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Author SHA1 Message Date
9dda4bebc5 Make measure string go brrrrrrr
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2024-07-31 12:01:57 -04:00
a5bfb4972a Fill quad
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2024-07-30 23:37:47 -04:00
4348f2708a Gradient triangle
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2024-07-30 15:49:13 -04:00
32dd2b54ca incorporate builddeps.reci
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2024-07-29 19:30:23 -04:00
e8b601aa25 install build deps reci script
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2024-07-29 19:29:11 -04:00
d5fd3e1a49 reci lua edition
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2024-07-29 19:24:55 -04:00
f593a0beac Cleanup & Update ReTexture.
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2024-07-19 17:16:38 -04:00
0b7af6fd31 Cleanup
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2024-07-19 01:34:43 -04:00
eca4309e85 DrawSprite
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2024-07-18 22:24:19 -04:00
4be97f52d9 Minor documentation additions.
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2024-07-18 14:51:19 -04:00
613a13618c Merge branch 'master' of https://git.redacted.cc/Josh/JGL
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2024-07-18 14:49:19 -04:00
4150c93c85 Make it like, go faster. 2024-07-18 14:49:15 -04:00
9dee59fd45 Merge remote-tracking branch 'origin/master'
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2024-07-18 14:04:16 -04:00
b6b2ca1bfe Remove old LoadFont function. 2024-07-18 14:04:11 -04:00
4eca3311c8 Fix text being shifted up by it's own height.
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2024-07-18 14:01:58 -04:00
54711355c4 Merge branch 'master' of https://git.redacted.cc/Josh/JGL
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2024-07-18 14:01:14 -04:00
8bddf3e0a7 Update JGL.cpp
Fix glBlend always being enabled because I'm an idiot
2024-07-18 14:00:57 -04:00
26d17dae38 Move glPixelStore call inside of InitTextEngine so users don't need to call it. Also adjusted Color3 and Color4, more work coming soon.
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2024-07-18 13:45:11 -04:00
4ff8d8ff07 Update Font.cpp
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fix memleak
2024-07-17 16:52:31 -04:00
162732e4b7 Fix Dereference
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2024-07-17 16:11:36 -04:00
289157ab8a Fiddle with README some
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2024-07-17 15:54:39 -04:00
3a658b1096 Testing MeasureString with underlaid box. But it appears to be offset by half-height?
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2024-07-17 15:19:38 -04:00
480502f89e Implement Font::MeasureString (TODO: double check!!)
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2024-07-17 14:59:34 -04:00
18 changed files with 391 additions and 138 deletions

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@@ -17,8 +17,6 @@ jobs:
- run: echo "The ${{ gitea.repository }} repository has been cloned to the runner."
- run: echo "The workflow is now ready to run your tests on the runner."
- run: echo "Install toolchain and run ReCI build test"
- run: apt-get update && apt-get install -y git && git clone $RECI_GIT $RECI
- run: bash $RECI/scripts/setup_build_tools.sh
- run: bash reci/scripts/install_build_dependencies.sh
- run: bash $RECI/scripts/run_buildtest.sh ${{ gitea.repository }}
- run: apt-get update && apt-get install -y lua5.3 git && git clone $RECI_GIT $RECI
- run: lua $RECI/reci.lua -f $RECI/scripts/buildtools.reci -f reci/scripts/builddeps.reci -f $RECI/scripts/buildtest.reci
- run: echo "This job's status is ${{ job.status }}."

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@@ -41,7 +41,7 @@ CPMAddPackage(
CPMAddPackage(
NAME ReTexture
URL https://git.redacted.cc/Redacted/ReTexture/archive/Prerelease-2.zip
URL https://git.redacted.cc/Redacted/ReTexture/archive/Release-1.zip
)
if (WIN32)
@@ -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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@@ -4,23 +4,39 @@ Yet Another C++ Rendering Toolkit
![Static Badge](https://img.shields.io/badge/Lit-Based-%20)
## Goals
* Provide single-function-calls to render various graphics primitives in 2D and 3D.
* Integrated directly with our other toolkits (ReWindow, J3ML)
* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
## Non-Goals
* Full Rendering Engine
* OpenGL/Vulkan Wrapper
* Asset Loading & Management
## Features
* Modern C++ (20)
* Little-to-no overhead
* No hand-holding
* No-frills, straight up just renders shapes and text.
* Provides single-function-calls to render various graphics primitives in 2D and 3D.
* Integrates directly with our other toolkits (ReWindow, J3ML)
* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
* Little-to-no overhead.
* Integrates right into an existing OpenGL rendering system.
* High-performance text rendering.
## API Overview
### J2D
* DrawPixel
* DrawLine / DrawGradientLine
* DrawSprite
* OutlineRect / FillRect / FillGradientRect / FillRoundedRect
* OutlineCircle / FillCircle
* OutlineTriangle / FillTriangle
* DrawString
### J3D
* DrawLine
* DrawString
* DrawMatrixGizmo (WIP)
* DrawAxisAngleGizmo (WIP)
* DrawQuaternionGizmo (WIP)
### Types
* Font
* Sprite
* Color4/Color3
* Gradient
## Usage

