
}
dst := ebiten.NewImage(w, h)
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if i < w/2 {
pix[4*(j*w+i)] = 0xff
}
if j < h/2 {
pix[4*(j*w+i)+1] = 0xff
}
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
// The results of the edges might be unreliable. Skip the edges.
for j := 1; j < h-1; j++ {
for i := 1; i < w-1; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{A: 0xff}
if i == w/2-1 || i == w/2 {
want.R = 0xff
}
if j == h/2-1 || j == h/2 {
want.G = 0xff
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #1754
func TestShaderUniformFirstElement(t *testing.T) {
shaders := []struct {
Name string
Shader string
Uniforms map[string]any
}{
{
Name: "float array",
Shader: `//kage:unit pixels
package main
var C [2]float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(C[0], 1, 1, 1)
}`,
Uniforms: map[string]any{
"C": []float32{1, 1},
},
},
{
Name: "float one-element array",
Shader: `//kage:unit pixels
package main
var C [1]float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(C[0], 1, 1, 1)
}`,
Uniforms: map[string]any{
"C": []float32{1},
},
},
{
Name: "matrix array",
Shader: `//kage:unit pixels
package main
var C [2]mat2
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(C[0][0][0], 1, 1, 1)
}`,
Uniforms: map[string]any{
"C": []float32{1, 0, 0, 0, 0, 0, 0, 0},
},
},
}
for _, shader := range shaders {
shader := shader
t.Run(shader.Name, func(t *testing.T) {
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Dispose()
s, err := ebiten.NewShader([]byte(shader.Shader))
if err != nil {
t.Fatal(err)
}
defer s.Dispose()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = shader.Uniforms
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0), (color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}); got != want {
t.Errorf("got: %v, want: %v", got, want)
}
})
}
}
// Issue #2006
func TestShaderFuncMod(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
r := mod(-0.25, 1.0)
return vec4(r, 0, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w/2, h/2, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if i < w/2 && j < h/2 {
want = color.RGBA{R: 0xc0, A: 0xff}
}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
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func TestShaderMatrixInitialize(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
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dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return mat4(2) * imageSrc0At(texCoord);
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x20, G: 0x40, B: 0x60, A: 0xff}
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if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2029
func TestShaderModVectorAndFloat(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
r := mod(vec3(0.25, 0.5, 0.75), 0.5)
return vec4(r, 1)
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x40, B: 0x40, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderTextureAt(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func textureAt(uv vec2) vec4 {
return imageSrc0UnsafeAt(uv)
}
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return textureAt(texCoord)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderAtan2(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
y := vec4(1, 1, 1, 1)
x := vec4(1, 1, 1, 1)
return atan2(y, x)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
v := byte(math.Floor(0xff * math.Pi / 4))
want := color.RGBA{R: v, G: v, B: v, A: v}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix2(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat2 mat2
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(F * Mat2 * vec2(1), 1, 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat2": []float32{
1.0 / 256.0, 2.0 / 256.0,
3.0 / 256.0, 4.0 / 256.0,
},
"F": float32(2),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 8, G: 12, B: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix2Array(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat2 [2]mat2
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(F * Mat2[0] * Mat2[1] * vec2(1), 1, 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat2": []float32{
1.0 / 256.0, 2.0 / 256.0,
3.0 / 256.0, 4.0 / 256.0,
5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0,
},
"F": float32(256),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 54, G: 80, B: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix3(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat3 mat3
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(F * Mat3 * vec3(1), 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat3": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
},
"F": float32(2),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 24, G: 30, B: 36, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix3Array(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat3 [2]mat3
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(F * Mat3[0] * Mat3[1] * vec3(1), 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat3": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0,
4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0,
