// Copyright 2020 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. package ebiten_test import ( "fmt" "image" "image/color" "math" "testing" "github.com/hajimehoshi/ebiten/v2" ) func TestShaderFill(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) vec4 { return vec4(1, 0, 0, 1) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w/2, h/2, 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 if i < w/2 && j < h/2 { want = color.RGBA{R: 0xff, A: 0xff} } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderFillWithDrawImage(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) vec4 { return vec4(1, 0, 0, 1) } `)) if err != nil { t.Fatal(err) } src := ebiten.NewImage(w/2, h/2) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w/2, h/2, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) var want color.RGBA if i < w/2 && j < h/2 { want = color.RGBA{R: 0xff, A: 0xff} } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2525 func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) { const w, h = 16, 16 rect := image.Rectangle{Max: image.Point{X: w, Y: h}} dst := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true}) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return imageSrc0At(srcPos) } `)) if err != nil { t.Fatal(err) } src0 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true}) src0.Fill(color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff}) src1 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true}) src1.Fill(color.RGBA{R: 0xff, A: 0xff}) op := &ebiten.DrawRectShaderOptions{} op.CompositeMode = ebiten.CompositeModeCopy op.Images[0] = src0 op.Images[1] = src1 dst.DrawRectShader(w, h, s, op) op.Images[0] = src1 op.Images[1] = nil dst.DrawRectShader(w, h, s, op) // dst should now be identical to src1. // With issue #2525, instead, GL_TEXTURE0 is active but with src0 bound // while binding src1 gets skipped! // This means that src0, not src1, got copied to dst. // Demonstrate the bug with a write to src1, which will actually end up on src0. // Validated later. var buf []byte for i := 0; i < w*h; i++ { buf = append(buf, 2, 5, 2, 5) } src1.WritePixels(buf) // Verify that src1 was copied to dst. for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, A: 0xff} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } // Fix up texture unit assignment by binding a different texture. op.Images[0] = src1 dst.DrawRectShader(w, h, s, op) op.Images[0] = src0 dst.DrawRectShader(w, h, s, op) // Verify that src0 was copied to dst and not overwritten above. for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderFillWithDrawTriangles(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) vec4 { return vec4(1, 0, 0, 1) } `)) if err != nil { t.Fatal(err) } src := ebiten.NewImage(w/2, h/2) op := &ebiten.DrawTrianglesShaderOptions{} op.Images[0] = src vs := []ebiten.Vertex{ { DstX: 0, DstY: 0, SrcX: 0, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: w, DstY: 0, SrcX: w / 2, SrcY: 0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: 0, DstY: h, SrcX: 0, SrcY: h / 2, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: w, DstY: h, SrcX: w / 2, SrcY: h / 2, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, } is := []uint16{0, 1, 2, 1, 2, 3} dst.DrawTrianglesShader(vs, is, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, A: 0xff} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderFunction(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func clr(red float) (float, float, float, float) { return red, 0, 0, 1 } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(clr(1)) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, A: 0xff} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUninitializedUniformVariables(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var U vec4 func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return U } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, 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 if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderMatrix(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) vec4 { var a, b mat4 a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625) a[1] = vec4(0.25, 0.25, 0.0625, 0.1875) a[2] = vec4(0.1875, 0.125, 0.25, 0.25) a[3] = vec4(0.0625, 0.1875, 0.125, 0.25) b[0] = vec4(0.0625, 0.125, 0.0625, 0.125) b[1] = vec4(0.125, 0.1875, 0.25, 0.0625) b[2] = vec4(0.125, 0.125, 0.1875, 0.1875) b[3] = vec4(0.25, 0.0625, 0.125, 0.0625) return vec4((a * b * vec4(1, 1, 1, 1)).xyz, 1) } `)) if err != nil { t.Fatal(err) } src := ebiten.NewImage(w, h) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 87, G: 82, B: 71, A: 255} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderSubImage(t *testing.T) { const w, h = 16, 16 s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { r := imageSrc0At(srcPos).r g := imageSrc1At(srcPos).g return vec4(r, g, 0, 1) } `)) if err != nil { t.Fatal(err) } src0 := ebiten.NewImage(w, h) pix0 := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if 2 <= i && i < 10 && 3 <= j && j < 11 { pix0[4*(j*w+i)] = 0xff pix0[4*(j*w+i)+1] = 0 pix0[4*(j*w+i)+2] = 0 pix0[4*(j*w+i)+3] = 0xff } } } src0.WritePixels(pix0) src0 = src0.SubImage(image.Rect(2, 3, 10, 11)).