Compare commits
11 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
e809b1b665 | |||
d15b3f660d | |||
ff2a8ab787 | |||
55160044b6 | |||
04a4cbd54d | |||
f96a3851a1 | |||
4996288163 | |||
f3c2fd5e93 | |||
6650af4fc4 | |||
1d8823b046 | |||
c0b65818c8 |
@@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 3.18)
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cmake_minimum_required(VERSION 3.18..3.27)
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project(JGL
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VERSION 1.0
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LANGUAGES CXX
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@@ -17,17 +17,17 @@ include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME mcolor
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URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-3.zip
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URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-4.zip
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)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Release-3.0.zip
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URL https://git.redacted.cc/josh/j3ml/archive/Release-3.1.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/Prerelease-12.zip
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URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-13.zip
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)
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CPMAddPackage(
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@@ -109,4 +109,4 @@ if (WIN32)
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target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML ReWindowLibrary glad jlog Event ReTexture)
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endif()
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target_link_libraries(JGL_Demo PUBLIC JGL)
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target_link_libraries(JGL_Demo PUBLIC JGL)
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|
5
assets/shader_programs/test_fragment.glsl
Normal file
5
assets/shader_programs/test_fragment.glsl
Normal file
@@ -0,0 +1,5 @@
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#version 120
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void main() {
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gl_FragColor = vec4(1, 1, 1, 1);
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}
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7
assets/shader_programs/test_vertex.glsl
Normal file
7
assets/shader_programs/test_vertex.glsl
Normal file
@@ -0,0 +1,7 @@
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#version 120
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attribute vec2 position;
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void main() {
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gl_Position = vec4(position.x, position.y, 1.0, 1.0);
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}
|
@@ -17,21 +17,21 @@
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#include <Color3.hpp>
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#include <Color4.hpp>
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#include <Colors.hpp>
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#include <JGL/Texture.h>
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#include <JGL/enums.h>
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#include <JGL/FontCache.h>
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#include <JGL/Font.h>
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#include <JGL/types/Texture.h>
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#include <JGL/types/enums.h>
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#include <JGL/types/FontCache.h>
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#include <JGL/types/Font.h>
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#include <J3ML/LinearAlgebra.hpp>
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#include <J3ML/LinearAlgebra/Vector2.hpp>
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#include <J3ML/LinearAlgebra/Vector3.hpp>
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#include <J3ML/Geometry/Sphere.hpp>
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#include <J3ML/Geometry/Capsule.hpp>
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#include <J3ML/Geometry/TriangleMesh.hpp>
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#include <JGL/Logger.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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using namespace J3ML::LinearAlgebra;
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using namespace J3ML::Geometry;
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@@ -62,7 +62,6 @@ namespace JGL {
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/// Drawing functions for primitive 2D Shapes.
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/// Each function is overloaded with Color3 and Color4 for optional transparency.
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namespace J2D {
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/// Open a 2-D rendering context with the underlying graphics system (In this case & by default OpenGL).
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/// @note This call may not strictly be necessary on some setups, but is provided to keep the API constant.
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/// It is recommended to always open a JGL 2D context to render your content, then close when completed.
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@@ -75,8 +74,6 @@ namespace JGL {
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/// Plots a single pixel on the screen.
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/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param coordinates The pixel-point on-screen at which to plot the pixel.
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void DrawPoint(const Color3& color, const Vector2& coordinates, float radius = 1.f);
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void DrawPoint(const Color3& color, float x, float y, float radius = 1.f);
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void DrawPoint(const Color4& color, const Vector2& coordinates, float radius = 1.f);
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void DrawPoint(const Color4& color, float x, float y, float radius = 1.f);
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@@ -85,117 +82,111 @@ namespace JGL {
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/// @param A The starting point of the line segment.
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/// @param B The end point of the line segment.
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/// @param thickness The width at which to render the line.
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void DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness = 1);
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void DrawLine(const Color3& color, float x, float y, float w, float h, float thickness = 1);
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void DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness = 1);
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void DrawLine(const Color4& color, float x1, float y1, float x2, float y2, float thickness = 1);
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///Draws a line with a gradient that transitions across it.
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void DrawGradientLine(const Color4& color1, const Color4& color2, const Vector2& A, const Vector2& B, float thickness = 1);
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void DrawGradientLine(const Color3& color1, const Color3& color2, const Vector2& A, const Vector2& B, float thickness = 1);
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void DrawGradientLine(const Color4& color1, const Color4& color2, float x, float y, float w, float h, float thickness = 1);
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void DrawGradientLine(const Color3& color1, const Color3& color2, float x, float y, float w, float h, float thickness = 1);
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/// Draws an outline of a rectangle on the screen.
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void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
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void OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness = 1);
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/// Draws a sprite to the screen by passing a GLuint that represents a handle to a loaded texture.
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/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
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/// @param texture
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/// @param position
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/// @param origin The center point around which the image should have all transformations applied to it.
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/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
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/// @param rad_rotation A float representing the rotation of the sprite where 0 is no rotation and 1 is the maximum rotation (would look the same as 0).
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/// @param color A 32-bit RGBA value represented as four unsigned 8-bit integers.
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/// @param inversion
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/// @param inversion inverts the texture only.
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/// @see class Texture
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void DrawSprite(const Texture& texture,
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const Vector2& position,
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const Vector2& origin = Vector2(0,0),
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const Vector2& scale = Vector2(1,1),
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const Color4& color = Colors::White,
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Inversion inversion = Inversion::None);
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void DrawSprite(const Texture& texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
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const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Inversion inversion = Inversion::None);
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void DrawSprite(const Texture& texture,
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float positionX, float positionY,
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float rad_rotation = 0,
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float originX = 0, float originY = 0,
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float scaleX = 1, float scaleY = 1,
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const Color4& color = Colors::White,
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Inversion inversion = Inversion::None);
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/// Draws a piece of a sprite to the screen, similar to DrawSprite.
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/// @param texture
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/// @param position
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/// @param sub_texture_position The top left corner of the sub-texture to be drawn.
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/// @param sub_texture_size The size of the sub-texture in px.
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/// @param origin
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/// @param scale
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/// @param color
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/// @param inversion
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void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
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const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Inversion inversion = Inversion::None);
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void DrawPartialSprite(const Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX, unsigned int sub_texture_sizeY,
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float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Inversion inversion = Inversion::None);
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/// Draws a non axis-aligned fill rect to the screen.
