Mercurial > games > semicongine
diff 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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--- a/tests/test_font.nim Tue Aug 29 00:01:13 2023 +0700 +++ b/tests/test_font.nim Sat Sep 02 23:51:02 2023 +0700 @@ -4,48 +4,13 @@ import semicongine proc main() = - var sampler = DefaultSampler() - sampler.magnification = VK_FILTER_NEAREST - sampler.minification = VK_FILTER_NEAREST var font = loadFont("DejaVuSans.ttf", color=newVec4f(1, 0.5, 0.5, 1), resolution=20) - - var scene = newScene("main", root=newEntity("rect")) - - var flag = rect() - flag.setInstanceData("material", @[0'u8]) - # scene.root.add flag - scene.addMaterial Material(name: "material", textures: {"textures": Texture(image: loadImage("flag.png"), sampler: sampler)}.toTable) - - var textbox = newTextbox(32, font, "".toRunes) - scene.addMaterial Material(name: "fontMaterial", textures: {"textures": font.fontAtlas}.toTable) - textbox.mesh.setInstanceData("material", @[1'u8]) - textbox.transform = scale3d(0.1, 0.1) - scene.root.add textbox - - const - vertexInput = @[ - attr[Mat4]("transform", memoryPerformanceHint=PreferFastRead, perInstance=true), - attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), - attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), - attr[uint8]("material", memoryPerformanceHint=PreferFastRead, perInstance=true), - ] - intermediate = @[attr[Vec2f]("uvout"), attr[uint8]("materialId", noInterpolation=true)] - samplers = @[attr[Sampler2DType]("textures", arrayCount=2)] - uniforms = @[attr[Mat4]("perspective")] - fragOutput = @[attr[Vec4f]("color")] - (vertexCode, fragmentCode) = compileVertexFragmentShaderSet( - inputs=vertexInput, - intermediate=intermediate, - outputs=fragOutput, - samplers=samplers, - uniforms=uniforms, - vertexCode="""gl_Position = vec4(position, 1.0) * (transform * Uniforms.perspective); uvout = uv; materialId = material;""", - fragmentCode="""color = texture(textures[materialId], uvout);""", - ) - + + var textbox = initTextbox(32, font, "".toRunes) + var scene = Scene(name: "main", meshes: @[textbox.mesh]) var engine = initEngine("Test fonts") - engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) - engine.addScene(scene, vertexInput, samplers, materialIndexAttribute="") + engine.initRenderer() + engine.addScene(scene) scene.addShaderGlobal("perspective", Unit4F32) while engine.updateInputs() == Running and not engine.keyIsDown(Escape):