First working example

This commit is contained in:
2023-05-29 19:50:04 -07:00
parent cdc0c03dd3
commit 89ab1800ec
21 changed files with 263 additions and 161 deletions

View File

@@ -27,33 +27,33 @@ namespace Dawn {
camera = Camera::create(this);
camera->transform->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
// cube = SimpleSpinningCubePrefab::create(this);
cube = SimpleSpinningCubePrefab::create(this);
item = this->createSceneItem();
auto meshRenderer = item->addComponent<MeshRenderer>();
auto quadMeshHost = item->addComponent<QuadMeshHost>();
auto material = item->addComponent<SimpleTexturedMaterial>();
// item = this->createSceneItem();
// auto meshRenderer = item->addComponent<MeshRenderer>();
// auto quadMeshHost = item->addComponent<QuadMeshHost>();
// auto material = item->addComponent<SimpleTexturedMaterial>();
if(FT_New_Face(
this->game->renderManager.getFontManager()->fontLibrary,
"C:\\Windows\\Fonts\\Arial.ttf",
0,
&face
)) {
assertUnreachable();
}
if(FT_Set_Pixel_Sizes(face, 0, 16)) {
assertUnreachable();
}
// if(FT_New_Face(
// this->game->renderManager.getFontManager()->fontLibrary,
// "C:\\Windows\\Fonts\\Arial.ttf",
// 0,
// &face
// )) {
// assertUnreachable();
// }
// if(FT_Set_Pixel_Sizes(face, 0, 16)) {
// assertUnreachable();
// }
_newTrueTypePlaceholder(face, texture, charStore);
FT_ULong c = 'B';
auto x = charStore[c];
glm::vec2 wh = glm::vec2(texture.getWidth(), texture.getHeight());
quadMeshHost->uv0 = glm::vec2(0.0f, x.textureY) / wh;
quadMeshHost->uv1 = (glm::vec2)quadMeshHost->uv0 + (x.bitmapSize / wh);
std::cout << "Done" << std::endl;
material->texture = &texture;
// _newTrueTypePlaceholder(face, texture, charStore);
// FT_ULong c = 'B';
// auto x = charStore[c];
// glm::vec2 wh = glm::vec2(texture.getWidth(), texture.getHeight());
// quadMeshHost->uv0 = glm::vec2(0.0f, x.textureY) / wh;
// quadMeshHost->uv1 = (glm::vec2)quadMeshHost->uv0 + (x.bitmapSize / wh);
// std::cout << "Done" << std::endl;
// material->texture = &texture;
}
std::vector<Asset*> getRequiredAssets() override {