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/// The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
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/// @param color
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/// @param v1 top-left vertex.
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/// @param v2 bottom-left vertex.
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/// @param v3 bottom-right vertex.
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/// @param v4 top-right vertex.
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void FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
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void FillQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4);
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/// Draws a non axis-aligned outline rect to the screen.
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/// The order of the vertices must be such that if you were to connect them you'd never go diagonally across the quad.
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/// @param color
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/// @param v1 top-left vertex.
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/// @param v2 bottom-left vertex.
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/// @param v3 bottom-right vertex.
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/// @param v4 top-right vertex.
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/// @param thickness the thickness of the GL_LINES to be connected together.
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void OutlineQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
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void OutlineQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness = 1);
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/// Draws a filled rectangle on the screen.
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void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
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void FillRect(const Color3& color, const Vector2& pos, const Vector2& size);
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/// Draws a filled rectangle where the color transitions across it.
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void FillGradientRect(const Color4& color1, const Color4& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
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void FillGradientRect(const Color3& color1, const Color3& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size);
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/// Draws a filled rectangle with rounded corners on the screen.
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void FillRoundedRect(const Color4& color, const Vector2 &pos, const Vector2 &size, float radius = 5, unsigned int subdivisions = 8);
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void FillRoundedRect(const Color3& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
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/// Draws an outline of a circle on the screen.
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void OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
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void OutlineCircle(const Color3& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
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/// Draws a filled circle on the screen.
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void FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 8);
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void FillCircle(const Color3& color, const Vector2& center, float radius, unsigned int subdivisions = 8);
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/// Draws an outline of a triangle on the screen.
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/// @param color
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/// @param tri
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/// @param thickness
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void OutlineTriangle(const Color4& color, const Triangle2D& tri, float thickness = 1);
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void OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness = 1);
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void OutlineTriangle(const Color4& color,
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const Vector2& triA, const Vector2& triB, const Vector2& triC,
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float thickness = 1);
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void OutlineTriangle(const Color3& color,
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const Vector2& triA, const Vector2& triB, const Vector2& triC,
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float thickness = 1);
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// TODO: Take more Focalin
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void OutlineTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC, float thickness = 1);
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/// Draws a filled triangle on the screen.
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void FillTriangle(const Color4& color, const Triangle2D& tri);
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void FIllTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC);
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void FillTriangle(const Color3& color, const Triangle2D& tri);
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/// Draws a triangle where each corner is defined by a given color, Smoothly transitioning between them.
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void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
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void FillGradientTriangle(const Color3& a_color, const Color3& b_color, const Color3& c_color, const Triangle2D& tri);
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// TODO: Implement an overload that simply takes 3 Vector3's
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/// Draws a text string on the screen with a given point-size and font.
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void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
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void DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
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// TODO: Implement the following:
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void FillTexturedTriangle();
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void DrawCubicBezierCurve(const Color4& color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
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int subdivisions = 10, float thickness = 1);
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/// Draws a series of points where the last point always connects to the first point.
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void OutlinePolygon(const Color4& color, const std::vector<Vector2>& points, float thickness = 1);
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/// TODO Implement the following. These ones are going to be extremely annoying.
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void FillPolygon(const Color4& color, const std::vector<Vector2>& points);
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void FillTexturedPolygon();
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void DrawPartialSprite();
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void DrawCubicBezierCurve(const Color4& color,
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const Vector2& controlA, const Vector2& pointA,
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const Vector2& pointB, const Vector2& controlB,
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int subdivisions = 10,
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float thickness = 1);
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void OutlinePolygon (const Color4& color, std::vector<Vector2> points);
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void FillPolygon (const Color4& color, std::vector<Vector2> points, float thickness = 1);
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void OutlineRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, float thickness = 1);
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void FillTexturedTriangle();
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}
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/// Drawing functions for primitive 3D Shapes.
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@@ -207,7 +198,6 @@ namespace JGL {
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void End();
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void SetMatrix(const std::vector<GLfloat>& matrix, const Vector2& window_size);
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void DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness = 1);
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void DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness = 1);
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void FillSphere(const Color3& color, const Sphere& sphere);
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void WireframeSphere(const Color3& color, const Sphere& sphere, float thickness = 1);
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void FillOBB(const Color3& color, const OBB& obb);
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@@ -216,7 +206,7 @@ namespace JGL {
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void WireframeCapsule(const Color3& color, const Capsule& cap, float thickness = 1);
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void FillTriangleMesh(const Color3& color, const TriangleMesh& mesh);
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void WireframeTriangleMesh(const Color3& color, const TriangleMesh& mesh, float thickness = 1);
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void DrawString(const Color4& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, const Font& font);
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void DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font, const EulerAngle& angle = {0, 0, 0}, bool draw_back_face = false);
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void DrawSprite();
|
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void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
|
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void DrawMatrixGizmo (const Matrix4x4&);
|
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|
11
include/JGL/Logger.h
Normal file
11
include/JGL/Logger.h
Normal file
@@ -0,0 +1,11 @@
|
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#pragma once
|
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|
||||
#include <jlog/Logger.hpp>
|
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|
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namespace JGL::Logger {
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using namespace jlog;
|
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|
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extern GenericLogger Fatal;
|
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extern GenericLogger Debug;
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extern GenericLogger Error;
|
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}
|
@@ -27,7 +27,7 @@ public:
|
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//CachedGlyph(GLuint texture_id, char c);
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CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2o, float y2o, float w, float h, float advX, float advY);
|
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char getCharacter();
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const std::array<GLfloat, 12> getTexCoords() const;
|
||||
[[nodiscard]] const std::array<GLfloat, 12> getTexCoords() const;
|
||||
};
|
||||
|
||||
/// Represents a Font object as it exists in the font-cache.
