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64 Commits
Prerelease
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Prerelease
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,2 +1,4 @@
|
||||
/cmake-build-debug
|
||||
/.idea
|
||||
|
||||
/assets/test_files
|
@@ -17,22 +17,22 @@ include(cmake/CPM.cmake)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME mcolor
|
||||
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-4.zip
|
||||
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-5.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME J3ML
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/Release-3.2.zip
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/3.4.3.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReWindow
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-21.zip
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-31.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME GLAD
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fboV2.zip
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fbo_depthtexture_shadow.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
@@ -61,8 +61,8 @@ endif()
|
||||
|
||||
file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
|
||||
file(GLOB_RECURSE ASSETS "assets/*")
|
||||
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
|
||||
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
|
||||
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp" )
|
||||
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" "src/internals/*.h")
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
@@ -89,23 +89,23 @@ target_include_directories(JGL PUBLIC
|
||||
${ReImage_SOURCE_DIR}/include
|
||||
${mcolor_SOURCE_DIR}/include
|
||||
${J3ML_SOURCE_DIR}/include
|
||||
${glad_SOURCE_DIR}/include
|
||||
${jlog_SOURCE_DIR}/include
|
||||
${glad_SOURCE_DIR}/include
|
||||
)
|
||||
|
||||
add_executable(JGL_Demo main.cpp)
|
||||
#set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
|
||||
|
||||
if (UNIX AND NOT APPLE)
|
||||
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
|
||||
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS} )
|
||||
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
|
||||
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog ReImage)
|
||||
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML jlog ReImage glad)
|
||||
endif()
|
||||
|
||||
if (WIN32)
|
||||
target_include_directories(JGL PRIVATE ${freetype_SOURCE_DIR}/include)
|
||||
target_link_libraries(JGL PRIVATE freetype)
|
||||
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog ReImage)
|
||||
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog ReImage glad)
|
||||
endif()
|
||||
|
||||
target_link_libraries(JGL_Demo PUBLIC JGL ReWindowLibrary Event)
|
||||
target_link_libraries(JGL_Demo PUBLIC JGL ReWindowLibrary Event glad)
|
||||
|
175
Doxyfile
175
Doxyfile
@@ -1,4 +1,4 @@
|
||||
# Doxyfile 1.9.6
|
||||
# Doxyfile 1.9.4
|
||||
|
||||
# This file describes the settings to be used by the documentation system
|
||||
# doxygen (www.doxygen.org) for a project.
|
||||
@@ -19,8 +19,7 @@
|
||||
# configuration file:
|
||||
# doxygen -x [configFile]
|
||||
# Use doxygen to compare the used configuration file with the template
|
||||
# configuration file without replacing the environment variables or CMake type
|
||||
# replacement variables:
|
||||
# configuration file without replacing the environment variables:
|
||||
# doxygen -x_noenv [configFile]
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
@@ -42,7 +41,7 @@ DOXYFILE_ENCODING = UTF-8
|
||||
# title of most generated pages and in a few other places.
|
||||
# The default value is: My Project.
|
||||
|
||||
PROJECT_NAME = JGL
|
||||
PROJECT_NAME = "Josh's Graphics Library"
|
||||
|
||||
# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
|
||||
# could be handy for archiving the generated documentation or if some version
|
||||
@@ -54,21 +53,21 @@ PROJECT_NUMBER =
|
||||
# for a project that appears at the top of each page and should give viewer a
|
||||
# quick idea about the purpose of the project. Keep the description short.
|
||||
|
||||
PROJECT_BRIEF = "Linear Algebra, Geometry, and Algorithms in C++"
|
||||
PROJECT_BRIEF =
|
||||
|
||||
# With the PROJECT_LOGO tag one can specify a logo or an icon that is included
|
||||
# in the documentation. The maximum height of the logo should not exceed 55
|
||||
# pixels and the maximum width should not exceed 200 pixels. Doxygen will copy
|
||||
# the logo to the output directory.
|
||||
|
||||
PROJECT_LOGO = logo_light_small.png
|
||||
PROJECT_LOGO =
|
||||
|
||||
# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path
|
||||
# into which the generated documentation will be written. If a relative path is
|
||||
# entered, it will be relative to the location where doxygen was started. If
|
||||
# left blank the current directory will be used.
|
||||
|
||||
OUTPUT_DIRECTORY = .
|
||||
OUTPUT_DIRECTORY = "../../JGL DOXY"
|
||||
|
||||
# If the CREATE_SUBDIRS tag is set to YES then doxygen will create up to 4096
|
||||
# sub-directories (in 2 levels) under the output directory of each output format
|
||||
@@ -79,14 +78,14 @@ OUTPUT_DIRECTORY = .