7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0,
10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0,
16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0,
},
"F": float32(3),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 6, G: 8, B: 9, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix4(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat4 mat4
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return F * Mat4 * vec4(1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat4": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
},
"F": float32(4),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 112, G: 128, B: 143, A: 159}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformMatrix4Array(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var Mat4 [2]mat4
var F float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return F * Mat4[0] * Mat4[1] * vec4(1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"Mat4": []float32{
1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0,
5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0,
9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0,
13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0,
17.0 / 256.0, 18.0 / 256.0, 19.0 / 256.0, 20.0 / 256.0,
21.0 / 256.0, 22.0 / 256.0, 23.0 / 256.0, 24.0 / 256.0,
25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0,
29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0,
},
"F": float32(4),
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 44, G: 50, B: 56, A: 62}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderOptionsNegativeBounds(t *testing.T) {
const w, h = 16, 16
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
r := imageSrc0At(texCoord).r
g := imageSrc1At(texCoord).g
return vec4(r, g, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
const offset0 = -4
src0 := ebiten.NewImageWithOptions(image.Rect(offset0, offset0, w+offset0, h+offset0), nil)
pix0 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 2 <= i && i < 10 && 3 <= j && j < 11 {
pix0[4*(j*w+i)] = 0xff
pix0[4*(j*w+i)+1] = 0
pix0[4*(j*w+i)+2] = 0
pix0[4*(j*w+i)+3] = 0xff
}
}
}
src0.WritePixels(pix0)
src0 = src0.SubImage(image.Rect(2+offset0, 3+offset0, 10+offset0, 11+offset0)).(*ebiten.Image)
const offset1 = -6
src1 := ebiten.NewImageWithOptions(image.Rect(offset1, offset1, w+offset1, h+offset1), nil)
pix1 := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if 6 <= i && i < 14 && 8 <= j && j < 16 {
pix1[4*(j*w+i)] = 0
pix1[4*(j*w+i)+1] = 0xff
pix1[4*(j*w+i)+2] = 0
pix1[4*(j*w+i)+3] = 0xff
}
}
}
src1.WritePixels(pix1)
src1 = src1.SubImage(image.Rect(6+offset1, 8+offset1, 14+offset1, 16+offset1)).(*ebiten.Image)
const offset2 = -2
testPixels := func(testname string, dst *ebiten.Image) {
for j := offset2; j < h+offset2; j++ {
for i := offset2; i < w+offset2; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if 0 <= i && i < w/2 && 0 <= j && j < h/2 {
want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
}
if got != want {
t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
}
}
}
}
t.Run("DrawRectShader", func(t *testing.T) {
dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil)
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(w/2, h/2, s, op)
testPixels("DrawRectShader", dst)
})
t.Run("DrawTrianglesShader", func(t *testing.T) {
dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil)
vs := []ebiten.Vertex{
{
DstX: 0,
DstY: 0,
SrcX: 2 + offset0,
SrcY: 3 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: 0,
SrcX: 10 + offset0,
SrcY: 3 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: 0,
DstY: h / 2,
SrcX: 2 + offset0,
SrcY: 11 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
{
DstX: w / 2,
DstY: h / 2,
SrcX: 10 + offset0,
SrcY: 11 + offset0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
op := &ebiten.DrawTrianglesShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawTrianglesShader(vs, is, s, op)
testPixels("DrawTrianglesShader", dst)
})
}
// Issue #2186
func TestShaderVectorEqual(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
a := vec3(1)
b := vec3(1)
if a == b {
return vec4(1, 0, 0, 1)
} else {
return vec4(0, 1, 0, 1)
}
}
`))
if err != nil {
t.Fatal(err)
}
dst.DrawRectShader(w, h, s, nil)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0xff, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #1969
func TestShaderDiscard(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
dst.Fill(color.RGBA{R: 0xff, A: 0xff})
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
if i >= w/2 || j >= h/2 {
continue
}
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
p := imageSrc0At(texCoord)
if p.a == 0 {
discard()
} else {
return vec4(0, 1, 0, 1)
}
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{G: 0xff, A: 0xff}
if i >= w/2 || j >= h/2 {
want = color.RGBA{R: 0xff, A: 0xff}
}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2245, #2247
func TestShaderDrawRect(t *testing.T) {
const (
dstW = 16
dstH = 16
srcW = 8
srcH = 8
)
dst := ebiten.NewImage(dstW, dstH)
src := ebiten.NewImage(srcW, srcH)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
// Adjust texCoord into [0, 1].
