Compare commits
8 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
|
48493cb2fc | ||
5b7829b1f8 | |||
868f52464e | |||
d1d2493435 | |||
da30a7eedd | |||
5d906d6f99 | |||
6107e9a762 | |||
a38a83692f |
134
CMakeLists.txt
134
CMakeLists.txt
@@ -1,67 +1,67 @@
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||||
cmake_minimum_required(VERSION 3.25)
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project(JGL
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VERSION 1.0
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LANGUAGES CXX
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)
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||||
|
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if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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message(FATAL_ERROR "In-source builds are not allowed")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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if (WIN32)
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set(CMAKE_CXX_FLAGS "-municode")
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endif(WIN32)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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# Enable Package Managers
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include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.14.zip
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)
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CPMAddPackage(
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NAME GLAD
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URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
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)
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file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
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file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
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file(GLOB_RECURSE ASSETS "content/*")
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add_library(JGL SHARED ${SOURCES}
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include/JGL/JGL.h
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src/JGL/JGL.cpp
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include/LearnOpenGL/Shader.h
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include/LearnOpenGL/Texture2D.h
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include/JGL/Color3.h
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include/JGL/Colors.h
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include/JGL/Color4.h
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)
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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find_package(Freetype REQUIRED)
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add_executable(JGL_Demo main.cpp)
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set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
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include_directories(${PROJECT_SOURCE_DIR}/include)
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include_directories(${OPENGL_INCLUDE_DIRS})
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include_directories(${GLUT_INCLUDE_DIRS})
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include_directories(${J3ML_SOURCE_DIR}/include)
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include_directories(${ReWindow_SOURCE_DIR}/include)
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include_directories(${glad_SOURCE_DIR}/include)
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target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
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cmake_minimum_required(VERSION 3.25)
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project(JGL
|
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VERSION 1.0
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LANGUAGES CXX
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)
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|
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if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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message(FATAL_ERROR "In-source builds are not allowed")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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if (WIN32)
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set(CMAKE_CXX_FLAGS "-municode")
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endif(WIN32)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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# Enable Package Managers
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include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.19.zip
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)
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CPMAddPackage(
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NAME GLAD
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URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
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)
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file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
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file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
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file(GLOB_RECURSE ASSETS "content/*")
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add_library(JGL SHARED ${SOURCES}
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include/JGL/JGL.h
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src/JGL/JGL.cpp
|
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include/LearnOpenGL/Shader.h
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include/LearnOpenGL/Texture2D.h
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include/JGL/Color3.h
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include/JGL/Colors.h
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include/JGL/Color4.h
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)
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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find_package(Freetype REQUIRED)
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add_executable(JGL_Demo main.cpp)
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set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
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include_directories(${PROJECT_SOURCE_DIR}/include)
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include_directories(${OPENGL_INCLUDE_DIRS})
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include_directories(${GLUT_INCLUDE_DIRS})
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include_directories(${J3ML_SOURCE_DIR}/include)
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include_directories(${ReWindow_SOURCE_DIR}/include)
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include_directories(${glad_SOURCE_DIR}/include)
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target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
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|
@@ -10,6 +10,10 @@
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#include <iostream>
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#include <JGL/Color3.h>
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#include <J3ML/Geometry/Sphere.h>
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#include <J3ML/Geometry/OBB.h>
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#include <J3ML/Geometry/Capsule.h>
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#include <J3ML/Geometry/Plane.h>
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#include <J3ML/Geometry/TriangleMesh.h>
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// OpenGL Wrapper for rendering 2D graphics primitives in both a 2D and 3D context
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namespace JGL {
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@@ -22,6 +26,10 @@ namespace JGL {
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using J3ML::LinearAlgebra::Quaternion;
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using J3ML::Geometry::Sphere;
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using J3ML::Geometry::OBB;
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using J3ML::Geometry::Capsule;
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using J3ML::Geometry::TriangleMesh;
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using J3ML::Geometry::Plane;
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struct HSV {
