mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 12:18:55 +01:00
2821 lines
58 KiB
Go
2821 lines
58 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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package ebiten_test
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import (
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"fmt"
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"image"
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"image/color"
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"math"
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"testing"
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"github.com/hajimehoshi/ebiten/v2"
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)
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func TestShaderFill(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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dst.DrawRectShader(w/2, h/2, s, nil)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if i < w/2 && j < h/2 {
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want = color.RGBA{R: 0xff, A: 0xff}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderFillWithDrawImage(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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src := ebiten.NewImage(w/2, h/2)
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op := &ebiten.DrawRectShaderOptions{}
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op.Images[0] = src
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dst.DrawRectShader(w/2, h/2, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if i < w/2 && j < h/2 {
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want = color.RGBA{R: 0xff, A: 0xff}
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}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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// Issue #2525
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func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) {
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const w, h = 16, 16
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rect := image.Rectangle{Max: image.Point{X: w, Y: h}}
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dst := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return imageSrc0At(srcPos)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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src0 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
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src0.Fill(color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff})
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src1 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
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src1.Fill(color.RGBA{R: 0xff, A: 0xff})
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op := &ebiten.DrawRectShaderOptions{}
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op.CompositeMode = ebiten.CompositeModeCopy
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op.Images[0] = src0
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op.Images[1] = src1
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dst.DrawRectShader(w, h, s, op)
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op.Images[0] = src1
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op.Images[1] = nil
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dst.DrawRectShader(w, h, s, op) // dst should now be identical to src1.
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// With issue #2525, instead, GL_TEXTURE0 is active but with src0 bound
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// while binding src1 gets skipped!
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// This means that src0, not src1, got copied to dst.
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// Demonstrate the bug with a write to src1, which will actually end up on src0.
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// Validated later.
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var buf []byte
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for i := 0; i < w*h; i++ {
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buf = append(buf, 2, 5, 2, 5)
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}
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src1.WritePixels(buf)
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// Verify that src1 was copied to dst.
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{R: 0xff, A: 0xff}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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// Fix up texture unit assignment by binding a different texture.
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op.Images[0] = src1
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dst.DrawRectShader(w, h, s, op)
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op.Images[0] = src0
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dst.DrawRectShader(w, h, s, op)
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// Verify that src0 was copied to dst and not overwritten above.
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderFillWithDrawTriangles(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(1, 0, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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src := ebiten.NewImage(w/2, h/2)
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op := &ebiten.DrawTrianglesShaderOptions{}
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op.Images[0] = src
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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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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: w,
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DstY: 0,
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SrcX: w / 2,
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SrcY: 0,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: 0,
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DstY: h,
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SrcX: 0,
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SrcY: h / 2,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: w,
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DstY: h,
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SrcX: w / 2,
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SrcY: h / 2,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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dst.DrawTrianglesShader(vs, is, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{R: 0xff, A: 0xff}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderFunction(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func clr(red float) (float, float, float, float) {
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return red, 0, 0, 1
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}
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return vec4(clr(1))
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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dst.DrawRectShader(w, h, s, nil)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{R: 0xff, A: 0xff}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderUninitializedUniformVariables(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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var U vec4
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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return U
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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dst.DrawRectShader(w, h, s, nil)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderMatrix(t *testing.T) {
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const w, h = 16, 16
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dst := ebiten.NewImage(w, h)
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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var a, b mat4
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a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625)
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a[1] = vec4(0.25, 0.25, 0.0625, 0.1875)
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a[2] = vec4(0.1875, 0.125, 0.25, 0.25)
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a[3] = vec4(0.0625, 0.1875, 0.125, 0.25)
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b[0] = vec4(0.0625, 0.125, 0.0625, 0.125)
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b[1] = vec4(0.125, 0.1875, 0.25, 0.0625)
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b[2] = vec4(0.125, 0.125, 0.1875, 0.1875)
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b[3] = vec4(0.25, 0.0625, 0.125, 0.0625)
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return vec4((a * b * vec4(1, 1, 1, 1)).xyz, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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src := ebiten.NewImage(w, h)
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op := &ebiten.DrawRectShaderOptions{}
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op.Images[0] = src
