Compare commits
23 Commits
Fonts-Pre
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
9dda4bebc5 | |||
a5bfb4972a | |||
4348f2708a | |||
32dd2b54ca | |||
e8b601aa25 | |||
d5fd3e1a49 | |||
f593a0beac | |||
0b7af6fd31 | |||
eca4309e85 | |||
4be97f52d9 | |||
613a13618c | |||
4150c93c85 | |||
9dee59fd45 | |||
b6b2ca1bfe | |||
4eca3311c8 | |||
54711355c4 | |||
8bddf3e0a7 | |||
26d17dae38 | |||
4ff8d8ff07 | |||
162732e4b7 | |||
289157ab8a | |||
3a658b1096 | |||
480502f89e |
@@ -17,8 +17,6 @@ jobs:
|
||||
- run: echo "The ${{ gitea.repository }} repository has been cloned to the runner."
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- run: echo "The workflow is now ready to run your tests on the runner."
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- run: echo "Install toolchain and run ReCI build test"
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- run: apt-get update && apt-get install -y git && git clone $RECI_GIT $RECI
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- run: bash $RECI/scripts/setup_build_tools.sh
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- run: bash reci/scripts/install_build_dependencies.sh
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- run: bash $RECI/scripts/run_buildtest.sh ${{ gitea.repository }}
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- run: apt-get update && apt-get install -y lua5.3 git && git clone $RECI_GIT $RECI
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- run: lua $RECI/reci.lua -f $RECI/scripts/buildtools.reci -f reci/scripts/builddeps.reci -f $RECI/scripts/buildtest.reci
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- run: echo "This job's status is ${{ job.status }}."
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|
@@ -41,7 +41,7 @@ CPMAddPackage(
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CPMAddPackage(
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NAME ReTexture
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URL https://git.redacted.cc/Redacted/ReTexture/archive/Prerelease-2.zip
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URL https://git.redacted.cc/Redacted/ReTexture/archive/Release-1.zip
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)
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if (WIN32)
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@@ -74,6 +74,9 @@ endif()
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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#Don't expose this one because it's only to be used in the demo program.
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include_directories(${ReTexture_SOURCE_DIR}/include)
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target_include_directories(JGL PUBLIC
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${PROJECT_SOURCE_DIR}/include
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${OPENGL_INCLUDE_DIRS}
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@@ -82,7 +85,6 @@ target_include_directories(JGL PUBLIC
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${ReWindow_SOURCE_DIR}/include
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${glad_SOURCE_DIR}/include
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${jlog_SOURCE_DIR}/include
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${ReTexture_SOURCE_DIR}/include
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)
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add_executable(JGL_Demo main.cpp)
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|
40
README.md
40
README.md
@@ -4,23 +4,39 @@ Yet Another C++ Rendering Toolkit
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## Goals
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* Provide single-function-calls to render various graphics primitives in 2D and 3D.
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* Integrated directly with our other toolkits (ReWindow, J3ML)
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* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
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## Non-Goals
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* Full Rendering Engine
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* OpenGL/Vulkan Wrapper
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* Asset Loading & Management
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## Features
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* Modern C++ (20)
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* Little-to-no overhead
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* No hand-holding
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* No-frills, straight up just renders shapes and text.
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* Provides single-function-calls to render various graphics primitives in 2D and 3D.
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* Integrates directly with our other toolkits (ReWindow, J3ML)
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* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
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* Little-to-no overhead.
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* Integrates right into an existing OpenGL rendering system.
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* High-performance text rendering.
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## API Overview
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### J2D
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* DrawPixel
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* DrawLine / DrawGradientLine
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* DrawSprite
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* OutlineRect / FillRect / FillGradientRect / FillRoundedRect
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* OutlineCircle / FillCircle
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* OutlineTriangle / FillTriangle
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* DrawString
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### J3D
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* DrawLine
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* DrawString
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* DrawMatrixGizmo (WIP)
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* DrawAxisAngleGizmo (WIP)
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* DrawQuaternionGizmo (WIP)
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### Types
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* Font
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* Sprite
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* Color4/Color3
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* Gradient
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## Usage
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|
BIN
assets/sprites/Re3D.png
Normal file
BIN
assets/sprites/Re3D.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8.0 KiB |
@@ -5,19 +5,35 @@
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namespace JGL
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{
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using namespace J3ML;
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struct Color3 {
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/// Represents a 3-channel color value, with Red, Green and Blue components.
