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examples/shader: Embed the shader file
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41
examples/shader/default.go
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41
examples/shader/default.go
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build ignore
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package main
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var Time float
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var Mouse vec2
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// viewportSize is a predefined function.
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func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
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return mat4(
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2/viewportSize().x, 0, 0, 0,
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0, 2/viewportSize().y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1)
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}
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func Fragment(position vec4) vec4 {
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pos := position.xy/viewportSize() + Mouse/viewportSize()/4
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color := 0.0
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color += sin(pos.x*cos(Time/15)*80) + cos(pos.y*cos(Time/15)*10)
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color += sin(pos.y*sin(Time/10)*40) + cos(pos.x*sin(Time/25)*40)
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color += sin(pos.x*sin(Time/5)*10) + sin(pos.y*sin(Time/35)*80)
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color *= sin(Time/10) * 0.5
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return vec4(color, color*0.5, sin(color+Time/3)*0.75, 1)
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}
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6
examples/shader/default_go.go
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6
examples/shader/default_go.go
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@ -0,0 +1,6 @@
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// Code generated by file2byteslice. DO NOT EDIT.
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// (gofmt is fine after generating)
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package main
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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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17
examples/shader/generate.go
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examples/shader/generate.go
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// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package main
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//go:generate file2byteslice -package=main -input=default.go -output=default_go.go -var=default_go
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@ -27,50 +27,37 @@ const (
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screenHeight = 480
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)
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const shaderSrc = `package main
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var Time float
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var Mouse vec2
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// viewportSize is a predefined function.
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func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
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return mat4(
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2/viewportSize().x, 0, 0, 0,
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0, 2/viewportSize().y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1)
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var shaderSrcs = [][]byte{
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default_go,
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}
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func Fragment(position vec4) vec4 {
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pos := position.xy / viewportSize() + Mouse / viewportSize() / 4
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color := 0.0
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color += sin(pos.x * cos(Time / 15) * 80) + cos(pos.y * cos(Time / 15) * 10)
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color += sin(pos.y * sin(Time / 10) * 40) + cos(pos.x * sin(Time / 25) * 40)
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color += sin(pos.x * sin(Time / 5) * 10) + sin(pos.y * sin(Time / 35) * 80)
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color *= sin(Time / 10) * 0.5
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return vec4(color, color * 0.5, sin(color + Time / 3 ) * 0.75, 1)
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}`
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type Game struct {
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shader *ebiten.Shader
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time int
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shaders map[int]*ebiten.Shader
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idx int
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time int
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}
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func (g *Game) Update(screen *ebiten.Image) error {
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g.time++
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if g.shader == nil {
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var err error
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g.shader, err = ebiten.NewShader([]byte(shaderSrc))
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if g.shaders == nil {
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g.shaders = map[int]*ebiten.Shader{}
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}
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if _, ok := g.shaders[g.idx]; !ok {
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s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx]))
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if err != nil {
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return err
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}
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g.shaders[g.idx] = s
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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s, ok := g.shaders[g.idx]
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if !ok {
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return
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}
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w, h := screen.Size()
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vs := []ebiten.Vertex{
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{
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@ -99,7 +86,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
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float32(g.time) / 60, // time
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[]float32{float32(cx), float32(cy)}, // cursor
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}
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screen.DrawTrianglesWithShader(vs, is, g.shader, op)
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screen.DrawTrianglesWithShader(vs, is, s, op)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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