Implement J3D::DrawString3D
This commit is contained in:
101
src/JGL/JGL.cpp
101
src/JGL/JGL.cpp
@@ -5,10 +5,11 @@
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#include <glad/glad.h>
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#include <JGL/JGL.h>
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#include <GL/glut.h>
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#include "J3ML/LinearAlgebra/Transform2D.h"
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#include <J3ML/LinearAlgebra/Transform2D.h>
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#include <rewindow/types/window.h>
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#include "JGL/Color3.h"
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#include <iostream>
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@@ -17,26 +18,6 @@ GLuint texture;
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namespace JGL
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{
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Vector2 ScreenToViewport(const Vector2 &v) {
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// TODO: Implement (CORRECT!!!) matrix transformation
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Vector2 windowSize = ReWindow::RWindow::CurrentWindow()->getSize();
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//Transform2D transform;
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//transform = transform.Translate(1.f, 1.f); // Center
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//transform = transform.Scale(0.5f, 0.5f); // Scale by half
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//transform = transform.Scale(viewportWidth, viewportHeight); // Scale by screen size
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//return transform.Transform(v);
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float x = (v.x) / windowSize.x;
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float y = (v.y) / windowSize.y;
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return {
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x, y
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};
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}
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FT_Face face;
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FT_Library ft;
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@@ -122,8 +103,8 @@ namespace JGL
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namespace J2D
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{
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void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
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auto vp_pos = pos;//ScreenToViewport(pos);
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auto vp_size = size;//ScreenToViewport(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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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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@@ -134,8 +115,8 @@ namespace JGL
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}
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void OutlineRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
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auto vp_pos = pos;//ScreenToViewport(pos);
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auto vp_size = size;//ScreenToViewport(size);
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_LINE_LOOP);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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@@ -147,8 +128,8 @@ namespace JGL
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}
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void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
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auto vp_a = A;//ScreenToViewport(A);
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auto vp_b = B;//ScreenToViewport(B);
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auto vp_a = A;
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auto vp_b = B;
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glBegin(GL_LINES);
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glLineWidth(thickness);
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@@ -168,7 +149,7 @@ namespace JGL
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}
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void DrawPixel2D(const Color3 &color, const Vector2 &coordinates) {
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auto vp_pos = ScreenToViewport(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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@@ -233,5 +214,69 @@ namespace JGL
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glEnd();
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}
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void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size)
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{
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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glUseProgram(0); // Fixed-function pipeline.
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glColor3f(1.0f, 1.0f, 1.0f);
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FT_Set_Pixel_Sizes(face, 0, size);
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const char* c;
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for (c = text.c_str(); *c; c++)
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{
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if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
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continue;
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FT_GlyphSlot g = face->glyph;
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glActiveTexture(GL_TEXTURE0);
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
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float x2 = x + g->bitmap_left * scale;
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float y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
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float z2 = z;
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float w = g->bitmap.width * scale;
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float h = g->bitmap.rows * scale;
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glBegin(GL_TRIANGLES);
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glTexCoord2f(0, 0);
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glVertex3f(x2, y2, z2);
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glTexCoord2f(0, 1);
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glVertex3f(x2, y2 + h, z2);
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glTexCoord2f(1, 1);
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glVertex3f(x2 + w, y2 + h, z2);
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glTexCoord2f(0, 0);
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glVertex3f(x2, y2, z2);
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glTexCoord2f(1, 1);
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glVertex3f(x2 + w, y2 + h, z2);
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glTexCoord2f(1, 0);
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glVertex3f(x2 + w, y2, z2);
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glEnd();
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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}
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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}
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}
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}
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