|
||||
@@ -45,14 +45,14 @@ public:
|
||||
CachedGlyph* getGlyph(char c);
|
||||
std::map<char, CachedGlyph*> getGlyphs();
|
||||
const GLuint* getTexture();
|
||||
GLsizei getTextureWidth() const;
|
||||
GLsizei getTextureHeight() const;
|
||||
[[nodiscard]] GLsizei getTextureWidth() const;
|
||||
[[nodiscard]] GLsizei getTextureHeight() const;
|
||||
CachedFont(GLuint texture_id, GLsizei texture_width, GLsizei texture_height, unsigned int font_size, unsigned int font_index);
|
||||
};
|
||||
|
||||
class JGL::FontCache {
|
||||
private:
|
||||
std::vector<CachedFont*> cachedFonts = {};
|
||||
std::vector<CachedFont*> cachedFonts{};
|
||||
public:
|
||||
std::vector<CachedFont*> getFonts();
|
||||
CachedFont* getFont(unsigned int font_size, unsigned int font_index);
|
39
main.cpp
39
main.cpp
@@ -2,9 +2,10 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include <rewindow/types/window.h>
|
||||
#include <Colors.hpp>
|
||||
#include <chrono>
|
||||
#include <J3ML/LinearAlgebra/Vector2.hpp>
|
||||
#include <JGL/Font.h>
|
||||
#include <jlog/jlog.hpp>
|
||||
#include <JGL/types/Font.h>
|
||||
#include <JGL/Logger.h>
|
||||
#include <ReTexture/Texture.h>
|
||||
|
||||
using J3ML::LinearAlgebra::Vector2;
|
||||
@@ -139,9 +140,17 @@ public:
|
||||
|
||||
Vector3 textAngle = {0,0,0};
|
||||
float fov = 90;
|
||||
float sprite_radians = 0;
|
||||
bool fov_increasing = true;
|
||||
unsigned long long frames = 0;
|
||||
bool framerate_measurement = false;
|
||||
std::chrono::system_clock::time_point start;
|
||||
float elapsed = 0.0f;
|
||||
|
||||
void display() {
|
||||
if (framerate_measurement)
|
||||
start = std::chrono::high_resolution_clock::now();
|
||||
|
||||
JGL::Update(getSize());
|
||||
if (fov_increasing)
|
||||
fov += 0.25;
|
||||
@@ -154,25 +163,26 @@ public:
|
||||
fov_increasing = true;
|
||||
J3D::ChangeFOV(fov);
|
||||
|
||||
sprite_radians += 0.05;
|
||||
textAngle.y += 2.0f;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
camera->render();
|
||||
|
||||
///All 3D elements of the scene and JGL elements *must* be rendered before the 2d stuff.
|
||||
|
||||
J3D::Begin();
|
||||
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-1,-0.125,1});
|
||||
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-0.33,0.25,1});
|
||||
J3D::DrawString(Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f},textAngle, 1.f, 32, FreeSans);
|
||||
J3D::DrawString(Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f}, 1.f, 32, FreeSans, textAngle, true);
|
||||
J3D::End();
|
||||
|
||||
J2D::Begin();
|
||||
J2D::FillQuad(Color4(Colors::Red), {500, 52}, {500, 152}, {600, 152}, {600, 52});
|
||||
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
|
||||
J2D::DrawSprite(*image, {200, 252}, {0.5, 0.5}, {2, 1});
|
||||
J2D::DrawSprite(*image, {252, 252}, sprite_radians, {0.5, 0.5});
|
||||
J2D::DrawPartialSprite(*image, {200, 252}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, sprite_radians, {0.5, 0.5});
|
||||
J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
|
||||
J2D::FillGradientRect(Colors::Red, Colors::Blue, Gradient::DiagonalBottomLeft, {100,52}, {100,100});
|
||||
J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
|
||||
@@ -191,7 +201,8 @@ public:
|
||||
J2D::DrawString(Colors::Green, "Jupteroid Font", 0.f, 0, 1.f, 16, Jupiteroid);
|
||||
J2D::DrawString(Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 16, 1,16, Jupiteroid);
|
||||
J2D::DrawString(Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 33, 1,16, Jupiteroid);
|
||||
|
||||
J2D::OutlinePolygon(Colors::White, {{200, 400}, {220, 420}, {220, 430}, {230, 410}, {200, 400}});
|
||||
//J2D::FillPolygon(Colors::White, {{200, 400}, {220, 420}, {220, 430}, {230, 410}, {200, 400}});
|
||||
J2D::DrawCubicBezierCurve(Colors::Blues::CornflowerBlue,
|
||||
a.position,
|
||||
b.position,
|
||||
@@ -204,6 +215,22 @@ public:
|
||||
c.Draw();
|
||||
d.Draw();
|
||||
J2D::End();
|
||||
|
||||
if (framerate_measurement) {
|
||||
frames++;
|
||||
std::chrono::system_clock::time_point stop = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<float> frame_time = stop - start;
|
||||
elapsed += frame_time.count();
|
||||
if (elapsed >= 1)
|
||||
std::cout << "Framerate: " << frames << std::endl,
|
||||
frames = 0,
|
||||
elapsed = 0,
|
||||
framerate_measurement = false,
|
||||
setVsyncEnabled(true);
|
||||
} else if (isKeyDown(Keys::One))
|
||||
framerate_measurement = true,
|
||||
frames = 0,
|
||||
setVsyncEnabled(false);
|
||||
}
|
||||
|
||||
void OnRefresh(float elapsed) override {
|
||||
|
410
src/JGL.cpp
410
src/JGL.cpp
@@ -5,7 +5,7 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include <glad/glad.h>
|
||||
#include <Color3.hpp>
|
||||
#include <jlog/jlog.hpp>
|
||||
#include <jlog/Logger.hpp>
|
||||
#include <J3ML/Algorithm/Bezier.hpp>
|
||||
|
||||
GLfloat oldColor[4] = {0, 0, 0, 1};
|
||||
@@ -27,15 +27,14 @@ namespace JGL {
|
||||
|
||||
void Update(const Vector2& window_size) {
|
||||
wS = window_size;
|
||||
glViewport(0, 0, wS.x, wS.y);
|
||||
glViewport(0, 0, (int) wS.x, (int) wS.y);
|
||||
}
|
||||
|
||||
|
||||
void J2D::Begin() {
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
glViewport(0, 0, wS.x, wS.y);
|
||||
glViewport(0, 0, (int) wS.x, (int) wS.y);
|
||||
glOrtho(0, wS.x, wS.y, 0, -1, 1);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
@@ -43,53 +42,61 @@ namespace JGL {
|
||||
|
||||
//Get what the draw color was before we did anything.
