Use JGL for more efficient rendering.

This commit is contained in:
2025-01-31 19:26:11 -05:00
parent 4f6080a962
commit f18c8c3fe3
3 changed files with 93 additions and 83 deletions

View File

@@ -28,20 +28,39 @@ include(cmake/CPM.cmake)
# You specify the release name to target against. See the link below for releases:
# https://git.redacted.cc/Redacted/ReWindow/releases
CPMAddPackage(
NAME mcolor
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-5.zip
)
CPMAddPackage(
NAME ReWindow
URL URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-31.zip
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip
)
CPMAddPackage(
NAME JGL
URL https://git.redacted.cc/josh/JGL/archive/Prerelease-47.zip
)
add_executable(ReWalkerApp main.cpp)
target_include_directories(ReWalkerApp PUBLIC ${ReWindow_SOURCE_DIR}/include ${J3ML_SOURCE_DIR}/include)
target_include_directories(ReWalkerApp PUBLIC
${ReWindow_SOURCE_DIR}/include
${J3ML_SOURCE_DIR}/include
${mcolor_SOURCE_DIR}/include
${JGL_SOURCE_DIR}/include
)
target_link_libraries(ReWalkerApp PUBLIC J3ML ReWindowLibrary)
target_link_libraries(ReWalkerApp PUBLIC J3ML ReWindow mcolor JGL)
# simple window test
add_executable(TestWindowApp test.cpp)
target_include_directories(TestWindowApp PUBLIC ${ReWindow_SOURCE_DIR}/include ${J3ML_SOURCE_DIR}/include)
target_include_directories(TestWindowApp PUBLIC
${ReWindow_SOURCE_DIR}/include
${J3ML_SOURCE_DIR}/include
${mcolor_SOURCE_DIR}/include
)
target_link_libraries(TestWindowApp PUBLIC J3ML ReWindowLibrary)
target_link_libraries(TestWindowApp PUBLIC J3ML ReWindow)

