go-opengl-pixel/examples/shaders/parallax-edge-detection/main.go

138 lines
3.0 KiB
Go

package main
import (
"fmt"
"image"
"os"
"time"
_ "image/png"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
// InstallShader ...
func InstallShader(w *pixelgl.Window, weight *float32) {
wc := w.GetCanvas()
wc.SetFragmentShader(edgeDetectionFragShader)
wc.BindUniform("u_weight", weight)
wc.UpdateShader()
}
func loadPicture(path string) (pixel.Picture, error) {
file, err := os.Open(path)
if err != nil {
return nil, err
}
defer file.Close()
img, _, err := image.Decode(file)
if err != nil {
return nil, err
}
return pixel.PictureDataFromImage(img), nil
}
const (
windowWidth = 600
windowHeight = 450
foregroundHeight = 149
// This is the scrolling speed (pixels per second)
// Negative values will make background to scroll to the left,
// positive to the right.
backgroundSpeed = -60
foregroundSpeed = -120
)
func run() {
fmt.Println("Use +/- to adjust weight")
cfg := pixelgl.WindowConfig{
Title: "Parallax scrolling demo",
Bounds: pixel.R(0, 0, windowWidth, windowHeight),
VSync: true,
}
win, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
var uWeight float32
uWeight = 4.0
InstallShader(win, &uWeight)
// Pic must have double the width of the window, as it will scroll to the left or right
picBackground, err := loadPicture("background.png")
if err != nil {
panic(err)
}
picForeground, err := loadPicture("foreground.png")
if err != nil {
panic(err)
}
background := NewScrollingBackground(picBackground, windowWidth, windowHeight, backgroundSpeed)
foreground := NewScrollingBackground(picForeground, windowWidth, foregroundHeight, foregroundSpeed)
win.SetTitle(fmt.Sprint("Weight: ", uWeight))
last := time.Now()
for !win.Closed() {
dt := time.Since(last).Seconds()
last = time.Now()
background.Update(win, dt)
foreground.Update(win, dt)
if win.Pressed(pixelgl.KeyEqual) {
uWeight += 0.1
win.SetTitle(fmt.Sprint("Weight: ", uWeight))
}
if win.Pressed(pixelgl.KeyMinus) {
uWeight -= 0.1
win.SetTitle(fmt.Sprint("Weight: ", uWeight))
}
win.Update()
}
}
func main() {
pixelgl.Run(run)
}
var edgeDetectionFragShader = `
#version 330 core
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
in vec2 texcoords;
out vec4 fragColor;
uniform vec4 u_texbounds;
uniform sampler2D u_texture;
uniform float u_weight;
void main(void)
{
vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
vec2 onePixel = vec2(1.0, 1.0) / u_texbounds.zw;
vec4 colorSum =
texture(u_texture, t + onePixel * vec2(-1, -1)) * -0.1 +
texture(u_texture, t + onePixel * vec2( 0, -1)) * -0.1 +
texture(u_texture, t + onePixel * vec2( 1, -1)) * -0.1 +
texture(u_texture, t + onePixel * vec2(-1, 0)) * -0.1 +
texture(u_texture, t + onePixel * vec2( 0, 0)) * 8.0 +
texture(u_texture, t + onePixel * vec2( 1, 0)) * -0.1 +
texture(u_texture, t + onePixel * vec2(-1, 1)) * -0.1 +
texture(u_texture, t + onePixel * vec2( 0, 1)) * -0.1 +
texture(u_texture, t + onePixel * vec2( 1, 1)) * -0.1 ;
fragColor = (colorSum / u_weight).rgba;
}
`