Mercurial > games > semicongine
view tests/test_font.nim @ 268:d16fd73959c1
update shader to work correctly
author | Sam <sam@basx.dev> |
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date | Sun, 28 May 2023 18:11:17 +0700 |
parents | ad4f2b45410b |
children | bfcb41211c5b |
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import semicongine proc main() = var scene = newScene("main", root=newEntity("rect", rect())) var font = loadFont("DejaVuSans.ttf", "myfont") var img = loadImage("flag.png") var textbox = newTextbox(10, 10, font, "Joni") scene.root.add textbox var sampler = DefaultSampler() sampler.magnification = VK_FILTER_NEAREST sampler.minification = VK_FILTER_NEAREST scene.addTextures("my_texture", @[ Texture(image: img, sampler: sampler) ]) scene.addShaderGlobalArray("test2", @[1'f32, 2'f32]) var engine = initEngine("Test fonts") const vertexInput = @[ attr[Vec3f]("position", memoryPerformanceHint=PreferFastRead), attr[Vec2f]("uv", memoryPerformanceHint=PreferFastRead), ] vertexOutput = @[attr[Vec2f]("uvout")] uniforms = @[attr[float32]("test2", arrayCount=2)] samplers = @[attr[Sampler2DType]("my_texture", arrayCount=1)] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, samplers=samplers, outputs=vertexOutput, main="""gl_Position = vec4(position, 1.0); uvout = uv;""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, samplers=samplers, outputs=fragOutput, main="""color = texture(my_texture[0], uvout);""" ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode)) engine.addScene(scene, vertexInput, samplers) while engine.updateInputs() == Running and not engine.keyIsDown(Escape): engine.renderScene(scene) engine.destroy() when isMainModule: main()