examples/shader: Embed the shader file

This commit is contained in:
Hajime Hoshi 2020-06-22 01:07:00 +09:00
parent d0df5950b5
commit 841085863b
4 changed files with 81 additions and 30 deletions

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@ -0,0 +1,41 @@
// 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 Time float
var Mouse vec2
// viewportSize is a predefined function.
func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
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)
}
func Fragment(position vec4) vec4 {
pos := position.xy/viewportSize() + Mouse/viewportSize()/4
color := 0.0
color += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
color += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)
color += sin(pos.x*sin(Time/5)*10) + sin(pos.y*sin(Time/35)*80)
color *= sin(Time/10) * 0.5
return vec4(color, color*0.5, sin(color+Time/3)*0.75, 1)
}

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@ -0,0 +1,6 @@
// Code generated by file2byteslice. DO NOT EDIT.
// (gofmt is fine after generating)
package main
var default_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 Time float\nvar Mouse vec2\n\n// viewportSize is a predefined function.\n\nfunc Vertex(position vec2, texCoord vec2, color vec4) vec4 {\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)\n}\n\nfunc Fragment(position vec4) vec4 {\n\tpos := position.xy/viewportSize() + Mouse/viewportSize()/4\n\tcolor := 0.0\n\tcolor += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)\n\tcolor += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)\n\tcolor += sin(pos.x*sin(Time/5)*10) + sin(pos.y*sin(Time/35)*80)\n\tcolor *= sin(Time/10) * 0.5\n\treturn vec4(color, color*0.5, sin(color+Time/3)*0.75, 1)\n}\n")

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@ -0,0 +1,17 @@
// 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.
package main
//go:generate file2byteslice -package=main -input=default.go -output=default_go.go -var=default_go

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@ -27,50 +27,37 @@ const (
screenHeight = 480
)
const shaderSrc = `package main
var Time float
var Mouse vec2
// viewportSize is a predefined function.
func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
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)
var shaderSrcs = [][]byte{
default_go,
}
func Fragment(position vec4) vec4 {
pos := position.xy / viewportSize() + Mouse / viewportSize() / 4
color := 0.0
color += sin(pos.x * cos(Time / 15) * 80) + cos(pos.y * cos(Time / 15) * 10)
color += sin(pos.y * sin(Time / 10) * 40) + cos(pos.x * sin(Time / 25) * 40)
color += sin(pos.x * sin(Time / 5) * 10) + sin(pos.y * sin(Time / 35) * 80)
color *= sin(Time / 10) * 0.5
return vec4(color, color * 0.5, sin(color + Time / 3 ) * 0.75, 1)
}`
type Game struct {
shader *ebiten.Shader
time int
shaders map[int]*ebiten.Shader
idx int
time int
}
func (g *Game) Update(screen *ebiten.Image) error {
g.time++
if g.shader == nil {
var err error
g.shader, err = ebiten.NewShader([]byte(shaderSrc))
if g.shaders == nil {
g.shaders = map[int]*ebiten.Shader{}
}
if _, ok := g.shaders[g.idx]; !ok {
s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx]))
if err != nil {
return err
}
g.shaders[g.idx] = s
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
s, ok := g.shaders[g.idx]
if !ok {
return
}
w, h := screen.Size()
vs := []ebiten.Vertex{
{
@ -99,7 +86,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
float32(g.time) / 60, // time
[]float32{float32(cx), float32(cy)}, // cursor
}
screen.DrawTrianglesWithShader(vs, is, g.shader, op)
screen.DrawTrianglesWithShader(vs, is, s, op)
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {