ebiten/examples/shaderprecomp/main.go

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// Copyright 2024 The Ebitengine 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 main
import (
_ "embed"
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
//go:embed defaultshader.go
var defaultShaderSourceBytes []byte
type Game struct {
defaultShader *ebiten.Shader
counter int
}
func (g *Game) Update() error {
g.counter++
if g.defaultShader == nil {
s, err := ebiten.NewShader(defaultShaderSourceBytes)
if err != nil {
return err
}
g.defaultShader = s
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
cx, cy := ebiten.CursorPosition()
w, h := screen.Bounds().Dx(), screen.Bounds().Dy()
op := &ebiten.DrawRectShaderOptions{}
op.Uniforms = map[string]interface{}{
"Time": float32(g.counter) / float32(ebiten.TPS()),
"Cursor": []float32{float32(cx), float32(cy)},
}
screen.DrawRectShader(w, h, g.defaultShader, op)
msg := `This is a test for shader precompilation.
Precompilation works only on macOS so far.
Note that this example still works even without shader precompilation.`
ebitenutil.DebugPrint(screen, msg)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return outsideWidth, outsideHeight
}
func main() {
if err := registerPrecompiledShaders(); err != nil {
log.Fatal(err)
}
ebiten.SetWindowTitle("Ebitengine Example (Shader Precompilation)")
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
}