-#ifndef FONT_H
-#define FONT_H
-
+#pragma once
#include "model.h"
#include "entity.h"
-#include "camera.h"
+#include "vg/vg_camera.h"
#include "shaders/model_font.h"
#include "shaders/scene_font.h"
#include "world_render.h"
mdl_close( &font->mdl );
}
-static void font3d_init(void){
- shader_model_font_register();
- shader_scene_font_register();
-}
-
static u32 font3d_find_variant( font3d *font, const char *name ){
for( u32 i=0; i<mdl_arrcount( &font->font_variants ); i ++ ){
ent_font_variant *variant = mdl_arritm( &font->font_variants, i );
*/
static void font3d_bind( font3d *font, enum font_shader shader,
int depth_compare, world_instance *world,
- camera *cam ){
+ vg_camera *cam ){
gui_font3d.shader = shader;
gui_font3d.font = font;
glActiveTexture( GL_TEXTURE1 );
shader_model_font_uPv( cam->mtx.pv );
}
else if( shader == k_font_shader_world ){
- assert( world );
shader_scene_font_use();
shader_scene_font_uTexGarbage(0);
shader_scene_font_uTexMain(1);
}
static void font3d_set_transform( const char *text,
- camera *cam, m4x3f transform ){
+ vg_camera *cam, m4x3f transform ){
v4_copy( (v4f){0.0f,0.0f,0.0f,1.0f}, gui_font3d.offset );
m4x4f prev_mtx;
}
static f32 font3d_simple_draw( u32 variant_id, const char *text,
- camera *cam, m4x3f transform ){
+ vg_camera *cam, m4x3f transform ){
if( !text ) return 0.0f;
gui_font3d.variant_id = variant_id;
return width;
}
-
-#endif /* FONT_H */