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examples/shader: Refactoring
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@ -16,6 +16,8 @@
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package main
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package main
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var Time float
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var Cursor vec2
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var Image texture2d
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var Image texture2d
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func Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {
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func Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {
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@ -27,7 +29,7 @@ func Vertex(position vec2, texCoord vec2, color vec4) (vec4, vec2) {
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) * vec4(position, 0, 1), texCoord
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) * vec4(position, 0, 1), texCoord
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}
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}
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func Fragment(position vec4, tex vec2) vec4 {
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func Fragment(position vec4, texCoord vec2) vec4 {
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// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.
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// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.
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return texture2D(Image, tex)
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return texture2D(Image, texCoord)
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}
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}
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@ -3,4 +3,4 @@
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package main
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package main
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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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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 Time float\nvar Cursor vec2\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, texCoord vec2) vec4 {\n\t// TODO: Instead of using texture2D directly, define and use special functions for Ebiten images.\n\treturn texture2D(Image, texCoord)\n}\n")
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@ -125,16 +125,14 @@ func (g *Game) Draw(screen *ebiten.Image) {
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cx, cy := ebiten.CursorPosition()
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cx, cy := ebiten.CursorPosition()
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op := &ebiten.DrawTrianglesWithShaderOptions{}
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op := &ebiten.DrawTrianglesWithShaderOptions{}
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switch g.idx {
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op.Uniforms = []interface{}{
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case 0:
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float32(g.time) / 60, // Time
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op.Uniforms = []interface{}{
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[]float32{float32(cx), float32(cy)}, // Cursor
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float32(g.time) / 60, // Time
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}
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[]float32{float32(cx), float32(cy)}, // Cursor
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if g.idx != 0 {
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}
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op.Uniforms = append(op.Uniforms,
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default:
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op.Uniforms = []interface{}{
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gophersImage, // Image
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gophersImage, // Image
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}
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)
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}
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}
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screen.DrawTrianglesWithShader(vs, is, s, op)
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screen.DrawTrianglesWithShader(vs, is, s, op)
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