DrawSprite
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2024-07-18 22:24:19 -04:00
parent 4be97f52d9
commit eca4309e85
7 changed files with 80 additions and 23 deletions

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@@ -74,6 +74,9 @@ endif()
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
#Don't expose this one because it's only to be used in the demo program.
include_directories(${ReTexture_SOURCE_DIR}/include)
target_include_directories(JGL PUBLIC
${PROJECT_SOURCE_DIR}/include
${OPENGL_INCLUDE_DIRS}
@@ -82,7 +85,6 @@ target_include_directories(JGL PUBLIC
${ReWindow_SOURCE_DIR}/include
${glad_SOURCE_DIR}/include
${jlog_SOURCE_DIR}/include
${ReTexture_SOURCE_DIR}/include
)
add_executable(JGL_Demo main.cpp)

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assets/sprites/Re3D.png Normal file

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10
include/JGL/Inversion.h Normal file
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@@ -0,0 +1,10 @@
#pragma once
#include <J3ML/J3ML.h>
namespace JGL {
enum class Inversion : u8 {
None = 0,
Vertical = 1,
Horizontal = 2,
Both = 3
};
}

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@@ -16,6 +16,7 @@
#include <iostream>
#include <JGL/Color4.h>
#include <JGL/Gradient.h>
#include <JGL/Inversion.h>
#include <JGL/FontCache.h>
#include <JGL/Font.h>
#include <J3ML/LinearAlgebra.h>
@@ -102,8 +103,8 @@ namespace JGL {
void OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
///Draws a sprite to the screen.
void DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size);
void DrawSprite(GLuint texture, float x, float y, float w, float h);
void DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size, u8 opacity = 255, Inversion inversion = Inversion::None);
void DrawSprite(GLuint texture, float x, float y, float w, float h, u8 opacity = 255, Inversion inversion = Inversion::None);
/// Draws a filled rectangle on the screen.
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);

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@@ -4,11 +4,14 @@
#include <JGL/Colors.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <JGL/Font.h>
#include "jlog/jlog.hpp"
#include <jlog/jlog.hpp>
#include <ReTexture/rTexture.h>
using J3ML::LinearAlgebra::Vector2;
using namespace JGL;
RTexture* image;
GLuint imageID;
//The Re3D style base projection.
std::vector<GLfloat> perspective(float fov, float aspect, float nearPlane, float farPlane) {
std::vector<float> result(16);
@@ -86,6 +89,21 @@ public:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
image = new RTexture("assets/sprites/Re3D.png");
glGenTextures(1, &imageID);
glBindTexture(GL_TEXTURE_2D, imageID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (image->format == RTextureFormat::RGBA)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixelData.data());
if (image->format == RTextureFormat::RGB)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image->width, image->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->pixelData.data());
glBindTexture(GL_TEXTURE_2D, 0);
}
Vector3 textAngle = {0,0,0};
@@ -105,9 +123,9 @@ public:
J3D::DrawString(JGL::Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f},textAngle, 1.f, 32, FreeSans);
J3D::End();
J2D::Begin();
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
J2D::DrawSprite(imageID, {0, 52}, {(float) image->width, (float) image->height}, 128);
J2D::FillRect(Color4::FromColor3(Colors::Pinks::HotPink), {68, 120}, {32, 32});
J2D::FillGradientRect(Colors::Red, Colors::Blue, Gradient::DiagonalBottomLeft, {100,52}, {100,100});
J2D::FillRoundedRect(JGL::Colors::Red, {200, 52}, {100, 100}, 8, 8);
@@ -121,7 +139,6 @@ public:
J2D::DrawGradientLine(JGL::Colors::Red, JGL::Colors::Blue, {105, 375}, {200, 275}, 2);
auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
//DEBUG(std::format("Result: {},{}", result.x, result.y ));
J2D::FillRect(JGL::Colors::Gray, {0, 0}, result);
J2D::DrawString(JGL::Colors::Green, "Jupteroid Font", 0.f, 0, 1.f, 16, Jupiteroid);