(*ebiten.Image) src1 := ebiten.NewImage(w, h) pix1 := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if 6 <= i && i < 14 && 8 <= j && j < 16 { pix1[4*(j*w+i)] = 0 pix1[4*(j*w+i)+1] = 0xff pix1[4*(j*w+i)+2] = 0 pix1[4*(j*w+i)+3] = 0xff } } } src1.WritePixels(pix1) src1 = src1.SubImage(image.Rect(6, 8, 14, 16)).(*ebiten.Image) testPixels := func(testname string, dst *ebiten.Image) { for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) var want color.RGBA if i < w/2 && j < h/2 { want = color.RGBA{R: 0xff, G: 0xff, A: 0xff} } if got != want { t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want) } } } } t.Run("DrawRectShader", func(t *testing.T) { dst := ebiten.NewImage(w, h) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src0 op.Images[1] = src1 dst.DrawRectShader(w/2, h/2, s, op) testPixels("DrawRectShader", dst) }) t.Run("DrawTrianglesShader", func(t *testing.T) { dst := ebiten.NewImage(w, h) vs := []ebiten.Vertex{ { DstX: 0, DstY: 0, SrcX: 2, SrcY: 3, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: w / 2, DstY: 0, SrcX: 10, SrcY: 3, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: 0, DstY: h / 2, SrcX: 2, SrcY: 11, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: w / 2, DstY: h / 2, SrcX: 10, SrcY: 11, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, } is := []uint16{0, 1, 2, 1, 2, 3} op := &ebiten.DrawTrianglesShaderOptions{} op.Images[0] = src0 op.Images[1] = src1 dst.DrawTrianglesShader(vs, is, s, op) testPixels("DrawTrianglesShader", dst) }) } // Issue #1404 func TestShaderDerivatives(t *testing.T) { t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)") const w, h = 16, 16 s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { p := imageSrc0At(srcPos) return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1) } `)) if err != nil { t.Fatal(err) } dst := ebiten.NewImage(w, h) src := ebiten.NewImage(w, h) pix := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if i < w/2 { pix[4*(j*w+i)] = 0xff } if j < h/2 { pix[4*(j*w+i)+1] = 0xff } pix[4*(j*w+i)+3] = 0xff } } src.WritePixels(pix) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) // The results of the edges might be unreliable. Skip the edges. for j := 1; j < h-1; j++ { for i := 1; i < w-1; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{A: 0xff} if i == w/2-1 || i == w/2 { want.R = 0xff } if j == h/2-1 || j == h/2 { want.G = 0xff } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #1701 func TestShaderDerivatives2(t *testing.T) { t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)") const w, h = 16, 16 s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main // This function uses dfdx and then should not be in GLSL's vertex shader (#1701). func Foo(p vec4) vec4 { return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1) } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { p := imageSrc0At(srcPos) return Foo(p) } `)) if err != nil { t.Fatal(err) } dst := ebiten.NewImage(w, h) src := ebiten.NewImage(w, h) pix := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if i < w/2 { pix[4*(j*w+i)] = 0xff } if j < h/2 { pix[4*(j*w+i)+1] = 0xff } pix[4*(j*w+i)+3] = 0xff } } src.WritePixels(pix) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) // The results of the edges might be unreliable. Skip the edges. for j := 1; j < h-1; j++ { for i := 1; i < w-1; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{A: 0xff} if i == w/2-1 || i == w/2 { want.R = 0xff } if j == h/2-1 || j == h/2 { want.G = 0xff } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #1754 func TestShaderUniformFirstElement(t *testing.T) { shaders := []struct { Name string Shader string Uniforms map[string]any }{ { Name: "float array", Shader: `//kage:unit pixels package main var C [2]float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(C[0], 1, 1, 1) }`, Uniforms: map[string]any{ "C": []float32{1, 1}, }, }, { Name: "float one-element array", Shader: `//kage:unit pixels package main var C [1]float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(C[0], 1, 1, 1) }`, Uniforms: map[string]any{ "C": []float32{1}, }, }, { Name: "matrix array", Shader: `//kage:unit pixels package main var C [2]mat2 func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(C[0][0][0], 1, 1, 1) }`, Uniforms: map[string]any{ "C": []float32{1, 0, 0, 0, 0, 0, 0, 0}, }, }, } for _, shader := range shaders { shader := shader t.Run(shader.Name, func(t *testing.T) { const w, h = 1, 1 dst := ebiten.NewImage(w, h) defer dst.Deallocate() s, err := ebiten.NewShader([]byte(shader.Shader)) if err != nil { t.Fatal(err) } defer s.Deallocate() op := &ebiten.DrawRectShaderOptions{} op.Uniforms = shader.Uniforms dst.DrawRectShader(w, h, s, op) if got, want := dst.At(0, 0), (color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}); got != want { t.Errorf("got: %v, want: %v", got, want) } }) } } // Issue #2006 func TestShaderFuncMod(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) vec4 { r := mod(-0.25, 1.0) return vec4(r, 0, 0, 1) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w/2, h/2, 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 if i < w/2 && j < h/2 { want = color.RGBA{R: 0xc0, A: 0xff} } if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderMatrixInitialize(t *testing.T) { const w, h = 16, 16 src := ebiten.NewImage(w, h) src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}) dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return mat4(2) * imageSrc0At(srcPos); } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x20, G: 0x40, B: 0x60, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2029 func TestShaderModVectorAndFloat(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) vec4 { r := mod(vec3(0.25, 0.5, 0.75), 0.5) return vec4(r, 1) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x40, B: 0x40, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderTextureAt(t *testing.T) { const w, h = 16, 16 src := ebiten.NewImage(w, h) src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}) dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func textureAt(uv vec2) vec4 { return imageSrc0UnsafeAt(uv) } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return textureAt(srcPos) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderAtan2(t *testing.T) { const w, h = 16, 16 src := ebiten.NewImage(w, h) src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}) dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { y := vec4(1, 1, 1, 1) x := vec4(1, 1, 1, 1) return atan2(y, x) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) v := byte(math.Floor(0xff * math.Pi / 4)) want := color.RGBA{R: v, G: v, B: v, A: v} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformMatrix2(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var Mat2 mat2 var F float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(F * Mat2 * vec2(1), 1, 1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "Mat2": []float32{ 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0, }, "F": float32(2), } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 8, G: 12, B: 0xff, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformMatrix2Array(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var Mat2 [2]mat2 var F float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(F * Mat2[0] * Mat2[1] * vec2(1), 1, 1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "Mat2": []float32{ 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0, }, "F": float32(256), } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 54, G: 80, B: 0xff, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformMatrix3(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var Mat3 mat3 var F float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(F * Mat3 * vec3(1), 1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "Mat3": []float32{ 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0, }, "F": float32(2), } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 24, G: 30, B: 36, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformMatrix3Array(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var Mat3 [2]mat3 var F float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(F * Mat3[0] * Mat3[1] * vec3(1), 1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "Mat3": []float32{ 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0, 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0, }, "F": float32(3), } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 6, G: 8, B: 9, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformMatrix4(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var Mat4 mat4 var F float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return F * Mat4 * vec4(1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "Mat4": []float32{ 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0, 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0, }, "F": float32(4), } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 112, G: 128, B: 143, A: 159} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformMatrix4Array(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var Mat4 [2]mat4 var F float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return F * Mat4[0] * Mat4[1] * vec4(1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "Mat4": []float32{ 1.0 / 256.0, 2.0 / 256.0, 3.0 / 256.0, 4.0 / 256.0, 5.0 / 256.0, 6.0 / 256.0, 7.0 / 256.0, 8.0 / 256.0, 9.0 / 256.0, 10.0 / 256.0, 11.0 / 256.0, 12.0 / 256.0, 13.0 / 256.0, 14.0 / 256.0, 15.0 / 256.0, 16.0 / 256.0, 17.0 / 256.0, 18.0 / 256.0, 19.0 / 256.0, 20.0 / 256.0, 21.0 / 256.0, 22.0 / 256.0, 23.0 / 256.0, 24.0 / 256.0, 25.0 / 256.0, 26.0 / 256.0, 27.0 / 256.0, 28.0 / 256.0, 29.0 / 256.0, 30.0 / 256.0, 31.0 / 256.0, 32.0 / 