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- // 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_test
- import (
- "fmt"
- "image"
- "image/color"
- "math"
- "testing"
- "github.com/hajimehoshi/ebiten/v2"
- "github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
- )
- func TestShaderFill(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)
- }
- }
- }
- }
- func TestShaderFillWithDrawImage(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)
- }
- src := ebiten.NewImage(w/2, h/2)
- op := &ebiten.DrawRectShaderOptions{}
- op.Images[0] = src
- dst.DrawRectShader(w/2, h/2, s, op)
- 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 #2525
- func TestShaderWithDrawImageDoesNotWreckTextureUnits(t *testing.T) {
- const w, h = 16, 16
- rect := image.Rectangle{Max: image.Point{X: w, Y: h}}
- dst := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
- s, err := ebiten.NewShader([]byte(`//kage:unit pixels
- package main
- func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
- return imageSrc0At(srcPos)
- }
- `))
- if err != nil {
- t.Fatal(err)
- }
- src0 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
- src0.Fill(color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff})
- src1 := ebiten.NewImageWithOptions(rect, &ebiten.NewImageOptions{Unmanaged: true})
- src1.Fill(color.RGBA{R: 0xff, A: 0xff})
- op := &ebiten.DrawRectShaderOptions{}
- op.CompositeMode = ebiten.CompositeModeCopy
- op.Images[0] = src0
- op.Images[1] = src1
- dst.DrawRectShader(w, h, s, op)
- op.Images[0] = src1
- op.Images[1] = nil
- dst.DrawRectShader(w, h, s, op) // dst should now be identical to src1.
- // With issue #2525, instead, GL_TEXTURE0 is active but with src0 bound
- // while binding src1 gets skipped!
- // This means that src0, not src1, got copied to dst.
- // Demonstrate the bug with a write to src1, which will actually end up on src0.
- // Validated later.
- var buf []byte
- for i := 0; i < w*h; i++ {
- buf = append(buf, 2, 5, 2, 5)
- }
- src1.WritePixels(buf)
- // Verify that src1 was copied to dst.
- 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 got != want {
- t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
- }
- }
- }
- // Fix up texture unit assignment by binding a different texture.
- op.Images[0] = src1
- dst.DrawRectShader(w, h, s, op)
- op.Images[0] = src0
- dst.DrawRectShader(w, h, s, op)
- // Verify that src0 was copied to dst and not overwritten above.
- for j := 0; j < h; j++ {
- for i := 0; i < w; i++ {
- got := dst.At(i, j).(color.RGBA)
- want := color.RGBA{R: 25, G: 0xff, B: 25, A: 0xff}
- if got != want {
- t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
- }
- }
- }
- }
- func TestShaderFillWithDrawTriangles(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)
- }
- src := ebiten.NewImage(w/2, h/2)
- op := &ebiten.DrawTrianglesShaderOptions{}
- op.Images[0] = src
- vs := []ebiten.Vertex{
- {
- DstX: 0,
- DstY: 0,
- SrcX: 0,
- SrcY: 0,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- {
- DstX: w,
- DstY: 0,
- SrcX: w / 2,
- SrcY: 0,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- {
- DstX: 0,
- DstY: h,
- SrcX: 0,
- SrcY: h / 2,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- {
- DstX: w,
- DstY: h,
- SrcX: w / 2,
- SrcY: h / 2,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- }
- is := []uint16{0, 1, 2, 1, 2, 3}
- dst.DrawTrianglesShader(vs, is, 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: 0xff, A: 0xff}
- if got != want {
- t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
- }
- }
- }
- }
- func TestShaderFunction(t *testing.T) {
- const w, h = 16, 16
- dst := ebiten.NewImage(w, h)
- s, err := ebiten.NewShader([]byte(`//kage:unit pixels
- package main
- func clr(red float) (float, float, float, float) {
- return red, 0, 0, 1
- }
- func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
- return vec4(clr(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 got != want {
- t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
- }
- }
- }
- }
- func TestShaderUninitializedUniformVariables(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)
- }
- 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)
- var want color.RGBA
- if got != want {
- t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
- }
- }
- }
- }
- func TestShaderMatrix(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 {
- var a, b mat4
- a[0] = vec4(0.125, 0.0625, 0.0625, 0.0625)
- a[1] = vec4(0.25, 0.25, 0.0625, 0.1875)
- a[2] = vec4(0.1875, 0.125, 0.25, 0.25)
- a[3] = vec4(0.0625, 0.1875, 0.125, 0.25)
- b[0] = vec4(0.0625, 0.125, 0.0625, 0.125)
- b[1] = vec4(0.125, 0.1875, 0.25, 0.0625)
- b[2] = vec4(0.125, 0.125, 0.1875, 0.1875)
- b[3] = vec4(0.25, 0.0625, 0.125, 0.0625)
- return vec4((a * b * vec4(1, 1, 1, 1)).xyz, 1)
- }
- `))
- if err != nil {
- t.Fatal(err)
- }
- src := 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: 87, G: 82, B: 71, A: 255}
- if got != want {
- t.Errorf("dst.At(%d, %d): got: %v, want: %v", i, j, got, want)
- }
- }
- }
- }
- func TestShaderSubImage(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)
- }
- src0 := ebiten.NewImage(w, h)
- 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, 3, 10, 11)).(*ebiten.Image)
- src1 := ebiten.NewImage(w, h)
- 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, 8, 14, 16)).(*ebiten.Image)
- testPixels := func(testname string, dst *ebiten.Image) {
- 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, 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.NewImage(w, h)
- 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.NewImage(w, h)
- vs := []ebiten.Vertex{
- {
- DstX: 0,
- DstY: 0,
- SrcX: 2,
- SrcY: 3,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- {
- DstX: w / 2,
- DstY: 0,
- SrcX: 10,
- SrcY: 3,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- {
- DstX: 0,
- DstY: h / 2,
- SrcX: 2,
- SrcY: 11,
- ColorR: 1,
- ColorG: 1,
- ColorB: 1,
- ColorA: 1,
- },
- {
- DstX: w / 2,
- DstY: h / 2,
- SrcX: 10,
- SrcY: 11,
- 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 #1404
- func TestShaderDerivatives(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
- func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
- p := imageSrc0At(srcPos)
- return vec4(abs(dfdx(p.r)), abs(dfdy(p.g)), 0, 1)
- }
- `))
- 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 #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)
- }
- }
- }
- }
- func BenchmarkBuiltinShader(b *testing.B) {
- // Create a shader to cache the shader compilation result.
- _ = ebiten.BuiltinShader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)
- for i := 0; i < b.N; i++ {
- _ = ebiten.BuiltinShader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)
- }
- }
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