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dc68152f17 | ||
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ed45843c13 | ||
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107189a00d |
14
image.go
14
image.go
@ -295,6 +295,16 @@ type Vertex struct {
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ColorG float32
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ColorB float32
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ColorA float32
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// Custom0/Custom1/Custom2/Custom3 represents general-purpose values passed to the shader.
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// In order to use them, Fragment must have an additional vec4 argument.
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//
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// These values are valid only when DrawTrianglesShader is used.
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// In other cases, these values are ignored.
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Custom0 float32
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Custom1 float32
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Custom2 float32
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Custom3 float32
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}
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var _ [0]byte = [unsafe.Sizeof(Vertex{}) - unsafe.Sizeof(float32(0))*graphics.VertexFloatCount]byte{}
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@ -668,6 +678,10 @@ func (i *Image) DrawTrianglesShader(vertices []Vertex, indices []uint16, shader
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vs[i*graphics.VertexFloatCount+5] = v.ColorG
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vs[i*graphics.VertexFloatCount+6] = v.ColorB
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vs[i*graphics.VertexFloatCount+7] = v.ColorA
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vs[i*graphics.VertexFloatCount+8] = v.Custom0
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vs[i*graphics.VertexFloatCount+9] = v.Custom1
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vs[i*graphics.VertexFloatCount+10] = v.Custom2
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vs[i*graphics.VertexFloatCount+11] = v.Custom3
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}
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is := i.ensureTmpIndices(len(indices))
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|
@ -170,7 +170,7 @@ var ScreenShaderSource = []byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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func Fragment(dstPos vec4, srcPos vec2) vec4 {
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// Blend source colors in a square region, which size is 1/scale.
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scale := imageDstSize()/imageSrc0Size()
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pos := srcPos
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@ -193,7 +193,7 @@ var ClearShaderSource = []byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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func Fragment() vec4 {
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return vec4(0)
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}
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`)
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|
@ -154,8 +154,8 @@ func imageSrc%[1]dAt(pos vec2) vec4 {
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shaderSuffix += `
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var __projectionMatrix mat4
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func __vertex(dstPos vec2, srcPos vec2, color vec4) (vec4, vec2, vec4) {
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return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color
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func __vertex(dstPos vec2, srcPos vec2, color vec4, custom vec4) (vec4, vec2, vec4, vec4) {
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return __projectionMatrix * vec4(dstPos, 0, 1), srcPos, color, custom
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}
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`
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return shaderSuffix, nil
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|
@ -39,7 +39,7 @@ const (
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)
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const (
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VertexFloatCount = 8
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VertexFloatCount = 12
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)
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var (
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|
@ -27,7 +27,10 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/shaderir/hlsl"
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)
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var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
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var inputElementDescsForDX11 []_D3D11_INPUT_ELEMENT_DESC
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func init() {
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inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
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{
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SemanticName: &([]byte("POSITION\000"))[0],
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SemanticIndex: 0,
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@ -55,6 +58,25 @@ var inputElementDescsForDX11 = []_D3D11_INPUT_ELEMENT_DESC{
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InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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}
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diff := graphics.VertexFloatCount - 8
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if diff == 0 {
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return
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}
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if diff%4 != 0 {
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panic("directx: unexpected attribute layout")
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}
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for i := 0; i < diff/4; i++ {
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inputElementDescsForDX11 = append(inputElementDescsForDX11, _D3D11_INPUT_ELEMENT_DESC{
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SemanticName: &([]byte("COLOR\000"))[0],
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SemanticIndex: uint32(i) + 1,
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Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D11_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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})
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}
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}
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func blendFactorToBlend11(f graphicsdriver.BlendFactor, alpha bool) _D3D11_BLEND {
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|
@ -23,7 +23,10 @@ import (
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"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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)
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var inputElementDescsForDX12 = []_D3D12_INPUT_ELEMENT_DESC{
|
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var inputElementDescsForDX12 []_D3D12_INPUT_ELEMENT_DESC
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|
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func init() {
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inputElementDescsForDX12 = []_D3D12_INPUT_ELEMENT_DESC{
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{
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SemanticName: &([]byte("POSITION\000"))[0],
