Cleanup.
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Preparing for Release-1, J2D lighting is all that's left and then I can work on J3D. Added helper functions to get rid of the constant need to dereference things. Wrote a few functions that were defined but never implemented.
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@@ -54,7 +54,6 @@ namespace JGL {
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/// Provide a list of lights to be used in 2D space. Typically directly after J2D::Begin();
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/// 8 lights maximum for now. Some kind of light sorting will eventually be needed per j2d element.
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void LightArray(Light*, size_t size);
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void LightArray(std::vector<Light> lights);
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/// Plots a single pixel on the screen.
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/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
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@@ -68,7 +67,7 @@ namespace JGL {
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/// @param color
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/// @param points
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/// @param radius
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void DrawPoints(const Color4& color, const std::vector<Vector2>& points, float radius = 1.f);
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void DrawPoints(const Color4& color, const Vector2* points, int num_points, float radius = 1.f);
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/// Plots a line (segment) on the screen.
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/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
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@@ -141,8 +140,12 @@ namespace JGL {
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/// Draws a render target to the screen.
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void DrawRenderTarget(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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void DrawRenderTarget(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const RenderTarget& render_target,const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
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const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
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/// @param texture
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@@ -155,13 +158,13 @@ namespace JGL {
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/// @see class Texture
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void DrawSprite(const Texture& texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
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const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const Texture& texture,
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float positionX, float positionY,
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float rad_rotation = 0,
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float originX = 0, float originY = 0,
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float scaleX = 1, float scaleY = 1,
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const Color4& color = Colors::White,
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Direction inversion = Direction::None);
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void DrawSprite(const Texture* texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
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const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const Texture& texture, float positionX, float positionY, float rad_rotation = 0, float originX = 0, float originY = 0,
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float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawSprite(const Texture* texture, float positionX, float positionY, float rad_rotation = 0,
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float originX = 0, float originY = 0,float scaleX = 1, float scaleY = 1,
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const Color4& color = Colors::White, Direction inversion = Direction::None);
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/// Draws a piece of a sprite to the screen, similar to DrawSprite.
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/// @param texture
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@@ -174,8 +177,12 @@ namespace JGL {
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/// @param inversion
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void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
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const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawPartialSprite(const Texture* texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
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const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawPartialSprite(const Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX, unsigned int sub_texture_sizeY,
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float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
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void DrawPartialSprite(const Texture* texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX, unsigned int sub_texture_sizeY,
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float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
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/// To save v-ram, Use if a sprite would be identical if mirrored horizontally, vertically, or both. For example, a circle.
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/// Assumes the input texture is the top left quadrant. You can use "SoftwareTexture" to invert it correctly so that's the case.
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@@ -187,7 +194,7 @@ namespace JGL {
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/// @param scale
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/// @param color
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void DrawMirrorSprite(const Texture& texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
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void DrawMirrorSprite(const Texture* texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
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/// Draws an outline of a circle on the screen.
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void OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
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@@ -212,7 +219,7 @@ namespace JGL {
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int subdivisions = 10, float thickness = 1);
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/// Draws a series of points where the last point always connects to the first point.
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void OutlinePolygon(const Color4& color, const std::vector<Vector2>& points, float thickness = 1);
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void OutlinePolygon(const Color4& color, const Vector2* points, int points_size, float thickness = 1);
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/// Draws a text string on the screen with a given point-size and font.
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void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
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@@ -224,7 +231,7 @@ namespace JGL {
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void FillTexturedTriangle();
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/// Draws an Arc (section of a circle) to the screen.
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void DrawArc(const Color4 &color, const Vector2 ¢er, float radius, float arc_begin, float arc_end,
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void DrawArc(const Color4& color, const Vector2& center, float radius, float arc_begin, float arc_end,
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unsigned int subdivisions, float thickness);
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}
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