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class Color3 {
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public:
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u8 r;
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u8 g;
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u8 b;
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Color3 Lerp(const Color3& rhs, float alpha) const;
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Color3(u8 R, u8 G, u8 B) : r(R), g(G), b(B) {}
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u8 RedChannel () const { return r; }
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u8 GreenChannel() const { return g; }
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u8 BlueChannel () const { return b; }
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float RedChannelNormalized () const { return static_cast<float>(r) / 255.f;}
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float BlueChannelNormalized() const { return static_cast<float>(b) / 255.f;}
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float GreenChannelNormalized() const { return static_cast<float>(g) / 255.f;}
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public:
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/// Explicitly constructs a Color3 from the given Red, Green, and Blue values.
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Color3(u8 R, u8 G, u8 B);
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/// Returns a Color3 parsed from the given hexadecimal string.
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static Color3 FromHex(const std::string& hexCode);
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public:
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/// Returns a Color3 that is somewhere in-between this and the given Color3, determined by the alpha [0-1].
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Color3 Lerp(const Color3& rhs, float alpha) const;
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/// Returns the red channel [0-255].
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u8 RedChannel () const;
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/// Returns the green channel [0-255].
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u8 GreenChannel() const;
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/// Returns the blue channel [0-255].
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u8 BlueChannel () const;
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/// Returns the red channel normalized from [0-255] to [0-1].
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float RedChannelNormalized () const;
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/// Returns the green channel normalized from [0-255] to [0-1].
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float GreenChannelNormalized() const;
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/// Returns the blue channel normalized from [0-255] to [0-1].
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float BlueChannelNormalized() const;
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};
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|
@@ -4,14 +4,29 @@
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namespace JGL
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{
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/// Represents a 4-channel color value, with Red, Green, Blue, and Alpha components.
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class Color4 {
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public:
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explicit Color4(const Color3& color3, unsigned int alpha) {r = color3.r; g = color3.g; b = color3.b; a = alpha;}
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Color4(int red, int green, int blue, int alpha = 127) : r(red), g(green), b(blue), a(alpha) {}
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static Color4 FromColor3(const Color3& color3, unsigned int alpha = 127) {return Color4(color3, alpha);}
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int r;
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int g;
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int b;
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int a;
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u8 r;
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u8 g;
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u8 b;
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u8 a;
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public:
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explicit Color4(const Color3& color3, u8 alpha = 255);
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Color4(u8 red, u8 green, u8 blue, u8 alpha = 255);
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static Color4 FromColor3(const Color3& color3, u8 alpha = 255);
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static Color4 FromHex(const std::string& hexCode, u8 alpha = 255);
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public:
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u8 RedChannel() const;
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u8 GreenChannel() const;
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u8 BlueChannel() const;
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u8 AlphaChannel() const;
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float RedChannelNormalized() const;
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float GreenChannelNormalized() const;
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float BlueChannelNormalized() const;
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float AlphaChannelNormalized() const;
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};
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}
|
@@ -6,14 +6,15 @@
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#include <filesystem>
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#include <iostream>
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// LMFAO
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/// Defines external C references to FreeType Data Structures
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extern "C" typedef struct FT_FaceRec_* FT_Face;
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extern "C" typedef struct FT_LibraryRec_* FT_Library;
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namespace JGL
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{
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/// Initializes FreeType engine.
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/// Initializes FreeType engine. Remember to call this during program initialization.
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bool InitTextEngine();
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/// A Font class implementation.
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@@ -31,7 +32,7 @@ namespace JGL
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/// @param text The string to measure.
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/// @param ptSize The font size at which to measure.
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/// @return The size-in-pixels that would contain the entire text.
