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https://github.com/bloeys/nterm.git
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Upgrade to latest nmage
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@ -8,6 +8,7 @@ import (
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/buffers"
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"github.com/bloeys/nmage/camera"
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"github.com/bloeys/nmage/materials"
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"github.com/bloeys/nmage/meshes"
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"github.com/bloeys/nterm/assert"
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@ -681,7 +682,7 @@ func (gr *GlyphRend) updateFontAtlasTexture() error {
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gr.AtlasTex = nil
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}
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atlasTex, err := assets.LoadTextureInMemImg(gr.Atlas.Img, nil)
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atlasTex, err := assets.LoadTextureInMemPngImg(gr.Atlas.Img, nil)
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if err != nil {
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return err
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}
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@ -696,8 +697,6 @@ func (gr *GlyphRend) updateFontAtlasTexture() error {
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//Update material
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gr.GlyphMat.DiffuseTex = gr.AtlasTex.TexID
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// gr.GlyphMat.SetUnifFloat32("spaceAdv", gr.Atlas.SpaceAdvance)
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// gr.GlyphMat.SetUnifFloat32("lineHeight", gr.Atlas.LineHeight)
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return nil
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}
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@ -707,12 +706,11 @@ func (gr *GlyphRend) SetScreenSize(screenWidth, screenHeight int32) {
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gr.ScreenWidth = screenWidth
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gr.ScreenHeight = screenHeight
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//The projection matrix fits the screen size. This is needed so we can size and position characters correctly.
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projMtx := gglm.Ortho(0, float32(screenWidth), float32(screenHeight), 0, 0.1, 20)
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viewMtx := gglm.LookAt(gglm.NewVec3(0, 0, -10), gglm.NewVec3(0, 0, 0), gglm.NewVec3(0, 1, 0))
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projViewMtx := projMtx.Mul(viewMtx)
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//The camera is orthographic and fits the screen size exactly. This is needed so we can size and position characters correctly.
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cam := camera.NewOrthographic(gglm.NewVec3(0, 0, 10), gglm.NewVec3(0, 0, -1), gglm.NewVec3(0, 1, 0), 0.1, 20, 0, float32(screenWidth), float32(screenHeight), 0)
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projViewMtx := cam.ProjMat.Mul(&cam.ViewMat)
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gr.GlyphMat.SetUnifMat4("projViewMat", &projViewMtx.Mat4)
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gr.GlyphMat.SetUnifMat4("projViewMat", projViewMtx)
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}
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func NewGlyphRend(fontFile string, fontOptions *truetype.Options, screenWidth, screenHeight int32) (*GlyphRend, error) {
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