origin, size := imageSrcRegionOnTexture()
texCoord -= origin
texCoord /= size
if texCoord.x >= 0.5 && texCoord.y >= 0.5 {
return vec4(1, 0, 0, 1)
}
return vec4(0, 1, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
const (
offsetX = (dstW - srcW) / 2
offsetY = (dstH - srcH) / 2
)
op := &ebiten.DrawRectShaderOptions{}
op.GeoM.Translate(offsetX, offsetY)
op.Images[0] = src
dst.DrawRectShader(srcW, srcH, s, op)
for j := 0; j < dstH; j++ {
for i := 0; i < dstW; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
want = color.RGBA{R: 0xff, A: 0xff}
} else {
want = color.RGBA{G: 0xff, A: 0xff}
}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderDrawRectColorScale(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return color
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.ColorScale.SetR(4.0 / 8.0)
op.ColorScale.SetG(5.0 / 8.0)
op.ColorScale.SetB(6.0 / 8.0)
op.ColorScale.SetA(7.0 / 8.0)
op.ColorScale.ScaleWithColor(color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff})
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x20, G: 0x50, B: 0x90, A: 0xe0}
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
func TestShaderUniformInt(t *testing.T) {
const ints = `//kage:unit pixels
package main
var U0 int
var U1 int
var U2 int
var U3 int
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(float(U0)/255.0, float(U1)/255.0, float(U2)/255.0, float(U3)/255.0)
}
`
const intArray = `//kage:unit pixels
package main
var U [4]int
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(float(U[0])/255.0, float(U[1])/255.0, float(U[2])/255.0, float(U[3])/255.0)
}
`
const intVec = `//kage:unit pixels
package main
var U0 ivec4
var U1 [2]ivec3
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(float(U0.x)/255.0, float(U0.y)/255.0, float(U1[0].z)/255.0, float(U1[1].x)/255.0)
}
`
testCases := []struct {
Name string
Uniforms map[string]any
Shader string
Want color.RGBA
}{
{
Name: "0xff",
Uniforms: map[string]any{
"U0": 0xff,
"U1": 0xff,
"U2": 0xff,
"U3": 0xff,
},
Shader: ints,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int",
Uniforms: map[string]any{
"U0": int8(0x24),
"U1": int16(0x3f),
"U2": int32(0x6a),
"U3": int64(0x88),
},
Shader: ints,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint",
Uniforms: map[string]any{
"U0": uint8(0x85),
"U1": uint16(0xa3),
"U2": uint32(0x08),
"U3": uint64(0xd3),
},
Shader: ints,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,slice",
Uniforms: map[string]any{
"U": []int{0xff, 0xff, 0xff, 0xff},
},
Shader: intArray,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,slice",
Uniforms: map[string]any{
"U": []int16{0x24, 0x3f, 0x6a, 0x88},
},
Shader: intArray,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint,slice",
Uniforms: map[string]any{
"U": []uint8{0x85, 0xa3, 0x08, 0xd3},
},
Shader: intArray,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,array",
Uniforms: map[string]any{
"U": [...]int{0xff, 0xff, 0xff, 0xff},
},
Shader: intArray,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,array",
Uniforms: map[string]any{
"U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
},
Shader: intArray,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint,array",
Uniforms: map[string]any{
"U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
},
Shader: intArray,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,array",
Uniforms: map[string]any{
"U": [...]int{0xff, 0xff, 0xff, 0xff},
},
Shader: intArray,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,array",
Uniforms: map[string]any{
"U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
},
Shader: intArray,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
Name: "uint,array",
Uniforms: map[string]any{
"U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
},
Shader: intArray,
Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3},
},
{
Name: "0xff,ivec",
Uniforms: map[string]any{
"U0": [...]int{0xff, 0xff, 0xff, 0xff},
"U1": [...]int{0xff, 0xff, 0xff, 0xff, 0xff, 0xff},
},
Shader: intVec,
Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff},
},
{
Name: "int,ivec",
Uniforms: map[string]any{
"U0": [...]int16{0x24, 0x3f, 0x6a, 0x88},
"U1": [...]int16{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19},
},
Shader: intVec,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3},
},
{
Name: "uint,ivec",
Uniforms: map[string]any{
"U0": [...]uint8{0x24, 0x3f, 0x6a, 0x88},
"U1": [...]uint8{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19},
},
Shader: intVec,
Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3},
},
}
for _, tc := range testCases {
tc := tc
t.Run(tc.Name, func(t *testing.T) {
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Dispose()
s, err := ebiten.NewShader([]byte(tc.Shader))
if err != nil {
t.Fatal(err)
}
defer s.Dispose()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = tc.Uniforms