BIN
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@@ -5,19 +5,35 @@
namespace JGL
{
using namespace J3ML;
struct Color3 {
/// Represents a 3-channel color value, with Red, Green and Blue components.
class Color3 {
public:
u8 r;
u8 g;
u8 b;
Color3 Lerp(const Color3& rhs, float alpha) const;
Color3(u8 R, u8 G, u8 B) : r(R), g(G), b(B) {}
u8 RedChannel () const { return r; }
u8 GreenChannel() const { return g; }
u8 BlueChannel () const { return b; }
float RedChannelNormalized () const { return static_cast<float>(r) / 255.f;}
float BlueChannelNormalized() const { return static_cast<float>(b) / 255.f;}
float GreenChannelNormalized() const { return static_cast<float>(g) / 255.f;}
public:
/// Explicitly constructs a Color3 from the given Red, Green, and Blue values.
Color3(u8 R, u8 G, u8 B);
/// Returns a Color3 parsed from the given hexadecimal string.
static Color3 FromHex(const std::string& hexCode);
public:
/// Returns a Color3 that is somewhere in-between this and the given Color3, determined by the alpha [0-1].
Color3 Lerp(const Color3& rhs, float alpha) const;
/// Returns the red channel [0-255].
u8 RedChannel () const;
/// Returns the green channel [0-255].
u8 GreenChannel() const;
/// Returns the blue channel [0-255].
u8 BlueChannel () const;
/// Returns the red channel normalized from [0-255] to [0-1].
float RedChannelNormalized () const;
/// Returns the green channel normalized from [0-255] to [0-1].
float GreenChannelNormalized() const;
/// Returns the blue channel normalized from [0-255] to [0-1].
float BlueChannelNormalized() const;
};

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@@ -4,14 +4,29 @@
namespace JGL
{
/// Represents a 4-channel color value, with Red, Green, Blue, and Alpha components.
class Color4 {
public:
explicit Color4(const Color3& color3, unsigned int alpha) {r = color3.r; g = color3.g; b = color3.b; a = alpha;}
Color4(int red, int green, int blue, int alpha = 127) : r(red), g(green), b(blue), a(alpha) {}
static Color4 FromColor3(const Color3& color3, unsigned int alpha = 127) {return Color4(color3, alpha);}
int r;
int g;
int b;
int a;
u8 r;
u8 g;
u8 b;
u8 a;
public:
explicit Color4(const Color3& color3, u8 alpha = 255);
Color4(u8 red, u8 green, u8 blue, u8 alpha = 255);
static Color4 FromColor3(const Color3& color3, u8 alpha = 255);
static Color4 FromHex(const std::string& hexCode, u8 alpha = 255);
public:
u8 RedChannel() const;
u8 GreenChannel() const;
u8 BlueChannel() const;
u8 AlphaChannel() const;
float RedChannelNormalized() const;
float GreenChannelNormalized() const;
float BlueChannelNormalized() const;
float AlphaChannelNormalized() const;
};
}

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@@ -6,14 +6,15 @@
#include <filesystem>
#include <iostream>
// LMFAO
/// Defines external C references to FreeType Data Structures
extern "C" typedef struct FT_FaceRec_* FT_Face;
extern "C" typedef struct FT_LibraryRec_* FT_Library;
namespace JGL
{
/// Initializes FreeType engine.
/// Initializes FreeType engine. Remember to call this during program initialization.
bool InitTextEngine();
/// A Font class implementation.
@@ -31,7 +32,7 @@ namespace JGL
/// @param text The string to measure.
/// @param ptSize The font size at which to measure.
/// @return The size-in-pixels that would contain the entire text.
Vector2 MeasureString(const std::string& text, float ptSize);
Vector2 MeasureString(const std::string& text, unsigned int ptSize);
public:
int index = 0;
FT_Face face;