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dst.DrawRectShader(w, h, s, op)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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want := color.RGBA{R: 87, G: 82, B: 71, A: 255}
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if got != want {
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t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
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}
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}
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}
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}
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func TestShaderSubImage(t *testing.T) {
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const w, h = 16, 16
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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r := imageSrc0At(srcPos).r
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g := imageSrc1At(srcPos).g
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return vec4(r, g, 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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src0 := ebiten.NewImage(w, h)
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pix0 := make([]byte, 4*w*h)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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if 2 <= i && i < 10 && 3 <= j && j < 11 {
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pix0[4*(j*w+i)] = 0xff
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pix0[4*(j*w+i)+1] = 0
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pix0[4*(j*w+i)+2] = 0
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pix0[4*(j*w+i)+3] = 0xff
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}
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}
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}
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src0.WritePixels(pix0)
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src0 = src0.SubImage(image.Rect(2, 3, 10, 11)).(*ebiten.Image)
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src1 := ebiten.NewImage(w, h)
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pix1 := make([]byte, 4*w*h)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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if 6 <= i && i < 14 && 8 <= j && j < 16 {
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pix1[4*(j*w+i)] = 0
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pix1[4*(j*w+i)+1] = 0xff
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pix1[4*(j*w+i)+2] = 0
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pix1[4*(j*w+i)+3] = 0xff
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}
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}
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}
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src1.WritePixels(pix1)
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src1 = src1.SubImage(image.Rect(6, 8, 14, 16)).(*ebiten.Image)
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testPixels := func(testname string, dst *ebiten.Image) {
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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got := dst.At(i, j).(color.RGBA)
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var want color.RGBA
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if i < w/2 && j < h/2 {
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want = color.RGBA{R: 0xff, G: 0xff, A: 0xff}
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}
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if got != want {
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t.Errorf("%s dst.At(%d, %d): got: %v, want: %v", testname, i, j, got, want)
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}
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}
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}
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}
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t.Run("DrawRectShader", func(t *testing.T) {
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dst := ebiten.NewImage(w, h)
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op := &ebiten.DrawRectShaderOptions{}
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op.Images[0] = src0
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op.Images[1] = src1
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dst.DrawRectShader(w/2, h/2, s, op)
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testPixels("DrawRectShader", dst)
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})
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t.Run("DrawTrianglesShader", func(t *testing.T) {
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dst := ebiten.NewImage(w, h)
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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: 2,
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SrcY: 3,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: w / 2,
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DstY: 0,
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SrcX: 10,
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SrcY: 3,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: 0,
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DstY: h / 2,
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SrcX: 2,
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SrcY: 11,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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{
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DstX: w / 2,
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DstY: h / 2,
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SrcX: 10,
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SrcY: 11,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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op := &ebiten.DrawTrianglesShaderOptions{}
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op.Images[0] = src0
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op.Images[1] = src1
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dst.DrawTrianglesShader(vs, is, s, op)
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testPixels("DrawTrianglesShader", dst)
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})
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}
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|
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// Issue #1404
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func TestShaderDerivatives(t *testing.T) {
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t.Skip("the results of dfdx, dfdy, and fwidth are indeterministic (#2583)")
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|
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const w, h = 16, 16
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s, err := ebiten.NewShader([]byte(`//kage:unit pixels
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package main
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func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
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p := imageSrc0At(srcPos)
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return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
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}
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`))
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if err != nil {
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t.Fatal(err)
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}
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dst := ebiten.NewImage(w, h)
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src := ebiten.NewImage(w, h)
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pix := make([]byte, 4*w*h)
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for j := 0; j < h; j++ {
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for i := 0; i < w; i++ {
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if i < w/2 {
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pix[4*(j*w+i)] = 0xff
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}
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if j < h/2 {
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pix[4*(j*w+i)+1] = 0xff
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}
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pix[4*(j*w+i)+3] = 0xff
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}
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}
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src.WritePixels(pix)
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op := &ebiten.DrawRectShaderOptions{}
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op.Images[0] = src
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dst.DrawRectShader(w, h, s, op)
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|
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// The results of the edges might be unreliable. Skip the edges.