|
||||
glGetFloatv(GL_CURRENT_COLOR, oldColor);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE,& activeTextureUnit);
|
||||
activeTextureUnit = activeTextureUnit - GL_TEXTURE0;
|
||||
|
||||
if (activeTextureUnit != 0)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
wasDepthTestEnabled = false;
|
||||
if (glIsEnabled(GL_DEPTH_TEST))
|
||||
wasDepthTestEnabled = true,
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
else
|
||||
wasDepthTestEnabled = false;
|
||||
|
||||
wasVertexArraysEnabled = true;
|
||||
if (!glIsEnabled(GL_VERTEX_ARRAY))
|
||||
wasVertexArraysEnabled = false,
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
else
|
||||
wasVertexArraysEnabled = true;
|
||||
|
||||
wasCullFaceEnabled = true;
|
||||
if (!glIsEnabled(GL_CULL_FACE))
|
||||
wasCullFaceEnabled = false,
|
||||
glEnable(GL_CULL_FACE),
|
||||
glCullFace(GL_BACK);
|
||||
else
|
||||
wasCullFaceEnabled = true;
|
||||
|
||||
wasBlendEnabled = true;
|
||||
if (!glIsEnabled(GL_BLEND))
|
||||
wasBlendEnabled = false,
|
||||
glEnable(GL_BLEND),
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
else
|
||||
wasBlendEnabled = true;
|
||||
|
||||
wasTexture2DEnabled = true;
|
||||
if (!glIsEnabled(GL_TEXTURE_2D))
|
||||
wasTexture2DEnabled = false,
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
else
|
||||
wasTexture2DEnabled = true;
|
||||
|
||||
wasTextureCoordArrayEnabled = true;
|
||||
if (!glIsEnabled(GL_TEXTURE_COORD_ARRAY))
|
||||
wasTextureCoordArrayEnabled = false,
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
wasTextureCoordArrayEnabled = true;
|
||||
|
||||
wasColorArrayEnabled = false;
|
||||
if (glIsEnabled(GL_COLOR_ARRAY))
|
||||
wasColorArrayEnabled = true,
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
else
|
||||
wasColorArrayEnabled = false;
|
||||
|
||||
if (!inJ3D)
|
||||
inJ2D = true;
|
||||
else { ERROR("Attempt to Begin J2D inside of J3D context.") }
|
||||
else { jlog::Error("Attempt to Begin J2D inside of J3D context."); }
|
||||
}
|
||||
|
||||
void J2D::End() {
|
||||
@@ -123,14 +130,14 @@ namespace JGL {
|
||||
glActiveTexture(GL_TEXTURE0 + activeTextureUnit);
|
||||
|
||||
//Put the draw color back how it was before.
|
||||
glColor4f(oldColor[0], oldColor[1], oldColor[2], oldColor[3]);
|
||||
glColor4fv(oldColor);
|
||||
|
||||
inJ2D = false;
|
||||
}
|
||||
|
||||
void J2D::DrawSprite(const Texture& texture, const Vector2& pos, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
|
||||
void J2D::DrawSprite(const Texture& texture, const Vector2& pos, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
|
||||
const Vector2 size = texture.GetDimensions();
|
||||
@@ -141,18 +148,26 @@ namespace JGL {
|
||||
// Factors in scaling and origin correctly.
|
||||
// i.e. to render at 2x size, from the center, at coords XY, use {2, 2} scale, and {0.5, 0.5} offset.
|
||||
const Vector2 offset = origin * size;
|
||||
|
||||
Vector2 pos2 = pos - offset*scale;
|
||||
Vector2 pos2 = pos - offset * scale;
|
||||
Vector2 scaled_size = scale * size;
|
||||
Vector2 size2 = scaled_size;
|
||||
float cos_theta = std::cos(rad_rotation);
|
||||
float sin_theta = std::sin(rad_rotation);
|
||||
|
||||
const Vector2 vertices[] = {
|
||||
pos2, // Top-left vertex
|
||||
{pos2.x, pos2.y + size2.y}, // Bottom-left
|
||||
{pos2.x + size2.x, pos2.y + size2.y}, // Bottom-right
|
||||
{pos2.x + size2.x, pos2.y} // Top-right
|
||||
std::array<Vector2, 4> vertices =
|
||||
{
|
||||
pos2, // Top-left vertex
|
||||
{pos2.x, pos2.y + size2.y}, // Bottom-left
|
||||
{pos2.x + size2.x, pos2.y + size2.y}, // Bottom-right
|
||||
{pos2.x + size2.x, pos2.y} // Top-right
|
||||
};
|
||||
|
||||
//Rotate the vertices about the origin by float rad_rotation.
|
||||
if (rad_rotation != 0)
|
||||
for (auto& v : vertices)
|
||||
v = { (v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta + pos2.x + offset.x * scale.x, (v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta + pos2.y + offset.y * scale.y};
|
||||
|
||||
|
||||
if (inversion& Inversion::Vertical)
|
||||
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
|
||||
if (inversion& Inversion::Horizontal)
|
||||
@@ -162,121 +177,157 @@ namespace JGL {
|
||||
|
||||
glColor4ubv(color.ptr());
|
||||
glBindTexture(GL_TEXTURE_2D, texture.GetGLTextureHandle());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
|
||||
void J2D::DrawSprite(const Texture& texture, float positionX, float positionY, float originX, float originY, float scaleX, float scaleY, const Color4& color, Inversion inversion)
|
||||
void J2D::DrawSprite(const Texture& texture, float positionX, float positionY, float rad_rotation, float originX, float originY, float scaleX, float scaleY, const Color4& color, Inversion inversion)
|
||||
{
|
||||
DrawSprite(texture,
|
||||
{positionX, positionX},
|
||||
{positionX, positionY},
|
||||
rad_rotation,
|
||||
{originX, originY},
|
||||
{scaleX, scaleY},
|
||||
color,
|
||||
inversion);
|
||||
color, inversion);
|
||||
}
|
||||
|
||||
void J2D::DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color, Inversion inversion) {
|
||||
if (!inJ2D)
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
const Vector2 textureSize = texture.GetDimensions();
|
||||
|
||||
// Calculate texture coordinates (relative to the whole texture)
|
||||
std::array<GLfloat, 8> textureCoordinates = {
|
||||
sub_texture_position.x / textureSize.x,
|
||||
sub_texture_position.y / textureSize.y,
|
||||
sub_texture_position.x / textureSize.x,
|
||||
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
||||
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
||||
sub_texture_position.y / textureSize.y
|
||||
};
|
||||
|
||||
if (inversion & Inversion::Vertical)
|
||||
std::swap(textureCoordinates[1], textureCoordinates[3]),
|
||||
std::swap(textureCoordinates[5], textureCoordinates[7]);
|
||||
|
||||
if (inversion & Inversion::Horizontal)
|
||||
std::swap(textureCoordinates[0], textureCoordinates[6]),
|
||||
std::swap(textureCoordinates[2], textureCoordinates[4]);
|
||||
|
||||
const Vector2 offset = origin * sub_texture_size;
|
||||
Vector2 pos2 = position - offset * scale;
|
||||
Vector2 scaled_size = scale * sub_texture_size;
|
||||
Vector2 size2 = scaled_size;
|
||||
float cos_theta = std::cos(rad_rotation);
|
||||
float sin_theta = std::sin(rad_rotation);
|
||||
|
||||
std::array<Vector2, 4> vertices =
|
||||
{
|
||||
pos2, // Top-left
|
||||
{pos2.x, pos2.y + size2.y}, // Bottom-left
|
||||
{pos2.x + size2.x, pos2.y + size2.y},// Bottom-right
|
||||
{pos2.x + size2.x, pos2.y} // Top-right
|
||||
};
|
||||
|
||||
//Rotate the vertices about the origin by float rad_rotation.