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Vector2 MeasureString(const std::string& text, float ptSize);
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Vector2 MeasureString(const std::string& text, unsigned int ptSize);
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public:
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int index = 0;
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FT_Face face;
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|
@@ -61,3 +61,7 @@ public:
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void eraseFont(CachedFont* font);
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void purgeCache();
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};
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namespace JGL {
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inline FontCache fontCache;
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}
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|
@@ -1,12 +0,0 @@
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#pragma once
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#include <J3ML/J3ML.h>
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namespace JGL {
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enum class Gradient : u8 {
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Vertical = 0,
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Horizontal = 1,
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DiagonalTopLeft = 2,
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DiagonalBottomLeft = 3
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};
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}
|
@@ -15,7 +15,7 @@
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#include <string>
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#include <iostream>
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#include <JGL/Color4.h>
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#include <JGL/Gradient.h>
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#include <JGL/enums.h>
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#include <JGL/FontCache.h>
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#include <JGL/Font.h>
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#include <J3ML/LinearAlgebra.h>
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@@ -52,7 +52,7 @@ namespace JGL {
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Vector3 C;
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};
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bool Update(const Vector2& window_size);
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void Update(const Vector2& window_size);
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//bool InitTextEngine();
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Font LoadFont(const std::string& font_path); // TODO: Fully deprecate
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void PurgeFontCache();
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@@ -102,16 +102,26 @@ namespace JGL {
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void OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
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///Draws a sprite to the screen.
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void DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size);
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void DrawSprite(GLuint texture, float x, float y, float w, float h);
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void DrawSprite(GLuint texture, const Vector2& pos, const Vector2& size, u8 opacity = 255, Inversion::Inversion inversion = Inversion::None);
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void DrawSprite(GLuint texture, float x, float y, float w, float h, u8 opacity = 255, Inversion::Inversion inversion = Inversion::None);
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///Draws a non axis-aligned fill rect to the screen.
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///The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
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void FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
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void FillQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
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///Draws a non axis-aligned outline rect to the screen.
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///The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
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void OutlineQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
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void OutlineQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
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/// Draws a filled rectangle on the screen.
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void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
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void FillRect(const Color3& color, const Vector2& pos, const Vector2& size);
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/// Draws a filled rectangle where the color transitions across it.
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void FillGradientRect(const Color4& color1, const Color4& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
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void FillGradientRect(const Color3& color1, const Color3& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
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void FillGradientRect(const Color4& color1, const Color4& color2, const Gradient::Gradient& gradient, const Vector2& pos, const Vector2& size);
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void FillGradientRect(const Color3& color1, const Color3& color2, const Gradient::Gradient& gradient, const Vector2& pos, const Vector2& size);
|
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|
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/// Draws a filled rectangle with rounded corners on the screen.
|
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void FillRoundedRect(const Color4& color, const Vector2 &pos, const Vector2 &size, float radius = 5, unsigned int subdivisions = 8);
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@@ -131,8 +141,12 @@ namespace JGL {
|
||||
// TODO: Implement an overload that simply takes 3 Vector3's
|
||||
|
||||
/// Draws a filled triangle on the screen.
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||||
void FillTriangle(const Color4& color, const Triangle2D &tri);
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void FillTriangle(const Color4& color, const Triangle2D& tri);
|
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void FillTriangle(const Color3& color, const Triangle2D& tri);
|
||||
|
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/// Draws a triangle where each corner is defined by a given color, Smoothly transitioning between them.
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void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
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void FillGradientTriangle(const Color3& a_color, const Color3& b_color, const Color3& c_color, const Triangle2D& tri);
|
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// TODO: Implement an overload that simply takes 3 Vector3's
|
||||
|
||||
|
||||
|
26
include/JGL/enums.h
Normal file
26
include/JGL/enums.h
Normal file
@@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
|
||||
namespace JGL::Inversion {
|
||||
enum Inversion {
|
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None = 0,
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Vertical = 1,
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Horizontal = 2,
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||||
};
|
||||
|
||||
inline Inversion operator|(Inversion a, Inversion b) {
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return static_cast<Inversion>(static_cast<int>(a) | static_cast<int>(b));
|
||||
}
|
||||
}
|
||||
|
||||
namespace JGL::Gradient {
|
||||
enum Gradient {
|
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Vertical = 0,
|
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Horizontal = 1,
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DiagonalTopLeft = 2,
|
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DiagonalBottomLeft = 3
|
||||
};
|
||||
|
||||
inline Gradient operator|(Gradient a, Gradient b) {
|
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return static_cast<Gradient>(static_cast<int>(a) | static_cast<int>(b));
|
||||
}
|
||||
}
|
48
main.cpp
48
main.cpp
@@ -1,13 +1,18 @@
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include <JGL/JGL.h>
|
||||
#include <rewindow/types/window.h>
|
||||
#include <JGL/Colors.h>
|
||||
#include <J3ML/LinearAlgebra/Vector2.h>
|
||||
#include <JGL/Font.h>
|
||||
#include <jlog/jlog.hpp>
|
||||
#include <ReTexture/Texture.h>
|
||||
|
||||
using J3ML::LinearAlgebra::Vector2;
|
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using namespace JGL;
|
||||
using namespace ReTexture;
|
||||
|
||||
Texture* image;
|
||||
GLuint imageID;
|
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//The Re3D style base projection.