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@@ -7,7 +7,8 @@
#include <JGL/Color3.h>
#include <jlog/jlog.hpp>
GLfloat oldColor[4] = {0, 0, 0, 255};
GLfloat oldColor[4] = {0, 0, 0, 1};
GLfloat baseColor[4] = {1, 1, 1, 1};
bool inJ2D = false;
bool inJ3D = false;
bool wasTexture2DEnabled = false;
@@ -37,6 +38,10 @@ namespace JGL {
glPushMatrix();
glLoadIdentity();
//Get what the draw color was before we did anything.
glGetFloatv(GL_CURRENT_COLOR, oldColor);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
activeTextureUnit = activeTextureUnit - GL_TEXTURE0;
if (activeTextureUnit != 0)
@@ -111,40 +116,49 @@ namespace JGL {
if (wasColorArrayEnabled)
glEnableClientState(GL_COLOR_ARRAY);
//Select whatever texture unit was selected before.
glActiveTexture(GL_TEXTURE0 + activeTextureUnit);
//Put the draw color back how it was before.
glColor4f(oldColor[0], oldColor[1], oldColor[2], oldColor[3]);
inJ2D = false;
}
void J2D::DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size) {
//TODO rotation, I'm unsure if @josh wants degrees or radians.
void J2D::DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size, u8 opacity, Inversion inversion) {
if (!inJ2D)
ERROR("Attempt to Render J2D element before J2D begin.")
const std::vector<Vector2> textureCoordinates = {{0,0}, {1, 0}, {1,1}, {0,1}};
const std::vector<Vector2> vertices = {pos, {pos.x + size.x, pos.y}, {pos.x + size.x, pos.y + size.y}, {pos.x, pos.y + size.y}};
std::array<Vector2, 4> textureCoordinates;
const 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}};
switch (inversion) {
case Inversion::None:
textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};
break;
case Inversion::Vertical:
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
break;
case Inversion::Horizontal:
textureCoordinates = {Vector2(1, 0), Vector2(1, 1), Vector2(0, 1), Vector2(0, 0)};
break;
case Inversion::Both:
textureCoordinates = {Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1)};
break;
}
glColor4f(baseColor[0],baseColor[1],baseColor[2],opacity / 255.f);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
glDrawArrays(GL_QUADS, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::DrawSprite(GLuint texture, float x, float y, float w, float h) {
J2D::DrawSprite(texture, {x, y}, {w, h});
void J2D::DrawSprite(GLuint texture, float x, float y, float w, float h, u8 opacity, Inversion inversion) {
J2D::DrawSprite(texture, {x, y}, {w, h}, opacity, inversion);
}
void J2D::FillRect(const Color4& color, const Vector2& pos, const Vector2& size) {
@@ -155,6 +169,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_QUADS, 0, 4);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::FillRect(const Color3& color, const Vector2& pos, const Vector2& size) {
@@ -191,6 +206,7 @@ namespace JGL {
glColorPointer(4, GL_FLOAT, 0, colors.data());
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_COLOR_ARRAY);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::FillGradientRect(const Color3& color1, const Color3& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size) {
@@ -224,6 +240,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_LINE_LOOP, 0, 4);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness) {
@@ -240,6 +257,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_LINES, 0, 2);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness) {
@@ -268,6 +286,7 @@ namespace JGL {
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_LINES, 0, 2);
glDisableClientState(GL_COLOR_ARRAY);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::DrawGradientLine(const Color3& color1, const Color3& color2, const Vector2& A, const Vector2& B, float thickness) {
@@ -290,6 +309,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_LINES, 0, 1);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::DrawPixel(const Color3& color, const Vector2& coordinates) {
@@ -322,6 +342,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glDrawArrays(GL_LINE_LOOP, 0, vertices.size());
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::OutlineCircle(const Color3& color, const Vector2& center, float radius, unsigned int subdivisions, float thickness) {
@@ -344,6 +365,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size());
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::FillCircle(const Color3& color, const Vector2& center, float radius, unsigned int subdivisions) {
@@ -360,6 +382,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_LINE_LOOP, 0, 3);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness) {
@@ -375,6 +398,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
glDrawArrays(GL_TRIANGLES, 0, 3);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J2D::FillTriangle(const Color3& color, const Triangle2D &tri) {
@@ -385,6 +409,7 @@ namespace JGL {
//Get what the draw color was before we did anything.
glGetFloatv(GL_CURRENT_COLOR, oldColor);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
wasDepthTestEnabled = false;
if (glIsEnabled(GL_DEPTH_TEST))
@@ -452,6 +477,7 @@ namespace JGL {
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices);
glDrawArrays(GL_LINES, 0, 2);
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
}
void J3D::DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness) {

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@@ -153,6 +153,7 @@ namespace JGL {
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, texcoords.data());
glDrawArrays(GL_TRIANGLES, 0, vertices.size() * 6);
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(1, 1, 1, 1);
}
void J2D::DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
@@ -167,7 +168,7 @@ namespace JGL {
float x = pos.x;
float y = pos.y;
float z = pos.z;
std::vector<GLuint> textures(text.length());;
std::vector<GLuint> textures(text.length());
glUseProgram(0); // Fixed-function pipeline.
glColor4f(color.r, color.g, color.b, 1.0f);
@@ -243,7 +244,7 @@ namespace JGL {
glDeleteTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
glColor4f(1, 1, 1, 1);
glPopMatrix();
}
}