// 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. // +build example jsgo package main import ( "bytes" "image" _ "image/jpeg" "log" "github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten/ebitenutil" "github.com/hajimehoshi/ebiten/examples/resources/images" "github.com/hajimehoshi/ebiten/inpututil" ) const ( screenWidth = 640 screenHeight = 480 ) var gophersImage *ebiten.Image func init() { // Decode image from a byte slice instead of a file so that // this example works in any working directory. // If you want to use a file, there are some options: // 1) Use os.Open and pass the file to the image decoder. // This is a very regular way, but doesn't work on browsers. // 2) Use ebitenutil.OpenFile and pass the file to the image decoder. // This works even on browsers. // 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file. // This also works on browsers. img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg)) if err != nil { log.Fatal(err) } gophersImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault) } var shaderSrcs = [][]byte{ default_go, image_go, } type Game struct { shaders map[int]*ebiten.Shader idx int time int } func (g *Game) Update(screen *ebiten.Image) error { g.time++ if inpututil.IsKeyJustPressed(ebiten.KeyDown) { g.idx++ g.idx %= len(shaderSrcs) } if inpututil.IsKeyJustPressed(ebiten.KeyUp) { g.idx += len(shaderSrcs) - 1 g.idx %= len(shaderSrcs) } if g.shaders == nil { g.shaders = map[int]*ebiten.Shader{} } if _, ok := g.shaders[g.idx]; !ok { s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx])) if err != nil { return err } g.shaders[g.idx] = s } return nil } func (g *Game) Draw(screen *ebiten.Image) { s, ok := g.shaders[g.idx] if !ok { return } w, h := screen.Size() vs := []ebiten.Vertex{ { DstX: 0, DstY: 0, SrcX: 0, SrcY: 0, }, { DstX: float32(w), DstY: 0, SrcX: float32(w), SrcY: 0, }, { DstX: 0, DstY: float32(h), SrcX: 0, SrcY: float32(h), }, { DstX: float32(w), DstY: float32(h), SrcX: float32(w), SrcY: float32(h), }, } is := []uint16{0, 1, 2, 1, 2, 3} cx, cy := ebiten.CursorPosition() op := &ebiten.DrawTrianglesWithShaderOptions{} op.Uniforms = []interface{}{ float32(g.time) / 60, // Time []float32{float32(cx), float32(cy)}, // Cursor } if g.idx != 0 { op.Uniforms = append(op.Uniforms, gophersImage, // Image ) } screen.DrawTrianglesWithShader(vs, is, s, op) msg := "Press Up/Down to switch the shader." ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Shader (Ebiten Demo)") if err := ebiten.RunGame(&Game{}); err != nil { log.Fatal(err) } }