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39 Commits

Author SHA1 Message Date
c62b58aa16 Font cache
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 1m34s
2024-07-06 22:51:25 -04:00
11ce9ac5fe ReCI test
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 1m18s
2024-07-05 11:44:34 -04:00
7310825ddd ReCI test
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 1m28s
2024-07-05 11:38:48 -04:00
513dc1e332 fixed syntax error in reci script
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 1m2s
2024-07-05 10:56:43 -04:00
63bbb8794e Wrote local ReCI script for JGL
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 39s
2024-07-05 10:54:59 -04:00
178f328728 ReCI test
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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 58s
2024-07-05 09:35:51 -04:00
1c74ee9c71 Add ReCI build test 2024-07-05 09:30:20 -04:00
608e9e29f5 Support for multiple fonts 2024-07-05 05:31:25 -04:00
c53fa52f6f FreeType2 2024-06-29 15:07:02 -04:00
7fa75cac54 initial 2024-06-29 12:37:16 -04:00
Redacted
d5f9eaa5a8 Update CMakeLists.txt 2024-06-26 23:30:40 -04:00
dead018993 Update CMakeLists.txt 2024-06-18 14:43:56 -04:00
Redacted
e9a339182b Update CMakeLists.txt 2024-06-18 14:22:10 -04:00
Redacted
076398b290 Update CMakeLists.txt 2024-06-18 14:19:45 -04:00
cf72d92c28 Merge branch 'master' of https://git.redacted.cc/josh/JGL 2024-05-29 22:18:41 -04:00
5d99f8ec1f update 2024-05-29 22:18:40 -04:00
a388ee8021 Implement proper GL state management in DrawString2D, DrawString3D 2024-05-29 15:27:24 -04:00
41916a4089 Update JGL.cpp 2024-05-29 15:05:06 -04:00
222dd346fb Fix memleak 2024-05-27 20:48:22 -04:00
e6e567725b Color 2024-05-23 12:05:00 -04:00
93612bb816 Update JGL 2024-05-23 10:57:48 -04:00
9ac22a8a87 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CMakeLists.txt
2024-05-01 20:30:50 -04:00
1eaa9c6574 Migrating dependencies to latest releases 2024-05-01 20:30:21 -04:00
Redacted
f5f590164a Update CMakeLists.txt
J3ML v20
2024-03-21 15:19:53 -04:00
c45485cabd Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CMakeLists.txt
2024-02-29 02:18:05 -05:00
143703dea3 Migrating Sources to LearnOpenGL 2024-02-29 02:17:42 -05:00
Redacted
48493cb2fc Update CMakeLists.txt 2024-02-24 07:56:25 -05:00
5b7829b1f8 Implement LearnOpenGL::Mesh 2024-02-22 18:39:50 -05:00
868f52464e Fixed broken migration 2024-02-21 23:42:55 -05:00
d1d2493435 Migrate to latest ReWindow 2024-02-21 23:27:10 -05:00
da30a7eedd Merge pull request 'dawsh' (#12) from dawsh into master
Reviewed-on: #12
2024-02-20 17:23:59 -05:00
5d906d6f99 Move RenderText to J2D::DrawString2D 2024-02-20 17:20:54 -05:00
6107e9a762 Small Fix (Make Another Release) 2024-02-20 15:20:08 -05:00
a38a83692f Fix render to full viewport 2024-02-20 05:18:32 -05:00
c4d6426587 Merge pull request 'dawsh' (#11) from dawsh into master
Reviewed-on: #11
2024-02-20 04:47:38 -05:00
817b0166c0 Implement J3D::DrawString3D 2024-02-20 04:01:29 -05:00
2a98857bab Fix Implementation of J2D::DrawLine2D & J3D::DrawLine3D 2024-02-20 00:30:38 -05:00
29a64160e9 Semi-Working Text 2024-02-16 15:43:35 -05:00
f676ef5332 Currently Fucked 2024-02-16 13:58:51 -05:00
17 changed files with 945 additions and 785 deletions

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@@ -0,0 +1,24 @@
name: Run ReCI Build Test
run-name: Run ReCI Build Test For ${{ gitea.repository }}.
on: [push]
jobs:
Explore-Gitea-Actions:
runs-on: ubuntu-22.04
env:
RECI_GIT: https://git.redacted.cc/maxine/ReCI
RECI: /RECI
steps:
- run: echo "The job was automatically triggered by a ${{ gitea.event_name }} event."
- run: echo "This job is now running on a ${{ runner.os }} server hosted by Gitea!"
- run: echo "The name of your branch is ${{ gitea.ref }} and your repository is ${{ gitea.repository }}."
- name: Check out repository code
uses: actions/checkout@v3
- 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: echo "This job's status is ${{ job.status }}."

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@@ -9,55 +9,88 @@ if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
endif()
set(CMAKE_CXX_STANDARD 20)
if (WIN32)
set(CMAKE_CXX_FLAGS "-municode")
endif(WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
# Enable Package Managers
include(cmake/CPM.cmake)
CPMAddPackage(
NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
URL https://git.redacted.cc/josh/j3ml/archive/Release-2.2.zip
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.13.zip
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-3.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_mt.zip
)
CPMAddPackage(
NAME jlog
URL https://git.redacted.cc/josh/jlog/Prerelease-9.zip
)
CPMAddPackage(
NAME Event
URL https://git.redacted.cc/josh/Event/archive/Release-6.zip
)
if (WIN32)
#CPMAddPackage(
#NAME harfbuzz
#URL https://github.com/harfbuzz/harfbuzz/archive/refs/tags/9.0.0.zip
#)
CPMAddPackage(
NAME freetype
URL https://github.com/freetype/freetype/archive/refs/tags/VER-2-13-2.zip
)
endif()
file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
file(GLOB_RECURSE ASSETS "assets/*")
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
file(GLOB_RECURSE ASSETS "content/*")
add_library(JGL SHARED ${SOURCES}
include/JGL/JGL.h
src/JGL/JGL.cpp
include/LearnOpenGL/Shader.h
src/LearnOpenGL/Shader.cpp)
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(Freetype REQUIRED)
if (UNIX AND NOT APPLE)
find_package(Freetype REQUIRED)
add_library(JGL SHARED ${SOURCES})
endif()
if (WIN32)
add_library(JGL STATIC ${SOURCES})
endif()
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
target_include_directories(JGL PUBLIC
${PROJECT_SOURCE_DIR}/include
${OPENGL_INCLUDE_DIRS}
${J3ML_SOURCE_DIR}/include
${Event_SOURCE_DIR}/include
${ReWindow_SOURCE_DIR}/include
${glad_SOURCE_DIR}/include
${jlog_SOURCE_DIR}/include
)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${PROJECT_SOURCE_DIR}/include)
include_directories(${OPENGL_INCLUDE_DIRS})
include_directories(${GLUT_INCLUDE_DIRS})
include_directories(${J3ML_SOURCE_DIR}/include)
include_directories(${ReWindow_SOURCE_DIR}/include)
include_directories(${glad_SOURCE_DIR}/include)
#set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
if (UNIX AND NOT APPLE)
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad jlog Event)
endif()
if (WIN32)
target_include_directories(JGL PRIVATE ${freetype_SOURCE_DIR}/include)
target_link_libraries(JGL PRIVATE freetype)
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad jlog Event)
endif()
target_link_libraries(JGL_Demo PUBLIC JGL)