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SemanticIndex: 0,
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@ -51,6 +54,25 @@ var inputElementDescsForDX12 = []_D3D12_INPUT_ELEMENT_DESC{
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
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},
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}
|
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diff := graphics.VertexFloatCount - 8
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if diff == 0 {
|
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return
|
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}
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if diff%4 != 0 {
|
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panic("directx: unexpected attribute layout")
|
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}
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for i := 0; i < diff/4; i++ {
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inputElementDescsForDX12 = append(inputElementDescsForDX12, _D3D12_INPUT_ELEMENT_DESC{
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SemanticName: &([]byte("COLOR\000"))[0],
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SemanticIndex: uint32(i) + 1,
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Format: _DXGI_FORMAT_R32G32B32A32_FLOAT,
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InputSlot: 0,
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AlignedByteOffset: _D3D12_APPEND_ALIGNED_ELEMENT,
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InputSlotClass: _D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA,
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InstanceDataStepRate: 0,
|
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})
|
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}
|
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}
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|
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const numDescriptorsPerFrame = 32
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|
@ -102,7 +102,7 @@ func compileShader(program *shaderir.Program) (vsh, psh *_ID3DBlob, ferr error)
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return vsh, psh, nil
|
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}
|
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|
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vs, ps := hlsl.Compile(program)
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vs, ps, _ := hlsl.Compile(program)
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var flag uint32 = uint32(_D3DCOMPILE_OPTIMIZATION_LEVEL3)
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|
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var wg errgroup.Group
|
||||
|
@ -114,17 +114,17 @@ func init() {
|
||||
},
|
||||
}
|
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n := theArrayBufferLayout.float32Count()
|
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if n > graphics.VertexFloatCount {
|
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panic("opengl: the array buffer layout is too large")
|
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diff := graphics.VertexFloatCount - n
|
||||
if diff == 0 {
|
||||
return
|
||||
}
|
||||
if n < graphics.VertexFloatCount {
|
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d := graphics.VertexFloatCount - n
|
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if d > 4 {
|
||||
panic("opengl: the array buffer layout is too small")
|
||||
if diff%4 != 0 {
|
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panic("opengl: unexpected attribute layout")
|
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}
|
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for i := 0; i < diff/4; i++ {
|
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theArrayBufferLayout.addPart(arrayBufferLayoutPart{
|
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name: "A3",
|
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num: d,
|
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name: fmt.Sprintf("A%d", i+3),
|
||||
num: 4,
|
||||
})
|
||||
}
|
||||
}
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|
@ -290,10 +290,10 @@ func (cs *compileState) parse(f *ast.File) {
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||||
// Parse function names so that any other function call the others.
|
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// The function data is provisional and will be updated soon.
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var vertexInParams []shaderir.Type
|
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var vertexOutParams []shaderir.Type
|
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var fragmentInParams []shaderir.Type
|
||||
var fragmentOutParams []shaderir.Type
|
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var vertexInParams []variable
|
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var vertexOutParams []variable
|
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var fragmentInParams []variable
|
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var fragmentOutParams []variable
|
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var fragmentReturnType shaderir.Type
|
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for _, d := range f.Decls {
|
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fd, ok := d.(*ast.FuncDecl)
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@ -310,6 +310,19 @@ func (cs *compileState) parse(f *ast.File) {
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}
|
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|
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inParams, outParams, ret := cs.parseFuncParams(&cs.global, n, fd)
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|
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if n == cs.vertexEntry {
|
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vertexInParams = inParams
|
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vertexOutParams = outParams
|
||||
continue
|
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}
|
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if n == cs.fragmentEntry {
|
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fragmentInParams = inParams
|
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fragmentOutParams = outParams
|
||||
fragmentReturnType = ret
|
||||
continue
|
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}
|
||||
|
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var inT, outT []shaderir.Type
|
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for _, v := range inParams {
|
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inT = append(inT, v.typ)
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@ -317,19 +330,6 @@ func (cs *compileState) parse(f *ast.File) {
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for _, v := range outParams {
|
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outT = append(outT, v.typ)
|
||||
}
|
||||
|
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if n == cs.vertexEntry {
|
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vertexInParams = inT
|
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vertexOutParams = outT
|
||||
continue
|
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}
|
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if n == cs.fragmentEntry {
|
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fragmentInParams = inT
|
||||
fragmentOutParams = outT
|
||||
fragmentReturnType = ret
|
||||
continue
|
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}
|
||||
|
||||
cs.funcs = append(cs.funcs, function{
|
||||
name: n,
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ir: shaderir.Func{
|
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@ -345,25 +345,21 @@ func (cs *compileState) parse(f *ast.File) {
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// Check varying variables.
|
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// In testings, there might not be vertex and fragment entry points.