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@@ -61,3 +61,7 @@ public:
void eraseFont(CachedFont* font);
void purgeCache();
};
namespace JGL {
inline FontCache fontCache;
}

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@@ -1,12 +0,0 @@
#pragma once
#include <J3ML/J3ML.h>
namespace JGL {
enum class Gradient : u8 {
Vertical = 0,
Horizontal = 1,
DiagonalTopLeft = 2,
DiagonalBottomLeft = 3
};
}

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@@ -15,7 +15,7 @@
#include <string>
#include <iostream>
#include <JGL/Color4.h>
#include <JGL/Gradient.h>
#include <JGL/enums.h>
#include <JGL/FontCache.h>
#include <JGL/Font.h>
#include <J3ML/LinearAlgebra.h>
@@ -52,7 +52,7 @@ namespace JGL {
Vector3 C;
};
bool Update(const Vector2& window_size);
void Update(const Vector2& window_size);
//bool InitTextEngine();
Font LoadFont(const std::string& font_path); // TODO: Fully deprecate
void PurgeFontCache();
@@ -102,16 +102,26 @@ 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 = Inversion::None);
void DrawSprite(GLuint texture, float x, float y, float w, float h, u8 opacity = 255, Inversion::Inversion inversion = Inversion::None);
///Draws a non axis-aligned fill rect to the screen.
///The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
void FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
void FillQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
///Draws a non axis-aligned outline rect to the screen.
///The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
void OutlineQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
void OutlineQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
/// Draws a filled rectangle on the screen.
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
void FillRect(const Color3& color, const Vector2& pos, const Vector2& size);
/// Draws a filled rectangle where the color transitions across it.
void FillGradientRect(const Color4& color1, const Color4& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
void FillGradientRect(const Color3& color1, const Color3& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
void FillGradientRect(const Color4& color1, const Color4& color2, const Gradient::Gradient& gradient, const Vector2& pos, const Vector2& size);
void FillGradientRect(const Color3& color1, const Color3& color2, const Gradient::Gradient& gradient, const Vector2& pos, const Vector2& size);
/// Draws a filled rectangle with rounded corners on the screen.
void FillRoundedRect(const Color4& color, const Vector2 &pos, const Vector2 &size, float radius = 5, unsigned int subdivisions = 8);
@@ -131,8 +141,12 @@ namespace JGL {
// TODO: Implement an overload that simply takes 3 Vector3's
/// Draws a filled triangle on the screen.
void FillTriangle(const Color4& color, const Triangle2D &tri);
void FillTriangle(const Color4& color, const Triangle2D& tri);
void FillTriangle(const Color3& color, const Triangle2D& tri);
/// Draws a triangle where each corner is defined by a given color, Smoothly transitioning between them.
void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
void FillGradientTriangle(const Color3& a_color, const Color3& b_color, const Color3& c_color, const Triangle2D& tri);
// TODO: Implement an overload that simply takes 3 Vector3's

26
include/JGL/enums.h Normal file
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@@ -0,0 +1,26 @@
#pragma once
namespace JGL::Inversion {
enum Inversion {
None = 0,
Vertical = 1,
Horizontal = 2,
};
inline Inversion operator|(Inversion a, Inversion b) {
return static_cast<Inversion>(static_cast<int>(a) | static_cast<int>(b));
}
}
namespace JGL::Gradient {
enum Gradient {
Vertical = 0,
Horizontal = 1,
DiagonalTopLeft = 2,
DiagonalBottomLeft = 3
};
inline Gradient operator|(Gradient a, Gradient b) {
return static_cast<Gradient>(static_cast<int>(a) | static_cast<int>(b));
}
}

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@@ -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;
using namespace JGL;
using namespace ReTexture;
Texture* 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);
@@ -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();
}

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@@ -0,0 +1 @@
Main:new("Install build dependencies", "apt-get install -yq libgl1-mesa-dev libfreetype-dev")

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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;
@@ -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) {

View File

@@ -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) {}
}

View File

@@ -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); }
}

View File

@@ -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;
}
}

View File

@@ -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();
}
}