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@@ -3,8 +3,10 @@
# 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
* Asset Loading & Management

BIN
assets/fonts/Jupiteroid.ttf Normal file

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32
include/JGL/Color3.h Normal file
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@@ -0,0 +1,32 @@
#pragma once
#include <JGL/Color4.h>
#include <J3ML/J3ML.h>
namespace JGL
{
using namespace J3ML;
struct Color3 {
u8 r;
u8 g;
u8 b;
Color3 Lerp(const Color3& rhs, float alpha) const;
Color4 WithAlphaChannel(float alpha = 1) const;
Color3(u8 R, u8 G, u8 B) : r(R), g(G), b(B) {}
Color3(const Color4& c)
{
this->r = c.r;
this->g = c.g;
this->b = c.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;}
};
}

11
include/JGL/Color4.h Normal file
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@@ -0,0 +1,11 @@
#pragma once
namespace JGL
{
struct Color4{
int r;
int g;
int b;
int a;
};
}

178
include/JGL/Colors.h Normal file
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@@ -0,0 +1,178 @@
#pragma once
#include <JGL/Color3.h>
namespace JGL
{
namespace Colors {
namespace Primary {
static const Color3 Red{255, 0, 0};
static const Color3 Green{0, 255, 0};
static const Color3 Blue{0, 0, 255};
static const Color3 White{255, 255, 255};
static const Color3 Black{0, 0, 0};
static const Color3 Gray{128, 128, 128};
static const Color3 DarkGray{192, 192, 192};
static const Color3 LightGray{64, 64, 64};
static const Color3 Yellow{255, 255, 0};
}
using namespace Primary;
namespace Reds {
static const Color3 Fuchsia {255, 0, 255};
static const Color3 LightSalmon{255, 160, 122};
static const Color3 Salmon{250, 128, 114};
static const Color3 DarkSalmon{233, 150, 122};
static const Color3 LightCoral{240, 128, 128};
static const Color3 IndianRed{205, 92, 92};
static const Color3 Crimson{220, 20, 60};
static const Color3 Firebrick{178, 34, 34};
static const Color3 DarkRed{139, 0, 0};
}
namespace Oranges {
static const Color3 Coral{255, 127, 80};
static const Color3 Tomato{255, 99, 71};
static const Color3 OrangeRed{255, 69, 0};
static const Color3 Gold{255, 215, 0};
static const Color3 Orange{255, 165, 0};
static const Color3 DarkOrange{255, 140, 0};
}
namespace Yellows {
static const Color3 LightYellow{255, 255, 224};
static const Color3 LemonChiffon{255, 250, 205};
static const Color3 LightGoldenrodYellow{250, 250, 210};
static const Color3 PapayaWhip{255, 239, 213};
static const Color3 Moccasin{255, 228, 181};
static const Color3 PeachPuff{255, 218, 185};
static const Color3 PaleGoldenrod{238, 232, 170};
static const Color3 Khaki{240, 230, 140};
static const Color3 DarkKhaki{189, 183, 107};
}
namespace Greens {
static const Color3 LawnGreen{124, 252, 0};
static const Color3 Chartreuse{127, 255, 0};
static const Color3 LimeGreen{50, 205, 50};
static const Color3 ForestGreen{34, 139, 34};
static const Color3 DarkGreen{0, 100, 0};
static const Color3 GreenYellow{173, 255, 47};
static const Color3 YellowGreen{154, 205, 50};
static const Color3 SpringGreen{0, 255, 127};
static const Color3 MediumSpringGreen{0, 250, 154};
static const Color3 LightGreen{144, 238, 144};
static const Color3 PaleGreen{152, 251, 152};
static const Color3 DarkSeaGreen{143, 188, 143};
static const Color3 MediumSeaGreen{60, 179, 113};
static const Color3 SeaGreen{46, 139, 87};
static const Color3 DarkOliveGreen{85, 107, 47};
static const Color3 OliveDrab{107, 142, 35};
static const Color3 Lime{0, 255, 0};
static const Color3 Olive{128, 128, 0};
}
namespace Cyans {
static const Color3 LightCyan{224, 255, 255};
static const Color3 Cyan{0, 255, 255};
static const Color3 Aqua{0, 255, 255};
static const Color3 Aquamarine{127, 255, 212};
static const Color3 MediumAquamarine{102, 205, 170};
static const Color3 PaleTurquoise{175, 238, 238};
static const Color3 Turquoise{64, 224, 208};
static const Color3 MediumTurquoise{72, 209, 204};
static const Color3 DarkTurquoise{0, 206, 209};
static const Color3 LightSeaGreen{32, 178, 170};
static const Color3 CadetBlue{95, 158, 160};
static const Color3 DarkCyan{0, 139, 139};
static const Color3 Teal{0, 128, 128};
}
namespace Blues {
static const Color3 PowderBlue{176, 224, 230};
static const Color3 LightBlue{173, 216, 230};
static const Color3 LightSkyBlue{135, 206, 250};
static const Color3 SkyBlue{135, 206, 235};
static const Color3 DeepSkyBlue{0, 191, 255};
static const Color3 LightSteelBlue{176, 196, 222};
static const Color3 DodgerBlue{30, 144, 255};
static const Color3 CornflowerBlue{100, 149, 237};
static const Color3 SteelBlue{70, 130, 180};
static const Color3 RoyalBlue{65, 105, 225};
static const Color3 MediumBlue{0, 0, 205};
static const Color3 DarkBlue{0, 0, 139};
static const Color3 Navy{0, 0, 128};
static const Color3 MidnightBlue{25, 25, 112};
static const Color3 MediumSlateBlue{123, 104, 238};
static const Color3 SlateBlue{106, 90, 205};
static const Color3 DarkSlateBlue{72, 61, 139};
}
namespace Purples {
static const Color3 Lavender{230, 230, 250};
static const Color3 Thistle{216, 191, 216};
static const Color3 Plum{221, 160, 221};
static const Color3 Violet{238, 160, 221};
static const Color3 Orchid{218, 112, 214};
static const Color3 Fuchsia{255, 0, 255};
static const Color3 Magenta{255, 0, 255};
static const Color3 MediumOrchid{186, 85, 211};
static const Color3 MediumPurple{147, 112, 219};
static const Color3 BlueViolet{138, 43, 226};
static const Color3 DarkViolet{148, 0, 211};
static const Color3 DarkOrchid{153, 50, 204};
static const Color3 DarkMagenta{139, 0, 128};
static const Color3 Purple{128, 0, 128};
static const Color3 Indigo{75, 0, 130};
}
namespace Pinks {
static const Color3 Pink{255, 129, 203};
static const Color3 LightPink{255, 182, 193};
static const Color3 HotPink{255, 105, 180};
static const Color3 DeepPink{255, 20, 147};
static const Color3 PaleVioletRed{219, 112, 147};
static const Color3 MediumVioletRed{199, 21, 133};
}
namespace Whites {
static const Color3 Snow{255, 250, 250};
static const Color3 Honeydew{240, 255, 240};
static const Color3 MintCream{245, 255, 250};
static const Color3 Azure{240, 255, 255};
static const Color3 AliceBlue{240, 248, 255};
static const Color3 GhostWhite{248, 248, 255};
static const Color3 WhiteSmoke{245, 245, 245};
static const Color3 SeaShell{255, 245, 238};
static const Color3 Beige{245, 245, 220};
static const Color3 OldLace{253, 245, 230};
static const Color3 FloralWhite{255, 250, 240};
static const Color3 Ivory{255, 255, 240};
static const Color3 AntiqueWhite{250, 240, 215};
static const Color3 Linen{250, 240, 230};
static const Color3 LavenderBlush{255, 240, 245};
static const Color3 MistyRose{255, 228, 255};
}
namespace Grays {
static const Color3 Gainsboro{220, 220, 220};
static const Color3 LightGray{211, 211, 211};
static const Color3 Silver{192, 192, 192};
static const Color3 DimGray{105, 105, 105};
static const Color3 LightSlateGray{119, 136, 153};
static const Color3 SlateGray{112, 128, 144};
static const Color3 DarkSlateGray{47, 79, 79};
}
namespace Browns {
static const Color3 CornSilk{255, 248, 220};
static const Color3 BlanchedAlmond{255, 235, 205};
static const Color3 Bisque{255, 228, 196};
static const Color3 NavajoWhite{255, 222, 173};
static const Color3 Wheat{254, 222, 179};
static const Color3 BurlyWood{222, 184, 135};
static const Color3 Tan{210, 180, 140};
static const Color3 RosyBrown{188, 143, 143};
static const Color3 SandyBrown{244, 164, 96};
static const Color3 GoldenRod{218, 165, 32};
static const Color3 Peru{205, 133, 63};
static const Color3 Chocolate{210, 105, 30};
static const Color3 SaddleBrown{139, 69, 19};
static const Color3 Sienna{160, 82, 45};
static const Color3 Brown{164, 42, 42};
static const Color3 Maroon{128, 0, 0};
}
}
}

