use baked filesystem for shaders
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@ -1,5 +1,9 @@
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version: 2.0
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shards:
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baked_file_system:
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git: https://github.com/schovi/baked_file_system.git
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version: 0.10.0
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crystgl:
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git: https://github.com/calebuharrison/crystgl.git
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version: 0.1.0+git.commit.c39912c8723873ea50b628940d79ce725b6cd37f
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@ -18,6 +18,9 @@ dependencies:
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github: calebuharrison/CrystImage
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sdl:
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github: ysbaddaden/sdl.cr
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baked_file_system:
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github: schovi/baked_file_system
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version: 0.10.0
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targets:
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funfriend:
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@ -11,7 +11,7 @@ class Funfriend::ChatterContext < Funfriend::WindowContext
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PADDING = 10
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def initialize(text : String, position : Vec2, duration : Float64 = DEFAULT_DURATION, parent : WindowContext? = nil)
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sheet = FontMan.parse_bm(File.read "assets/fonts/SpaceMono.fnt")
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sheet = FontMan.parse_bm(FileStorage.get("assets/fonts/SpaceMono.fnt").gets_to_end)
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position_data = FontMan.position_text(text, sheet)
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@ -0,0 +1,10 @@
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require "baked_file_system"
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module Funfriend
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class FileStorage
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extend BakedFileSystem
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bake_folder "../assets"
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bake_folder "./glsl"
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end
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end
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@ -7,6 +7,7 @@ require "./log.cr"
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require "./ease.cr"
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require "./vec2.cr"
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require "./gl.cr"
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require "./file_storage.cr"
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require "./configman.cr"
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require "./textureman.cr"
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require "./fontman.cr"
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@ -76,8 +76,8 @@ class Funfriend::FunfriendRenderer
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end
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def init_shaders
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vertex_shader_source = File.read "src/glsl/nop.vert"
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fragment_shader_source = File.read "src/glsl/funfriend.frag"
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vertex_shader_source = FileStorage.get("nop.vert").gets_to_end
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fragment_shader_source = FileStorage.get("funfriend.frag").gets_to_end
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vertex_shader = VertexShader.create(vertex_shader_source)
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fragment_shader = FragmentShader.create(fragment_shader_source)
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@ -35,8 +35,8 @@ class Funfriend::TextRenderer
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end
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def init_shaders
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vertex_shader_source = File.read "src/glsl/nop.vert"
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fragment_shader_source = File.read "src/glsl/bake_alpha.frag"
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vertex_shader_source = FileStorage.get("nop.vert").gets_to_end
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fragment_shader_source = FileStorage.get("bake_alpha.frag").gets_to_end
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vertex_shader = VertexShader.create(vertex_shader_source)
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fragment_shader = FragmentShader.create(fragment_shader_source)
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