Performance optimization
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@@ -59,21 +59,21 @@ namespace JGL {
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namespace J2D {
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void Begin();
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void End();
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void DrawPixel(const Color3 &color, const Vector2 &coordinates);
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void DrawPixel(const Color3 &color, float x, float y);
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void DrawLine(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness = 1);
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void DrawLine(const Color3 &color, float x, float y, float w, float h, float thickness = 1);
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void DrawPixel(const Color3& color, const Vector2& coordinates);
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void DrawPixel(const Color3& color, float x, float y);
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void DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness = 1);
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void DrawLine(const Color3& color, float x, float y, float w, float h, float thickness = 1);
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void DrawCubicBezierCurve();
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void OutlineCircle(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions, float thickness = 1);
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void FillCircle(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions);
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void OutlineTriangle(const Color3 &color, const Triangle2D &tri);
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void FillTriangle(const Color3 &color, const Triangle2D &tri);
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void OutlineCircle(const Color3& color, const Vector2& center, float radius, int subdivisions, float thickness = 1);
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void FillCircle(const Color3& color, const Vector2& center, float radius, int subdivisions);
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void OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness = 1);
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void FillTriangle(const Color3& color, const Triangle2D &tri);
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void FillTexturedTriangle();
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void FillTexturedPolygon();
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void DrawSprite();
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void DrawPartialSprite();
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void DrawString(const Color3& color, std::string text, float x, float y, float scale, u32 size, unsigned int font_index);
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void FillRect(const Color3 &color, const Vector2 &pos, const Vector2 &size);
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void FillRect(const Color3 &color, const Vector2& pos, const Vector2& size);
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void OutlineRect ( const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
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void FillRoundedRect (const Color3& color, const Vector2& pos, const Vector2& size, float radius);
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void OutlineRoundedRect(const Color3& color, const Vector2& pos, const Vector2& size, float radius, float thickness = 1);
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@@ -85,7 +85,7 @@ namespace JGL {
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void Begin();
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void End();
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void SetMatrix(const std::vector<GLfloat>& matrix, const Vector2& window_size);
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void DrawLine(const Color3& color, const Vector3 &A, const Vector3 &B, float thickness = 1);
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void DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness = 1);
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void FillSphere(const Color3& color, const Sphere& sphere);
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void WireframeSphere(const Color3& color, const Sphere& sphere, float thickness = 1);
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void FillOBB(const Color3& color, const OBB& obb);
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9
main.cpp
9
main.cpp
@@ -102,9 +102,10 @@ public:
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J3D::End();
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J2D::Begin();
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J2D::FillRect(JGL::Colors::Blue, {32, 32}, {100.5, 100.5});
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J2D::FillTriangle(JGL::Colors::Yellow, {{140, 200},{135, 100},{105, 100}});
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J2D::DrawLine(JGL::Colors::Greens::DarkGreen, {10, 10}, {200, 300});
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J2D::OutlineRect(JGL::Colors::Blue, {32, 32}, {100.5, 100.5});
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J2D::OutlineTriangle(JGL::Colors::Yellow, {{140, 200},{135, 100},{105, 100}}, 1);
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J2D::FillCircle(JGL::Colors::White, {120, 200}, 20, 16);
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J2D::DrawLine(JGL::Colors::Green, {10, 10}, {200, 300}, 1);
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J2D::DrawString(JGL::Colors::Green, "Jupteroid Font", 0.f, -48.f, 1.f, 16, Jupiteroid);
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J2D::DrawString(JGL::Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, -65, 1,16, Jupiteroid);
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J2D::DrawString(JGL::Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, -82, 1,16, Jupiteroid);
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@@ -113,6 +114,8 @@ public:
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void OnRefresh(float elapsed) override {
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display();
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if (glGetError() != GL_NO_ERROR)
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exit(1);
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glSwapBuffers();
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}
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175
src/JGL.cpp
175
src/JGL.cpp
@@ -6,7 +6,8 @@
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#include <glad/glad.h>
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#include <JGL/Color3.h>
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bool wasDepthTest = false;
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bool wasDepthTestEnabled = false;
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bool wasVertexArraysEnabled = false;
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namespace JGL {
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using namespace J3ML;
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@@ -21,7 +22,7 @@ namespace JGL {
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void J2D::Begin() {
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glEnable(GL_TEXTURE_2D);
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// Switch to orthographic projection
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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@@ -30,10 +31,15 @@ namespace JGL {
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glPushMatrix();
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glLoadIdentity();
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wasDepthTest = false;
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wasDepthTestEnabled = false;
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if (glIsEnabled(GL_DEPTH_TEST))
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wasDepthTest = true,
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wasDepthTestEnabled = true,
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glDisable(GL_DEPTH_TEST);
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wasVertexArraysEnabled = false;
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if (!glIsEnabled(GL_VERTEX_ARRAY))
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wasVertexArraysEnabled = false,
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glEnable(GL_VERTEX_ARRAY);
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}
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void J2D::End() {
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@@ -43,129 +49,136 @@ namespace JGL {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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if (wasDepthTest)
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if (wasDepthTestEnabled)
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glEnable(GL_DEPTH_TEST);
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if (!wasVertexArraysEnabled)
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glDisable(GL_VERTEX_ARRAY);
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//std::cout << (int) glIsEnabled(GL_VERTEX_ARRAY) << std::endl;
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}
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void J2D::FillRect(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_QUADS);
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void J2D::FillRect(const Color3& color, const Vector2& pos, const Vector2& size) {
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Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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glDrawArrays(GL_QUADS, 0, 4);
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}
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void J2D::OutlineRect(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