53
include/JGL/FontCache.h Normal file
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@@ -0,0 +1,53 @@
#pragma once
#include <vector>
#include <glad/glad.h>
namespace JGL {
class CachedGlyph;
class CachedFont;
class FontCache;
}
class JGL::CachedGlyph {
private:
GLuint texture = 0;
char character;
public:
int x2offset = 0, y2offset = 0, w = 0, h = 0;
float advanceX = 0, advanceY = 0;
//CachedGlyph(GLuint texture_id, char c);
CachedGlyph(GLuint texture_id, char c, float x2o, float y2o, float w, float h, float advX, float advY);
char getCharacter();
const GLuint* getTexture();
};
class JGL::CachedFont {
private:
std::vector<CachedGlyph*> glyphs{};
unsigned int font_size = 0;
unsigned int font_index = 0;
public:
void appendGlyph(CachedGlyph* glyph);
void eraseGlyph(CachedGlyph* glyph);
void eraseGlyph(char c);
void eraseGlyph(GLuint texture_id);
unsigned int getFontSize();
unsigned int getFontIndex();
CachedGlyph* getGlyph(char c);
std::vector<CachedGlyph*>* getGlyphs();
CachedFont(unsigned int font_size, unsigned int font_index);
};
class JGL::FontCache {
private:
std::vector<CachedFont*> cachedFonts = {};
public:
std::vector<CachedFont*>* getFonts();
CachedFont* getFont(unsigned int font_size, unsigned int font_index);
void appendFont(CachedFont* font);
void newFont(unsigned int font_size, unsigned int font_index);
void eraseFont(CachedFont* font);
void purgeCache();
};

