Fixed a memory error & unfinished lighting wrapper.
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@@ -19,6 +19,7 @@
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#include <JGL/types/FontCache.h>
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#include <JGL/types/Font.h>
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#include <JGL/types/RenderTarget.h>
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#include <JGL/types/Light.h>
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#include <J3ML/LinearAlgebra.hpp>
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#include <J3ML/LinearAlgebra/Vector2.hpp>
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#include <J3ML/LinearAlgebra/Vector3.hpp>
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@@ -33,10 +34,9 @@ namespace JGL {
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void Update(const Vector2& window_size);
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inline void PurgeFontCache() { fontCache.purgeCache(); }
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std::vector<GLfloat> OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far);
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std::array<GLfloat, 16> OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far);
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/// Returns true if the graphics driver meets the requirements (GL Version & Extensions).
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bool MeetsRequirements();
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/// Drawing functions for primitive 2D Shapes.
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namespace J2D {
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/// Open a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
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@@ -47,6 +47,10 @@ namespace JGL {
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/// Closes a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
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/// @see Begin().
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void End();
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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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30
include/JGL/types/Light.h
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30
include/JGL/types/Light.h
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@@ -0,0 +1,30 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector4.hpp>
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#include <J3ML/LinearAlgebra/Vector3.hpp>
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#include <Color4.hpp>
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namespace JGL {
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class Light;
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class OmnidirectionalLight2D;
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class PointLight2D;
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}
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class JGL::Light {
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private:
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/// W in position seems to determine whether or not the light is omni-directional. 1 = omni 0 = point.
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/// Position is un-normalized screen space. For ex 500, 500, 1 for a light coming from where you're sitting.
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Vector4 position = {0, 0, 0, 1};
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Color4 ambient = {0, 0, 0, 0};
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Color4 diffuse = {0, 0, 0, 0};
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Color4 specular = {0, 0, 0, 0};
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public:
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Light(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular);
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Vector3 GetNormalizedSceenSpaceCoordinates() const;
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};
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class JGL::OmnidirectionalLight2D {
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private:
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public:
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OmnidirectionalLight2D(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular);
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};
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4
include/JGL/types/Material.h
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4
include/JGL/types/Material.h
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@@ -0,0 +1,4 @@
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/// A simple wrapper for OpenGL materials. Lets you set things such as the "shininess" of your elements.
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class Material {
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};
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@@ -24,11 +24,11 @@ private:
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void load(const GLuint* data, const long& size);
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public:
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VRamList() = default;
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VRamList(const GLuint* data, const long& size);
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VRamList(const GLfloat* data, const long& size);
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VRamList(Vector2* data, const long& size);
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VRamList(Vector3* data, const long& size);
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VRamList(Vector4* data, const long& size);
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VRamList(const GLuint* data, const long& size);
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public:
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[[nodiscard]] GLuint GetHandle() const;
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/// Returns the number of GLfloat or GLuint in the list.
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@@ -39,8 +39,12 @@ public:
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[[nodiscard]] bool IsFloatArray() const;
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void Erase();
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/// Get list data back from the GPU. This is *very* slow.
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/// It's not recommended you use this in your normal rendering routines.
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/// Update the data of an existing VBO. Data would be the same type as the list already is.
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/// "size" refers to the number of elements in data. Not the number of bytes.
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void SetData(void* data, const long& size);
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/* Get VBO data back from the GPU. This is *very* slow because the CPU is going to wait
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for the transfer to finish. I don't know why you'd want to do this outside of testing reasons.*/
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template <typename T>
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[[nodiscard]] std::vector<T> GetData() const {
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GLenum buffer_type;
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@@ -51,14 +55,15 @@ public:
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else if constexpr (std::is_same<T, GLuint>::value)
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buffer_type = GL_ELEMENT_ARRAY_BUFFER,
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_buffer);
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else {
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Logger::Fatal("Typename T must be either GLfloat or GLuint.");
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exit(-1);
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}
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else
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jlog::Fatal("Typename T must be either GLfloat or GLuint.");
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if ((element_array_buffer && buffer_type == GL_ARRAY_BUFFER) || (!element_array_buffer && buffer_type == GL_ELEMENT_ARRAY_BUFFER))
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jlog::Fatal("Returning the contents of a VRamList using the incorrect Typename T?");
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glBindBuffer(buffer_type, list_handle);
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std::vector<T> data(size);
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memcpy(data.data(), (T*) glMapBuffer(buffer_type, GL_READ_ONLY), size * sizeof(T));
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memcpy(data.data(), glMapBuffer(buffer_type, GL_READ_ONLY), size * sizeof(T));
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glUnmapBuffer(buffer_type);
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glBindBuffer(buffer_type, current_buffer);
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