|
||||
std::vector<GLfloat> perspective(float fov, float aspect, float nearPlane, float farPlane) {
|
||||
std::vector<float> result(16);
|
||||
@@ -58,8 +63,8 @@ struct point {
|
||||
GLfloat t;
|
||||
};
|
||||
|
||||
JGL::Font* FreeSans;
|
||||
JGL::Font* Jupiteroid;
|
||||
JGL::Font FreeSans;
|
||||
JGL::Font Jupiteroid;
|
||||
|
||||
class JGLDemoWindow : public ReWindow::RWindow
|
||||
{
|
||||
@@ -70,11 +75,11 @@ public:
|
||||
auto aspect = (float) window_size[0] / (float) window_size[1];
|
||||
|
||||
gladLoadGL();
|
||||
JGL::InitTextEngine();
|
||||
JGL::Update(getSize());
|
||||
FreeSans = new JGL::Font("assets/fonts/FreeSans.ttf");
|
||||
Jupiteroid = new JGL::Font("assets/fonts/Jupiteroid.ttf");
|
||||
FreeSans = JGL::Font("assets/fonts/FreeSans.ttf");
|
||||
Jupiteroid = JGL::Font("assets/fonts/Jupiteroid.ttf");
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMultMatrixf(perspective(75, aspect, 0.001, 100).data());
|
||||
@@ -85,6 +90,21 @@ public:
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
image = new Texture("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->getTextureFormat() == TextureFormat::RGBA)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image->getWidth(), image->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixelData.data());
|
||||
if (image->getTextureFormat() == TextureFormat::RGB)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image->getWidth(), image->getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, image->pixelData.data());
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
Vector3 textAngle = {0,0,0};
|
||||
@@ -101,12 +121,13 @@ public:
|
||||
J3D::Begin();
|
||||
J3D::DrawLine(JGL::Colors::Red, {-0.33,-0.125,1}, {-1,-0.125,1});
|
||||
J3D::DrawLine(JGL::Colors::Red, {-0.33,-0.125,1}, {-0.33,0.25,1});
|
||||
J3D::DrawString(JGL::Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f},textAngle, 1.f, 32, *FreeSans);
|
||||
J3D::DrawString(JGL::Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f},textAngle, 1.f, 32, FreeSans);
|
||||
J3D::End();
|
||||
|
||||
|
||||
J2D::Begin();
|
||||
J2D::FillQuad(Color4(Colors::Red), {500, 52}, {500, 152}, {600, 152}, {600, 52});
|
||||
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
|
||||
J2D::DrawSprite(imageID, {0, 52}, {(float) image->getWidth(), (float) image->getHeight()}, 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);
|
||||
@@ -115,13 +136,16 @@ public:
|
||||
J2D::FillCircle(JGL::Colors::White, {52, 204}, 50, 24);
|
||||
J2D::OutlineCircle(JGL::Colors::White, {153, 204}, 50, 24);
|
||||
|
||||
J2D::FillTriangle(Colors::Red, {{0, 275}, {0, 375}, {100, 375}});
|
||||
//J2D::FillTriangle(Colors::Red, {{0, 275}, {0, 375}, {100, 375}});
|
||||
J2D::FillGradientTriangle(Color4(Colors::Red), Color4(Colors::Green), Color4(Colors::Blue), {{0, 275}, {0, 375}, {100, 375}});
|
||||
J2D::OutlineTriangle(Colors::Blue, {{100, 275}, {0, 275}, {100, 375}});
|
||||
J2D::DrawGradientLine(JGL::Colors::Red, JGL::Colors::Blue, {105, 375}, {200, 275}, 2);
|
||||
auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
|
||||
|
||||
J2D::DrawString(JGL::Colors::Green, "Jupteroid Font", 0.f, 16, 1.f, 16, *Jupiteroid);
|
||||
J2D::DrawString(JGL::Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 33, 1,16, *Jupiteroid);
|
||||
J2D::DrawString(JGL::Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 50, 1,16, *Jupiteroid);
|
||||
J2D::FillRect(JGL::Colors::Gray, {0, 0}, result);
|
||||
J2D::DrawString(JGL::Colors::Green, "Jupteroid Font", 0.f, 0, 1.f, 16, Jupiteroid);
|
||||
J2D::DrawString(JGL::Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 16, 1,16, Jupiteroid);
|