|
||||
if (rad_rotation != 0)
|
||||
for (auto& v : vertices)
|
||||
v = { (v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta + pos2.x + offset.x * scale.x, (v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta + pos2.y + offset.y * scale.y};
|
||||
|
||||
glColor4ubv(color.ptr());
|
||||
glBindTexture(GL_TEXTURE_2D, texture.GetGLTextureHandle());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates.data());
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::DrawPartialSprite(const JGL::Texture& texture, float positionX, float positionY, float sub_texture_positionX, float sub_texture_positionY, unsigned int sub_texture_sizeX,
|
||||
unsigned int sub_texture_sizeY, float originX,float originY, float rad_rotation, float scaleX, float scaleY, const Color4& color,JGL::Inversion inversion) {
|
||||
|
||||
J2D::DrawPartialSprite(texture, {positionX, positionY}, {sub_texture_positionX, sub_texture_positionY},
|
||||
{(float) sub_texture_sizeX, (float) sub_texture_sizeY}, rad_rotation, {originX, originY}, {scaleX, scaleY}, color, inversion);
|
||||
}
|
||||
|
||||
void J2D::FillQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {v1, v2, v3, v4};
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
Vector2 vertices[4] = {v1, v2, v3, v4};
|
||||
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::FillQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4) {
|
||||
J2D::FillQuad(Color4(color), v1, v2, v3, v4);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::OutlineQuad(const Color4& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {v1, v2, v3, v4};
|
||||
glLineWidth(thickness);
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::OutlineQuad(const Color3& color, const Vector2& v1, const Vector2& v2, const Vector2& v3, const Vector2& v4, float thickness) {
|
||||
J2D::OutlineQuad(Color4(color), v1, v2, v3, v4);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void J2D::FillRect(const Color4& color, const Vector2& pos, const Vector2& size) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::FillRect(const Color3& color, const Vector2& pos, const Vector2& size) {
|
||||
J2D::FillRect({color.r, color.g, color.b, 255}, pos, size);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::FillGradientRect(const Color4& color1, const Color4& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
|
||||
std::vector<GLfloat> colors = {};
|
||||
std::vector<GLfloat> colors{};
|
||||
|
||||
if (gradient == Gradient::Horizontal)
|
||||
colors = {color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f, color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f,
|
||||
color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f, color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f};
|
||||
colors = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(), color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(),
|
||||
color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(), color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized()};
|
||||
|
||||
else if (gradient == Gradient::Vertical)
|
||||
colors = {color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f, color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f,
|
||||
color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f, color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f};
|
||||
colors = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(), color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(),
|
||||
color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(), color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized()};
|
||||
|
||||
else if (gradient == Gradient::DiagonalBottomLeft)
|
||||
colors = {(color1.r + color2.r) / 2.f / 255.f, (color1.g + color2.g) / 2.f / 255.f, (color1.b + color2.b) / 2.f / 255.f, (color1.a + color2.a) / 2.f / 255.f,
|
||||
color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f,(color1.r + color2.r) / 2.f / 255.f, (color1.g + color2.g) / 2.f / 255.f,
|
||||
(color1.b + color2.b) / 2.f / 255.f, (color1.a + color2.a) / 2.f / 255.f, color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f};
|
||||
colors = {(color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f, (color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f, (color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f,
|
||||
color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(), (color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f,
|
||||
(color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f, (color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f, color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized()};
|
||||
|
||||
else if (gradient == Gradient::DiagonalTopLeft)
|
||||
colors = {color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f,(color1.r + color2.r) / 2.f / 255.f, (color1.g + color2.g) / 2.f / 255.f,
|
||||
(color1.b + color2.b) / 2.f / 255.f, (color1.a + color2.a) / 2.f / 255.f,color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f,
|
||||
(color1.r + color2.r) / 2.f / 255.f, (color1.g + color2.g) / 2.f / 255.f, (color1.b + color2.b) / 2.f / 255.f,(color1.a + color2.a) / 2.f / 255.f};
|
||||
colors = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(),(color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f,
|
||||
(color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f, (color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f, color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(),
|
||||
(color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f, (color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f,(color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f};
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glColorPointer(4, GL_FLOAT, 0, colors.data());
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glColorPointer(4, GL_FLOAT, 0, colors.data());
|
||||
glDrawArrays(GL_QUADS, 0, 4);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::FillGradientRect(const Color3& color1, const Color3& color2, const Gradient& gradient, const Vector2& pos, const Vector2& size) {
|
||||
J2D::FillGradientRect({color1.r, color1.g, color1.b, 255}, {color2.r, color2.g, color2.b, 255}, gradient, pos, size);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius, unsigned int subdivisions) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
J2D::FillRect(color, {pos.x + radius, pos.y}, {size.x - 2 * radius, size.y});
|
||||
J2D::FillRect(color, {pos.x, pos.y + radius}, {size.x, size.y - 2 * radius});
|
||||
@@ -287,117 +338,90 @@ namespace JGL {
|
||||
J2D::FillCircle(color, {pos.x + size.x - radius, pos.y + size.y - radius}, radius, subdivisions);
|
||||
}
|
||||
|
||||
