ebiten/shader.go

50 lines
1.2 KiB
Go

// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package ebiten
import (
"bytes"
"github.com/hajimehoshi/ebiten/internal/buffered"
"github.com/hajimehoshi/ebiten/internal/shader"
)
const shaderSuffix = `
var Internal_ViewportSize vec2`
type Shader struct {
shader *buffered.Shader
}
func NewShader(src []byte) (*Shader, error) {
var b bytes.Buffer
b.Write(src)
b.Write([]byte(shaderSuffix))
s, err := shader.Compile(b.Bytes(), "Vertex", "Fragment")
if err != nil {
return nil, err
}
return &Shader{
shader: buffered.NewShader(s),
}, nil
}
func (s *Shader) Dispose() {
s.shader.MarkDisposed()
s.shader = nil
}