mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
8a44ef4f6c
Updates #2162
111 lines
2.6 KiB
Go
111 lines
2.6 KiB
Go
// 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)
|
|
}
|
|
|
|
// Deallocate 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.Deallocate()
|
|
|
|
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)
|
|
}
|
|
}
|