void J2D::FillRoundedRect(const Color3& color, const J3ML::LinearAlgebra::Vector2& pos, const J3ML::LinearAlgebra::Vector2& size, float radius, unsigned int subdivisions) {
|
||||
J2D::FillRoundedRect({color.r, color.g, color.b, 255}, pos, size, radius, subdivisions);
|
||||
}
|
||||
|
||||
void J2D::OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::OutlineRect(const Color3& color, const Vector2& pos, const Vector2& size, float thickness) {
|
||||
J2D::OutlineRect({color.r, color.g, color.b, 255}, pos, size, thickness);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.");
|
||||
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
Vector2 vertices[] = {A, B};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::DrawLine(const Color3& color, const Vector2& A, const Vector2& B, float thickness) {
|
||||
J2D::DrawLine({color.r, color.g, color.b, 255}, A, B, thickness);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::DrawLine(const Color4& color, float x, float y, float w, float h, float thickness) {
|
||||
J2D::DrawLine(color, {x, y}, {w, h}, thickness);
|
||||
}
|
||||
|
||||
void J2D::DrawLine(const Color3& color, float x, float y, float w, float h, float thickness) {
|
||||
J2D::DrawLine({color.r, color.g, color.b, 255}, x, y, w, h, thickness);
|
||||
}
|
||||
|
||||
void J2D::DrawGradientLine(const Color4& color1, const Color4& color2, const Vector2& A, const Vector2& B, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.");
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {A, B};
|
||||
GLfloat colors[8] = {color1.r / 255.f, color1.g / 255.f, color1.b / 255.f, color1.a / 255.f,
|
||||
color2.r / 255.f, color2.g / 255.f, color2.b / 255.f, color2.a / 255.f};
|
||||
GLfloat colors[8] = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(),
|
||||
color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized() };
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glLineWidth(thickness);
|
||||
glColorPointer(4,GL_FLOAT,sizeof(GL_FLOAT) * 4, colors);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
glLineWidth(thickness);
|
||||
glColorPointer(4,GL_FLOAT,sizeof(Color4), colors);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::DrawGradientLine(const Color3& color1, const Color3& color2, const Vector2& A, const Vector2& B, float thickness) {
|
||||
J2D::DrawGradientLine({color1.r, color1.g, color1.b, 255}, {color2.r, color2.g, color2.b, 255}, A, B, thickness);
|
||||
}
|
||||
void DrawGradientLine(const Color4& color1, const Color4& color2, float x, float y, float w, float h, float thickness) {
|
||||
J2D::DrawGradientLine(color1, color2, {x, y}, {w, h}, thickness);
|
||||
}
|
||||
|
||||
void DrawGradientLine(const Color3& color1, const Color3& color2, float x, float y, float w, float h, float thickness) {
|
||||
J2D::DrawGradientLine({color1.r, color1.g, color1.b, 255}, {color2.r, color2.g, color2.b, 255}, {x, y}, {w, h}, thickness);
|
||||
void J2D::OutlinePolygon(const Color4 &color, const std::vector<Vector2>& points, float thickness) {
|
||||
if (!inJ2D)
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
if (points.front() != points.back())
|
||||
throw std::runtime_error("J2D::OutlinePolygon: The first point and the last point must connect.");
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), points.data());
|
||||
glDrawArrays(GL_LINE_LOOP, 0, (int) points.size());
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::DrawPoint(const Color4& color, const Vector2& coordinates, float radius) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.");
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {coordinates};
|
||||
|
||||
glPointSize(radius);
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_POINTS, 0, 1);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::DrawPoint(const Color3& color, const Vector2& coordinates, float radius) {
|
||||
J2D::DrawPoint({color.r, color.g, color.b, 255}, coordinates);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::DrawPoint(const Color4& color, float x, float y, float radius) {
|
||||
DrawPoint(color, {x, y});
|
||||
}
|
||||
|
||||
void J2D::DrawPoint(const Color3& color, float x, float y, float radius) {
|
||||
DrawPoint({color.r, color.g, color.b, 255}, {x, y});
|
||||
DrawPoint(color, {x, y}, radius);
|
||||
}
|
||||
|
||||
void J2D::OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
float step = (2.f * Math::Pi) / (float) subdivisions;
|
||||
std::vector<Vector2> vertices{};
|
||||
@@ -410,110 +434,82 @@ namespace JGL {
|
||||
}
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4f(color.RedChannelNormalized(),
|
||||
color.GreenChannelNormalized(),
|
||||
color.BlueChannelNormalized(),
|
||||
color.AlphaChannelNormalized());
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
||||
glDrawArrays(GL_LINE_LOOP, 0, vertices.size());
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::OutlineCircle(const Color3& color, const Vector2& center, float radius, unsigned int subdivisions, float thickness) {
|
||||
J2D::OutlineCircle({color.r, color.g, color.b, 255}, center, radius, subdivisions, thickness);
|
||||
glDrawArrays(GL_LINE_LOOP, 0, (int) vertices.size());
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
GLfloat angle, x, y;
|
||||
float step = (2.f * Math::Pi) / (float) subdivisions;
|
||||
std::vector<Vector2> vertices{};
|
||||
|
||||
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step)
|
||||
x = radius * sin(angle) + center.x,
|
||||
y = radius * cos(angle) + center.y,
|
||||
vertices.push_back({x, y});
|
||||
x = radius * std::sin(angle) + center.x,
|
||||
y = radius * std::cos(angle) + center.y,
|
||||
vertices.emplace_back(x, y);
|
||||
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, vertices.size());
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::FillCircle(const Color3& color, const Vector2& center, float radius, unsigned int subdivisions) {
|
||||
J2D::FillCircle({color.r, color.g, color.b, 255}, center, radius, subdivisions);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, (int) vertices.size());
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::OutlineTriangle(const Color4& color, const Triangle2D& tri, float thickness) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_LINE_LOOP, 0, 3);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J2D::OutlineTriangle(const Color3& color, const Triangle2D& tri, float thickness) {
|
||||
J2D::OutlineTriangle({color.r, color.g, color.b, 255}, tri, thickness);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::FillTriangle(const Color4& color, const Triangle2D& tri) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
||||
|
||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri) {
|
||||
if (!inJ2D)
|
||||
ERROR("Attempt to Render J2D element before J2D begin.")