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0).(color.RGBA), tc.Want; !sameColors(got, want, 1) {
t.Errorf("got: %v, want: %v", got, want)
}
})
}
}
// Issue #2463
func TestShaderUniformVec3Array(t *testing.T) {
const shader = `//kage:unit pixels
package main
var U [4]vec3
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(U[0].x/255.0, U[1].y/255.0, U[2].z/255.0, U[3].x/255.0)
}
`
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Dispose()
s, err := ebiten.NewShader([]byte(shader))
if err != nil {
t.Fatal(err)
}
defer s.Dispose()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"U": []float32{
0x24, 0x3f, 0x6a,
0x88, 0x85, 0xa3,
0x08, 0xd3, 0x13,
0x19, 0x8a, 0x2e,
},
}
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0).(color.RGBA), (color.RGBA{R: 0x24, G: 0x85, B: 0x13, A: 0x19}); !sameColors(got, want, 1) {
t.Errorf("got: %v, want: %v", got, want)
}
}
func TestShaderIVecMod(t *testing.T) {
cases := []struct {
source string
want color.RGBA
}{
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
return vec4(a)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
a %= 0x85
return vec4(a)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
a %= ivec4(0x85, 0xa3, 0x08, 0xd3)
return vec4(a)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
b := a % 0x85
return vec4(b)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03},
},
{
source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88)
b := a % ivec4(0x85, 0xa3, 0x08, 0xd3)
return vec4(b)/255`,
want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88},
},
}
for _, tc := range cases {
shader := fmt.Sprintf(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
%s
}
`, tc.source)
const w, h = 1, 1
dst := ebiten.NewImage(w, h)
defer dst.Dispose()
s, err := ebiten.NewShader([]byte(shader))
if err != nil {
t.Fatal(err)
}
defer s.Dispose()
op := &ebiten.DrawRectShaderOptions{}
dst.DrawRectShader(w, h, s, op)
if got, want := dst.At(0, 0).(color.RGBA), tc.want; !sameColors(got, want, 1) {
t.Errorf("%s: got: %v, want: %v", tc.source, got, want)
}
}
}
func TestShaderTexelAndPixel(t *testing.T) {
const dstW, dstH = 13, 17
const srcW, srcH = 19, 23
dstTexel := ebiten.NewImage(dstW, dstH)
dstPixel := ebiten.NewImage(dstW, dstH)
src := ebiten.NewImage(srcW, srcH)
shaderTexel, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit texels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
orig, size := imageSrcRegionOnTexture()
pos := (texCoord - orig) / size
pos *= vec2(%d, %d)
pos /= 255
return vec4(pos.x, pos.y, 0, 1)
}
`, srcW, srcH)))
if err != nil {
t.Fatal(err)
}
shaderPixel, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
orig, _ := imageSrcRegionOnTexture()
pos := texCoord - orig
pos /= 255
return vec4(pos.x, pos.y, 0, 1)
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dstTexel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderTexel, op)
dstPixel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderPixel, op)
for j := 0; j < dstH; j++ {
for i := 0; i < dstW; i++ {
c0 := dstTexel.At(i, j).(color.RGBA)
c1 := dstPixel.At(i, j).(color.RGBA)
if !sameColors(c0, c1, 1) {
t.Errorf("dstTexel.At(%d, %d) %v != dstPixel.At(%d, %d) %v", i, j, c0, i, j, c1)
}
}
}
}
func TestShaderDifferentTextureSizes(t *testing.T) {
src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{
Unmanaged: true,
}).SubImage(image.Rect(4, 1025, 6, 1028)).(*ebiten.Image)
defer src0.Dispose()
src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{
Unmanaged: true,
}).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image)
defer src1.Dispose()
src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff})
src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff})
for _, unit := range []string{"texels", "pixels"} {
unit := unit
t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) {
shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return imageSrc0At(texCoord) + imageSrc1At(texCoord)
}
`, unit)))
if err != nil {
t.Fatal(err)
}
defer shader.Dispose()
dst := ebiten.NewImage(2, 3)
defer dst.Dispose()
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src0
op.Images[1] = src1
dst.DrawRectShader(2, 3, shader, op)
for j := 0; j < 3; j++ {
for i := 0; i < 2; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{0x40, 0x40, 0x40, 0xff}
if !sameColors(got, want, 1) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
})
}
}
2023-07-23 09:42:39 +02:00
func TestShaderIVec(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
src := ebiten.NewImage(w, h)
pix := make([]byte, 4*w*h)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
pix[4*(j*w+i)] = byte(i)
pix[4*(j*w+i)+1] = byte(j)
pix[4*(j*w+i)+3] = 0xff
}
}
src.WritePixels(pix)
// Test that ivec2 can take any float values that can be casted to integers.
// This seems the common behavior in shading languages like GLSL, Metal, and HLSL.