121
main.cpp
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@@ -5,9 +5,10 @@
// Written by Rich
// With help from (and thanks to) from Maxine, Josh and Bill
#include <rewindow/types/window.h>
#include <rewindow/logger/logger.h>
#include <GL/gl.h>
#include <ReWindow/types/Window.h>
#include <ReWindow/Logger.h>
#include <JGL/JGL.h>
#include <Color4.hpp>
#include <memory>
// Define window size and dot size (dot size should be odd for symmetry)
@@ -18,6 +19,8 @@
// Define fading speed (higher = faster fading, range: 0.001 - 0.2)
#define FADE_SPEED 0.05f
constexpr unsigned int TRAIL_LENGTH = 20;
// Enable debug mode (set to 0 to disable debug output)
#define DEBUG 0
@@ -25,28 +28,28 @@
* @brief Represents the walker that moves randomly on the screen.
*/
struct Walker {
float x, y; // Current position of the walker
Vector2 position{}; // Current position of the walker
/**
* @brief Constructor initializes the walker at the center of the screen.
*/
Walker() : x(WIDTH / 2.0f), y(HEIGHT / 2.0f) {}
Walker() : position(WIDTH / 2.0f, HEIGHT / 2.0f) {}
/**
* @brief Moves the walker one step in a random direction.
*/
void step() {
float angle = static_cast<float>(rand()) / RAND_MAX * 360.0f;
angle = angle * M_PI / 180.0f; // Convert degrees to radians
angle = Math::Radians(angle);
float dx = std::cos(angle);
float dy = std::sin(angle);
// Update position and clamp within screen boundaries
x = std::clamp(x + dx, 0.0f, static_cast<float>(WIDTH - 1));
y = std::clamp(y + dy, 0.0f, static_cast<float>(HEIGHT - 1));
position.x = std::clamp(position.x + dx, 0.0f, static_cast<float>(WIDTH - 1));
position.y = std::clamp(position.y + dy, 0.0f, static_cast<float>(HEIGHT - 1));
#if DEBUG
std::cout << "Walker Position: (" << x << ", " << y << ")\n";
std::cout << "Walker Position: (" << position.x << ", " << position.y << ")\n";
#endif
}
@@ -59,8 +62,8 @@ struct Walker {
void pushAway(float mouseX, float mouseY, float force) {
float adjustedMouseY = HEIGHT - mouseY; // Adjust for coordinate system
float deltaX = x - mouseX;
float deltaY = y - adjustedMouseY;
float deltaX = position.x - mouseX;
float deltaY = position.y - adjustedMouseY;
float distance = std::sqrt(deltaX * deltaX + deltaY * deltaY);
@@ -70,8 +73,8 @@ struct Walker {
float unitY = deltaY / distance;
// Apply dynamic push force
x = std::clamp(x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
y = std::clamp(y + unitY * force, 0.0f, static_cast<float>(HEIGHT - 1));
position.x = std::clamp(position.x + unitX * force, 0.0f, static_cast<float>(WIDTH - 1));
position.y = std::clamp(position.y + unitY * force, 0.0f, static_cast<float>(HEIGHT - 1));
}
}
@@ -79,15 +82,14 @@ struct Walker {
* @brief Resets the walker to the center of the screen.
*/
void resetPosition() {
x = WIDTH / 2.0f;
y = HEIGHT / 2.0f;
position = Vector2(WIDTH / 2.0f, HEIGHT / 2.0f);
}
};
/**
* @brief Custom ReWindow window class that manages the random walker simulation.
*/
class RandomWalkerWindow : public ReWindow::RWindow {
class RandomWalkerWindow : public ReWindow::OpenGLWindow {
public:
/**
* @brief Constructor initializes the window, walker, and trail buffer.
@@ -96,53 +98,54 @@ public:
* @param height Window height
*/
RandomWalkerWindow(const std::string& title, int width, int height)
: ReWindow::RWindow(title, width, height),
: ReWindow::OpenGLWindow(title, width, height, 2, 1),
walker(std::make_unique<Walker>()),
trailBuffer(WIDTH * HEIGHT, 1.0f), // Initialize trail buffer to white (1.0)
trailBuffer{}, // Initialize trail buffer to white (1.0)
pushForce(3.0f) // Default push force
{}
/**
* @brief Called once when the window is opened.
* Configures OpenGL to use a 2D orthographic projection.
*/
void OnOpen() override {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WIDTH, HEIGHT, 0, -1, 1); // Map OpenGL coordinates to screen pixels
glMatrixMode(GL_MODELVIEW);
if (!JGL::Init({WIDTH, HEIGHT}, 0, 0))
exit(0);
this->render_target = new RenderTarget({WIDTH, HEIGHT}, Colors::White);
}
/**
* @brief Called every frame to update and render the walker with a fading trail.
*/
void OnRefresh(float elapsed) override {
// Clear the OpenGL buffer (not the trail buffer)
glClear(GL_COLOR_BUFFER_BIT);
// Handle user inputs
handleMouseInput();
handleKeyboardInput();
// Update trail (fade effect)
fadeTrail();
// Move the walker
walker->step();
// Update the trail buffer with the walkers current position
plotWalker();
JGL::Update({WIDTH, HEIGHT});
J2D::Begin(render_target, true);
// Update trail (fade effect)
fadeTrail();
// Render the updated trail
drawTrail();
// Update the trail buffer with the walkers current position
plotWalker();
J2D::End();
J2D::Begin(nullptr, true);
J2D::DrawRenderTarget(render_target, {0, 0});
J2D::DrawString(Colors::Black, "Framerate: " + std::to_string((int) (1.f / delta_time)), 0, 0, 1, 16);
J2D::End();
// Swap buffers to display the frame
GLSwapBuffers();
SwapBuffers();
}
private:
std::unique_ptr<Walker> walker;
std::vector<float> trailBuffer; // Stores grayscale intensity of pixels (1.0 = white, 0.0 = black)
std::vector<std::pair<Vector2, float>> trailBuffer{}; // Stores grayscale intensity of pixels (1.0 = white, 0.0 = black)
RenderTarget* render_target = nullptr;
float pushForce; // Variable push force that can be adjusted in real time
/**
@@ -180,44 +183,34 @@ private:
* @brief Applies the fade effect to the trail buffer.
*/
void fadeTrail() {
for (auto& pixel : trailBuffer) {
pixel = std::min(pixel + FADE_SPEED, 1.0f); // Ensure value does not exceed 1.0 (white)
}
}
// Fade out existing trail points
for (auto& trailPoint : trailBuffer)
trailPoint.second = std::max(trailPoint.second - FADE_SPEED, 0.0f);
/**
* @brief Plots the walkers current position as a black dot in the trail buffer.
*/
void plotWalker() {
int centerX = static_cast<int>(walker->x);
int centerY = static_cast<int>(walker->y);
int halfSize = DOT_SIZE / 2;
trailBuffer.emplace_back(walker->position, 1.0f);
for (int dy = -halfSize; dy <= halfSize; ++dy) {
for (int dx = -halfSize; dx <= halfSize; ++dx) {
int px = centerX + dx;
int py = centerY + dy;
if (px >= 0 && px < WIDTH && py >= 0 && py < HEIGHT) {
trailBuffer[py * WIDTH + px] = 0.0f;
}
}
}
// Limit trail length
if (trailBuffer.size() > TRAIL_LENGTH)
trailBuffer.erase(trailBuffer.begin());
}
void drawTrail() {
std::vector<uint8_t> grayscale(WIDTH * HEIGHT);
for (size_t i = 0; i < trailBuffer.size(); ++i) {
grayscale[i] = static_cast<uint8_t>(trailBuffer[i] * 255.0f);
for (const auto& trailPoint : trailBuffer)
J2D::DrawPoint({0, 0, 0, (uint8_t) (trailPoint.second * 255.0f)}, trailPoint.first, DOT_SIZE);
}
glDrawPixels(WIDTH, HEIGHT, GL_LUMINANCE, GL_UNSIGNED_BYTE, grayscale.data());
void plotWalker() {
J2D::DrawPoint(Colors::Black, walker->position, DOT_SIZE);
}
};
int main() {
auto window = std::make_unique<RandomWalkerWindow>("Random Walker with ReWindow", WIDTH, HEIGHT);
window->SetRenderer(RenderingAPI::OPENGL);
window->Open();
if (!window->Open())
return -1;
// Uncomment this to make things go super fast.
//window->SetVsyncEnabled(false);
while (!window->IsClosing()) {
window->ManagedRefresh();

