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8 Commits

Author SHA1 Message Date
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
5 changed files with 326 additions and 152 deletions

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@@ -1,67 +1,67 @@
cmake_minimum_required(VERSION 3.25)
project(JGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed")
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
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.14.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
)
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 ${SOURCES}
include/JGL/JGL.h
src/JGL/JGL.cpp
include/LearnOpenGL/Shader.h
include/LearnOpenGL/Texture2D.h
include/JGL/Color3.h
include/JGL/Colors.h
include/JGL/Color4.h
)
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(Freetype REQUIRED)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${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)
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)
cmake_minimum_required(VERSION 3.25)
project(JGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed")
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
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.19.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
)
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 ${SOURCES}
include/JGL/JGL.h
src/JGL/JGL.cpp
include/LearnOpenGL/Shader.h
include/LearnOpenGL/Texture2D.h
include/JGL/Color3.h
include/JGL/Colors.h
include/JGL/Color4.h
)
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(Freetype REQUIRED)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${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)
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)

View File

@@ -10,6 +10,10 @@
#include <iostream>
#include <JGL/Color3.h>
#include <J3ML/Geometry/Sphere.h>
#include <J3ML/Geometry/OBB.h>
#include <J3ML/Geometry/Capsule.h>
#include <J3ML/Geometry/Plane.h>
#include <J3ML/Geometry/TriangleMesh.h>
// OpenGL Wrapper for rendering 2D graphics primitives in both a 2D and 3D context
namespace JGL {
@@ -22,6 +26,10 @@ namespace JGL {
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;
@@ -47,23 +55,23 @@ namespace JGL {
// TODO: implement correct coloring
using J3ML::u32;
void RenderText(std::string text, float x, float y, float scale, u32 size = 16);
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(const Color3& color, const Triangle2D& tri);
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 = 16);
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);
@@ -74,11 +82,14 @@ namespace JGL {
}
namespace J3D {
void DrawLine3D(const Color3& color, const Vector3 &A, const Vector3 &B, float thickness = 1);
void FillSphere3D();
void WireframeSphere3D(const Sphere& sphere)
{
}
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 = 12);
void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);

149
include/LearnOpenGL/Mesh.h Normal file
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@@ -0,0 +1,149 @@
/// @file Mesh.h
/// @description
/// @author LearnOpenGL - Updated Josh O'Leary
/// @lastedit 2024-02-22
// Original Source:
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/mesh.h
#pragma once
#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);
}
};
}

View File

@@ -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())

View File

@@ -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
}
}