Mercurial > games > semicongine
view tests/test_font.nim @ 316:b145a05c2459
add: changing rendering system, not finished yet, also upgrading to Nim 2
author | Sam <sam@basx.dev> |
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date | Mon, 07 Aug 2023 00:23:00 +0700 |
parents | bfcb41211c5b |
children | 04531bec3583 |
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import std/unicode import std/tables 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 engine = initEngine("Test fonts") engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) engine.addScene(scene, vertexInput, samplers, materialIndexAttribute="") scene.addShaderGlobal("perspective", Unit4F32) while engine.updateInputs() == Running and not engine.keyIsDown(Escape): if engine.windowWasResized(): var winSize = engine.getWindow().size scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0])) 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]: if engine.keyWasPressed(c): if engine.keyIsDown(ShiftL) or engine.keyIsDown(ShiftR): textbox.text = textbox.text & ($c).toRunes else: textbox.text = textbox.text & ($c).toRunes[0].toLower() if engine.keyWasPressed(Space): textbox.text = textbox.text & " ".toRunes[0] if engine.keyWasPressed(Backspace) and textbox.text.len > 0: textbox.text = textbox.text[0 ..< ^1] engine.renderScene(scene) engine.destroy() when isMainModule: main()