mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
examples/shader: Show an image
This commit is contained in:
parent
afef032acc
commit
545342262f
@ -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
33
examples/shader/image.go
Normal file
@ -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)
|
||||
}
|
6
examples/shader/image_go.go
Normal file
6
examples/shader/image_go.go
Normal file
@ -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")
|
@ -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) {
|
||||
|
@ -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
|
||||
}
|
||||
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user