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@@ -3,215 +3,19 @@
//
#pragma once
#include <string>
#include <iostream>
#include <JGL/Color3.h>
#include <JGL/FontCache.h>
#include <J3ML/LinearAlgebra.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <string>
#include <iostream>
#include <J3ML/Geometry/Sphere.h>
#include <J3ML/Geometry/Capsule.h>
#include <J3ML/Geometry/TriangleMesh.h>
// OpenGL Wrapper for rendering 2D graphics primitives in both a 2D and 3D context
namespace JGL {
// All functions accept coordinates in pixel-screen space [0, 600]
// and are internally transformed to OpenGL clip space [-1, +1]
struct RGBTuple {
int r; int g; int b;
};
struct RGBATuple {
int r; int g; int b; int a;
};
struct HSVTuple {
int h; int s; int v;
};
struct HSLTuple {
int h; int s; int l;
};
struct Color3 {
int r;
int g;
int b;
Color3 Lerp(const Color3& rhs, float alpha) const;
};
struct Color4{
int r;
int g;
int b;
int a;
};
namespace Colors {
namespace Primary {
static const Color3 Red {255, 0, 0};
static const Color3 Green { 0, 255, 0};
static const Color3 Blue { 0, 0, 255};
static const Color3 White {255, 255, 255};
static const Color3 Black { 0, 0, 0};
static const Color3 Gray {128, 128, 128};
static const Color3 DarkGray {192, 192, 192};
static const Color3 LightGray { 64, 64, 64};
static const Color3 Yellow {255, 255, 0};
}
using namespace Primary;
namespace Reds {
static const Color3 Fuchsia {};
static const Color3 LightSalmon {255, 160, 122};
static const Color3 Salmon {250, 128, 114};
static const Color3 DarkSalmon {233, 150, 122};
static const Color3 LightCoral {240, 128, 128};
static const Color3 IndianRed {205, 92, 92};
static const Color3 Crimson {220, 20, 60};
static const Color3 Firebrick {178, 34, 34};
static const Color3 DarkRed {139, 0, 0};
}
namespace Oranges {
static const Color3 Coral {255, 127, 80};
static const Color3 Tomato {255, 99, 71};
static const Color3 OrangeRed {255, 69, 0};
static const Color3 Gold {255, 215, 0};
static const Color3 Orange {255, 165, 0};
static const Color3 DarkOrange {255, 140, 0};
}
namespace Yellows {
static const Color3 LightYellow {255, 255, 224};
static const Color3 LemonChiffon {255, 250 ,205};
static const Color3 LightGoldenrodYellow {250, 250, 210};
static const Color3 PapayaWhip {255, 239, 213};
static const Color3 Moccasin {255, 228, 181};
static const Color3 PeachPuff {255, 218, 185};
static const Color3 PaleGoldenrod {238, 232, 170};
static const Color3 Khaki {240, 230, 140};
static const Color3 DarkKhaki {189, 183, 107};
}
namespace Greens {
static const Color3 LawnGreen {124, 252, 0};
static const Color3 Chartreuse {127, 255, 0};
static const Color3 LimeGreen {50, 205, 50};
static const Color3 ForestGreen {34, 139, 34};
static const Color3 DarkGreen {0, 100, 0};
static const Color3 GreenYellow{173, 255, 47};
static const Color3 YellowGreen{154, 205, 50};
static const Color3 SpringGreen{0, 255, 127};
static const Color3 MediumSpringGreen{0, 250, 154};
static const Color3 LightGreen{144, 238, 144};
static const Color3 PaleGreen{152, 251, 152};
static const Color3 DarkSeaGreen{143, 188, 143};
static const Color3 MediumSeaGreen{60, 179, 113};
static const Color3 SeaGreen{46, 139, 87};
static const Color3 DarkOliveGreen{85, 107, 47};
static const Color3 OliveDrab{107, 142, 35};
static const Color3 Lime{0, 255, 0};
static const Color3 Olive{128, 128, 0};
}
namespace Cyans {
static const Color3 LightCyan{224, 255, 255};
static const Color3 Cyan{0, 255, 255};
static const Color3 Aqua{0, 255, 255};
static const Color3 Aquamarine{127, 255, 212};
static const Color3 MediumAquamarine{102, 205, 170};
static const Color3 PaleTurquoise{175, 238, 238};
static const Color3 Turquoise{64, 224, 208};
static const Color3 MediumTurquoise{72, 209, 204};
static const Color3 DarkTurquoise{0, 206, 209};
static const Color3 LightSeaGreen{32, 178, 170};
static const Color3 CadetBlue{95, 158, 160};
static const Color3 DarkCyan{0, 139, 139};
static const Color3 Teal{0, 128, 128};
}
namespace Blues {
static const Color3 PowderBlue {176, 224, 230};
static const Color3 LightBlue {173, 216, 230};
static const Color3 LightSkyBlue {135, 206, 250};
static const Color3 SkyBlue {135, 206, 235};
static const Color3 DeepSkyBlue {0, 191, 255};
static const Color3 LightSteelBlue {176, 196, 222};
static const Color3 DodgerBlue {30, 144, 255};
static const Color3 CornflowerBlue {100, 149, 237};
static const Color3 SteelBlue {70, 130, 180};
static const Color3 RoyalBlue {65, 105, 225};
static const Color3 MediumBlue {0, 0, 205};
static const Color3 DarkBlue {0, 0, 139};
static const Color3 Navy {0, 0, 128};
static const Color3 MidnightBlue {25, 25, 112};
static const Color3 MediumSlateBlue {123, 104, 238};
static const Color3 SlateBlue {106, 90, 205};
static const Color3 DarkSlateBlue {72, 61, 139};
}
namespace Purples {
static const Color3 Lavender {230, 230, 250};
static const Color3 Thistle {216, 191, 216};
static const Color3 Plum {221, 160, 221};
static const Color3 Violet {238, 160, 221};
static const Color3 Orchid {218, 112, 214};
static const Color3 Fuchsia {255, 0, 255};
static const Color3 Magenta {255, 0, 255};
static const Color3 MediumOrchid {186, 85, 211};
static const Color3 MediumPurple {147, 112, 219};
static const Color3 BlueViolet {138, 43, 226};
static const Color3 DarkViolet {148, 0, 211};
static const Color3 DarkOrchid {153, 50, 204};
static const Color3 DarkMagenta {139, 0, 128};
static const Color3 Purple {128, 0, 128};
static const Color3 Indigo {75, 0, 130};
}
namespace Pinks {
static const Color3 Pink {255, 129, 203};
static const Color3 LightPink {255, 182, 193};
static const Color3 HotPink {255, 105, 180};
static const Color3 DeepPink {255, 20, 147};
static const Color3 PaleVioletRed {219, 112, 147};
static const Color3 MediumVioletRed {199, 21, 133};
}
namespace Whites {
static const Color3 Snow {255, 250, 250};
static const Color3 Honeydew {240, 255, 240};
static const Color3 MintCream {245, 255, 250};
static const Color3 Azure {240, 255, 255};
static const Color3 AliceBlue {240, 248, 255};
static const Color3 GhostWhite {248, 248, 255};
static const Color3 WhiteSmoke {245, 245, 245};
static const Color3 SeaShell {255, 245, 238};
static const Color3 Beige {245, 245, 220};
static const Color3 OldLace {253, 245, 230};
static const Color3 FloralWhite {255, 250, 240};
static const Color3 Ivory {255, 255, 240};
static const Color3 AntiqueWhite {250, 240, 215};
static const Color3 Linen {250, 240, 230};
static const Color3 LavenderBlush {255, 240, 245};
static const Color3 MistyRose {255, 228, 255};
}
namespace Grays {
static const Color3 Gainsboro {220, 220, 220};
static const Color3 LightGray {211, 211, 211};
static const Color3 Silver {192, 192, 192};
static const Color3 DimGray {105, 105, 105};
static const Color3 LightSlateGray {119, 136, 153};
static const Color3 SlateGray {112, 128, 144};
static const Color3 DarkSlateGray {47, 79, 79};
}
namespace Browns {
static const Color3 CornSilk {255, 248, 220};
static const Color3 BlanchedAlmond {255, 235, 205};
static const Color3 Bisque {255, 228, 196};
static const Color3 NavajoWhite {255, 222, 173};
static const Color3 Wheat {254, 222, 179};
static const Color3 BurlyWood {222, 184, 135};
static const Color3 Tan {210, 180, 140};
static const Color3 RosyBrown {188, 143, 143};
static const Color3 SandyBrown {244, 164, 96};
static const Color3 GoldenRod {218, 165, 32};
static const Color3 Peru {205, 133, 63};
static const Color3 Chocolate {210, 105, 30};
static const Color3 SaddleBrown {139, 69, 19};
static const Color3 Sienna {160, 82, 45};
static const Color3 Brown {164, 42, 42};
static const Color3 Maroon {128, 0, 0};
}
}
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Matrix3x3;
@@ -219,6 +23,12 @@ namespace JGL {
using J3ML::LinearAlgebra::AxisAngle;
using J3ML::LinearAlgebra::Quaternion;
using J3ML::Geometry::Sphere;
using J3ML::Geometry::OBB;
using J3ML::Geometry::Capsule;
using J3ML::Geometry::TriangleMesh;
using J3ML::Geometry::Plane;
struct HSV {
float hue;
float saturation;
@@ -229,7 +39,7 @@ namespace JGL {
{
Vector2 A;
Vector2 B;
Vector3 C;
Vector2 C;
};
struct Triangle3D
@@ -239,34 +49,29 @@ namespace JGL {
Vector3 C;
};
Vector2 ScreenToViewport(const Vector2& v);
Vector2 ViewportToScreen(const Vector2& v)
{
// TODO: Implement (CORRECT!!!) matrix transformation
}
bool InitTextEngine();
inline FontCache fontCache;
int LoadFont(const std::string& font_path);
void UnloadFont(int font_index);
// TODO: implement correct coloring
void RenderText(std::string text, float x, float y, float scale);
namespace J2D {
void DrawPixel2D(const Color3& color, const Vector2 &coordinates);
void DrawPixel2D(const Color3& color, float x, float y);
void DrawLine2D(const Color3& color, const Vector2 &A, const Vector2 &B, float thickness = 1);
void DrawLine2D(const Color3& color, float x, float y, float w, float h, float thickness = 1);
void DrawPixel2D(const Color3 &color, const Vector2 &coordinates);
void DrawPixel2D(const Color3 &color, float x, float y);
void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness = 1);
void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness = 1);
void DrawCubicBezierCurve2D();
void OutlineCircle2D(const Color3& color, const Vector2& center, float radius, int subdivisions, float thickness = 1);
void FillCircle2D(const Color3& color, const Vector2& center, float radius, int subdivisions);
void OutlineTriangle2D();
void FillTriangle2D();
void OutlineCircle2D(const Color3 &color, const Vector2 &center, float radius, int subdivisions,
float thickness = 1);
void FillCircle2D(const Color3 &color, const Vector2 &center, float radius, int subdivisions);
void OutlineTriangle2D(const Color3 &color, const Triangle2D &tri);
void FillTriangle2D(const Color3 &color, const Triangle2D &tri);
void FillTexturedTriangle2D();
void FillTexturedPolygon2D();
void DrawSprite2D();
void DrawPartialSprite2D();
void DrawString2D();
void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size, unsigned int font_index);
void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size);
void OutlineRect2D ( const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
void FillRoundedRect2D (const Color3& color, const Vector2& pos, const Vector2& size, float radius);
@@ -277,9 +82,15 @@ namespace JGL {
}
namespace J3D {
void DrawLine3D(const Color3& color, const Vector3 &A, const Vector3 &B, float thickness = 1);
void FillSphere3D();
void WireframeSphere3D();
void DrawString3D();
void FillSphere3D(const Color3& color, const Sphere& sphere);
void WireframeSphere3D(const Color3& color, const Sphere& sphere, float thickness = 1);
void FillOBB3D(const Color3& color, const OBB& obb);
void WireframeOBB3D(const Color3& color, const OBB& obb, float thickness = 1);
void FillCapsule3D(const Color3& color, const Capsule& capsule);
void WireframeCapsule3D(const Color3& color, const Capsule& cap, float thickness = 1);
void FillTriangleMesh3D(const Color3& color, const TriangleMesh& mesh);
void WireframeTriangleMesh3D(const Color3& color, const TriangleMesh& mesh, float thickness = 1);
void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size, unsigned int font_index);
void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
void DrawMatrixGizmo (const Matrix4x4&);

