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

View File

@@ -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) {

View File

@@ -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();
}
}