||||
J2D::DrawString(JGL::Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 33, 1,16, Jupiteroid);
|
||||
J2D::End();
|
||||
}
|
||||
|
||||
|
1
reci/scripts/builddeps.reci
Normal file
1
reci/scripts/builddeps.reci
Normal file
@@ -0,0 +1 @@
|
||||
Main:new("Install build dependencies", "apt-get install -yq libgl1-mesa-dev libfreetype-dev")
|
128
src/JGL.cpp
128
src/JGL.cpp
@@ -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;
|
||||
@@ -19,16 +20,12 @@ bool wasBlendEnabled = false;
|
||||
bool wasColorArrayEnabled = false;
|
||||
GLint activeTextureUnit = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
namespace JGL {
|
||||
using namespace J3ML;
|
||||
Vector2 wS;
|
||||
|
||||
bool Update(const Vector2& window_size) {
|
||||
void Update(const Vector2& window_size) {
|
||||
wS = window_size;
|
||||
return JGL::InitTextEngine();
|
||||
}
|
||||
|
||||
|
||||
@@ -41,7 +38,11 @@ namespace JGL {
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTextureUnit);
|
||||
//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)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@@ -90,7 +91,6 @@ namespace JGL {
|
||||
|
||||
void J2D::End() {
|
||||
//Change back to the previous projection (The 3D one in Re3D's case.)
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
@@ -116,40 +116,72 @@ 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 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 = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};;
|
||||
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}};
|
||||
|
||||
if (inversion& Inversion::Vertical)
|
||||
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
|
||||
if (inversion& Inversion::Horizontal)
|
||||
textureCoordinates = {Vector2(1, 0), Vector2(1, 1), Vector2(0, 1), Vector2(0, 0)};
|
||||
if ((inversion& Inversion::Horizontal) && (inversion& Inversion::Vertical))
|
||||
textureCoordinates = {Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1)};
|
||||
|
||||
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::FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
|
||||
Vector2 vertices[] = {v1, v2, v3, v4};
|
||||
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::FillQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4) {
|
||||
J2D::FillQuad(Color4(color), v1, v2, v3, v4);
|
||||
}
|
||||
|
||||
void J2D::OutlineQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
|
||||
Vector2 vertices[] = {v1, v2, v3, v4};
|
||||
glLineWidth(thickness);
|
||||
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::OutlineQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness) {
|
||||
J2D::OutlineQuad(Color4(color), v1, v2, v3, v4);
|
||||
}
|
||||
|
||||
void J2D::DrawSprite(GLuint texture, float x, float y, float w, float h, u8 opacity, Inversion::Inversion inversion) {
|
||||
J2D::DrawSprite(texture, {x, y}, {w, h}, opacity, inversion);
|
||||
}
|
||||
|
||||
void J2D::FillRect(const Color4& color, const Vector2& pos, const Vector2& size) {
|
||||
@@ -160,13 +192,14 @@ 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) {
|
||||
J2D::FillRect({color.r, color.g, color.b, 255}, pos, size);
|
||||
}
|
||||
|
||||
void J2D::FillGradientRect(const Color4& color1, const Color4& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size) {
|
||||
void J2D::FillGradientRect(const Color4& color1, const Color4& color2, const Gradient::Gradient& gradient, const Vector2& pos, const Vector2& size) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
|
||||
@@ -196,13 +229,14 @@ 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) {
|
||||
