Accept Color3 & Color4
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This commit is contained in:
125
src/JGL.cpp
125
src/JGL.cpp
@@ -8,6 +8,8 @@
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bool wasDepthTestEnabled = false;
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bool wasVertexArraysEnabled = false;
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bool wasCullFaceEnabled = false;
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bool wasBlendEnabled = false;
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namespace JGL {
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using namespace J3ML;
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@@ -22,7 +24,6 @@ namespace JGL {
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void J2D::Begin() {
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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@@ -36,14 +37,26 @@ namespace JGL {
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wasDepthTestEnabled = true,
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glDisable(GL_DEPTH_TEST);
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wasVertexArraysEnabled = false;
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wasVertexArraysEnabled = true;
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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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wasCullFaceEnabled = true;
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if (!glIsEnabled(GL_CULL_FACE))
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wasCullFaceEnabled = false,
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glEnable(GL_CULL_FACE),
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glCullFace(GL_BACK);
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wasBlendEnabled = true;
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if (!glIsEnabled(GL_BLEND))
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wasBlendEnabled = false,
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glEnable(GL_BLEND),
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void J2D::End() {
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//Change back to the previous projection (The 3D one in Re3D's case.
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//Change back to the previous projection (The 3D one in Re3D's case.)
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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@@ -55,52 +68,80 @@ namespace JGL {
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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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if (!wasCullFaceEnabled)
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glDisable(GL_CULL_FACE);
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if (!wasBlendEnabled)
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glDisable(GL_BLEND);
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}
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void J2D::FillRect(const Color3& color, const Vector2& pos, const Vector2& size) {
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void J2D::FillRect(const Color4& 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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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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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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void J2D::FillRect(const Color3& color, const Vector2& pos, const Vector2& size) {
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J2D::FillRect({color.r, color.g, color.b, 255}, pos, size);
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}
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void J2D::OutlineRect(const Color4& 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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glColor3f(color.r, color.g, color.b);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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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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void J2D::OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness) {
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J2D::OutlineRect({color.r, color.g, color.b, 255}, pos, size, thickness);
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}
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void J2D::DrawLine(const Color4& 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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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 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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DrawLine(color, {x, y}, {w, h}, thickness);
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void J2D::DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness) {
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J2D::DrawLine({color.r, color.g, color.b, 255}, A, B, thickness);
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}
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void J2D::DrawPixel(const Color3& color, const Vector2& coordinates) {
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void J2D::DrawLine(const Color4& color, float x, float y, float w, float h, float thickness) {
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J2D::DrawLine(color, {x, y}, {w, h}, thickness);
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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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J2D::DrawLine({color.r, color.g, color.b, 255}, x, y, w, h, thickness);
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}
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void J2D::DrawPixel(const Color4& 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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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 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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void J2D::DrawPixel(const Color3& color, const Vector2& coordinates) {
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J2D::DrawPixel({color.r, color.g, color.b, 255}, coordinates);
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}
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void J2D::DrawPixel(const Color4& color, float x, float y) {
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DrawPixel(color, {x, y});
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}
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void J2D::OutlineCircle(const Color3& color, const Vector2& center, float radius, int subdivisions, float thickness) {
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void J2D::DrawPixel(const Color3& color, float x, float y) {
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DrawPixel({color.r, color.g, color.b, 255}, {x, y});
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}
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void J2D::OutlineCircle(const Color4& 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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@@ -112,44 +153,59 @@ namespace JGL {
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}
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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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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 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& center, float radius, int subdivisions) {
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float step = (2.f * M_PI) / (float) subdivisions;
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void J2D::OutlineCircle(const Color3& color, const Vector2& center, float radius, int subdivisions, float thickness) {
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J2D::OutlineCircle({color.r, color.g, color.b, 255}, center, radius, subdivisions, thickness);
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}
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void J2D::FillCircle(const Color4& 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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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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for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
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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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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 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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glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size());
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}
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void J2D::OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness) {
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void J2D::FillCircle(const Color3& color, const Vector2& center, float radius, int subdivisions) {
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J2D::FillCircle({color.r, color.g, color.b, 255}, center, radius, subdivisions);
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}
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void J2D::OutlineTriangle(const Color4& 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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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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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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void J2D::OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness) {
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J2D::OutlineTriangle({color.r, color.g, color.b, 255}, tri, thickness);
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}
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void J2D::FillTriangle(const Color4& 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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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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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 J2D::FillTriangle(const Color3& color, const Triangle2D &tri) {
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J2D::FillTriangle({color.r, color.g, color.b, 255}, tri);
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}
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void J3D::Begin() {
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glEnable(GL_TEXTURE_2D);
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@@ -173,12 +229,17 @@ namespace JGL {
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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 Color4& 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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glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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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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void J3D::DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness) {
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J3D::DrawLine({color.r, color.g, color.b, 255}, A, B, thickness);
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}
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}
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