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https://github.com/hajimehoshi/ebiten.git
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parent
90213d5d80
commit
bba196d1ec
12
image.go
12
image.go
@ -505,10 +505,10 @@ type DrawTrianglesShaderOptions struct {
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// Uniforms is a set of uniform variables for the shader.
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// The keys are the names of the uniform variables.
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// The values must be a numeric type or a slice of a numeric type.
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// The values must be a numeric type, or a slice or an array of a numeric type.
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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.
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// For example, if the uniform variable type is [4]vec4, the number of the slice values will be 16.
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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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Uniforms map[string]any
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// Images is a set of the source images.
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@ -665,10 +665,10 @@ type DrawRectShaderOptions struct {
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// Uniforms is a set of uniform variables for the shader.
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// The keys are the names of the uniform variables.
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// The values must be a numeric type or a slice of a numeric type.
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// The values must be a numeric type, or a slice or an array of a numeric type.
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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.
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// For example, if the uniform variable type is [4]vec4, the number of the slice values will be 16.
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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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Uniforms map[string]any
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// Images is a set of the source images.
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@ -58,8 +58,7 @@ func (s *Shader) ConvertUniforms(uniforms map[string]any) [][]uint32 {
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nameToU32s[name] = []uint32{uint32(v.Uint())}
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case reflect.Float32, reflect.Float64:
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nameToU32s[name] = []uint32{math.Float32bits(float32(v.Float()))}
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case reflect.Slice:
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// TODO: Allow reflect.Array (#2448)
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case reflect.Slice, reflect.Array:
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u32s := make([]uint32, v.Len())
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switch t.Elem().Kind() {
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case reflect.Int, reflect.Int8, reflect.Int16, reflect.Int32, reflect.Int64:
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@ -1335,7 +1335,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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Want: color.RGBA{0x85, 0xa3, 0x08, 0xd3},
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},
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{
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Name: "0xff,array",
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Name: "0xff,slice",
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Uniforms: map[string]any{
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"U": []int{0xff, 0xff, 0xff, 0xff},
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},
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@ -1343,7 +1343,7 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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Want: color.RGBA{0xff, 0xff, 0xff, 0xff},
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},
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{
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Name: "int,array",
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Name: "int,slice",
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Uniforms: map[string]any{
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"U": []int16{0x24, 0x3f, 0x6a, 0x88},
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},
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@ -1351,13 +1351,37 @@ func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
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Want: color.RGBA{0x24, 0x3f, 0x6a, 0x88},
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},
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{
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Name: "uint,array",
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Name: "uint,slice",
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Uniforms: map[string]any{
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"U": []uint8{0x85, 0xa3, 0x08, 0xd3},
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},
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Shader: intArray,
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Want: color.RGBA{0x85, 0xa3, 0x08, 0xd3},
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},
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{
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Name: "0xff,array",
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Uniforms: map[string]any{
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"U": [...]int{0xff, 0xff, 0xff, 0xff},
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},
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Shader: intArray,
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Want: color.RGBA{0xff, 0xff, 0xff, 0xff},
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},
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{
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Name: "int,array",
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Uniforms: map[string]any{
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"U": [...]int16{0x24, 0x3f, 0x6a, 0x88},
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},
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Shader: intArray,
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Want: color.RGBA{0x24, 0x3f, 0x6a, 0x88},
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},
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{
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Name: "uint,array",
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Uniforms: map[string]any{
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"U": [...]uint8{0x85, 0xa3, 0x08, 0xd3},
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},
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Shader: intArray,
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Want: color.RGBA{0x85, 0xa3, 0x08, 0xd3},
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},
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}
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for _, tc := range testCases {
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tc := tc
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