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@@ -1,23 +1,23 @@
// simple test program to open a window with
// a blue background.
#include <rewindow/types/window.h>
#include <rewindow/logger/logger.h>
#include <ReWindow/types/Window.h>
#include <ReWindow/Logger.h>
#include <GL/gl.h>
#define WIDTH 800
#define HEIGHT 600
class RandomWalkerWindow : public ReWindow::RWindow {
class RandomWalkerWindow : public ReWindow::OpenGLWindow {
public:
RandomWalkerWindow(const std::string& title, int width, int height)
: ReWindow::RWindow(title, width, height) {}
: ReWindow::OpenGLWindow(title, width, height, 2, 1) {}
void OnRefresh(float elapsed) override {
glClearColor(0.0f, 0.0f, 1.0f, 1.0f); // Clear with blue
glClear(GL_COLOR_BUFFER_BIT);
GLSwapBuffers();
//glClearColor(0.0f, 0.0f, 1.0f, 1.0f); // Clear with blue
//glClear(GL_COLOR_BUFFER_BIT);
SwapBuffers();
}
};
@@ -25,8 +25,6 @@ int main() {
std::unique_ptr<RandomWalkerWindow> window =
std::make_unique<RandomWalkerWindow>("Random Walker with ReWindow", WIDTH, HEIGHT);
window->SetRenderer(RenderingAPI::OPENGL);
window->Open();
while (!window->IsClosing()) {