View File

@@ -1,58 +0,0 @@
#pragma once
// LearnOpenGL::Shader
// OpenGL Shader Class Wrapper
// Updated by dawsh
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
#include <filesystem>
#include <string>
#include <iostream>
#include <fstream>
#include <glad/glad.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra/Vector4.h>
#include <J3ML/LinearAlgebra/Matrix2x2.h>
#include <J3ML/LinearAlgebra/Matrix3x3.h>
#include <J3ML/LinearAlgebra/Matrix4x4.h>
namespace LearnOpenGL {
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector4;
using J3ML::LinearAlgebra::Matrix2x2;
using J3ML::LinearAlgebra::Matrix3x3;
using J3ML::LinearAlgebra::Matrix4x4;
class Shader
{
public:
unsigned int ID{};
Shader();
Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath);
Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc);
void use();
// Utility uniform functions
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec2(const std::string& name, const Vector2& value) const;
void setVec2(const std::string& name, float x, float y) const;
void setVec3(const std::string& name, const Vector3& value) const;
void setVec3(const std::string& name, float x, float y, float z) const;
void setVec4(const std::string& name, const Vector4& value) const;
void setVec4(const std::string& name, float x, float y, float z, float w) const;
void setMat2(const std::string& name, const Matrix2x2 &mat) const;
void setMat3(const std::string& name, const Matrix3x3 &mat) const;
void setMat4(const std::string& name, const Matrix4x4 &mat) const;
GLint getAttribute(const std::string& name) const;
GLint getUniform(const std::string& name) const;
private:
void checkCompileErrors(GLuint shader, std::string type);
};
}

View File

@@ -1,14 +1,10 @@
//#include <GL/glew.h>
#include <glad/glad.h>
#include <JGL/JGL.h>
#include <rewindow/types/window.h>
#include <iostream>
#include <LearnOpenGL/Shader.h>
#include <JGL/Colors.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#if defined(_WIN32) || defined(_WIN64)
#include <windows.h>
#endif
using J3ML::LinearAlgebra::Vector2;
struct Character
{
@@ -20,26 +16,9 @@ struct Character
std::map<char, Character> Characters;
GLuint VAO, VBO;
const std::string vertexShader = "attribute vec4 coord;\n"
"varying vec2 texpos;\n"
"\n"
"void main(void) {\n"
" gl_Position = vec4(coord.xy, 0, 1);\n"
" texpos = coord.zw;\n"
"}\n"
"";
const std::string fragmentShader = "varying vec2 texpos;\n"
"uniform sampler2D tex;\n"
"uniform vec4 color;\n"
"\n"
"void main(void) {\n"
" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texpos).a) * color;\n"
"}";
using J3ML::LinearAlgebra::Matrix4x4;
struct point {
GLfloat x;
GLfloat y;
@@ -47,23 +26,22 @@ struct point {
GLfloat t;
};
int FreeSans;
int Jupiteroid;
class JGLDemoWindow : public ReWindow::RWindow
{
public:
LearnOpenGL::Shader shader;
JGLDemoWindow() : ReWindow::RWindow()
{
JGLDemoWindow() : ReWindow::RWindow() {}
JGLDemoWindow(const std::string& title, int width, int height) : ReWindow::RWindow(title, width, height){}
}
void initGL()
{
void initGL() {
gladLoadGL();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 1024, 768, 0, -1, 1);
glOrtho(0, getSize().x, getSize().y, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
@@ -73,15 +51,37 @@ public:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
JGL::InitTextEngine();
JGL::InitTextEngine();
FreeSans = JGL::LoadFont("assets/fonts/FreeSans.ttf");
Jupiteroid = JGL::LoadFont("assets/fonts/Jupiteroid.ttf");
}
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
JGL::RenderText("WHATS BOPPIN muth ~~~ niger ~~~ aphuqqa____?", 0.f, -100.f, 3.f);
JGL::RenderText("CHINESE CHARCTERS DONT WORK", 0.f, -100.f, 1.f);
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, getSize().x, getSize().y, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
JGL::J2D::FillRect2D(JGL::Colors::Blue, {32, 32}, {100.5, 100.5});
JGL::J2D::FillRect2D(JGL::Colors::Blue, {32, 32}, {100.5, 100.5});
JGL::Triangle2D tri
{
{140, 200},
{135, 100},
{105, 100}
};
JGL::J2D::FillTriangle2D(JGL::Colors::Yellow, tri);
JGL::J2D::DrawLine2D(JGL::Colors::Greens::DarkGreen, {10, 10}, {200, 300});
JGL::J3D::DrawLine3D(JGL::Colors::Red, {0,0,0}, {1,0,0});
JGL::J3D::DrawLine3D(JGL::Colors::Red, {0,0,0}, {1,0,0});
JGL::J3D::DrawString3D(JGL::Colors::Red, "JGL Sample Text", {1, -32, 0.5f}, 1.f, 32, FreeSans);
JGL::J2D::DrawString2D(JGL::Colors::Green, "Jupiteroid Font", 0.f, -48.f, 1.f, 16, Jupiteroid);
//glFlush();
}
void OnRefresh(float elapsed) override
@@ -91,18 +91,17 @@ public:
}
bool OnResizeRequest(const ReWindow::WindowResizeRequestEvent& e) override
{
return true;
}
};
int main(int argc, char** argv)
{
JGLDemoWindow* window = new JGLDemoWindow();
window->init(RenderingAPI::OPENGL, "Window", 1280, 720, false);
auto* window = new JGLDemoWindow("JGL Demo Window", 1280, 720);
window->setRenderer(RenderingAPI::OPENGL);
window->Open();
window->initGL();
window->setResizable(true);
window->setResizable(false);
while (window->isAlive())
{
window->pollEvents();