256.0, }, "F": float32(4), } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 44, G: 50, B: 56, A: 62} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderOptionsNegativeBounds(t *testing.T) { const w, h = 16, 16 s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { r := imageSrc0At(srcPos).r g := imageSrc1At(srcPos).g return vec4(r, g, 0, 1) } `)) if err != nil { t.Fatal(err) } const offset0 = -4 src0 := ebiten.NewImageWithOptions(image.Rect(offset0, offset0, w+offset0, h+offset0), nil) pix0 := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if 2 <= i && i < 10 && 3 <= j && j < 11 { pix0[4*(j*w+i)] = 0xff pix0[4*(j*w+i)+1] = 0 pix0[4*(j*w+i)+2] = 0 pix0[4*(j*w+i)+3] = 0xff } } } src0.WritePixels(pix0) src0 = src0.SubImage(image.Rect(2+offset0, 3+offset0, 10+offset0, 11+offset0)).(*ebiten.Image) const offset1 = -6 src1 := ebiten.NewImageWithOptions(image.Rect(offset1, offset1, w+offset1, h+offset1), nil) pix1 := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if 6 <= i && i < 14 && 8 <= j && j < 16 { pix1[4*(j*w+i)] = 0 pix1[4*(j*w+i)+1] = 0xff pix1[4*(j*w+i)+2] = 0 pix1[4*(j*w+i)+3] = 0xff } } } src1.WritePixels(pix1) src1 = src1.SubImage(image.Rect(6+offset1, 8+offset1, 14+offset1, 16+offset1)).(*ebiten.Image) const offset2 = -2 testPixels := func(testname string, dst *ebiten.Image) { for j := offset2; j < h+offset2; j++ { for i := offset2; i < w+offset2; i++ { got := dst.At(i, j).(color.RGBA) var want color.RGBA if 0 <= i && i < w/2 && 0 <= j && j < h/2 { want = color.RGBA{R: 0xff, G: 0xff, A: 0xff} } if got != want { t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want) } } } } t.Run("DrawRectShader", func(t *testing.T) { dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src0 op.Images[1] = src1 dst.DrawRectShader(w/2, h/2, s, op) testPixels("DrawRectShader", dst) }) t.Run("DrawTrianglesShader", func(t *testing.T) { dst := ebiten.NewImageWithOptions(image.Rect(offset2, offset2, w+offset2, h+offset2), nil) vs := []ebiten.Vertex{ { DstX: 0, DstY: 0, SrcX: 2 + offset0, SrcY: 3 + offset0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: w / 2, DstY: 0, SrcX: 10 + offset0, SrcY: 3 + offset0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: 0, DstY: h / 2, SrcX: 2 + offset0, SrcY: 11 + offset0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: w / 2, DstY: h / 2, SrcX: 10 + offset0, SrcY: 11 + offset0, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, } is := []uint16{0, 1, 2, 1, 2, 3} op := &ebiten.DrawTrianglesShaderOptions{} op.Images[0] = src0 op.Images[1] = src1 dst.DrawTrianglesShader(vs, is, s, op) testPixels("DrawTrianglesShader", dst) }) } // Issue #2186 func TestShaderVectorEqual(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) vec4 { a := vec3(1) b := vec3(1) if a == b { return vec4(1, 0, 0, 1) } else { return vec4(0, 1, 0, 1) } } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #1969 func TestShaderDiscard(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) dst.Fill(color.RGBA{R: 0xff, A: 0xff}) src := ebiten.NewImage(w, h) pix := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { if i >= w/2 || j >= h/2 { continue } pix[4*(j*w+i)+3] = 0xff } } src.WritePixels(pix) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { p := imageSrc0At(srcPos) if p.a == 0 { discard() } else { return vec4(0, 1, 0, 1) } } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{G: 0xff, A: 0xff} if i >= w/2 || j >= h/2 { want = color.RGBA{R: 0xff, A: 0xff} } if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2245, #2247 func TestShaderDrawRect(t *testing.T) { const ( dstW = 16 dstH = 16 srcW = 8 srcH = 8 ) dst := ebiten.NewImage(dstW, dstH) src := ebiten.NewImage(srcW, srcH) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { // Adjust srcPos into [0, 1]. srcPos -= imageSrc0Origin() srcPos /= imageSrc0Size() if srcPos.x >= 0.5 && srcPos.y >= 0.5 { return vec4(1, 0, 0, 1) } return vec4(0, 1, 0, 1) } `)) if err != nil { t.Fatal(err) } const ( offsetX = (dstW - srcW) / 2 offsetY = (dstH - srcH) / 2 ) op := &ebiten.DrawRectShaderOptions{} op.GeoM.Translate(offsetX, offsetY) op.Images[0] = src dst.DrawRectShader(srcW, srcH, s, op) for j := 0; j < dstH; j++ { for i := 0; i < dstW; i++ { got := dst.At(i, j).(color.RGBA) var want color.RGBA if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH { if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j { want = color.RGBA{R: 0xff, A: 0xff} } else { want = color.RGBA{G: 0xff, A: 0xff} } } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderDrawRectColorScale(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) vec4 { return color } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.ColorScale.SetR(4.0 / 8.0) op.ColorScale.SetG(5.0 / 8.0) op.ColorScale.SetB(6.0 / 8.0) op.ColorScale.SetA(7.0 / 8.0) op.ColorScale.ScaleWithColor(color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff}) dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x20, G: 0x50, B: 0x90, A: 0xe0} if !sameColors(got, want, 1) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderUniformInt(t *testing.T) { const ints = `//kage:unit pixels package main var U0 int var U1 int var U2 int var U3 int func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(float(U0)/255.0, float(U1)/255.0, float(U2)/255.0, float(U3)/255.0) } ` const intArray = `//kage:unit pixels package main var U [4]int func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(float(U[0])/255.0, float(U[1])/255.0, float(U[2])/255.0, float(U[3])/255.0) } ` const intVec = `//kage:unit pixels package main var U0 ivec4 var U1 [2]ivec3 func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(float(U0.x)/255.0, float(U0.y)/255.0, float(U1[0].z)/255.0, float(U1[1].x)/255.0) } ` testCases := []struct { Name string Uniforms map[string]any Shader string Want color.RGBA }{ { Name: "0xff", Uniforms: map[string]any{ "U0": 0xff, "U1": 0xff, "U2": 0xff, "U3": 0xff, }, Shader: ints, Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}, }, { Name: "int", Uniforms: map[string]any{ "U0": int8(0x24), "U1": int16(0x3f), "U2": int32(0x6a), "U3": int64(0x88), }, Shader: ints, Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88}, }, { Name: "uint", Uniforms: map[string]any{ "U0": uint8(0x85), "U1": uint16(0xa3), "U2": uint32(0x08), "U3": uint64(0xd3), }, Shader: ints, Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3}, }, { Name: "0xff,slice", Uniforms: map[string]any{ "U": []int{0xff, 0xff, 0xff, 0xff}, }, Shader: intArray, Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}, }, { Name: "int,slice", Uniforms: map[string]any{ "U": []int16{0x24, 0x3f, 0x6a, 0x88}, }, Shader: intArray, Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88}, }, { Name: "uint,slice", Uniforms: map[string]any{ "U": []uint8{0x85, 0xa3, 0x08, 0xd3}, }, Shader: intArray, Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3}, }, { Name: "0xff,array", Uniforms: map[string]any{ "U": [...]int{0xff, 0xff, 0xff, 0xff}, }, Shader: intArray, Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}, }, { Name: "int,array", Uniforms: map[string]any{ "U": [...]int16{0x24, 0x3f, 0x6a, 0x88}, }, Shader: intArray, Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88}, }, { Name: "uint,array", Uniforms: map[string]any{ "U": [...]uint8{0x85, 0xa3, 0x08, 0xd3}, }, Shader: intArray, Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3}, }, { Name: "0xff,array", Uniforms: map[string]any{ "U": [...]int{0xff, 0xff, 0xff, 0xff}, }, Shader: intArray, Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}, }, { Name: "int,array", Uniforms: map[string]any{ "U": [...]int16{0x24, 0x3f, 0x6a, 0x88}, }, Shader: intArray, Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88}, }, { Name: "uint,array", Uniforms: map[string]any{ "U": [...]uint8{0x85, 0xa3, 0x08, 0xd3}, }, Shader: intArray, Want: color.RGBA{R: 0x85, G: 0xa3, B: 0x08, A: 0xd3}, }, { Name: "0xff,ivec", Uniforms: map[string]any{ "U0": [...]int{0xff, 0xff, 0xff, 0xff}, "U1": [...]int{0xff, 0xff, 0xff, 0xff, 0xff, 0xff}, }, Shader: intVec, Want: color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff}, }, { Name: "int,ivec", Uniforms: map[string]any{ "U0": [...]int16{0x24, 0x3f, 0x6a, 0x88}, "U1": [...]int16{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19}, }, Shader: intVec, Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3}, }, { Name: "uint,ivec", Uniforms: map[string]any{ "U0": [...]uint8{0x24, 0x3f, 0x6a, 0x88}, "U1": [...]uint8{0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19}, }, Shader: intVec, Want: color.RGBA{R: 0x24, G: 0x3f, B: 0x08, A: 0xd3}, }, } for _, tc := range testCases { tc := tc t.Run(tc.Name, func(t *testing.T) { const w, h = 1, 1 dst := ebiten.NewImage(w, h) defer dst.Deallocate() s, err := ebiten.NewShader([]byte(tc.Shader)) if err != nil { t.Fatal(err) } defer s.Deallocate() op := &ebiten.DrawRectShaderOptions{} op.Uniforms = tc.Uniforms dst.DrawRectShader(w, h, s, op) if got, want := dst.At(0, 0).(color.RGBA), tc.Want; !sameColors(got, want, 1) { t.Errorf("got: %v, want: %v", got, want) } }) } } // Issue #2463 func TestShaderUniformVec3Array(t *testing.T) { const shader = `//kage:unit pixels package main var U [4]vec3 func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(U[0].x/255.0, U[1].y/255.0, U[2].z/255.0, U[3].x/255.0) } ` const w, h = 1, 1 dst := ebiten.NewImage(w, h) defer dst.Deallocate() s, err := ebiten.NewShader([]byte(shader)) if err != nil { t.Fatal(err) } defer s.Deallocate() op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "U": []float32{ 0x24, 0x3f, 0x6a, 0x88, 0x85, 0xa3, 0x08, 0xd3, 0x13, 0x19, 0x8a, 0x2e, }, } dst.DrawRectShader(w, h, s, op) if got, want := dst.At(0, 0).