examples/shader: Show an image

This commit is contained in:
Hajime Hoshi 2020-06-24 01:41:27 +09:00
parent afef032acc
commit 545342262f
6 changed files with 100 additions and 4 deletions

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@ -15,3 +15,4 @@
package main
//go:generate file2byteslice -package=main -input=default.go -output=default_go.go -var=default_go
//go:generate file2byteslice -package=main -input=image.go -output=image_go.go -var=image_go

33
examples/shader/image.go Normal file
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@ -0,0 +1,33 @@
// 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.
// +build ignore
package main
var Image texture2d
func Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {
return mat4(
2/viewportSize().x, 0, 0, 0,
0, 2/viewportSize().y, 0, 0,
0, 0, 1, 0,
-1, -1, 0, 1,
) * vec4(position, 0, 1), texCoord
}
func Fragment(position vec4, tex vec2) vec4 {
// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.
return texture2D(Image, tex)
}

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@ -0,0 +1,6 @@
// Code generated by file2byteslice. DO NOT EDIT.
// (gofmt is fine after generating)
package main
var image_go = []byte("// Copyright 2020 The Ebiten Authors\n//\n// Licensed under the Apache License, Version 2.0 (the \"License\");\n// you may not use this file except in compliance with the License.\n// You may obtain a copy of the License at\n//\n// http://www.apache.org/licenses/LICENSE-2.0\n//\n// Unless required by applicable law or agreed to in writing, software\n// distributed under the License is distributed on an \"AS IS\" BASIS,\n// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\n// See the License for the specific language governing permissions and\n// limitations under the License.\n\n// +build ignore\n\npackage main\n\nvar Image texture2d\n\nfunc Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {\n\treturn mat4(\n\t\t2/viewportSize().x, 0, 0, 0,\n\t\t0, 2/viewportSize().y, 0, 0,\n\t\t0, 0, 1, 0,\n\t\t-1, -1, 0, 1,\n\t) * vec4(position, 0, 1), texCoord\n}\n\nfunc Fragment(position vec4, tex vec2) vec4 {\n\t// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.\n\treturn texture2D(Image, tex)\n}\n")

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@ -17,9 +17,15 @@
package main
import (
"bytes"
"image"
_ "image/jpeg"
"log"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil"
"github.com/hajimehoshi/ebiten/examples/resources/images"
"github.com/hajimehoshi/ebiten/inpututil"
)
const (
@ -27,8 +33,28 @@ const (
screenHeight = 480
)
var gophersImage *ebiten.Image
func init() {
// Decode image from a byte slice instead of a file so that
// this example works in any working directory.
// If you want to use a file, there are some options:
// 1) Use os.Open and pass the file to the image decoder.
// This is a very regular way, but doesn't work on browsers.
// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
// This works even on browsers.
// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
// This also works on browsers.
img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
if err != nil {
log.Fatal(err)
}
gophersImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
}
var shaderSrcs = [][]byte{
default_go,
image_go,
}
type Game struct {
@ -39,6 +65,15 @@ type Game struct {
func (g *Game) Update(screen *ebiten.Image) error {
g.time++
if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
g.idx++
g.idx %= len(shaderSrcs)
}
if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
g.idx += len(shaderSrcs) - 1
g.idx %= len(shaderSrcs)
}
if g.shaders == nil {
g.shaders = map[int]*ebiten.Shader{}
}
@ -63,18 +98,26 @@ func (g *Game) Draw(screen *ebiten.Image) {
{
DstX: 0,
DstY: 0,
SrcX: 0,
SrcY: 0,
},
{
DstX: float32(w),
DstY: 0,
SrcX: float32(w),
SrcY: 0,
},
{
DstX: 0,
DstY: float32(h),
SrcX: 0,
SrcY: float32(h),
},
{
DstX: float32(w),
DstY: float32(h),
SrcX: float32(w),
SrcY: float32(h),
},
}
is := []uint16{0, 1, 2, 1, 2, 3}
@ -82,11 +125,21 @@ func (g *Game) Draw(screen *ebiten.Image) {
cx, cy := ebiten.CursorPosition()
op := &ebiten.DrawTrianglesWithShaderOptions{}
switch g.idx {
case 0:
op.Uniforms = []interface{}{
float32(g.time) / 60, // time
[]float32{float32(cx), float32(cy)}, // cursor
float32(g.time) / 60, // Time
[]float32{float32(cx), float32(cy)}, // Cursor
}
default:
op.Uniforms = []interface{}{
gophersImage, // Image
}
}
screen.DrawTrianglesWithShader(vs, is, s, op)
msg := "Press Up/Down to switch the shader."
ebitenutil.DebugPrint(screen, msg)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {

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@ -135,6 +135,7 @@ func Compile(fs *token.FileSet, f *ast.File, vertexEntry, fragmentEntry string)
// TODO: Resolve constants
// TODO: Make a call graph and reorder the elements.
return &s.ir, nil
}

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@ -28,7 +28,8 @@ var __viewportSize vec2
func viewportSize() vec2 {
return __viewportSize
}`
}
`
type Shader struct {
shader *buffered.Shader
@ -45,6 +46,7 @@ func NewShader(src []byte) (*Shader, error) {
return nil, err
}
// TODO: Create a pseudo vertex entrypoint to treat the attribute values correctly.
s, err := shader.Compile(fs, f, "Vertex", "Fragment")
if err != nil {
return nil, err