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path: root/bin/main.lua
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io.stdout:setvbuf("no")

local shader 
local text
local page
local tf
local sprites
local ttf
function jin.core.onLoad()
	shader = jin.graphics.newShaderf("font.shader")
	-- local bitmap = jin.graphics.newBitmap("defaultfont.png")
	-- local tfdata = jin.graphics.newTTFData("font.ttf")
	-- tf = tfdata:newTTF(13)
	-- page = tf:typeset("this is a test")
	jin.graphics.setClearColor(100, 100, 100, 255)
	local bitmap = jin.graphics.newBitmap("sprites.png")
	sprites = jin.graphics.newTexture(bitmap)
	bitmap = nil
	-- local ttfdata = jin.graphics.newTTFData("font_pixel.ttf")
	-- ttf = ttfdata:newTTF(22);
	bitmap = jin.graphics.newBitmap("font2.png")
	tf = jin.graphics.newTextureFont(bitmap, [[<=>?.'^@abcdefghijklmnopqrstuvwxyz|~[\]_]], {255, 0, 0, 255}, 16)
end
local value = 0
function jin.core.onEvent(e)
    if e.type == "Quit" then 
        jin.core.stop()
    end	
    if e.type == "KeyDown" then 
        if e.key == "Up" then 
            value = value + 0.01
        end 
        if e.key == "Down" then
            value = value - 0.01 
        end 
    end 
end
local t = 0
local fps = 0
local f = 0
function jin.core.onUpdate(dt)
	t = t + dt
	f = f + 1
	if t > 1 then 
		fps = f
		f = 0
		t = t - 1
	end
end

function run() 
	--#if editor 
	
	--#endif
end 

function jin.core.onDraw()
	jin.graphics.setColor(255, 255, 255)
	--jin.graphics.draw(sprites, 10, 10, 1, 1)
	-- jin.graphics.setFont(tf)
	jin.graphics.useShader(shader)
    jin.graphics.print(value)
    jin.graphics.print([[
#VERTEX_SHADER

Vertex vert(Vertex v)
{
    return v;
}

#END_VERTEX_SHADER

#FRAGMENT_SHADER

uniform float dt;

Color frag(Color col, Texture tex, Vertex v)
{
    Color c = texel(tex, v.uv); 
 if(c.a < 0.9f)
    {
        c.a /= 1.34;
    }
	return c;
}
//1.21 1.34

//stbi_write_png
#END_FRAGMENT_SHADER

    ]], 0, 20)asd
    jin.graphics.unuseShader()
    jin.graphics.print([[
#VERTEX_SHADER

Vertex vert(Vertex v)
{
    return v;
}

#END_VERTEX_SHADER

#FRAGMENT_SHADER

uniform float dt;

Color frag(Color col, Texture tex, Vertex v)
{
    Color c = texel(tex, v.uv); 
 if(c.a < 0.9f)
    {
        c.a /= 1.34;
    }
	return c;
}
//1.21 1.34

//stbi_write_png
#END_FRAGMENT_SHADER

    ]], 300, 20)
end