(color.RGBA), (color.RGBA{R: 0x24, G: 0x85, B: 0x13, A: 0x19}); !sameColors(got, want, 1) { t.Errorf("got: %v, want: %v", got, want) } } func TestShaderIVecMod(t *testing.T) { cases := []struct { source string want color.RGBA }{ { source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88) return vec4(a)/255`, want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x88}, }, { source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88) a %= 0x85 return vec4(a)/255`, want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03}, }, { source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88) a %= ivec4(0x85, 0xa3, 0x08, 0xd3) return vec4(a)/255`, want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88}, }, { source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88) b := a % 0x85 return vec4(b)/255`, want: color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0x03}, }, { source: `a := ivec4(0x24, 0x3f, 0x6a, 0x88) b := a % ivec4(0x85, 0xa3, 0x08, 0xd3) return vec4(b)/255`, want: color.RGBA{R: 0x24, G: 0x3f, B: 0x02, A: 0x88}, }, } for _, tc := range cases { shader := fmt.Sprintf(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { %s } `, tc.source) const w, h = 1, 1 dst := ebiten.NewImage(w, h) defer dst.Deallocate() s, err := ebiten.NewShader([]byte(shader)) if err != nil { t.Fatal(err) } defer s.Deallocate() op := &ebiten.DrawRectShaderOptions{} dst.DrawRectShader(w, h, s, op) if got, want := dst.At(0, 0).(color.RGBA), tc.want; !sameColors(got, want, 1) { t.Errorf("%s: got: %v, want: %v", tc.source, got, want) } } } func TestShaderTexelAndPixel(t *testing.T) { const dstW, dstH = 13, 17 const srcW, srcH = 19, 23 dstTexel := ebiten.NewImage(dstW, dstH) dstPixel := ebiten.NewImage(dstW, dstH) src := ebiten.NewImage(srcW, srcH) shaderTexel, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit texels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { pos := (srcPos - imageSrc0Origin()) / imageSrc0Size() pos *= vec2(%d, %d) pos /= 255 return vec4(pos.x, pos.y, 0, 1) } `, srcW, srcH))) if err != nil { t.Fatal(err) } shaderPixel, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { pos := srcPos - imageSrc0Origin() pos /= 255 return vec4(pos.x, pos.y, 0, 1) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dstTexel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderTexel, op) dstPixel.DrawRectShader(src.Bounds().Dx(), src.Bounds().Dy(), shaderPixel, op) for j := 0; j < dstH; j++ { for i := 0; i < dstW; i++ { c0 := dstTexel.At(i, j).(color.RGBA) c1 := dstPixel.At(i, j).(color.RGBA) if !sameColors(c0, c1, 1) { t.Errorf("dstTexel.At(%d, %d) %v != dstPixel.At(%d, %d) %v", i, j, c0, i, j, c1) } } } } func TestShaderDifferentTextureSizes(t *testing.T) { src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{ Unmanaged: true, }).SubImage(image.Rect(4, 1025, 6, 1028)).(*ebiten.Image) defer src0.Deallocate() src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{ Unmanaged: true, }).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image) defer src1.Deallocate() src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff}) src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff}) for _, unit := range []string{"texels", "pixels"} { unit := unit t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) { shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return imageSrc0At(srcPos) + imageSrc1At(srcPos) } `, unit))) if err != nil { t.Fatal(err) } defer shader.Deallocate() dst := ebiten.NewImage(2, 3) defer dst.Deallocate() op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src0 op.Images[1] = src1 dst.DrawRectShader(2, 3, shader, op) for j := 0; j < 3; j++ { for i := 0; i < 2; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{0x40, 0x40, 0x40, 0xff} if !sameColors(got, want, 1) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } }) } } func TestShaderIVec(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) src := ebiten.NewImage(w, h) pix := make([]byte, 4*w*h) for j := 0; j < h; j++ { for i := 0; i < w; i++ { pix[4*(j*w+i)] = byte(i) pix[4*(j*w+i)+1] = byte(j) pix[4*(j*w+i)+3] = 0xff } } src.WritePixels(pix) // Test that ivec2 can take any float values that can be casted to integers. // This seems the common behavior in shading languages like GLSL, Metal, and HLSL. shader, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { pos := ivec2(3, 4) return imageSrc0At(vec2(pos) + imageSrc0Origin()) } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, shader, op) got := dst.At(0, 0).(color.RGBA) want := color.RGBA{3, 4, 0, 0xff} if got != want { t.Errorf("got: %v, want: %v", got, want) } } func TestShaderUniformSizes(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var U vec4 var V [3]float func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(0) } `)) if err != nil { t.Fatal(err) } tests := []struct { uniforms map[string]any err bool }{ { uniforms: nil, err: false, }, { uniforms: map[string]any{ "U": 1, }, err: true, }, { uniforms: map[string]any{ "U": "1", }, err: true, }, { uniforms: map[string]any{ "U": []int32{1, 2, 3}, }, err: true, }, { uniforms: map[string]any{ "U": []int32{1, 2, 3, 4}, }, err: false, }, { uniforms: map[string]any{ "U": []int32{1, 2, 3, 4, 5}, }, err: true, }, { uniforms: map[string]any{ "V": 1, }, err: true, }, { uniforms: