ebiten/examples/shader/main.go
Hajime Hoshi 49582519c1 all: add a compiler directive kage:unit
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
2023-04-23 22:11:57 +09:00

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)
}
}