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float hue;
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@@ -47,23 +55,23 @@ namespace JGL {
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// TODO: implement correct coloring
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using J3ML::u32;
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void RenderText(std::string text, float x, float y, float scale, u32 size = 16);
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|
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namespace J2D {
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void DrawPixel2D(const Color3& color, const Vector2 &coordinates);
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void DrawPixel2D(const Color3& color, float x, float y);
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void DrawLine2D(const Color3& color, const Vector2 &A, const Vector2 &B, float thickness = 1);
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void DrawLine2D(const Color3& color, float x, float y, float w, float h, float thickness = 1);
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void DrawPixel2D(const Color3 &color, const Vector2 &coordinates);
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void DrawPixel2D(const Color3 &color, float x, float y);
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void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness = 1);
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void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness = 1);
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void DrawCubicBezierCurve2D();
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void OutlineCircle2D(const Color3& color, const Vector2& center, float radius, int subdivisions, float thickness = 1);
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void FillCircle2D(const Color3& color, const Vector2& center, float radius, int subdivisions);
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void OutlineTriangle2D();
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void FillTriangle2D(const Color3& color, const Triangle2D& tri);
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void OutlineCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions,
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float thickness = 1);
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void FillCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions);
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void OutlineTriangle2D(const Color3 &color, const Triangle2D &tri);
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void FillTriangle2D(const Color3 &color, const Triangle2D &tri);
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void FillTexturedTriangle2D();
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void FillTexturedPolygon2D();
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void DrawSprite2D();
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void DrawPartialSprite2D();
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void DrawString2D();
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void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size = 16);
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void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size);
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void OutlineRect2D ( const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
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void FillRoundedRect2D (const Color3& color, const Vector2& pos, const Vector2& size, float radius);
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@@ -74,11 +82,14 @@ namespace JGL {
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}
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namespace J3D {
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void DrawLine3D(const Color3& color, const Vector3 &A, const Vector3 &B, float thickness = 1);
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void FillSphere3D();
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void WireframeSphere3D(const Sphere& sphere)
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{
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||||
|
||||
}
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void FillSphere3D(const Color3& color, const Sphere& sphere);
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void WireframeSphere3D(const Color3& color, const Sphere& sphere, float thickness = 1);
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void FillOBB3D(const Color3& color, const OBB& obb);
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void WireframeOBB3D(const Color3& color, const OBB& obb, float thickness = 1);
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void FillCapsule3D(const Color3& color, const Capsule& capsule);
|
||||
void WireframeCapsule3D(const Color3& color, const Capsule& cap, float thickness = 1);
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void FillTriangleMesh3D(const Color3& color, const TriangleMesh& mesh);
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void WireframeTriangleMesh3D(const Color3& color, const TriangleMesh& mesh, float thickness = 1);
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void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size = 12);
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||||
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void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
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||||
|
149
include/LearnOpenGL/Mesh.h
Normal file
149
include/LearnOpenGL/Mesh.h
Normal file
@@ -0,0 +1,149 @@
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||||
/// @file Mesh.h
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/// @description
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||||
/// @author LearnOpenGL - Updated Josh O'Leary
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||||
/// @lastedit 2024-02-22
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||||
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||||
// Original Source:
|
||||
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/mesh.h
|
||||
|
||||
#pragma once
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||||
|
||||
#include <glad/glad.h>
|
||||
#include <GL/glew.h>
|
||||
#include <GL/glext.h>
|
||||
#include <J3ML/LinearAlgebra/Vector3.h>
|
||||
#include <J3ML/LinearAlgebra/Vector2.h>
|
||||
#include <string>
|
||||
#include "Shader.h"
|
||||
|
||||
using J3ML::LinearAlgebra::Vector2;
|
||||
using J3ML::LinearAlgebra::Vector3;
|
||||
using J3ML::u32;
|
||||
|
||||
constexpr int MAX_BONE_INFLUENCE = 4;
|
||||
|
||||
namespace LearnOpenGL
|
||||
{
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
Vector3 Position;
|
||||
Vector3 Normal;
|
||||
Vector2 TexCoords;
|
||||
Vector3 Tangent;
|
||||
Vector3 BiTangent;
|
||||
int BoneIDs[MAX_BONE_INFLUENCE];
|
||||
float BoneWeights[MAX_BONE_INFLUENCE];
|
||||
};
|
||||
|
||||
// Different from Texture2D in purpose
|
||||
struct Texture {
|
||||
unsigned int id;
|
||||
std::string type;
|
||||
std::string path;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<uint> indices;
|
||||
std::vector<Texture> textures;
|
||||
uint VAO;
|
||||
|
||||
Mesh(std::vector<Vertex> verts, std::vector<uint> indices, std::vector<Texture> textures)
|
||||
{
|
||||
this->vertices = verts;
|
||||
this->indices = indices;
|
||||
this->textures = textures;
|
||||
|
||||
setupMesh();
|
||||
}
|
||||
|
||||
void Draw(Shader &shader)
|
||||
{
|
||||
uint diffuse = 1;
|
||||
uint specular = 1;
|
||||
uint normal = 1;
|
||||
uint height = 1;
|
||||
for (uint i = 0; i < textures.size(); i++)
|
||||
{
|
||||
// activate proper texture unit before binding
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
// retrieve texture number (the N in diffuse_textureN)
|
||||
std::string number;
|
||||
std::string name = textures[i].type;
|
||||
if (name == "texture_diffuse")
|
||||
number = std::to_string(diffuse++);
|
||||
else if (name == "texture_specular")
|
||||
number = std::to_string(specular++);
|
||||
else if (name == "texture_normal")
|
||||
number = std::to_string(normal++);
|
||||
else if (name == "texture_height")
|
||||
number = std::to_string(height++);
|
||||
|
||||
// now set the sampler to the correct texture unit
|
||||
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
|
||||
// and finally bind the texture
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||
}
|
||||
|
||||
// draw mesh
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, static_cast<uint>(indices.size()), GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// always good practice to set everything back to defaults once configured.