void J2D::FillGradientRect(const Color3& color1, const Color3& color2, const Gradient::Gradient& gradient, const Vector2& pos, const Vector2& size) {
|
||||
J2D::FillGradientRect({color1.r, color1.g, color1.b, 255}, {color2.r, color2.g, color2.b, 255}, gradient, pos, size);
|
||||
}
|
||||
|
||||
void J2D::FillRoundedRect(const Color4 &color, const Vector2 &pos, const Vector2 &size, float radius, unsigned int subdivisions) {
|
||||
void J2D::FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius, unsigned int subdivisions) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
|
||||
@@ -229,6 +263,7 @@ 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) {
|
||||
@@ -245,6 +280,7 @@ 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) {
|
||||
@@ -273,6 +309,7 @@ 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) {
|
||||
@@ -295,6 +332,7 @@ 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) {
|
||||
@@ -327,6 +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_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) {
|
||||
@@ -349,6 +388,7 @@ 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) {
|
||||
@@ -365,13 +405,14 @@ 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) {
|
||||
J2D::OutlineTriangle({color.r, color.g, color.b, 255}, tri, thickness);
|
||||
}
|
||||
|
||||
void J2D::FillTriangle(const Color4& color, const Triangle2D &tri) {
|
||||
void J2D::FillTriangle(const Color4& color, const Triangle2D& tri) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
|
||||
@@ -380,9 +421,32 @@ 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) {
|
||||
void J2D::FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
|
||||
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
||||
GLfloat colors[] = {a_color.r / 255.f, a_color.g / 255.f, a_color.b / 255.f, a_color.a / 255.f,b_color.r / 255.f,
|
||||
b_color.g / 255.f, b_color.b / 255.f, b_color.a / 255.f,c_color.r / 255.f, c_color.g / 255.f, c_color.b / 255.f,
|
||||
c_color.a / 255.f };
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(4, GL_FLOAT, sizeof(Color4), colors);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::FillGradientTriangle(const Color3& a_color, const Color3& b_color, const Color3& c_color, const Triangle2D& tri) {
|
||||
J2D::FillGradientTriangle(Color4(a_color), Color4(b_color), Color4(c_color), tri);
|
||||
}
|
||||
|
||||
|
||||
void J2D::FillTriangle(const Color3& color, const Triangle2D& tri) {
|
||||
J2D::FillTriangle({color.r, color.g, color.b, 255}, tri);
|
||||
}
|
||||
|
||||
@@ -390,6 +454,7 @@ 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))
|
||||
@@ -406,7 +471,7 @@ namespace JGL {
|
||||
wasTexture2DEnabled = false,
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
//TODO We won't always want this but for now we do.
|
||||
// TODO: implement bool drawBackface as DrawString parameter.
|
||||
wasCullFaceEnabled = false;
|
||||
if (glIsEnabled(GL_CULL_FACE))
|
||||
wasCullFaceEnabled = true,
|
||||
@@ -422,12 +487,10 @@ namespace JGL {
|
||||
|
||||
if (!inJ2D)
|
||||
inJ3D = true;
|
||||
else { ERROR("Attempt to Begin J3D inside of J2D context.") }
|
||||
else { ERROR("Attempt to Begin J3D inside of J2D context.")}
|
||||
}
|
||||
|
||||
void J3D::End() {
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (wasDepthTestEnabled)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
@@ -437,7 +500,7 @@ namespace JGL {
|
||||
if (wasTexture2DEnabled)
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (wasBlendEnabled)
|
||||
if (!wasBlendEnabled)
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
if (wasCullFaceEnabled)
|
||||
@@ -459,6 +522,7 @@ 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) {
|
||||
|
@@ -3,4 +3,17 @@
|