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for j := 1; j < h-1; j++ {
|
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for i := 1; i < w-1; i++ {
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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)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func TestShaderFragmentLessArguments(t *testing.T) {
|
|
const w, h = 16, 16
|
|
|
|
s0, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
|
|
|
package main
|
|
|
|
func Fragment() vec4 {
|
|
return vec4(1, 0, 0, 1)
|
|
}
|
|
`))
|
|
if err != nil {
|
|
t.Fatal(err)
|
|
}
|
|
s1, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
|
|
|
package main
|
|
|
|
func Fragment(dstPos vec4) vec4 {
|
|
return vec4(0, 1, 0, 1)
|
|
}
|
|
`))
|
|
if err != nil {
|
|
t.Fatal(err)
|
|
}
|
|
s2, err := ebiten.NewShader([]byte(`//kage:unit pixels
|
|
|
|
package main
|
|
|
|
func Fragment(dstPos vec4, srcPos vec2) vec4 {
|
|
return vec4(0, 0, 1, 1)
|
|
}
|
|
`))
|
|
if err != nil {
|
|
t.Fatal(err)
|
|
}
|
|
|
|
dst := ebiten.NewImage(w, h)
|
|
for idx, s := range []*ebiten.Shader{s0, s1, s2} {
|
|
dst.Clear()
|
|
dst.DrawTrianglesShader([]ebiten.Vertex{
|
|
{
|
|
DstX: 0,
|
|
DstY: 0,
|
|
SrcX: 0,
|
|
SrcY: 0,
|
|
ColorR: 1,
|
|
ColorG: 1,
|
|
ColorB: 1,
|
|
ColorA: 1,
|
|
},
|
|
{
|
|
DstX: w,
|
|
DstY: 0,
|
|
SrcX: w,
|
|
SrcY: 0,
|
|
ColorR: 1,
|
|
ColorG: 1,
|
|
ColorB: 1,
|
|
ColorA: 1,
|
|
},
|
|
{
|
|
DstX: 0,
|
|
DstY: h,
|
|
SrcX: 0,
|
|
SrcY: h,
|
|
ColorR: 1,
|
|
ColorG: 1,
|
|
ColorB: 1,
|
|
ColorA: 1,
|
|
},
|
|
{
|
|
DstX: w,
|
|
DstY: h,
|
|
SrcX: w,
|
|
SrcY: h,
|
|
ColorR: 1,
|
|
ColorG: 1,
|
|
ColorB: 1,
|
|
ColorA: 1,
|
|
},
|
|
}, []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)
|
|
var want color.RGBA
|
|
switch idx {
|
|
case 0:
|
|
want = color.RGBA{R: 0xff, A: 0xff}
|
|
case 1:
|
|
want = color.RGBA{G: 0xff, A: 0xff}
|
|
case 2:
|
|
want = color.RGBA{B: 0xff, A: 0xff}
|
|
}
|
|
if !sameColors(got, want, 2) {
|
|
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
func TestShaderArray(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 := [4]float{1}
|
|
b := [4]float{1, 1}
|
|
c := [4]float{1, 1, 1}
|
|
d := [4]float{1, 1, 1, 1}
|
|
return vec4(a[3], b[3], c[3], d[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: 0x00, G: 0x00, B: 0x00, A: 0xff}
|
|
if !sameColors(got, want, 2) {
|
|
t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
|
|
}
|
|
}
|
|
}
|
|
}
|