ebiten/internal/processtest/testdata/issue1753.go

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// Copyright 2021 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.
//go:build ignore
// +build ignore
package main
import (
"fmt"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
)
type Game struct {
dst *ebiten.Image
phase int
}
func (g *Game) Update() error {
const w, h = 1, 1
switch g.phase {
case 0:
s, err := ebiten.NewShader([]byte(`package main
var Color vec4
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return Color
}`))
if err != nil {
return err
}
g.dst = ebiten.NewImage(w, h)
op := &ebiten.DrawRectShaderOptions{}
op.Blend = ebiten.BlendCopy
op.Uniforms = map[string]interface{}{
"Color": []float32{1, 1, 1, 1},
}
g.dst.DrawRectShader(w, h, s, op)
if got, want := g.dst.At(0, 0), (color.RGBA{0xff, 0xff, 0xff, 0xff}); got != want {
return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
}
// Dispose the shader. When a new shader is created in the next phase, the underlying shader ID might be reused.
// This test checks that the new shader works in this situation.
// The actual disposal will happen after this frame and before the next frame in the current implmentation.
s.Dispose()
g.phase++
case 1:
s, err := ebiten.NewShader([]byte(`package main
var Dummy float
var A, B, G, R float
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return vec4(R, G, B, A)
}`))
if err != nil {
return err
}
op := &ebiten.DrawRectShaderOptions{}
op.Blend = ebiten.BlendCopy
op.Uniforms = map[string]interface{}{
"Dummy": float32(0),
"R": float32(0.5),
"G": float32(1),
"B": float32(0.5),
"A": float32(1),
}
g.dst.DrawRectShader(w, h, s, op)
if got, want := g.dst.At(0, 0), (color.RGBA{0x80, 0xff, 0x80, 0xff}); got != want {
return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want)
}
return ebiten.Termination
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
}
func (g *Game) Layout(width, height int) (int, int) {
return width, height
}
func main() {
if err := ebiten.RunGame(&Game{}); err != nil {
panic(err)
}
}