View File

@@ -0,0 +1,7 @@
source $RECI/shlib/info.sh
INFO "Installing build dependencies for JGL"
GROUP="Install build dependencies" RUN '
apt-get install -yq libgl1-mesa-dev libfreetype-dev
'

119
src/FontCache.cpp Normal file
View File

@@ -0,0 +1,119 @@
#include <JGL/FontCache.h>
using namespace JGL;
char CachedGlyph::getCharacter() {
return character;
}
const GLuint* CachedGlyph::getTexture() {
return &texture;
}
CachedGlyph::CachedGlyph(GLuint texture_id, char c, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY) {
texture = texture_id;
character = c;
this->x2offset = x2offset;
this->y2offset = y2offset;
this->w = w;
this->h = h;
this->advanceX = advanceX;
this->advanceY = advanceY;
}
void JGL::CachedFont::appendGlyph(JGL::CachedGlyph* glyph) {
glyphs.push_back(glyph);
}
unsigned int JGL::CachedFont::getFontSize() {
return font_size;
}
unsigned int JGL::CachedFont::getFontIndex() {
return font_index;
}
CachedGlyph* JGL::CachedFont::getGlyph(char c) {
for (const auto& g : glyphs)
if (c == g->getCharacter())
return g;
return nullptr;
}
CachedFont::CachedFont(unsigned int font_size, unsigned int font_index) {
this->font_size = font_size;
this->font_index = font_index;
}
void CachedFont::eraseGlyph(CachedGlyph* glyph) {
if (glyph == nullptr)
return;
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i] == glyph)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
void CachedFont::eraseGlyph(char c) {
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i]->getCharacter() == c)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
void CachedFont::eraseGlyph(GLuint texture_id) {
for (int i = 0; i < glyphs.size(); i++)
if (glyphs[i]->getTexture() == &texture_id)
glDeleteTextures(1, glyphs[i]->getTexture()),
delete glyphs[i],
glyphs.erase(glyphs.begin() + i);
}
std::vector<CachedGlyph*>* CachedFont::getGlyphs() {
return &glyphs;
}
void FontCache::appendFont(CachedFont* font) {
cachedFonts.push_back(font);
}
void FontCache::newFont(unsigned int font_size, unsigned int font_index) {
auto* font = new CachedFont(font_size, font_index);
cachedFonts.push_back(font);
}
void FontCache::eraseFont(CachedFont* font) {
for (int i = 0; i < cachedFonts.size(); i++) {
if (cachedFonts[i] == font) {
for (auto& g: *cachedFonts[i]->getGlyphs())
cachedFonts[i]->eraseGlyph(g);
delete cachedFonts[i];
cachedFonts.erase(cachedFonts.begin() + i);
}
}
}
void FontCache::purgeCache() {
//Remove every font from the cache.
for (const auto& font : cachedFonts)
eraseFont(font);
cachedFonts = {};
}
std::vector<CachedFont*>* FontCache::getFonts() {
return &cachedFonts;
}
CachedFont* FontCache::getFont(unsigned int font_size, unsigned int font_index) {
if (cachedFonts.empty())
return nullptr;
for (auto* f : cachedFonts)
if (f->getFontIndex() == font_index && f->getFontSize() == font_size)
return f;
return nullptr;
}

