void Test2D::OnInit(Renderer2D& renderer, Material& material) { // m_Window->SetVsync(false); m_Renderer = &renderer; renderer.SetRenderTarget(RenderTarget::SCREEN); //renderer.AddPostEffectsPass(new PostEffectsPass(Shader::CreateFromFile("Horizontal Blur", "shaders/postfx.shader"))); //renderer.SetPostEffects(false); TextureParameters params(TextureFilter::NEAREST); Add(spnew Sprite(4.0f, 4.0f, 4, 4, Texture2D::CreateFromFile("Tex", "res/tb.png", params))); Add(spnew Sprite(-5.0f, -5.0f, 3, 3, 0xffff00ff)); FontManager::Add(spnew Font("Consolas", "res/consola.ttf", 96)); FontManager::Add(spnew Font("Brush Script", "res/BrushScriptStd.otf", 96)); m_DebugInfo = spnew Label*[10]; Add(m_DebugInfo[0] = spnew Label("", -15.5f, 8.5f, 0xffffffff)); Add(m_DebugInfo[1] = spnew Label("", -15.5f, 7.5f, 0xffffffff)); Add(m_DebugInfo[2] = spnew Label("", -15.5f, 6.5f, 0xffffffff)); Add(m_DebugInfo[3] = spnew Label("", -15.5f, 5.5f, 0xffffffff)); Add(m_DebugInfo[4] = spnew Label("", -15.5f, 4.5f, 0xffffffff)); Add(spnew Label("Consolas", -15.5f, 0.0f, FontManager::Get("Consolas"), 0xffffffff)); Add(spnew Label("Brush Script", -15.5f, 2.0f, FontManager::Get("Brush Script"), 0xffffffff)); Texture::SetWrap(TextureWrap::CLAMP_TO_BORDER); Mask* mask = spnew Mask(Texture2D::CreateFromFile("Mask", "res/mask.png")); mask->transform = mat4::Translate(vec3(-16.0f, -9.0f, 0.0f)) * mat4::Scale(vec3(32, 18, 1)); SetMask(mask); }
void TestLayer::OnInit(Renderer2D& renderer, Shader& shader) { // m_Window->SetVsync(false); m_Renderer = &renderer; renderer.SetRenderTarget(RenderTarget::BUFFER); renderer.AddPostEffectsPass(new PostEffectsPass(Shader::FromFile("Horizontal Blur", "shaders/postfx.shader"))); renderer.SetPostEffects(false); Texture::SetFilter(TextureFilter::NEAREST); Add(new Sprite(0.0f, 0.0f, 8, 8, new Texture("Tex", "res/tb.png"))); Add(new Sprite(-8.0f, -8.0f, 6, 6, 0xffff00ff)); debugInfo = new Label*[10]; debugInfo[0] = new Label("", -15.5f, 6.8f, 0xffffffff); debugInfo[1] = new Label("", -15.5f, 5.8f, 0xffffffff); Add(debugInfo[0]); Add(debugInfo[1]); Texture::SetWrap(TextureWrap::CLAMP_TO_BORDER); Mask* mask = new Mask(new Texture("Mask", "res/mask.png")); mask->transform = mat4::Translate(vec3(-16.0f, -9.0f, 0.0f)) * mat4::Scale(vec3(32, 18, 1)); SetMask(mask); }