||||
namespace JGL
|
||||
{
|
||||
|
||||
u8 Color3::RedChannel() const { return r; }
|
||||
|
||||
u8 Color3::GreenChannel() const { return g; }
|
||||
|
||||
u8 Color3::BlueChannel() const { return b; }
|
||||
|
||||
float Color3::RedChannelNormalized() const { return static_cast<float>(r) / 255.f;}
|
||||
|
||||
float Color3::BlueChannelNormalized() const { return static_cast<float>(b) / 255.f;}
|
||||
|
||||
float Color3::GreenChannelNormalized() const { return static_cast<float>(g) / 255.f;}
|
||||
|
||||
Color3::Color3(u8 R, u8 G, u8 B) : r(R), g(G), b(B) {}
|
||||
}
|
@@ -3,4 +3,25 @@
|
||||
namespace JGL
|
||||
{
|
||||
|
||||
Color4::Color4(u8 red, u8 green, u8 blue, u8 alpha) : r(red), g(green), b(blue), a(alpha) {}
|
||||
|
||||
Color4::Color4(const Color3 &color3, u8 alpha) {r = color3.r; g = color3.g; b = color3.b; a = alpha;}
|
||||
|
||||
Color4 Color4::FromColor3(const Color3 &color3, u8 alpha) {return Color4(color3, alpha);}
|
||||
|
||||
u8 Color4::RedChannel() const { return r;}
|
||||
|
||||
u8 Color4::GreenChannel() const { return g;}
|
||||
|
||||
u8 Color4::BlueChannel() const {return b;}
|
||||
|
||||
u8 Color4::AlphaChannel() const {return a;}
|
||||
|
||||
float Color4::RedChannelNormalized() const {return static_cast<float>(r/255.f); }
|
||||
|
||||
float Color4::GreenChannelNormalized() const {return static_cast<float>(g/255.f); }
|
||||
|
||||
float Color4::BlueChannelNormalized() const {return static_cast<float>(b/255.f); }
|
||||
|
||||
float Color4::AlphaChannelNormalized() const {return static_cast<float>(a/255.f); }
|
||||
}
|
104
src/JGL/Font.cpp
104
src/JGL/Font.cpp
@@ -2,12 +2,14 @@
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#if __linux__
|
||||
#include <freetype2/ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#include FT_OUTLINE_H
|
||||
#include <JGL/FontCache.h>
|
||||
|
||||
#endif
|
||||
#if _WIN32
|
||||
#include <ft2build.h>
|
||||
@@ -18,37 +20,18 @@
|
||||
|
||||
namespace JGL::Detail
|
||||
{
|
||||
|
||||
FT_Library ft;
|
||||
|
||||
std::vector<Font> fonts;
|
||||
|
||||
// TODO: Deprecating this in favor of class model of resource management.
|
||||
int LoadFont(const std::string &font_path) {
|
||||
if (ft == nullptr)
|
||||
return -1;
|
||||
|
||||
Font font;
|
||||
|
||||
if (FT_New_Face(ft, font_path.c_str(), 0, &font.face)) {
|
||||
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
|
||||
return -1;
|
||||
}
|
||||
unsigned int newIndex = 0;
|
||||
for (const auto& f : fonts)
|
||||
if (f.index >= newIndex)
|
||||
newIndex = f.index + 1;
|
||||
|
||||
|
||||
font.index = newIndex;
|
||||
|
||||
fonts.push_back(font);
|
||||
|
||||
std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
|
||||
return newIndex;
|
||||
}
|
||||
|
||||
bool InitTextEngine() {
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
|
||||
// Keep note of this, might cause problems later?
|
||||
|
||||
if (ft != nullptr)
|
||||
throw std::runtime_error("Error::FREETYPE: FT_Library was initialized but is already initialized.");
|
||||
|
||||
if (FT_Init_FreeType(&ft))
|
||||
return true;
|
||||
return false;
|
||||
@@ -112,4 +95,71 @@ namespace JGL
|
||||
{
|
||||
return Font(path);
|
||||
}
|
||||
|
||||
Vector2 Font::MeasureString(const std::string &text, unsigned int ptSize) {
|
||||
|
||||
// TODO: Check if a font of that size is in the cache and if so use the info from that because this is sloooooooooooooow.
|
||||
// That'll make it go vroom vroom.
|
||||
// TODO: Work in-progress implementation unfortunately.
|
||||
// This is likely returning slightly incorrect results for likely several reasons.
|
||||
// Half-ass solution for now ~ dawsh.
