mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 13:07:26 +01:00
49582519c1
This change adds a new compiler directive 'kage:unit' to Kage. This takes one of these two values: 'pixel' and 'texel'. The default value is 'texel'. With the pixel-unit mode, all the built-in functions treats pixels instead of texels, and the texCoord argument of Fragment is in pixels. This simplifies shader programs as programs no longer have the notion of texels. With the texel-unit mode, the behavior is the same as the current behavior. Closes #1431
173 lines
3.6 KiB
Go
173 lines
3.6 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 main
|
|
|
|
import (
|
|
"bytes"
|
|
_ "embed"
|
|
"image"
|
|
_ "image/png"
|
|
"log"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2"
|
|
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
|
|
resources "github.com/hajimehoshi/ebiten/v2/examples/resources/images/shader"
|
|
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
|
)
|
|
|
|
var (
|
|
//go:embed default.go
|
|
default_go []byte
|
|
|
|
//go:embed texel.go
|
|
texel_go []byte
|
|
|
|
//go:embed lighting.go
|
|
lighting_go []byte
|
|
|
|
//go:embed radialblur.go
|
|
radialblur_go []byte
|
|
|
|
//go:embed chromaticaberration.go
|
|
chromaticaberration_go []byte
|
|
|
|
//go:embed dissolve.go
|
|
dissolve_go []byte
|
|
|
|
//go:embed water.go
|
|
water_go []byte
|
|
)
|
|
|
|
const (
|
|
screenWidth = 640
|
|
screenHeight = 480
|
|
)
|
|
|
|
var (
|
|
gopherImage *ebiten.Image
|
|
gopherBgImage *ebiten.Image
|
|
normalImage *ebiten.Image
|
|
noiseImage *ebiten.Image
|
|
)
|
|
|
|
func init() {
|
|
// Decode an image from the image file's byte slice.
|
|
img, _, err := image.Decode(bytes.NewReader(resources.Gopher_png))
|
|
if err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
gopherImage = ebiten.NewImageFromImage(img)
|
|
}
|
|
|
|
func init() {
|
|
img, _, err := image.Decode(bytes.NewReader(resources.GopherBg_png))
|
|
if err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
gopherBgImage = ebiten.NewImageFromImage(img)
|
|
}
|
|
|
|
func init() {
|
|
img, _, err := image.Decode(bytes.NewReader(resources.Normal_png))
|
|
if err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
normalImage = ebiten.NewImageFromImage(img)
|
|
}
|
|
|
|
func init() {
|
|
img, _, err := image.Decode(bytes.NewReader(resources.Noise_png))
|
|
if err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
noiseImage = ebiten.NewImageFromImage(img)
|
|
}
|
|
|
|
var shaderSrcs = [][]byte{
|
|
default_go,
|
|
texel_go,
|
|
lighting_go,
|
|
radialblur_go,
|
|
chromaticaberration_go,
|
|
dissolve_go,
|
|
water_go,
|
|
}
|
|
|
|
type Game struct {
|
|
shaders map[int]*ebiten.Shader
|
|
idx int
|
|
time int
|
|
}
|
|
|
|
func (g *Game) Update() error {
|
|
g.time++
|
|
if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) {
|
|
g.idx++
|
|
g.idx %= len(shaderSrcs)
|
|
}
|
|
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) {
|
|
g.idx += len(shaderSrcs) - 1
|
|
g.idx %= len(shaderSrcs)
|
|
}
|
|
|
|
if g.shaders == nil {
|
|
g.shaders = map[int]*ebiten.Shader{}
|
|
}
|
|
if _, ok := g.shaders[g.idx]; !ok {
|
|
s, err := ebiten.NewShader([]byte(shaderSrcs[g.idx]))
|
|
if err != nil {
|
|
return err
|
|
}
|
|
g.shaders[g.idx] = s
|
|
}
|
|
return nil
|
|
}
|
|
|
|
func (g *Game) Draw(screen *ebiten.Image) {
|
|
s, ok := g.shaders[g.idx]
|
|
if !ok {
|
|
return
|
|
}
|
|
|
|
w, h := screen.Bounds().Dx(), screen.Bounds().Dy()
|
|
cx, cy := ebiten.CursorPosition()
|
|
|
|
op := &ebiten.DrawRectShaderOptions{}
|
|
op.Uniforms = map[string]any{
|
|
"Time": float32(g.time) / 60,
|
|
"Cursor": []float32{float32(cx), float32(cy)},
|
|
}
|
|
op.Images[0] = gopherImage
|
|
op.Images[1] = normalImage
|
|
op.Images[2] = gopherBgImage
|
|
op.Images[3] = noiseImage
|
|
screen.DrawRectShader(w, h, s, op)
|
|
|
|
msg := "Press Up/Down to switch the shader."
|
|
ebitenutil.DebugPrint(screen, msg)
|
|
}
|
|
|
|
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
|
|
return screenWidth, screenHeight
|
|
}
|
|
|
|
func main() {
|
|
ebiten.SetWindowSize(screenWidth, screenHeight)
|
|
ebiten.SetWindowTitle("Shader (Ebitengine Demo)")
|
|
if err := ebiten.RunGame(&Game{}); err != nil {
|
|
log.Fatal(err)
|
|
}
|
|
}
|