379
src/JGL.cpp Normal file
View File

@@ -0,0 +1,379 @@
//
// Created by dawsh on 1/17/24.
//
#include <vector>
#include <glad/glad.h>
#include <JGL/JGL.h>
#include <JGL/Color3.h>
#if __linux__
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#endif
#if _WIN32
#include <ft2build.h>
#include FT_FREETYPE_H
#endif
GLuint program;
namespace JGL
{
FT_Library ft;
struct Font {
int index = 0;
FT_Face face;
};
std::vector<Font> faces;
using namespace J3ML;
bool InitTextEngine() {
if (FT_Init_FreeType(&ft))
return true;
return false;
}
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 : faces)
if (f.index >= newIndex)
newIndex = f.index + 1;
font.index = newIndex;
faces.push_back(font);
std::cout << "Loaded font from " << font_path << " with index " << newIndex << std::endl;
return newIndex;
}
void UnloadFont(int font_index) {
for (int i = 0; i < faces.size(); i++)
if (faces[i].index == font_index)
FT_Done_Face(faces[i].face),
faces.erase(faces.begin() + i);
}
namespace J2D {
void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
auto vp_pos = pos;
auto vp_size = size;
glBegin(GL_QUADS);
glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
glVertex2f(vp_pos.x, vp_pos.y);
glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
glEnd();
}
void OutlineRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
auto vp_pos = pos;
auto vp_size = size;
glBegin(GL_LINE_LOOP);
glLineWidth(thickness);
glColor3f(color.r, color.g, color.b);
glVertex2f(vp_pos.x, vp_pos.y);
glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
glEnd();
}
void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
auto vp_a = A;
auto vp_b = B;
glBegin(GL_LINES);
glLineWidth(thickness);
glColor3f(color.r, color.g, color.b);
glVertex2f(vp_a.x, vp_a.y);
glVertex2f(vp_b.x, vp_b.y);
glEnd();
}
void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness) {
DrawLine2D(color, {x, y}, {w, h}, thickness);
}
void DrawPixel2D(const Color3 &color, float x, float y) {
DrawPixel2D(color, {x, y});
}
void DrawPixel2D(const Color3 &color, const Vector2 &coordinates) {
auto vp_pos = coordinates;
glBegin(GL_POINT);
glColor3f(color.r, color.g, color.b);
glVertex2f(vp_pos.x, vp_pos.y);
glEnd();
}
void
OutlineCircle2D(const Color3 &color, const Vector2 &center, float radius, int subdivisions, float thickness) {
glBegin(GL_LINE_LOOP);
GLfloat angle;
glColor3f(color.r, color.g, color.b);
float step = (2.f * M_PI) / (float) subdivisions;
for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
GLfloat x = radius * sin(angle);
GLfloat y = radius * cos(angle);
x += center.x;
y += center.y;
glVertex2f(x, y);
}
glEnd();
}
void FillCircle2D(const Color3 &color, const Vector2 &center, float radius, int subdivisions) {
glBegin(GL_POLYGON);
GLfloat angle;
glColor3f(color.r, color.g, color.b);
float step = (2.f * M_PI) / (float) subdivisions;
for (angle = 0.0f; angle < (2.f * M_PI); angle += step) {
GLfloat x = radius * sin(angle);
GLfloat y = radius * cos(angle);
x += center.x;
y += center.y;
glVertex2f(x, y);
}
glEnd();
}
void OutlineTriangle2D(const Color3 &color, const Triangle2D &tri) {
glBegin(GL_LINE_LOOP);
glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
glVertex2f(tri.A.x, tri.A.y);
glVertex2f(tri.B.x, tri.B.y);
glVertex2f(tri.C.x, tri.C.y);
glEnd();
}
void FillTriangle2D(const Color3 &color, const Triangle2D &tri) {
glBegin(GL_LINE_LOOP);
glColor3f(color.r / 255.f, color.g / 255.f, color.b / 255.f);
glVertex2f(tri.A.x, tri.A.y);
glVertex2f(tri.B.x, tri.B.y);
glVertex2f(tri.C.x, tri.C.y);
glEnd();
}
void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size, unsigned int font_index) {
glUseProgram(0); // Fixed-function pipeline.
Font font{};
CachedFont* cachedFont = fontCache.getFont(size, font_index);
//If the font doesn't exist in the cache yet.
if (!cachedFont) {
fontCache.newFont(size, font_index);
cachedFont = fontCache.getFont(size, font_index);
}
//Set up the regular font.
for (const auto& f : faces)
if (f.index == font_index)
font = f;
if (font.face == nullptr)
return;
GLfloat currentColor[4];
glGetFloatv(GL_CURRENT_COLOR, currentColor);
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, 1.0f);
FT_Set_Pixel_Sizes(font.face, 0, size);
std::vector<GLuint> textures(text.length());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
//For each character
for (int i = 0; i < text.length(); i++) {
float x2, y2, w, h;
//If the font is in the cache already.
if (cachedFont->getGlyph(text.c_str()[i])) {
CachedGlyph* glyph = cachedFont->getGlyph(text.c_str()[i]);
glBindTexture(GL_TEXTURE_2D, *glyph->getTexture());
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);
x2 = x + glyph->x2offset * scale;
y2 = -y - glyph->y2offset * scale; // Adjust y-coordinate
w = glyph->w * scale;
h = glyph->h * scale;
x += glyph->advanceX * scale;
y += glyph->advanceY * scale;
} else {
if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
continue;
FT_GlyphSlot g = font.face->glyph;
glGenTextures(1, &textures.at(i));
glBindTexture(GL_TEXTURE_2D, textures[i]);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
x2 = x + g->bitmap_left * scale;
y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
w = g->bitmap.width * scale;
h = g->bitmap.rows * scale;
x += (g->advance.x >> 6) * scale;
y += (g->advance.y >> 6) * scale;
cachedFont->appendGlyph(new CachedGlyph(textures.at(i), text.c_str()[i], g->bitmap_left, g->bitmap_top, g->bitmap.width, g->bitmap.rows, (g->advance.x >> 6), (g->advance.y >> 6)));
}
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0);
glVertex2f(x2, y2);
glTexCoord2f(0, 1);
glVertex2f(x2, y2 + h);
glTexCoord2f(1, 1);
glVertex2f(x2 + w, y2 + h);
glTexCoord2f(0, 0);
glVertex2f(x2, y2);
glTexCoord2f(1, 1);
glVertex2f(x2 + w, y2 + h);
glTexCoord2f(1, 0);
glVertex2f(x2 + w, y2);
glEnd();
}
//for (unsigned int& texture : textures)
//glDeleteTextures(1, &texture);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
}
}
namespace J3D
{
void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
{
glBegin(GL_LINES);
glLineWidth(thickness);
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
glVertex3f(A.x, A.y, A.z);
glVertex3f(B.x, B.y, B.z);
glEnd();
}
void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size, unsigned int font_index)
{
float x = pos.x;
float y = pos.y;
float z = pos.z;
GLfloat currentColor[4];
std::vector<GLuint> textures(text.length());;
glGetFloatv(GL_CURRENT_COLOR, currentColor);
glUseProgram(0); // Fixed-function pipeline.
glColor4f(color.r, color.g, color.b, 1.0f);
Font font;
for (auto& f : faces)
if (f.index == font_index)
font = f;
if (font.face == NULL) {
std::cout << "null font" << std::endl;
return;
}
FT_Set_Pixel_Sizes(font.face, 0, size);
//for (c = text.c_str(); *c; c++)
for (int i = 0; i < text.length(); i++)
{
if (FT_Load_Char(font.face, text.c_str()[i], FT_LOAD_RENDER))
continue;
FT_GlyphSlot g = font.face->glyph;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textures.at(i));
glBindTexture(GL_TEXTURE_2D, textures[i]);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
float x2 = x + g->bitmap_left * scale;
float y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
float z2 = z;
float w = g->bitmap.width * scale;
float h = g->bitmap.rows * scale;
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0);
glVertex3f(x2, y2, z2);
glTexCoord2f(0, 1);
glVertex3f(x2, y2 + h, z2);
glTexCoord2f(1, 1);
glVertex3f(x2 + w, y2 + h, z2);
glTexCoord2f(0, 0);
glVertex3f(x2, y2, z2);
glTexCoord2f(1, 1);
glVertex3f(x2 + w, y2 + h, z2);
glTexCoord2f(1, 0);
glVertex3f(x2 + w, y2, z2);
glEnd();
x += (g->advance.x >> 6) * scale;
y += (g->advance.y >> 6) * scale;
}
for (unsigned int& texture : textures)
glDeleteTextures(1, &texture);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
}
}
}