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
private:
|
||||
// render data
|
||||
unsigned int VBO, EBO;
|
||||
|
||||
// initializes all the buffer objects/arrays
|
||||
void setupMesh()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
// load data into vertex buffers
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
|
||||
// A great thing about structs is that their memory layout is sequential for all member items
|
||||
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/vec2 array
|
||||
// which again translates to 3/2 floats which translates to a byte array
|
||||
// Except we use J3ML instead of glm, but the concept applies nonetheless
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint), &indices[0], GL_STATIC_DRAW);
|
||||
|
||||
// set the vertex attribute pointers
|
||||
// vertex positions
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
|
||||
// vertex normals
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
|
||||
// vertex texture coords
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
|
||||
// vertex tangent
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
|
||||
// vertex bitangent
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BiTangent));
|
||||
// ids
|
||||
glEnableVertexAttribArray(5);
|
||||
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, BoneIDs));
|
||||
|
||||
// weights
|
||||
glEnableVertexAttribArray(6);
|
||||
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneWeights));
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
};
|
||||
}
|
21
main.cpp
21
main.cpp
@@ -53,7 +53,9 @@ 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)
|
||||
{
|
||||
|
||||
}
|
||||
@@ -64,12 +66,12 @@ public:
|
||||
|
||||
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);
|
||||
|
||||
//glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
@@ -82,6 +84,11 @@ public:
|
||||
{
|
||||
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});
|
||||
|
||||
@@ -95,7 +102,7 @@ public:
|
||||
|
||||
|
||||
JGL::J3D::DrawString3D(JGL::Colors::White, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
|
||||
JGL::RenderText("William J. Tomasine II ", 0.f, -120.f, 1.f);
|
||||
JGL::J2D::DrawString2D(JGL::Colors::Green, "William J. Tomasine II ", 0.f, -120.f, 1.f);
|
||||
|
||||
JGL::J2D::DrawLine2D(JGL::Colors::Greens::DarkGreen, {10, 10}, {200, 300});
|
||||
JGL::J3D::DrawLine3D(JGL::Colors::Red, {0,0,0}, {1,0,0});
|
||||
@@ -117,9 +124,9 @@ public:
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
auto* 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);
|
||||
while (window->isAlive())
|
||||
|
133
src/JGL/JGL.cpp
133
src/JGL/JGL.cpp
@@ -4,12 +4,10 @@
|
||||
|
||||
#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 "JGL/Color3.h"
|
||||
#include <JGL/Color3.h>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
@@ -18,7 +16,6 @@ GLuint texture;
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
|
||||
FT_Face face;
|
||||
FT_Library ft;
|
||||
|
||||
@@ -41,65 +38,6 @@ namespace JGL
|
||||
return true;
|
||||
}
|
||||
|
||||
void RenderText(std::string text, float x, float y, float scale, u32 text_size) {
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
|
||||
FT_Set_Pixel_Sizes(face, 0, text_size);
|
||||
|
||||
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);
|
||||
glGenTextures(1, &texture);
|
||||
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);
|
||||
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 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) {
|
||||
@@ -189,6 +127,16 @@ namespace JGL
|
||||
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);
|
||||
@@ -198,6 +146,65 @@ namespace JGL
|
||||
glVertex2f(tri.C.x, tri.C.y);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size) {
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
|
||||
|
||||
FT_Set_Pixel_Sizes(face, 0, size);
|
||||
|
||||
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);
|
||||
glGenTextures(1, &texture);
|
||||
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);
|
||||
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 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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user