|
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if len(vertexOutParams) > 0 && len(fragmentInParams) > 0 {
|
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if len(vertexOutParams) != len(fragmentInParams) {
|
||||
cs.addError(0, "the number of vertex entry point's returning values and the number of fragment entry point's params must be the same")
|
||||
for i, p := range vertexOutParams {
|
||||
if len(fragmentInParams) <= i {
|
||||
break
|
||||
}
|
||||
for i, t := range vertexOutParams {
|
||||
if !t.Equal(&fragmentInParams[i]) {
|
||||
cs.addError(0, "vertex entry point's returning value types and fragment entry point's param types must match")
|
||||
t := fragmentInParams[i].typ
|
||||
if !p.typ.Equal(&t) {
|
||||
name := fragmentInParams[i].name
|
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cs.addError(0, fmt.Sprintf("fragment argument %s must be %s but was %s", name, p.typ.String(), t.String()))
|
||||
}
|
||||
}
|
||||
|
||||
// The first out-param is treated as gl_Position in GLSL.
|
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if vertexOutParams[0].Main != shaderir.Vec4 {
|
||||
if vertexOutParams[0].typ.Main != shaderir.Vec4 {
|
||||
cs.addError(0, "vertex entry point must have at least one returning vec4 value for a position")
|
||||
}
|
||||
if len(fragmentInParams) == 0 {
|
||||
cs.addError(0, "fragment entry point must have at least one vec4 parameter for a position")
|
||||
}
|
||||
if fragmentInParams[0].Main != shaderir.Vec4 {
|
||||
cs.addError(0, "fragment entry point must have at least one vec4 parameter for a position")
|
||||
}
|
||||
if len(fragmentOutParams) != 0 || fragmentReturnType.Main != shaderir.Vec4 {
|
||||
cs.addError(0, "fragment entry point must have one returning vec4 value for a color")
|
||||
}
|
||||
@ -373,12 +369,16 @@ func (cs *compileState) parse(f *ast.File) {
|
||||
return
|
||||
}
|
||||
|
||||
// Set attribute varying veraibles.
|
||||
cs.ir.Attributes = append(cs.ir.Attributes, vertexInParams...)
|
||||
// Set attribute and varying veraibles.
|
||||
for _, p := range vertexInParams {
|
||||
cs.ir.Attributes = append(cs.ir.Attributes, p.typ)
|
||||
}
|
||||
if len(vertexOutParams) > 0 {
|
||||
// TODO: Check that these params are not arrays or structs
|
||||
// The 0th argument is a special variable for position and is not included in varying variables.
|
||||
cs.ir.Varyings = append(cs.ir.Varyings, vertexOutParams[1:]...)
|
||||
for _, p := range vertexOutParams[1:] {
|
||||
cs.ir.Varyings = append(cs.ir.Varyings, p.typ)
|
||||
}
|
||||
}
|
||||
|
||||
// Parse functions.
|
||||
@ -820,6 +820,25 @@ func (cs *compileState) parseFunc(block *block, d *ast.FuncDecl) (function, bool
|
||||
}
|
||||
|
||||
inParams, outParams, returnType := cs.parseFuncParams(block, d.Name.Name, d)
|
||||
if d.Name.Name == cs.fragmentEntry {
|
||||
if len(inParams) == 0 {
|
||||
inParams = append(inParams, variable{
|
||||
name: "_",
|
||||
typ: shaderir.Type{Main: shaderir.Vec4},
|
||||
})
|
||||
}
|
||||
// The 0th inParams is a special variable for position and is not included in varying variables.
|
||||
if diff := len(cs.ir.Varyings) - (len(inParams) - 1); diff > 0 {
|
||||
// inParams is not enough when the vertex shader has more returning values than the fragment shader's arguments.
