Testing Font shader setup for arrays

This commit is contained in:
2023-06-01 10:10:34 -07:00
parent 970e98f49a
commit d20e8e8e7a
3 changed files with 34 additions and 14 deletions

View File

@ -14,12 +14,32 @@ UILabelNew::UILabelNew(SceneItem *item) : UIComponentRenderable(item) {
void UILabelNew::onStart() {
std::cout << "Hello new Label" << std::endl;
QuadMesh::initQuadMesh(&this->mesh,
glm::vec2(0, 0), glm::vec2(0, 0),
glm::vec2(32, 32), glm::vec2(1, 1),
0.0f
);
this->shaderBuffer.init();
struct FontShaderBufferData fontData;
int32_t n = 4 * 4;
this->mesh.createBuffers(n * QUAD_VERTICE_COUNT, n * QUAD_INDICE_COUNT);
for(int32_t i = 0; i < n; i++) {
glm::vec2 size = glm::vec2(32, 32);
glm::vec2 pos = glm::vec2(size.x * i, 0) + glm::vec2(2 * i, 0);
QuadMesh::bufferQuadMeshWithZ(&this->mesh,
pos, glm::vec2(0, 0),
pos + size, glm::vec2(1, 1),
0.0f, i * QUAD_VERTICE_COUNT, i * QUAD_INDICE_COUNT
);
fontData.fontQuadParts[i] = i / 4;
}
fontData.fontParts[0].color = COLOR_RED;
fontData.fontParts[1].color = COLOR_GREEN;
fontData.fontParts[2].color = COLOR_BLUE;
fontData.fontParts[3].color = COLOR_MAGENTA;
fontData.fontParts[4].color = COLOR_BLACK;
fontData.fontParts[5].color = COLOR_WHITE;
shaderBuffer.buffer(&fontData);
}
std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
@ -33,10 +53,6 @@ std::vector<struct ShaderPassItem> UILabelNew::getUIRenderPasses() {
item.parameterBuffers[shader->bufferUiCanvas] = &canvas->shaderBuffer;
item.parameterBuffers[shader->bufferFont] = &this->shaderBuffer;
struct FontShaderBufferData fontData;
fontData.fontParts[9].color = COLOR_BLUE;
shaderBuffer.buffer(&fontData);
return { item };
}