|
||||
jlog::Error("Drawing J2D element before J2D begin.");
|
||||
|
||||
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
||||
GLfloat colors[] = {a_color.r / 255.f, a_color.g / 255.f, a_color.b / 255.f, a_color.a / 255.f,b_color.r / 255.f,
|
||||
b_color.g / 255.f, b_color.b / 255.f, b_color.a / 255.f,c_color.r / 255.f, c_color.g / 255.f, c_color.b / 255.f,
|
||||
c_color.a / 255.f };
|
||||
GLfloat colors[] = {a_color.RedChannelNormalized(), a_color.GreenChannelNormalized(), a_color.BlueChannelNormalized(), a_color.AlphaChannelNormalized(),
|
||||
b_color.RedChannelNormalized(),b_color.GreenChannelNormalized(), b_color.BlueChannelNormalized(), b_color.AlphaChannelNormalized(),
|
||||
c_color.RedChannelNormalized(), c_color.GreenChannelNormalized(), c_color.BlueChannelNormalized(),c_color.AlphaChannelNormalized()};
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(4, GL_FLOAT, sizeof(Color4), colors);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
|
||||
void J2D::FillGradientTriangle(const Color3& a_color, const Color3& b_color, const Color3& c_color, const Triangle2D& tri) {
|
||||
J2D::FillGradientTriangle(Color4(a_color), Color4(b_color), Color4(c_color), tri);
|
||||
}
|
||||
|
||||
|
||||
void J2D::FillTriangle(const Color3& color, const Triangle2D& tri) {
|
||||
J2D::FillTriangle({color.r, color.g, color.b, 255}, tri);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void J2D::DrawCubicBezierCurve(const Color4 &color, const J3ML::LinearAlgebra::Vector2 &controlA,
|
||||
const J3ML::LinearAlgebra::Vector2 &pointA,
|
||||
const J3ML::LinearAlgebra::Vector2 &pointB,
|
||||
const J3ML::LinearAlgebra::Vector2 &controlB, int subdivisions, float thickness) {
|
||||
void J2D::DrawCubicBezierCurve(const Color4 &color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
|
||||
int subdivisions, float thickness) {
|
||||
|
||||
|
||||
Vector2 last = controlA;
|
||||
Vector2 first = controlB;
|
||||
const Vector2& first = controlB;
|
||||
for (int i = 0; i < subdivisions; ++i)
|
||||
{
|
||||
float alpha = (float)i / (float)subdivisions;
|
||||
float alpha = (float) i / (float) subdivisions;
|
||||
Vector2 step = J3ML::Algorithm::Bezier(alpha, controlA, pointA, pointB, controlB);
|
||||
DrawLine(color, last, step, thickness);
|
||||
last = step;
|
||||
@@ -521,19 +517,12 @@ namespace JGL {
|
||||
|
||||
// Have to manually draw the last segment of the curve.
|
||||
DrawLine(color, last, first, thickness);
|
||||
|
||||
// Display control points
|
||||
DrawPoint(Colors::Red, controlA, 2.f);
|
||||
DrawPoint(Colors::Red, controlB, 2.f);
|
||||
DrawPoint(Colors::Reds::Salmon, pointA, 2.f);
|
||||
DrawPoint(Colors::Reds::Salmon, pointB, 2.f);
|
||||
|
||||
}
|
||||
|
||||
//The 3D projection.
|
||||
std::vector<GLfloat> perspective(float fov, float aspect, float nearPlane, float farPlane) {
|
||||
std::vector<float> result(16);
|
||||
float f = 1.0f / tan(fov * 0.5f * Math::Pi / 180.0f);
|
||||
float f = 1.0f / std::tan(fov * 0.5f * Math::Pi / 180.0f);
|
||||
result[0] = f / aspect;
|
||||
result[5] = f;
|
||||
result[10] = (farPlane + nearPlane) / (nearPlane - farPlane);
|
||||
@@ -573,7 +562,7 @@ namespace JGL {
|
||||
|
||||
//Get what the draw color was before we did anything.
|
||||
glGetFloatv(GL_CURRENT_COLOR, oldColor);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
glColor4fv(baseColor);
|
||||
|
||||
wasDepthTestEnabled = false;
|
||||
if (glIsEnabled(GL_DEPTH_TEST))
|
||||
@@ -590,7 +579,6 @@ namespace JGL {
|
||||
wasTexture2DEnabled = false,
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// TODO: implement bool drawBackface as DrawString parameter.
|
||||
wasCullFaceEnabled = false;
|
||||
if (glIsEnabled(GL_CULL_FACE))
|
||||
wasCullFaceEnabled = true,
|
||||
@@ -606,7 +594,8 @@ namespace JGL {
|
||||
|
||||
if (!inJ2D)
|
||||
inJ3D = true;
|
||||
else { ERROR("Attempt to Begin J3D inside of J2D context.")}
|
||||
else
|
||||
jlog::Error("Can't begin J3D context inside J2D context.");
|
||||
}
|
||||
|
||||
void J3D::End() {
|
||||
@@ -626,25 +615,20 @@ namespace JGL {
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
//Put the draw color back how it was before.
|
||||
glColor4f(oldColor[0], oldColor[1], oldColor[2], oldColor[3]);
|
||||
|
||||
glColor4fv(oldColor);
|
||||
inJ3D = false;
|
||||
}
|
||||
|
||||
void J3D::DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness) {
|
||||
if (!inJ3D)
|
||||
ERROR("Attempt to Render J3D element before J3D begin.")
