mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-11-10 04:57:26 +01:00
116 lines
2.5 KiB
Go
116 lines
2.5 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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// +build example jsgo
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package main
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import (
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"log"
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"github.com/hajimehoshi/ebiten"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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)
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const shaderSrc = `package main
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var Time float
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var Mouse vec2
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// viewportSize is a predefined function.
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func Vertex(position vec2, texCoord vec2, color vec4) vec4 {
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return mat4(
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2/viewportSize().x, 0, 0, 0,
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0, 2/viewportSize().y, 0, 0,
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0, 0, 1, 0,
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-1, -1, 0, 1,
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) * vec4(position, 0, 1)
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}
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func Fragment(position vec4) vec4 {
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pos := position.xy / viewportSize() + Mouse / viewportSize() / 4
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color := 0.0
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color += sin(pos.x * cos(Time / 15) * 80) + cos(pos.y * cos(Time / 15) * 10)
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color += sin(pos.y * sin(Time / 10) * 40) + cos(pos.x * sin(Time / 25) * 40)
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color += sin(pos.x * sin(Time / 5) * 10) + sin(pos.y * sin(Time / 35) * 80)
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color *= sin(Time / 10) * 0.5
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return vec4(color, color * 0.5, sin(color + Time / 3 ) * 0.75, 1)
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}`
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type Game struct {
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shader *ebiten.Shader
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time int
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}
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func (g *Game) Update(screen *ebiten.Image) error {
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g.time++
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if g.shader == nil {
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var err error
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g.shader, err = ebiten.NewShader([]byte(shaderSrc))
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if err != nil {
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return err
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}
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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w, h := screen.Size()
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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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},
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{
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DstX: float32(w),
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DstY: 0,
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},
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{
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DstX: 0,
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DstY: float32(h),
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},
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{
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DstX: float32(w),
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DstY: float32(h),
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},
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}
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is := []uint16{0, 1, 2, 1, 2, 3}
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cx, cy := ebiten.CursorPosition()
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op := &ebiten.DrawTrianglesWithShaderOptions{}
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op.Uniforms = []interface{}{
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float32(g.time) / 60, // time
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[]float32{float32(cx), float32(cy)}, // cursor
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}
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screen.DrawTrianglesWithShader(vs, is, g.shader, op)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Shader (Ebiten Demo)")
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if err := ebiten.RunGame(&Game{}); err != nil {
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log.Fatal(err)
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}
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}
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