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-rw-r--r--Data/Resources/Font/msyh.ttcbin0 -> 19647736 bytes
-rw-r--r--Data/Resources/Shaders/Editor-Text.glsl17
-rw-r--r--Data/Scripts/Editor/AssetBrowser.lua15
-rw-r--r--Data/Scripts/EditorApplication.lua5
4 files changed, 16 insertions, 21 deletions
diff --git a/Data/Resources/Font/msyh.ttc b/Data/Resources/Font/msyh.ttc
new file mode 100644
index 0000000..37c28de
--- /dev/null
+++ b/Data/Resources/Font/msyh.ttc
Binary files differ
diff --git a/Data/Resources/Shaders/Editor-Text.glsl b/Data/Resources/Shaders/Editor-Text.glsl
index e2c2ae7..c58bd48 100644
--- a/Data/Resources/Shaders/Editor-Text.glsl
+++ b/Data/Resources/Shaders/Editor-Text.glsl
@@ -7,8 +7,7 @@ DepthTest Off
CMD_END
uniform mat4 gamelab_mat_mvp;
-uniform sampler2D uiTex;
-uniform vec2 uiText_ST;
+uniform sampler2D gamelab_main_tex;
VSH_BEGIN
layout (location = 0) in vec2 vPos;
@@ -16,24 +15,30 @@ layout (location = 1) in vec2 vUV;
layout (location = 2) in vec4 vColor;
out vec2 uv;
+out vec4 color;
void main()
{
- vec4 clip = gamelab_mat_mvp * vec4(vPos, -1, 1.0);
+ vec2 pos = vPos + vec2(10, 40);
+ vec4 clip = gamelab_mat_mvp * vec4(pos, -1, 1.0);
gl_Position = clip;
uv = vUV;
+ color = vColor;
}
VSH_END
FSH_BEGIN
in vec2 uv;
+in vec4 color;
out vec4 FragColor;
void main()
{
- vec2 uv = vec2(uv.x, 1 - uv.y);
- vec4 sampled = vec4(1,1,1,texture(uiTex, uv).r);
- FragColor = sampled;
+ //vec2 uv = vec2(uv.x, 1 - uv.y);
+ vec4 sampled = vec4(1,1,1,texture(gamelab_main_tex, uv).r);
+ sampled *= color;
+ // vec4 sampled = vec4(1,1,1,1);
+ FragColor = sampled;
}
FSH_END
diff --git a/Data/Scripts/Editor/AssetBrowser.lua b/Data/Scripts/Editor/AssetBrowser.lua
index d726654..ecaecda 100644
--- a/Data/Scripts/Editor/AssetBrowser.lua
+++ b/Data/Scripts/Editor/AssetBrowser.lua
@@ -27,24 +27,17 @@ AssetBrowser.OnGUI = function(self)
end
local ortho = Matrix44.New()
- ortho:SetOrtho(0, 400, 400, 0, 0.1, 10)
+ ortho:SetOrtho(0, 400, 0, 400, 0.1, 10)
Debug.Log("AssetBrowser.OnGUI()")
GL.ClearColor({0.1,0.1,0.1,1})
GL.Clear(GL.EBufferType.ColorBuffer)
- -- GL.Color({1,1,0,1})
- -- GL.LoadPixelMatrix(-250, 250, -300, 300)
- -- GL.Begin(GL.EPrimitiveType.Triangles)
- -- GL.Vertex({0,0,-1})
- -- GL.Vertex({0,300,-1})
- -- GL.Vertex({250,0,-1})
- -- GL.End()
Engine.Rendering.UseShader(shader)
Engine.Rendering.SetMatrix44("gamelab_mat_mvp", ortho)
- Engine.Rendering.SetTexture("uiTex", tex)
- Engine.Rendering.DrawUIQuad({10, 30, 300, 300})
-
+ --Engine.Rendering.SetTexture("gamelab_main_tex", tex)
+ --Engine.Rendering.DrawUIQuad({0, 0, 10, 20})
+ _G["default_font"]:GetCharacters("你好世界!Hello,World! Project Window Properties", 12)
Engine.Rendering.ResetUniformState()
end
diff --git a/Data/Scripts/EditorApplication.lua b/Data/Scripts/EditorApplication.lua
index eb3c7d8..535136b 100644
--- a/Data/Scripts/EditorApplication.lua
+++ b/Data/Scripts/EditorApplication.lua
@@ -113,11 +113,8 @@ local fsh = [[
BeforeMainLoop()
-local font = Engine.GUI.Font.New("./Resources/Font/deng.ttf", {256, 256}, 5, 5)
+local font = Engine.GUI.Font.New("./Resources/Font/msyh.ttc", {512, 512}, 5, 5)
_G["default_font"] = font
-font:GetCharacters([[
-UTF-8是Unicode的一种实现,是一种变长字节编码方式。对于某一个字符的UTF-8编码,如果只有一个字节则其最高二进制位为0;如果是多字节,其第一个字节从最高位开始,连续的二进制位值为1的个数决定了其编码的位数,其余各字节均以10开头。UTF-8最多可用到6个字节。
-]], 12)
while true do