Mercurial > games > semicongine
comparison tests/test_font.nim @ 330:04531bec3583
did: remove some stuff from the heap, maybe nicer?
author | Sam <sam@basx.dev> |
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date | Sat, 02 Sep 2023 23:51:02 +0700 |
parents | b145a05c2459 |
children | 05fb85ba97dd |
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329:69e18f69713b | 330:04531bec3583 |
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2 import std/tables | 2 import std/tables |
3 | 3 |
4 import semicongine | 4 import semicongine |
5 | 5 |
6 proc main() = | 6 proc main() = |
7 var sampler = DefaultSampler() | |
8 sampler.magnification = VK_FILTER_NEAREST | |
9 sampler.minification = VK_FILTER_NEAREST | |
10 var font = loadFont("DejaVuSans.ttf", color=newVec4f(1, 0.5, 0.5, 1), resolution=20) | 7 var font = loadFont("DejaVuSans.ttf", color=newVec4f(1, 0.5, 0.5, 1), resolution=20) |
11 | 8 |
12 var scene = newScene("main", root=newEntity("rect")) | 9 var textbox = initTextbox(32, font, "".toRunes) |
13 | 10 var scene = Scene(name: "main", meshes: @[textbox.mesh]) |
14 var flag = rect() | |
15 flag.setInstanceData("material", @[0'u8]) | |
16 # scene.root.add flag | |
17 scene.addMaterial Material(name: "material", textures: {"textures": Texture(image: loadImage("flag.png"), sampler: sampler)}.toTable) | |
18 | |
19 var textbox = newTextbox(32, font, "".toRunes) | |
20 scene.addMaterial Material(name: "fontMaterial", textures: {"textures": font.fontAtlas}.toTable) | |
21 textbox.mesh.setInstanceData("material", @[1'u8]) | |
22 textbox.transform = scale3d(0.1, 0.1) | |
23 scene.root.add textbox | |
24 | |
25 const | |
26 vertexInput = @[ | |
27 attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), | |
28 attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), | |
29 attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), | |
30 attr[uint8]("material", memoryPerformanceHint=PreferFastRead, perInstance=true), | |
31 ] | |
32 intermediate = @[attr[Vec2f]("uvout"), attr[uint8]("materialId", noInterpolation=true)] | |
33 samplers = @[attr[Sampler2DType]("textures", arrayCount=2)] | |
34 uniforms = @[attr[Mat4]("perspective")] | |
35 fragOutput = @[attr[Vec4f]("color")] | |
36 (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( | |
37 inputs=vertexInput, | |
38 intermediate=intermediate, | |
39 outputs=fragOutput, | |
40 samplers=samplers, | |
41 uniforms=uniforms, | |
42 vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); uvout = uv; materialId = material;""", | |
43 fragmentCode="""color = texture(textures[materialId], uvout);""", | |
44 ) | |
45 | |
46 var engine = initEngine("Test fonts") | 11 var engine = initEngine("Test fonts") |
47 engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) | 12 engine.initRenderer() |
48 engine.addScene(scene, vertexInput, samplers, materialIndexAttribute="") | 13 engine.addScene(scene) |
49 scene.addShaderGlobal("perspective", Unit4F32) | 14 scene.addShaderGlobal("perspective", Unit4F32) |
50 | 15 |
51 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): | 16 while engine.updateInputs() == Running and not engine.keyIsDown(Escape): |
52 if engine.windowWasResized(): | 17 if engine.windowWasResized(): |
53 var winSize = engine.getWindow().size | 18 var winSize = engine.getWindow().size |