temporary variant using a shader instead of direct draw

This commit is contained in:
2024-05-27 20:20:42 +02:00
parent ba247d0606
commit 329d213325
3 changed files with 80 additions and 29 deletions

32
main.go
View File

@@ -12,6 +12,22 @@ import (
"github.com/hajimehoshi/ebiten/v2"
)
var Shader string = `
//kage:unit pixels
package main
var Alife int
func Fragment(_ vec4, pos vec2, _ vec4) vec4 {
if Alife == 1 {
return vec4(0.0)
}
return vec4(1.0)
}
`
func main() {
config, err := ParseCommandline()
if err != nil {
@@ -23,7 +39,13 @@ func main() {
os.Exit(0)
}
game := NewGame(config, Play)
shader, err := ebiten.NewShader([]byte(Shader))
if err != nil {
fmt.Println(Shader)
log.Fatalf("failed to compile shader: %s\n", err)
}
game := NewGame(config, shader, Play)
if config.ProfileFile != "" {
// enable cpu profiling and use fake game loop
@@ -44,6 +66,14 @@ func main() {
os.Exit(0)
}
fd, err := os.Create("cpu.profile")
if err != nil {
log.Fatal(err)
}
defer fd.Close()
pprof.StartCPUProfile(fd)
defer pprof.StopCPUProfile()
// main loop
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)