|
||||
jlog::Error("Attempt to Render J3D element before J3D begin.");
|
||||
|
||||
Vector3 vertices[] = {A, B};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
glColor4f(baseColor[0], baseColor[1], baseColor[2], baseColor[3]);
|
||||
}
|
||||
|
||||
void J3D::DrawLine(const Color3& color, const Vector3& A, const Vector3& B, float thickness) {
|
||||
J3D::DrawLine({color.r, color.g, color.b, 255}, A, B, thickness);
|
||||
glColor4fv(baseColor);
|
||||
}
|
||||
}
|
||||
|
@@ -2,20 +2,20 @@
|
||||
|
||||
|
||||
#if __linux__
|
||||
#include <freetype2/ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#include FT_OUTLINE_H
|
||||
|
||||
#include <freetype2/ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#include FT_OUTLINE_H
|
||||
#endif
|
||||
|
||||
#if _WIN32
|
||||
#include <ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#include FT_OUTLINE_H
|
||||
#include <ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#include FT_OUTLINE_H
|
||||
#endif
|
||||
|
||||
#include <JGL/Font.h>
|
||||
#include <JGL/FontCache.h>
|
||||
#include <jlog/jlog.hpp>
|
||||
#include <JGL/types/Font.h>
|
||||
#include <JGL/types/FontCache.h>
|
||||
#include <JGL/Logger.h>
|
||||
|
||||
namespace JGL {
|
||||
|
||||
@@ -31,13 +31,6 @@ namespace JGL {
|
||||
|
||||
CachedFont* cachedFont = fontCache.getFont(size, font.index);
|
||||
|
||||
//Set up the regular font.
|
||||
//for (const auto &f : Font::GetLoadedFonts())
|
||||
// if (f.index == font.index)
|
||||
// font = f;
|
||||
|
||||
|
||||
|
||||
if (font.face == nullptr)
|
||||
return;
|
||||
|
||||
@@ -45,7 +38,7 @@ namespace JGL {
|
||||
|
||||
//If the font doesn't exist in the cache yet.
|
||||
if (!cachedFont) {
|
||||
DEBUG("Caching font data...");
|
||||
jlog::Debug("Caching font data...");
|
||||
GLuint texture_id;
|
||||
glGenTextures(1, &texture_id);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
@@ -74,7 +67,7 @@ namespace JGL {
|
||||
|
||||
FT_GlyphSlot g = font.face->glyph;
|
||||
width += g->bitmap.width;
|
||||
max_height = std::max(max_height, (GLsizei)g->bitmap.rows);
|
||||
max_height = std::max(max_height, (GLsizei) g->bitmap.rows);
|
||||
charcode = FT_Get_Next_Char(font.face, charcode, &gindex);
|
||||
}
|
||||
|
||||
@@ -115,7 +108,7 @@ namespace JGL {
|
||||
}
|
||||
}
|
||||
|
||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
||||
glColor4ubv(color.ptr());
|
||||
|
||||
//Texture parameters are restored when the texture_handle is bound
|
||||
glBindTexture(GL_TEXTURE_2D, *cachedFont->getTexture());
|
||||
@@ -125,8 +118,9 @@ namespace JGL {
|
||||
|
||||
for (int i = 0; i < text.length(); i++) {
|
||||
float x2, y2, w, h;
|
||||
CachedGlyph *glyph = cachedFont->getGlyph(text.c_str()[i]);
|
||||
if (glyph == nullptr) continue;
|
||||
CachedGlyph* glyph = cachedFont->getGlyph(text.c_str()[i]);
|
||||
if (glyph == nullptr)
|
||||
continue;
|
||||
|
||||
x2 = x + glyph->x2offset * scale;
|
||||
y2 = y - glyph->y2offset * scale; // Adjust y-coordinate
|
||||
@@ -150,18 +144,12 @@ namespace JGL {
|
||||
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, vertices.data());
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat) * 2, texcoords.data());
|
||||
glDrawArrays(GL_TRIANGLES, 0, vertices.size() * 6);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (int) vertices.size() * 6);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
}
|
||||
|
||||
void J2D::DrawString(const Color3& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
|
||||
J2D::DrawString(Color4::FromColor3(color, 255), text, x, y, scale, size, font);
|
||||
}
|
||||
|
||||
|
||||
|
||||
void J3D::DrawString(const Color4& color, const std::string& text, const Vector3& pos, const Vector3& angle, float scale, u32 size, const Font& font) {
|
||||
void J3D::DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font, const EulerAngle& angle, bool draw_back_face) {
|
||||
//TODO figure out what the scale should actually be mathematically.
|
||||
scale = scale * 0.002f;
|
||||
scale = -scale;
|
||||
@@ -173,25 +161,18 @@ namespace JGL {
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
glColor4ubv(color.ptr());
|
||||
|
||||
//Font font;
|
||||
//for (auto& f : Font::GetLoadedFonts())
|
||||
//if (f.index == font.index)
|
||||
//font = f;
|
||||
if (font.face == NULL) {
|
||||
std::cout << "null font" << std::endl;
|
||||
return;
|
||||
}
|
||||
if (font.face == nullptr)
|
||||
throw std::runtime_error("FreeType font face is null.");
|
||||
|
||||
FT_Set_Pixel_Sizes(font.face, 0, size);
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(x, y, z);
|
||||
glRotatef(angle.x, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(angle.y, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(angle.z, 0.0f, 0.0f, 1.0f);
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
glRotatef(angle.pitch, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(angle.yaw, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(angle.roll, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
x = y = z = 0;
|
||||
|
||||
for (int i = 0; i < text.length(); i++)
|
||||
{
|
||||
@@ -215,6 +196,10 @@ namespace JGL {
|
||||
float w = g->bitmap.width * scale;
|
||||
float h = g->bitmap.rows * scale;
|
||||
|
||||
if (!draw_back_face)
|
||||
glEnable(GL_CULL_FACE),
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glTexCoord2f(0, 0);
|
||||
@@ -237,6 +222,9 @@ namespace JGL {
|
||||
|
||||
glEnd();
|
||||
|
||||
if (!draw_back_face)
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
x += (g->advance.x >> 6) * scale;
|
||||
y += (g->advance.y >> 6) * scale;
|
||||
}
|
@@ -16,8 +16,8 @@
|
||||
#include FT_OUTLINE_H
|
||||
#endif
|
||||
|
||||
#include <JGL/Font.h>
|
||||
#include <JGL/FontCache.h>
|
||||
#include <JGL/types/Font.h>
|
||||
#include <JGL/types/FontCache.h>
|
||||
|
||||
namespace JGL::Detail
|
||||
{
|
@@ -1,4 +1,4 @@
|
||||
#include <JGL/FontCache.h>
|
||||
#include <JGL/types/FontCache.h>
|
||||
|
||||
using namespace JGL;
|
||||
|
@@ -1,4 +1,4 @@
|
||||
#include <JGL/Texture.h>
|
||||
#include <JGL/types/Texture.h>
|
||||
#include <iostream>
|
||||
|
||||
using namespace ReTexture;
|
Reference in New Issue
Block a user