// Copyright 2021 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. //go:build ignore package main import ( "fmt" "image/color" "github.com/hajimehoshi/ebiten/v2" ) type Game struct { dst *ebiten.Image phase int } func (g *Game) Update() error { const w, h = 1, 1 switch g.phase { case 0: s, err := ebiten.NewShader([]byte(`package main var Color vec4 func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return Color }`)) if err != nil { return err } g.dst = ebiten.NewImage(w, h) op := &ebiten.DrawRectShaderOptions{} op.Blend = ebiten.BlendCopy op.Uniforms = map[string]any{ "Color": []float32{1, 1, 1, 1}, } g.dst.DrawRectShader(w, h, s, op) if got, want := g.dst.At(0, 0), (color.RGBA{0xff, 0xff, 0xff, 0xff}); got != want { return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want) } // Dispose the shader. When a new shader is created in the next phase, the underlying shader ID might be reused. // This test checks that the new shader works in this situation. // The actual disposal will happen after this frame and before the next frame in the current implementation. s.Dispose() g.phase++ case 1: s, err := ebiten.NewShader([]byte(`package main var Dummy float var A, B, G, R float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(R, G, B, A) }`)) if err != nil { return err } op := &ebiten.DrawRectShaderOptions{} op.Blend = ebiten.BlendCopy op.Uniforms = map[string]any{ "Dummy": float32(0), "R": float32(0.5), "G": float32(1), "B": float32(0.5), "A": float32(1), } g.dst.DrawRectShader(w, h, s, op) if got, want := g.dst.At(0, 0), (color.RGBA{0x80, 0xff, 0x80, 0xff}); got != want { return fmt.Errorf("phase: %d, got: %v, want: %v", g.phase, got, want) } return ebiten.Termination } return nil } func (g *Game) Draw(screen *ebiten.Image) { } func (g *Game) Layout(width, height int) (int, int) { return width, height } func main() { if err := ebiten.RunGame(&Game{}); err != nil { panic(err) } }