map[string]any{ "V": "1", }, err: true, }, { uniforms: map[string]any{ "V": []int32{1, 2}, }, err: true, }, { uniforms: map[string]any{ "V": []int32{1, 2, 3}, }, err: false, }, { uniforms: map[string]any{ "V": []int32{1, 2, 3, 4}, }, err: true, }, } for _, tc := range tests { tc := tc t.Run(fmt.Sprintf("%v", tc.uniforms), func(t *testing.T) { defer func() { r := recover() if r != nil && !tc.err { t.Errorf("DrawRectShader must not panic but did") } else if r == nil && tc.err { t.Errorf("DrawRectShader must panic but does not") } }() op := &ebiten.DrawRectShaderOptions{} op.Uniforms = tc.uniforms dst.DrawRectShader(w, h, s, op) }) } } // Issue #2709 func TestShaderUniformDefaultValue(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main var U vec4 func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return U } `)) if err != nil { t.Fatal(err) } // Draw with a uniform variable value. op := &ebiten.DrawRectShaderOptions{} op.Uniforms = map[string]any{ "U": [...]float32{1, 1, 1, 1}, } dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{0xff, 0xff, 0xff, 0xff} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } // Draw without a uniform variable value. In this case, the uniform variable value should be 0. dst.Clear() op.Uniforms = nil dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{0, 0, 0, 0} if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2166 func TestShaderDrawRectWithoutSource(t *testing.T) { const ( dstW = 16 dstH = 16 srcW = 8 srcH = 8 ) src := ebiten.NewImage(srcW, srcH) for _, unit := range []string{"pixels", "texels"} { s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { t := srcPos size := imageSrc0Size() // If the unit is texels and no source images are specified, size is always 0. if size == vec2(0) { // Even in this case, t is in pixels (0, 0) to (8, 8). if t.x >= 4 && t.y >= 4 { return vec4(1, 0, 1, 1) } return vec4(0, 1, 1, 1) } // Adjust srcPos into [0, 1]. t -= imageSrc0Origin() if size != vec2(0) { t /= size } if t.x >= 0.5 && t.y >= 0.5 { return vec4(1, 0, 0, 1) } return vec4(0, 1, 0, 1) } `, unit))) if err != nil { t.Fatal(err) } for _, withSrc := range []bool{false, true} { withSrc := withSrc title := "WithSrc,unit=" + unit if !withSrc { title = "WithoutSrc,unit=" + unit } t.Run(title, func(t *testing.T) { dst := ebiten.NewImage(dstW, dstH) const ( offsetX = (dstW - srcW) / 2 offsetY = (dstH - srcH) / 2 ) op := &ebiten.DrawRectShaderOptions{} op.GeoM.Translate(offsetX, offsetY) if withSrc { op.Images[0] = src } dst.DrawRectShader(srcW, srcH, s, op) for j := 0; j < dstH; j++ { for i := 0; i < dstW; i++ { got := dst.At(i, j).(color.RGBA) var want color.RGBA if offsetX <= i && i < offsetX+srcW && offsetY <= j && j < offsetY+srcH { var blue byte if !withSrc && unit == "texels" { blue = 0xff } if offsetX+srcW/2 <= i && offsetY+srcH/2 <= j { want = color.RGBA{0xff, 0, blue, 0xff} } else { want = color.RGBA{0, 0xff, blue, 0xff} } } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } }) } } } // Issue #2719 func TestShaderMatrixDivFloat(t *testing.T) { const w, h = 16, 16 src := ebiten.NewImage(w, h) src.Fill(color.RGBA{R: 0x10, G: 0x20, B: 0x30, A: 0xff}) dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { var x = 2.0 return mat4(3) / x * imageSrc0At(srcPos); } `)) if err != nil { t.Fatal(err) } op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x18, G: 0x30, B: 0x48, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } func TestShaderDifferentSourceSizes(t *testing.T) { src0 := ebiten.NewImageWithOptions(image.Rect(0, 0, 20, 4000), &ebiten.NewImageOptions{ Unmanaged: true, }).SubImage(image.Rect(4, 1025, 7, 1029)).(*ebiten.Image) // 3x4 defer src0.Deallocate() src1 := ebiten.NewImageWithOptions(image.Rect(0, 0, 4000, 20), &ebiten.NewImageOptions{ Unmanaged: true, }).SubImage(image.Rect(2047, 7, 2049, 10)).(*ebiten.Image) // 2x3 defer src1.Deallocate() src0.Fill(color.RGBA{0x10, 0x20, 0x30, 0xff}) src1.Fill(color.RGBA{0x30, 0x20, 0x10, 0xff}) for _, unit := range []string{"texels", "pixels"} { unit := unit t.Run(fmt.Sprintf("unit %s", unit), func(t *testing.T) { if unit == "texels" { defer func() { if r := recover(); r == nil { t.Errorf("DrawTrianglesShader must panic with different sizes but not (unit=%s)", unit) } }() } shader, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit %s package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return imageSrc0At(srcPos) + imageSrc1At(srcPos) } `, unit))) if err != nil { t.Fatal(err) } defer shader.Deallocate() dst := ebiten.NewImage(3, 4) defer dst.Deallocate() op := &ebiten.DrawTrianglesShaderOptions{} op.Images[0] = src0 op.Images[1] = src1 vs := []ebiten.Vertex{ { DstX: 0, DstY: 0, SrcX: 4, SrcY: 1025, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: 3, DstY: 0, SrcX: 7, SrcY: 1025, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: 0, DstY: 4, SrcX: 4, SrcY: 1029, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, { DstX: 3, DstY: 4, SrcX: 7, SrcY: 1029, ColorR: 1, ColorG: 1, ColorB: 1, ColorA: 1, }, } is := []uint16{0, 1, 2, 1, 2, 3} dst.DrawTrianglesShader(vs, is, shader, op) if unit == "texel" { t.Fatal("not reached") } for j := 0; j < 4; j++ { for i := 0; i < 3; i++ { got := dst.At(i, j).