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ebiten: use zero values for an unspecified uniform variable
Closes #2709
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parent
d0e4023d88
commit
0b1c7404d5
4
image.go
4
image.go
@ -535,6 +535,8 @@ type DrawTrianglesShaderOptions struct {
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// If the uniform variable type is an array, a vector or a matrix,
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// you have to specify linearly flattened values as a slice or an array.
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// For example, if the uniform variable type is [4]vec4, the length will be 16.
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//
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// If a uniform variable's name doesn't exist in Uniforms, this is treated as if zero values are specified.
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Uniforms map[string]any
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// Images is a set of the source images.
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@ -710,6 +712,8 @@ type DrawRectShaderOptions struct {
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// If the uniform variable type is an array, a vector or a matrix,
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// you have to specify linearly flattened values as a slice or an array.
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// For example, if the uniform variable type is [4]vec4, the length will be 16.
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//
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// If a uniform variable's name doesn't exist in Uniforms, this is treated as if zero values are specified.
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Uniforms map[string]any
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// Images is a set of the source images.
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@ -55,6 +55,9 @@ func (s *Shader) AppendUniforms(dst []uint32, uniforms map[string]any) []uint32
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origLen := len(dst)
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if cap(dst)-len(dst) >= s.uniformUint32Count {
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dst = dst[:len(dst)+s.uniformUint32Count]
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for i := origLen; i < len(dst); i++ {
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dst[i] = 0
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}
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} else {
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dst = append(dst, make([]uint32, s.uniformUint32Count)...)
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}
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@ -1960,3 +1960,55 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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})
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}
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}
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// Issue #2709
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func TestShaderUniformDefaultValue(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixel
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package main
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var U vec4
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func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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return U
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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// Draw with a uniform variable value.
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op := &ebiten.DrawRectShaderOptions{}
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op.Uniforms = map[string]any{
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"U": [...]float32{1, 1, 1, 1},
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}
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{0xff, 0xff, 0xff, 0xff}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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// Draw without a uniform variable value. In this case, the uniform variable value should be 0.
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dst.Clear()
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op.Uniforms = nil
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{0, 0, 0, 0}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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