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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
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