Mercurial > games > semicongine
annotate tests/test_font.nim @ 319:83954ffb238b
fix: gltf import transform
author | Sam <sam@basx.dev> |
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date | Sun, 13 Aug 2023 00:19:37 +0700 |
parents | b145a05c2459 |
children | 04531bec3583 |
rev | line source |
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1 import std/unicode |
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2 import std/tables |
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3 |
265 | 4 import semicongine |
5 | |
6 proc main() = | |
7 var sampler = DefaultSampler() | |
8 sampler.magnification = VK_FILTER_NEAREST | |
9 sampler.minification = VK_FILTER_NEAREST | |
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10 var font = loadFont("DejaVuSans.ttf", color=newVec4f(1, 0.5, 0.5, 1), resolution=20) |
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11 |
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12 var scene = newScene("main", root=newEntity("rect")) |
265 | 13 |
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14 var flag = rect() |
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15 flag.setInstanceData("material", @[0'u8]) |
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16 # scene.root.add flag |
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17 scene.addMaterial Material(name: "material", textures: {"textures": Texture(image: loadImage("flag.png"), sampler: sampler)}.toTable) |
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18 |
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19 var textbox = newTextbox(32, font, "".toRunes) |
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20 scene.addMaterial Material(name: "fontMaterial", textures: {"textures": font.fontAtlas}.toTable) |
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21 textbox.mesh.setInstanceData("material", @[1'u8]) |
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22 textbox.transform = scale3d(0.1, 0.1) |
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23 scene.root.add textbox |
265 | 24 |
25 const | |
26 vertexInput = @[ | |
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27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), |
265 | 28 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), |
29 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | |
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30 attr[uint8]("material", memoryPerformanceHint=PreferFastRead, perInstance=true), |
265 | 31 ] |
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32 intermediate = @[attr[Vec2f]("uvout"), attr[uint8]("materialId", noInterpolation=true)] |
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33 samplers = @[attr[Sampler2DType]("textures", arrayCount=2)] |
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34 uniforms = @[attr[Mat4]("perspective")] |
265 | 35 fragOutput = @[attr[Vec4f]("color")] |
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36 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( |
265 | 37 inputs=vertexInput, |
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38 intermediate=intermediate, |
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39 outputs=fragOutput, |
265 | 40 samplers=samplers, |
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41 uniforms=uniforms, |
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42 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); uvout = uv; materialId = material;""", |
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43 fragmentCode="""color = texture(textures[materialId], uvout);""", |
265 | 44 ) |
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45 |
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46 var engine = initEngine("Test fonts") |
265 | 47 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) |
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48 engine.addScene(scene, vertexInput, samplers, materialIndexAttribute="") |
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49 scene.addShaderGlobal("perspective", Unit4F32) |
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50 |
265 | 51 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
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52 if engine.windowWasResized(): |
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53 var winSize = engine.getWindow().size |
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54 scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) |
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55 for c in [Key.A, Key.B, Key.C, Key.D, Key.E, Key.F, Key.G, Key.H, Key.I, Key.J, Key.K, Key.L, Key.M, Key.N, Key.O, Key.P, Key.Q, Key.R, Key.S, Key.T, Key.U, Key.V, Key.W, Key.X, Key.Y, Key.Z]: |
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56 if engine.keyWasPressed(c): |
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57 if engine.keyIsDown(ShiftL) or engine.keyIsDown(ShiftR): |
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58 textbox.text = textbox.text & ($c).toRunes |
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59 else: |
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60 textbox.text = textbox.text & ($c).toRunes[0].toLower() |
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61 if engine.keyWasPressed(Space): |
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62 textbox.text = textbox.text & " ".toRunes[0] |
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63 if engine.keyWasPressed(Backspace) and textbox.text.len > 0: |
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64 textbox.text = textbox.text[0 ..< ^1] |
265 | 65 engine.renderScene(scene) |
66 engine.destroy() | |
67 | |
68 | |
69 when isMainModule: | |
70 main() |