(color.RGBA) var want color.RGBA if i < 2 && j < 3 { want = color.RGBA{0x40, 0x40, 0x40, 0xff} } else { want = color.RGBA{0x10, 0x20, 0x30, 0xff} } if !sameColors(got, want, 1) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } }) } } // Issue #2752 func TestShaderBitwiseOperator(t *testing.T) { const w, h = 16, 16 src := ebiten.NewImage(w, h) src.Fill(color.RGBA{R: 0x24, G: 0x3f, B: 0x6a, A: 0xff}) for _, assign := range []bool{false, true} { assign := assign name := "op" if assign { name = "op+assign" } t.Run(name, func(t *testing.T) { var code string if assign { code = ` v.rgb &= 0x5a v.rgb |= 0x30 v.rgb ^= 0x8d` } else { code = ` v.rgb = v.rgb & 0x5a v.rgb = v.rgb | 0x30 v.rgb = v.rgb ^ 0x8d` } s, err := ebiten.NewShader([]byte(fmt.Sprintf(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { v := ivec4(imageSrc0At(srcPos) * 0xff) %s return vec4(v) / 0xff; } `, code))) if err != nil { t.Fatal(err) } dst := ebiten.NewImage(w, h) op := &ebiten.DrawRectShaderOptions{} op.Images[0] = src dst.DrawRectShader(w, h, s, op) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xbd, G: 0xb7, B: 0xf7, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } }) } } func TestShaderDispose(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) vec4 { return vec4(1, 0, 0, 1) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w/2, h/2, 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 if i < w/2 && j < h/2 { want = color.RGBA{R: 0xff, A: 0xff} } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } s.Dispose() dst.Clear() defer func() { if e := recover(); e == nil { panic("DrawRectShader with a disposed shader must panic but not") } }() dst.DrawRectShader(w/2, h/2, s, nil) } func TestShaderDeallocate(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) vec4 { return vec4(1, 0, 0, 1) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w/2, h/2, 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 if i < w/2 && j < h/2 { want = color.RGBA{R: 0xff, A: 0xff} } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } // Even after Deallocate is called, the shader is still available. s.Deallocate() dst.Clear() dst.DrawRectShader(w/2, h/2, 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 if i < w/2 && j < h/2 { want = color.RGBA{R: 0xff, A: 0xff} } if got != want { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2923 func TestShaderReturnArray(t *testing.T) { const w, h = 16, 16 dst := ebiten.NewImage(w, h) s, err := ebiten.NewShader([]byte(`//kage:unit pixels package main func foo() [4]float { return [4]float{0.25, 0.5, 0.75, 1} } func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { a := foo() return vec4(a[0], a[1], a[2], a[3]) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x40, G: 0x80, B: 0xc0, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2798 func TestShaderInvalidPremultipliedAlphaColor(t *testing.T) { // This test checks the rendering result when the shader returns an invalid premultiplied alpha color. // The result values are kept and not clamped. 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) vec4 { return vec4(1, 0.75, 0.5, 0.25) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, G: 0xc0, B: 0x80, A: 0x40} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } dst.Clear() s, err = ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { return vec4(1, 0.75, 0.5, 0) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, G: 0xc0, B: 0x80, A: 0} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2933 func TestShaderIncDecStmt(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) vec4 { a := 0 a++ b := -0.5 b++ c := ivec2(0) c++ d := vec2(-0.25) d++ return vec4(float(a), b, float(c.x), d.y) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, G: 0x80, B: 0xff, A: 0xc0} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } dst.Clear() s, err = ebiten.NewShader([]byte(`//kage:unit pixels package main func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 { a := 1 a-- b := 1.5 b-- c := ivec2(1) c-- d := vec2(1.25) d-- return vec4(float(a), b, float(c.x), d.y) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0x00, G: 0x80, B: 0x00, A: 0x40} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } // Issue #2934 func TestShaderAssignConst(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) vec4 { a := 0.0 a = 1 b, c := 0.0, 0.0 b, c = 1, 1 d := 0.0 d += 1 return vec4(a, b, c, d) } `)) if err != nil { t.Fatal(err) } dst.DrawRectShader(w, h, s, nil) for j := 0; j < h; j++ { for i := 0; i < w; i++ { got := dst.At(i, j).(color.RGBA) want := color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff} if !sameColors(got, want, 2) { t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want) } } } } 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) } } } }