diff tests/test_font.nim @ 331:05fb85ba97dd

did: undid using meshes as values, ref is much better, fix a few things, fix a few huge performance issues
author Sam <sam@basx.dev>
date Sun, 03 Sep 2023 17:34:29 +0700
parents 04531bec3583
children 6cc16b62e497
line wrap: on
line diff
--- a/tests/test_font.nim	Sat Sep 02 23:51:02 2023 +0700
+++ b/tests/test_font.nim	Sun Sep 03 17:34:29 2023 +0700
@@ -7,16 +7,19 @@
   var font = loadFont("DejaVuSans.ttf", color=newVec4f(1, 0.5, 0.5, 1), resolution=20)
   
   var textbox = initTextbox(32, font, "".toRunes)
-  var scene = Scene(name: "main", meshes: @[textbox.mesh])
+  var scene = Scene(name: "main")
+  scene.add textbox
+  textbox.mesh.transform = scale(0.01, 0.01)
   var engine = initEngine("Test fonts")
   engine.initRenderer()
+  scene.addShaderGlobal("perspective", Unit4F32)
   engine.addScene(scene)
-  scene.addShaderGlobal("perspective", Unit4F32)
 
   while engine.updateInputs() == Running and not engine.keyIsDown(Escape):
     if engine.windowWasResized():
       var winSize = engine.getWindow().size
       scene.setShaderGlobal("perspective", orthoWindowAspect(winSize[1] / winSize[0]))
+      textbox.mesh.transform = scale(0.01 * (winSize[1] / winSize[0]), 0.01)
     for c in [Key.A, Key.B, Key.C, Key.D, Key.E, Key.F, Key.G, Key.H, Key.I, Key.J, Key.K, Key.L, Key.M, Key.N, Key.O, Key.P, Key.Q, Key.R, Key.S, Key.T, Key.U, Key.V, Key.W, Key.X, Key.Y, Key.Z]:
       if engine.keyWasPressed(c):
         if engine.keyIsDown(ShiftL) or engine.keyIsDown(ShiftR):