shader, err := ebiten.NewShader([]byte(`//kage:unit pixels
2023-07-23 09:42:39 +02:00
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
orig, _ := imageSrcRegionOnTexture()
pos := ivec2(3, 4)
return imageSrc0At(vec2(pos) + orig)
2023-07-23 09:42:39 +02:00
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, shader, op)
got := dst.At(0, 0).(color.RGBA)
want := color.RGBA{3, 4, 0, 0xff}
if got != want {
t.Errorf("got: %v, want: %v", got, want)
}
}
func TestShaderUniformSizes(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var U vec4
var V [3]float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(0)
}
`))
if err != nil {
t.Fatal(err)
}
tests := []struct {
uniforms map[string]any
err bool
}{
{
uniforms: nil,
err: false,
},
{
uniforms: map[string]any{
"U": 1,
},
err: true,
},
{
uniforms: map[string]any{
"U": "1",
},
err: true,
},
{
uniforms: map[string]any{
"U": []int32{1, 2, 3},
},
err: true,
},
{
uniforms: map[string]any{
"U": []int32{1, 2, 3, 4},
},
err: false,
},
{
uniforms: map[string]any{
"U": []int32{1, 2, 3, 4, 5},
},
err: true,
},
{
uniforms: map[string]any{
"V": 1,
},
err: true,
},
{
uniforms: map[string]any{
"V": "1",
},
err: true,
},
{
uniforms: map[string]any{
"V": []int32{1, 2},
},
err: true,
},
{
uniforms: map[string]any{
"V": []int32{1, 2, 3},
},
err: false,
},
{
uniforms: map[string]any{
"V": []int32{1, 2, 3, 4},
},
err: true,
},
}
for _, tc := range tests {
tc := tc
t.Run(fmt.Sprintf("%v", tc.uniforms), func(t *testing.T) {
defer func() {
r := recover()
if r != nil && !tc.err {
t.Errorf("DrawRectShader must not panic but did")
} else if r == nil && tc.err {
t.Errorf("DrawRectShader must panic but does not")
}
}()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = tc.uniforms
dst.DrawRectShader(w, h, s, op)
})
}
}
// Issue #2709
func TestShaderUniformDefaultValue(t *testing.T) {
const w, h = 16, 16
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
var U vec4
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return U
}
`))
if err != nil {
t.Fatal(err)
}
// Draw with a uniform variable value.
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]any{
"U": [...]float32{1, 1, 1, 1},
}
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{0xff, 0xff, 0xff, 0xff}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
// Draw without a uniform variable value. In this case, the uniform variable value should be 0.
dst.Clear()
op.Uniforms = nil
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{0, 0, 0, 0}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}
// Issue #2166
func TestShaderDrawRectWithoutSource(t *testing.T) {
const (
dstW = 16
dstH = 16
srcW = 8
srcH = 8
)
src := ebiten.NewImage(srcW, srcH)
for _, unit := range []string{"pixels", "texels"} {
s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
t := texCoord
origin, size := imageSrcRegionOnTexture()
// If the unit is texels and no source images are specified, size is always 0.
if size == vec2(0) {
// Even in this case, t is in pixels (0, 0) to (8, 8).
if t.x >= 4 && t.y >= 4 {
return vec4(1, 0, 1, 1)
}
return vec4(0, 1, 1, 1)
}
// Adjust texCoord into [0, 1].
t -= origin
if size != vec2(0) {
t /= size
}
if t.x >= 0.5 && t.y >= 0.5 {
return vec4(1, 0, 0, 1)
}
return vec4(0, 1, 0, 1)
}
`, unit)))
if err != nil {
t.Fatal(err)
}
for _, withSrc := range []bool{false, true} {
withSrc := withSrc
title := "WithSrc,unit=" + unit
if !withSrc {
title = "WithoutSrc,unit=" + unit
}
t.Run(title, func(t *testing.T) {
dst := ebiten.NewImage(dstW, dstH)
const (
offsetX = (dstW - srcW) / 2
offsetY = (dstH - srcH) / 2
)
op := &ebiten.DrawRectShaderOptions{}
op.GeoM.Translate(offsetX, offsetY)
if withSrc {
op.Images[0] = src
}
dst.DrawRectShader(srcW, srcH, s, op)
for j := 0; j < dstH; j++ {
for i := 0; i < dstW; i++ {
got := dst.At(i, j).(color.RGBA)
var want color.RGBA
if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH {
var blue byte
if !withSrc && unit == "texels" {
blue = 0xff
}
if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j {
want = color.RGBA{0xff, 0, blue, 0xff}
} else {
want = color.RGBA{0, 0xff, blue, 0xff}
}
}
if got != want {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
})
}
}
}
// Issue #2719
func TestShaderMatrixDivFloat(t *testing.T) {
const w, h = 16, 16
src := ebiten.NewImage(w, h)
src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff})
dst := ebiten.NewImage(w, h)
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
package main
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
var x = 2.0
return mat4(3) / x * imageSrc0At(texCoord);
}
`))
if err != nil {
t.Fatal(err)
}
op := &ebiten.DrawRectShaderOptions{}
op.Images[0] = src
dst.DrawRectShader(w, h, s, op)
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
got := dst.At(i, j).(color.RGBA)
want := color.RGBA{R: 0x18, G: 0x30, B: 0x48, A: 0xff}
if !sameColors(got, want, 2) {
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
}
}
}
}