|
||||
orig := len(inParams) - 1
|
||||
for i := 0; i < diff; i++ {
|
||||
inParams = append(inParams, variable{
|
||||
name: "_",
|
||||
typ: cs.ir.Varyings[orig+i],
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
b, ok := cs.parseBlock(block, d.Name.Name, d.Body.List, inParams, outParams, returnType, true)
|
||||
if !ok {
|
||||
return function{}, false
|
||||
|
@ -31,32 +31,24 @@ import (
|
||||
|
||||
func glslVertexNormalize(str string) string {
|
||||
p := glsl.VertexPrelude(glsl.GLSLVersionDefault)
|
||||
if strings.HasPrefix(str, p) {
|
||||
str = str[len(p):]
|
||||
}
|
||||
str = strings.TrimPrefix(str, p)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
func glslFragmentNormalize(str string) string {
|
||||
p := glsl.FragmentPrelude(glsl.GLSLVersionDefault)
|
||||
if strings.HasPrefix(str, p) {
|
||||
str = str[len(p):]
|
||||
}
|
||||
str = strings.TrimPrefix(str, p)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
func hlslNormalize(str string) string {
|
||||
if strings.HasPrefix(str, hlsl.Prelude) {
|
||||
str = str[len(hlsl.Prelude):]
|
||||
}
|
||||
func hlslNormalize(str string, prelude string) string {
|
||||
str = strings.TrimPrefix(str, prelude)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
func metalNormalize(str string) string {
|
||||
prelude := msl.Prelude(shaderir.Texels)
|
||||
if strings.HasPrefix(str, prelude) {
|
||||
str = str[len(prelude):]
|
||||
}
|
||||
str = strings.TrimPrefix(str, prelude)
|
||||
return strings.TrimSpace(str)
|
||||
}
|
||||
|
||||
@ -188,8 +180,8 @@ func TestCompile(t *testing.T) {
|
||||
}
|
||||
|
||||
if tc.HLSL != nil {
|
||||
vs, _ := hlsl.Compile(s)
|
||||
if got, want := hlslNormalize(vs), hlslNormalize(string(tc.HLSL)); got != want {
|
||||
vs, _, prelude := hlsl.Compile(s)
|
||||
if got, want := hlslNormalize(vs, prelude), hlslNormalize(string(tc.HLSL), prelude); got != want {
|
||||
compare(t, "HLSL", got, want)
|
||||
}
|
||||
}
|
||||
|
@ -2,7 +2,7 @@ cbuffer Uniforms : register(b0) {
|
||||
float2 U0 : packoffset(c0);
|
||||
}
|
||||
|
||||
Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {
|
||||
Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR0) {
|
||||
Varyings varyings;
|
||||
float4x4 l0 = 0.0;
|
||||
varyings.Position = 0.0;
|
||||
|
@ -52,13 +52,7 @@ func (c *compileContext) structName(p *shaderir.Program, t *shaderir.Type) strin
|
||||
return n
|
||||
}
|
||||
|
||||
const Prelude = `struct Varyings {
|
||||
float4 Position : SV_POSITION;
|
||||
float2 M0 : TEXCOORD0;
|
||||
float4 M1 : COLOR;
|
||||
};
|
||||
|
||||
float mod(float x, float y) {
|
||||
const utilFuncs = `float mod(float x, float y) {
|
||||
return x - y * floor(x/y);
|
||||
}
|
||||
|
||||
@ -86,7 +80,7 @@ float4x4 float4x4FromScalar(float x) {
|
||||
return float4x4(x, 0, 0, 0, 0, x, 0, 0, 0, 0, x, 0, 0, 0, 0, x);
|
||||
}`
|
||||
|
||||
func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
func Compile(p *shaderir.Program) (vertexShader, pixelShader, prelude string) {
|
||||
offsets := CalcUniformMemoryOffsets(p)
|
||||
|
||||
c := &compileContext{
|
||||
@ -94,7 +88,30 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
}
|
||||
|
||||
var lines []string
|
||||
lines = append(lines, strings.Split(Prelude, "\n")...)
|
||||
lines = append(lines, strings.Split(utilFuncs, "\n")...)
|
||||
|
||||
lines = append(lines, "", "struct Varyings {")
|
||||
lines = append(lines, "\tfloat4 Position : SV_POSITION;")
|
||||
if len(p.Varyings) > 0 {
|
||||
for i, v := range p.Varyings {
|
||||
switch i {
|
||||
case 0:
|
||||
lines = append(lines, fmt.Sprintf("\tfloat2 M%d : TEXCOORD;", i))
|
||||
case 1:
|
||||
lines = append(lines, fmt.Sprintf("\tfloat4 M%d : COLOR0;", i))
|
||||
default:
|
||||
// Use COLOR[n] as a general purpose varying.
|
||||
if v.Main != shaderir.Vec4 {
|
||||
lines = append(lines, fmt.Sprintf("\t?(unexpected type: %s) M%d : COLOR%d;", v, i, i-1))
|
||||
} else {
|
||||
lines = append(lines, fmt.Sprintf("\tfloat4 M%d : COLOR%d;", i, i-1))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
lines = append(lines, "};")
|
||||
prelude = strings.Join(lines, "\n")
|
||||
|
||||
lines = append(lines, "", "{{.Structs}}")
|
||||
|
||||
if len(p.Uniforms) > 0 {
|
||||
@ -156,7 +173,25 @@ func Compile(p *shaderir.Program) (vertexShader, pixelShader string) {
|
||||
}
|
||||
if p.VertexFunc.Block != nil && len(p.VertexFunc.Block.Stmts) > 0 {
|
||||
vslines = append(vslines, "")
|
||||
vslines = append(vslines, "Varyings VSMain(float2 A0 : POSITION, float2 A1 : TEXCOORD, float4 A2 : COLOR) {")
|
||||
var args []string
|
||||
for i, a := range p.Attributes {
|
||||
switch i {
|
||||
case 0:
|
||||
args = append(args, fmt.Sprintf("float2 A%d : POSITION", i))
|
||||
case 1:
|
||||
args = append(args, fmt.Sprintf("float2 A%d : TEXCOORD", i))
|
||||
case 2:
|
||||
args = append(args, fmt.Sprintf("float4 A%d : COLOR0", i))
|
||||
default:
|
||||
// Use COLOR[n] as a general purpose varying.