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auto vp_pos = pos;
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auto vp_size = size;
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void J2D::OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness) {
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Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
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glLineWidth(thickness);
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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}
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void J2D::DrawLine(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
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auto vp_a = A;
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auto vp_b = B;
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void J2D::DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness) {
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Vector2 vertices[] = {A, B};
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glLineWidth(thickness);
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glBegin(GL_LINES);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_a.x, vp_a.y);
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glVertex2f(vp_b.x, vp_b.y);
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glEnd();
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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glDrawArrays(GL_LINES, 0, 2);
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}
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void J2D::DrawLine(const Color3 &color, float x, float y, float w, float h, float thickness) {
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void J2D::DrawLine(const Color3& color, float x, float y, float w, float h, float thickness) {
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DrawLine(color, {x, y}, {w, h}, thickness);
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}
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void J2D::DrawPixel(const Color3 &color, float x, float y) {
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void J2D::DrawPixel(const Color3& color, const Vector2& coordinates) {
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Vector2 vertices[] = {coordinates};
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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glDrawArrays(GL_LINES, 0, 1);
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}
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void J2D::DrawPixel(const Color3& color, float x, float y) {
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DrawPixel(color, {x, y});
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}
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void J2D::DrawPixel(const Color3 &color, const Vector2 &coordinates) {
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auto vp_pos = coordinates;
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glBegin(GL_POINT);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glEnd();
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}
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void J2D::OutlineCircle(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions, float thickness) {
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glBegin(GL_LINE_LOOP);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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void J2D::OutlineCircle(const Color3& color, const Vector2& center, float radius, int subdivisions, float thickness) {
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float step = (2.f * M_PI) / (float) subdivisions;
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std::vector<Vector2> vertices{};
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GLfloat angle, x, y;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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x = radius * std::sin(angle) + center.x;
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y = radius * std::cos(angle) + center.y;
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vertices.emplace_back(x,y);
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}
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glEnd();
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glLineWidth(thickness);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
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glDrawArrays(GL_LINE_LOOP, 0, vertices.size());
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}
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void J2D::FillCircle(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions) {
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glBegin(GL_POLYGON);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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void J2D::FillCircle(const Color3& color, const Vector2& center, float radius, int subdivisions) {
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float step = (2.f * M_PI) / (float) subdivisions;
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std::vector<Vector2> vertices{};
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GLfloat angle, x, y;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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x = radius * sin(angle) + center.x;
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y = radius * cos(angle) + center.y;
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vertices.push_back({x, y});
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}
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glEnd();
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
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glDrawArrays(GL_POLYGON, 0, vertices.size());
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}
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void J2D::OutlineTriangle(const Color3 &color, const Triangle2D &tri) {
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glBegin(GL_LINE_LOOP);
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void J2D::OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness) {
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Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
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glLineWidth(thickness);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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glDrawArrays(GL_LINE_LOOP, 0, 3);
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}
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void J2D::FillTriangle(const Color3 &color, const Triangle2D &tri) {
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glBegin(GL_LINE_LOOP);
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void J2D::FillTriangle(const Color3& color, const Triangle2D &tri) {
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Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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void J3D::Begin() {
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glEnable(GL_TEXTURE_2D);
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wasDepthTest = false;
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wasDepthTestEnabled = false;
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if (glIsEnabled(GL_DEPTH_TEST))
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wasDepthTest = true,
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wasDepthTestEnabled = true,
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glDisable(GL_DEPTH_TEST);
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wasVertexArraysEnabled = false;
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if (!glIsEnabled(GL_VERTEX_ARRAY))
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wasVertexArraysEnabled = false,
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glEnable(GL_VERTEX_ARRAY);
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}
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void J3D::End() {
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glDisable(GL_TEXTURE_2D);
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if (wasDepthTest)
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if (wasDepthTestEnabled)
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glEnable(GL_DEPTH_TEST);
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if (!wasVertexArraysEnabled)
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glDisable(GL_VERTEX_ARRAY);
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}
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void J3D::DrawLine(const Color3 &color, const Vector3 &A, const Vector3 &B, float thickness) {
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void J3D::DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness) {
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Vector3 vertices[] = {A, B};
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glLineWidth(thickness);
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glBegin(GL_LINES);
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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glVertex3f(A.x, A.y, A.z);
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glVertex3f(B.x, B.y, B.z);
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glEnd();
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glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices);
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glDrawArrays(GL_LINES, 0, 2);
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}
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}
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@@ -255,7 +255,7 @@ namespace JGL {
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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glPopMatrix();
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}
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}
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