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4021c24534
Textures cannot be treated as a regular variable, then they should be treated differently from other uniform variables. Add a new function texture0At replacing texture2D. Updates #1239
154 lines
3.4 KiB
Go
154 lines
3.4 KiB
Go
// Copyright 2020 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// +build example jsgo
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package main
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import (
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"bytes"
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"image"
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_ "image/jpeg"
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"log"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/ebitenutil"
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"github.com/hajimehoshi/ebiten/examples/resources/images"
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"github.com/hajimehoshi/ebiten/inpututil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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var gophersImage *ebiten.Image
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func init() {
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// Decode image from a byte slice instead of a file so that
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// this example works in any working directory.
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// If you want to use a file, there are some options:
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// 1) Use os.Open and pass the file to the image decoder.
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// This is a very regular way, but doesn't work on browsers.
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// 2) Use ebitenutil.OpenFile and pass the file to the image decoder.
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// This works even on browsers.
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// 3) Use ebitenutil.NewImageFromFile to create an ebiten.Image directly from a file.
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// This also works on browsers.
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img, _, err := image.Decode(bytes.NewReader(images.Gophers_jpg))
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if err != nil {
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log.Fatal(err)
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}
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gophersImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
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}
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var shaderSrcs = [][]byte{
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default_go,
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image_go,
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}
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type Game struct {
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shaders map[int]*ebiten.Shader
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idx int
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time int
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}
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func (g *Game) Update(screen *ebiten.Image) error {
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g.time++
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if inpututil.IsKeyJustPressed(ebiten.KeyDown) {
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g.idx++
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g.idx %= len(shaderSrcs)
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}
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if inpututil.IsKeyJustPressed(ebiten.KeyUp) {
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g.idx += len(shaderSrcs) - 1
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g.idx %= len(shaderSrcs)
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}
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if g.shaders == nil {
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g.shaders = map[int]*ebiten.Shader{}
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}
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if _, ok := g.shaders[g.idx]; !ok {
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s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx]), 1)
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if err != nil {
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return err
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}
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g.shaders[g.idx] = s
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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s, ok := g.shaders[g.idx]
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if !ok {
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return
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}
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w, h := screen.Size()
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vs := []ebiten.Vertex{
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{
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DstX: 0,
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DstY: 0,
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SrcX: 0,
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SrcY: 0,
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},
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{
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DstX: float32(w),
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DstY: 0,
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SrcX: float32(w),
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SrcY: 0,
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},
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{
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DstX: 0,
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DstY: float32(h),
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SrcX: 0,
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SrcY: float32(h),
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},
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{
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DstX: float32(w),
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DstY: float32(h),
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SrcX: float32(w),
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SrcY: float32(h),
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},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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cx, cy := ebiten.CursorPosition()
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op := &ebiten.DrawTrianglesWithShaderOptions{}
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op.Uniforms = []interface{}{
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float32(g.time) / 60, // Time
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[]float32{float32(cx), float32(cy)}, // Cursor
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}
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if g.idx != 0 {
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op.Uniforms = append(op.Uniforms,
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gophersImage, // Image
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)
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}
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screen.DrawTrianglesWithShader(vs, is, s, op)
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msg := "Press Up/Down to switch the shader."
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ebitenutil.DebugPrint(screen, msg)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Shader (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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