|
||||
if a.Main != shaderir.Vec4 {
|
||||
args = append(args, fmt.Sprintf("?(unexpected type: %s) A%d : COLOR%d", a, i, i-2))
|
||||
} else {
|
||||
args = append(args, fmt.Sprintf("float4 A%d : COLOR%d", i, i-2))
|
||||
}
|
||||
}
|
||||
}
|
||||
vslines = append(vslines, "Varyings VSMain("+strings.Join(args, ", ")+") {")
|
||||
vslines = append(vslines, fmt.Sprintf("\tVaryings %s;", vsOut))
|
||||
vslines = append(vslines, c.block(p, p.VertexFunc.Block, p.VertexFunc.Block, 0)...)
|
||||
if last := fmt.Sprintf("\treturn %s;", vsOut); vslines[len(vslines)-1] != last {
|
||||
|
190
shader_test.go
190
shader_test.go
@ -2595,3 +2595,193 @@ func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShaderCustomValues(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
dst := ebiten.NewImage(w, h)
|
||||
s, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2, color vec4, custom vec4) vec4 {
|
||||
return custom
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
clr := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0x40}
|
||||
dst.DrawTrianglesShader([]ebiten.Vertex{
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: 0,
|
||||
SrcX: 0,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: 0,
|
||||
SrcX: w,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: h,
|
||||
SrcX: 0,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: h,
|
||||
SrcX: w,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
Custom0: float32(clr.R) / 0xff,
|
||||
Custom1: float32(clr.G) / 0xff,
|
||||
Custom2: float32(clr.B) / 0xff,
|
||||
Custom3: float32(clr.A) / 0xff,
|
||||
},
|
||||
}, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
|
||||
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
want := clr
|
||||
if !sameColors(got, want, 2) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShaderFragmentLessArguments(t *testing.T) {
|
||||
const w, h = 16, 16
|
||||
|
||||
s0, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment() vec4 {
|
||||
return vec4(1, 0, 0, 1)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s1, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4) vec4 {
|
||||
return vec4(0, 1, 0, 1)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
s2, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
||||
|
||||
package main
|
||||
|
||||
func Fragment(dstPos vec4, srcPos vec2) vec4 {
|
||||
return vec4(0, 0, 1, 1)
|
||||
}
|
||||
`))
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
|
||||
dst := ebiten.NewImage(w, h)
|
||||
for idx, s := range []*ebiten.Shader{s0, s1, s2} {
|
||||
dst.Clear()
|
||||
dst.DrawTrianglesShader([]ebiten.Vertex{
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: 0,
|
||||
SrcX: 0,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: 0,
|
||||
SrcX: w,
|
||||
SrcY: 0,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
{
|
||||
DstX: 0,
|
||||
DstY: h,
|
||||
SrcX: 0,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
{
|
||||
DstX: w,
|
||||
DstY: h,
|
||||
SrcX: w,
|
||||
SrcY: h,
|
||||
ColorR: 1,
|
||||
ColorG: 1,
|
||||
ColorB: 1,
|
||||
ColorA: 1,
|
||||
},
|
||||
}, []uint16{0, 1, 2, 1, 2, 3}, s, nil)
|
||||
|
||||
for j := 0; j < h; j++ {
|
||||
for i := 0; i < w; i++ {
|
||||
got := dst.At(i, j).(color.RGBA)
|
||||
var want color.RGBA
|
||||
switch idx {
|
||||
case 0:
|
||||
want = color.RGBA{R: 0xff, A: 0xff}
|
||||
case 1:
|
||||
want = color.RGBA{G: 0xff, A: 0xff}
|
||||
case 2:
|
||||
want = color.RGBA{B: 0xff, A: 0xff}
|
||||
}
|
||||
if !sameColors(got, want, 2) {
|
||||
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user