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@@ -1,221 +0,0 @@
//
// Created by dawsh on 1/17/24.
//
#include <glad/glad.h>
#include <JGL/JGL.h>
#include <GL/glut.h>
#include "J3ML/LinearAlgebra/Transform2D.h"
#include <rewindow/types/window.h>
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include <iostream>
GLuint program;
GLuint texture;
namespace JGL
{
Vector2 ScreenToViewport(const Vector2 &v) {
// TODO: Implement (CORRECT!!!) matrix transformation
Vector2 windowSize = ReWindow::RWindow::CurrentWindow()->getSize();
//Transform2D transform;
//transform = transform.Translate(1.f, 1.f); // Center
//transform = transform.Scale(0.5f, 0.5f); // Scale by half
//transform = transform.Scale(viewportWidth, viewportHeight); // Scale by screen size
//return transform.Transform(v);
float x = (v.x) / windowSize.x;
float y = (v.y) / windowSize.y;
return {
x, y
};
}
FT_Face face;
FT_Library ft;
using namespace J3ML;
bool InitTextEngine() {
constexpr u32 default_font_size = 16;
if (FT_Init_FreeType(&ft))
{
std::cout << "Error::FREETYPE: " << std::endl;
return false;
}
if (FT_New_Face(ft, "content/FreeSans.ttf", 0, &face))
{
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
return false;
}
FT_Set_Pixel_Sizes(face, 0, default_font_size);
return true;
}
void RenderText(std::string text, float x, float y, float scale) {
glUseProgram(0); // Fixed-function pipeline.
glColor3f(1.0f, 1.0f, 1.0f);
const char* c;
for (c = text.c_str(); *c; c++)
{
if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
continue;
FT_GlyphSlot g = face->glyph;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, g->bitmap.width, g->bitmap.rows, 0, GL_ALPHA, GL_UNSIGNED_BYTE, g->bitmap.buffer);
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);
float x2 = x + g->bitmap_left * scale;
float y2 = -y - g->bitmap_top * scale; // Adjust y-coordinate
float w = g->bitmap.width * scale;
float h = g->bitmap.rows * scale;
glBegin(GL_TRIANGLES);
glTexCoord2f(0, 0);
glVertex2f(x2, y2);
glTexCoord2f(0, 1);
glVertex2f(x2, y2 + h);
glTexCoord2f(1, 1);
glVertex2f(x2 + w, y2 + h);
glTexCoord2f(0, 0);
glVertex2f(x2, y2);
glTexCoord2f(1, 1);
glVertex2f(x2 + w, y2 + h);
glTexCoord2f(1, 0);
glVertex2f(x2 + w, y2);
glEnd();
x += (g->advance.x >> 6) * scale;
y += (g->advance.y >> 6) * scale;
}
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
}
namespace J2D
{
void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
auto vp_pos = ScreenToViewport(pos);
auto vp_size = ScreenToViewport(size);
glBegin(GL_QUADS);
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
glVertex2f(vp_pos.x, vp_pos.y);
glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
glEnd();
}
void OutlineRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
auto vp_pos = ScreenToViewport(pos);
auto vp_size = ScreenToViewport(size);
glBegin(GL_LINE_LOOP);
glLineWidth(thickness);
glColor3f(color.r, color.g, color.b);
glVertex2f(vp_pos.x, vp_pos.y);
glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
glEnd();
}
void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
auto vp_a = ScreenToViewport(A);
auto vp_b = ScreenToViewport(B);
glBegin(GL_LINE);
glLineWidth(thickness);
glColor3f(color.r, color.g, color.b);
glVertex2f(vp_a.x, vp_a.y);
glVertex2f(vp_b.x, vp_b.y);
glEnd();
}
void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness) {
DrawLine2D(color, {x, y}, {w, h}, thickness);
}
void DrawPixel2D(const Color3 &color, float x, float y) {
DrawPixel2D(color, {x, y});
}
void DrawPixel2D(const Color3 &color, const Vector2 &coordinates) {
auto vp_pos = ScreenToViewport(coordinates);
glBegin(GL_POINT);
glColor3f(color.r, color.g, color.b);
glVertex2f(vp_pos.x, vp_pos.y);
glEnd();
}
void
OutlineCircle2D(const Color3 &color, const Vector2 &center, float radius, int subdivisions, float thickness) {
glBegin(GL_LINE_LOOP);
GLfloat angle;
glColor3f(color.r, color.g, color.b);
float step = (2.f * M_PI) / (float)subdivisions;
for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
{
GLfloat x = radius * sin(angle);
GLfloat y = radius * cos(angle);
x += center.x;
y += center.y;
glVertex2f(x, y);
}
glEnd();
}
void FillCircle2D(const Color3 &color, const Vector2 &center, float radius, int subdivisions) {
glBegin(GL_POLYGON);
GLfloat angle;
glColor3f(color.r, color.g, color.b);
float step = (2.f * M_PI) / (float)subdivisions;
for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
{
GLfloat x = radius * sin(angle);
GLfloat y = radius * cos(angle);
x += center.x;
y += center.y;
glVertex2f(x, y);
}
glEnd();
}
}
namespace J3D
{
void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
{
glBegin(GL_LINE);
glLineWidth(thickness);
glColor3f(color.r, color.g, color.b);
glVertex3f(A.x, A.y, A.z);
glVertex3f(B.x, B.y, B.z);
glEnd();
}
}
}

View File

@@ -1,209 +0,0 @@
#include <LearnOpenGL/Shader.h>
namespace LearnOpenGL
{
Shader::Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath) {
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try { // Open Files
vShaderFile.open(vertexProgramPath);
fShaderFile.open(fragmentProgramPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
if (false)
{
gShaderFile.open("");
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
} catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if (false)
{
//const char * gShaderCode = geometryCode.c_str();
//geometry = glCreateShader(GL_GEOMETRY_SHADER);
//glShaderSource(geometry, 1, &gShaderCode, NULL);
//glCompileShader(geometry);
//checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (false) // geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (false) //geometryPath != nullptr)
glDeleteShader(geometry);
}
Shader::Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc) {
std::string geometryCode;
const char* vShaderCode = vertexProgramSrc.c_str();
const char* fShaderCode = fragmentProgramSrc.c_str();
// 2. Compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if (false)
{
//const char * gShaderCode = geometryCode.c_str();
//geometry = glCreateShader(GL_GEOMETRY_SHADER);
//glShaderSource(geometry, 1, &gShaderCode, NULL);
//glCompileShader(geometry);
//checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (false) // geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (false) //geometryPath != nullptr)
glDeleteShader(geometry);
}
void Shader::use() {
glUseProgram(ID);
}
GLint Shader::getAttribute(const std::string& name) const
{
return glGetAttribLocation(ID, name.c_str());
}
GLint Shader::getUniform(const std::string &name) const {
return glGetUniformLocation(ID, name.c_str());
}
void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const Vector2 &value) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), value.x, value.y);
}
void Shader::setVec2(const std::string &name, float x, float y) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const Vector3 &value) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const Vector4 &value) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z, value.w);
}
void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const Matrix2x2 &mat) const {
//glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat3(const std::string &name, const Matrix3x3 &mat) const {
//glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat4(const std::string &name, const Matrix4x4 &mat) const {
//glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::checkCompileErrors(GLuint shader, std::string type) {
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << std::endl;
}
}
}
Shader::Shader() {}
}