|
||||
|
||||
Vector2 extents = Vector2(0,0);
|
||||
bool font_of_size_in_cache = false;
|
||||
|
||||
for(const auto& f : fontCache.getFonts()) {
|
||||
if (f->getFontSize() == ptSize) {
|
||||
font_of_size_in_cache = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (font_of_size_in_cache) {
|
||||
CachedFont* font;
|
||||
|
||||
for (auto* f: fontCache.getFonts())
|
||||
if (f->getFontSize() == ptSize)
|
||||
font = f;
|
||||
|
||||
for (const char& c : text)
|
||||
extents.x += font->getGlyph(c)->advanceX;
|
||||
|
||||
extents.y = ptSize;
|
||||
return extents;
|
||||
}
|
||||
|
||||
FT_Set_Pixel_Sizes(this->face, ptSize, ptSize);
|
||||
|
||||
for (const char& c : text) {
|
||||
|
||||
FT_GlyphSlot slot = face->glyph;
|
||||
auto glyph_index = FT_Get_Char_Index(this->face, c);
|
||||
|
||||
auto error = FT_Load_Glyph(face, glyph_index, FT_LOAD_DEFAULT);
|
||||
if (error)
|
||||
continue;
|
||||
|
||||
|
||||
Vector2 advance = {static_cast<float>(slot->advance.x >> 6),
|
||||
static_cast<float>(slot->advance.y >> 6)};
|
||||
|
||||
|
||||
extents += advance;
|
||||
|
||||
// Gives smaller results than we'd want.
|
||||
if (extents.y < slot->metrics.height / 64) {
|
||||
extents.y = slot->metrics.height / 64;
|
||||
}
|
||||
|
||||
// Just fucking hardcode it, we know the glyph height is roughly always the ptSize anyway.
|
||||
if (extents.y < ptSize)
|
||||
{
|
||||
extents.y = ptSize;
|
||||
}
|
||||
}
|
||||
|
||||
return extents;
|
||||
}
|
||||
|
||||
|
||||
}
|
@@ -18,8 +18,6 @@
|
||||
|
||||
namespace JGL {
|
||||
|
||||
FontCache fontCache; // <-- Not implemented yet
|
||||
|
||||
void PurgeFontCache() {
|
||||
fontCache.purgeCache();
|
||||
}
|
||||
@@ -27,6 +25,9 @@ namespace JGL {
|
||||
void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
|
||||
// Offset by height to render at "correct" location.
|
||||
y += size;
|
||||
|
||||
CachedFont* cachedFont = fontCache.getFont(size, font.index);
|
||||
|
||||
//Set up the regular font.
|
||||
@@ -118,8 +119,8 @@ namespace JGL {
|
||||
//Texture parameters are restored when the texture is bound
|
||||
glBindTexture(GL_TEXTURE_2D, *cachedFont->getTexture());
|
||||
|
||||
std::vector<GLfloat> vertices;
|
||||
std::vector<GLfloat> texcoords;
|
||||
std::vector<std::array<GLfloat, 12>> vertices(text.size());
|
||||
std::vector<std::array<GLfloat, 12>> texcoords(text.size());
|
||||
|
||||
for (int i = 0; i < text.length(); i++) {
|
||||
float x2, y2, w, h;
|
||||
@@ -142,16 +143,15 @@ namespace JGL {
|
||||
x2 + w, y2
|
||||
};
|
||||
auto glyph_texcoords = glyph->getTexCoords();
|
||||
|
||||
//TODO make it like go faster because now the profiler says this is the slowest part.
|
||||
vertices.insert(vertices.end(), glyph_vertices.begin(), glyph_vertices.end());
|
||||
texcoords.insert(texcoords.end(), glyph_texcoords.begin(), glyph_texcoords.end());
|
||||
vertices[i] = glyph_vertices;
|
||||
texcoords[i] = glyph_texcoords;
|
||||
}
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, vertices.data());
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, texcoords.data());
|
||||
glDrawArrays(GL_TRIANGLES, 0, vertices.size() / 2);
|
||||
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) {
|
||||
@@ -166,7 +166,7 @@ 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);
|
||||
|
||||
@@ -242,7 +242,7 @@ namespace JGL {
|
||||
glDeleteTextures(1, &texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
|
||||
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user