|
||||
# control the number of sub-directories.
|
||||
# The default value is: NO.
|
||||
|
||||
CREATE_SUBDIRS = NO
|
||||
CREATE_SUBDIRS = YES
|
||||
|
||||
# Controls the number of sub-directories that will be created when
|
||||
# CREATE_SUBDIRS tag is set to YES. Level 0 represents 16 directories, and every
|
||||
# level increment doubles the number of directories, resulting in 4096
|
||||
# directories at level 8 which is the default and also the maximum value. The
|
||||
# sub-directories are organized in 2 levels, the first level always has a fixed
|
||||
# number of 16 directories.
|
||||
# numer of 16 directories.
|
||||
# Minimum value: 0, maximum value: 8, default value: 8.
|
||||
# This tag requires that the tag CREATE_SUBDIRS is set to YES.
|
||||
|
||||
@@ -568,8 +567,7 @@ HIDE_UNDOC_MEMBERS = NO
|
||||
# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all
|
||||
# undocumented classes that are normally visible in the class hierarchy. If set
|
||||
# to NO, these classes will be included in the various overviews. This option
|
||||
# will also hide undocumented C++ concepts if enabled. This option has no effect
|
||||
# if EXTRACT_ALL is enabled.
|
||||
# has no effect if EXTRACT_ALL is enabled.
|
||||
# The default value is: NO.
|
||||
|
||||
HIDE_UNDOC_CLASSES = NO
|
||||
@@ -607,10 +605,9 @@ INTERNAL_DOCS = NO
|
||||
# Windows (including Cygwin) and MacOS, users should typically set this option
|
||||
# to NO, whereas on Linux or other Unix flavors it should typically be set to
|
||||
# YES.
|
||||
# Possible values are: SYSTEM, NO and YES.
|
||||
# The default value is: SYSTEM.
|
||||
# The default value is: system dependent.
|
||||
|
||||
CASE_SENSE_NAMES = SYSTEM
|
||||
CASE_SENSE_NAMES = NO
|
||||
|
||||
# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with
|
||||
# their full class and namespace scopes in the documentation. If set to YES, the
|
||||
@@ -860,14 +857,6 @@ WARN_IF_INCOMPLETE_DOC = YES
|
||||
|
||||
WARN_NO_PARAMDOC = NO
|
||||
|
||||
# If WARN_IF_UNDOC_ENUM_VAL option is set to YES, doxygen will warn about
|
||||
# undocumented enumeration values. If set to NO, doxygen will accept
|
||||
# undocumented enumeration values. If EXTRACT_ALL is set to YES then this flag
|
||||
# will automatically be disabled.
|
||||
# The default value is: NO.
|
||||
|
||||
WARN_IF_UNDOC_ENUM_VAL = NO
|
||||
|
||||
# If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when
|
||||
# a warning is encountered. If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS
|
||||
# then doxygen will continue running as if WARN_AS_ERROR tag is set to NO, but
|
||||
@@ -926,21 +915,10 @@ INPUT = include \
|
||||
# libiconv (or the iconv built into libc) for the transcoding. See the libiconv
|
||||
# documentation (see:
|
||||
# https://www.gnu.org/software/libiconv/) for the list of possible encodings.
|
||||
# See also: INPUT_FILE_ENCODING
|
||||
# The default value is: UTF-8.
|
||||
|
||||
INPUT_ENCODING = UTF-8
|
||||
|
||||
# This tag can be used to specify the character encoding of the source files
|
||||
# that doxygen parses The INPUT_FILE_ENCODING tag can be used to specify
|
||||
# character encoding on a per file pattern basis. Doxygen will compare the file
|
||||
# name with each pattern and apply the encoding instead of the default
|
||||
# INPUT_ENCODING) if there is a match. The character encodings are a list of the
|
||||
# form: pattern=encoding (like *.php=ISO-8859-1). See cfg_input_encoding
|
||||
# "INPUT_ENCODING" for further information on supported encodings.
|
||||
|
||||
INPUT_FILE_ENCODING =
|
||||
|
||||
# If the value of the INPUT tag contains directories, you can use the
|
||||
# FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and
|
||||
# *.h) to filter out the source-files in the directories.
|
||||
@@ -1089,11 +1067,6 @@ IMAGE_PATH =
|
||||
# code is scanned, but not when the output code is generated. If lines are added
|
||||
# or removed, the anchors will not be placed correctly.
|
||||
#
|
||||
# Note that doxygen will use the data processed and written to standard output
|
||||
# for further processing, therefore nothing else, like debug statements or used
|
||||
# commands (so in case of a Windows batch file always use @echo OFF), should be
|
||||
# written to standard output.
|
||||
#
|
||||
# Note that for custom extensions or not directly supported extensions you also
|
||||
# need to set EXTENSION_MAPPING for the extension otherwise the files are not
|
||||
# properly processed by doxygen.
|
||||
@@ -1135,15 +1108,6 @@ FILTER_SOURCE_PATTERNS =
|
||||
|
||||
USE_MDFILE_AS_MAINPAGE =
|
||||
|
||||
# The Fortran standard specifies that for fixed formatted Fortran code all
|
||||
# characters from position 72 are to be considered as comment. A common
|
||||
# extension is to allow longer lines before the automatic comment starts. The
|
||||
# setting FORTRAN_COMMENT_AFTER will also make it possible that longer lines can
|
||||
# be processed before the automatic comment starts.
|
||||
# Minimum value: 7, maximum value: 10000, default value: 72.
|
||||
|
||||
FORTRAN_COMMENT_AFTER = 72
|
||||
|
||||
#---------------------------------------------------------------------------
|
||||
# Configuration options related to source browsing
|
||||
#---------------------------------------------------------------------------
|
||||
@@ -1281,11 +1245,10 @@ CLANG_DATABASE_PATH =
|
||||
|
||||
ALPHABETICAL_INDEX = YES
|
||||
|
||||
# The IGNORE_PREFIX tag can be used to specify a prefix (or a list of prefixes)
|
||||
# that should be ignored while generating the index headers. The IGNORE_PREFIX
|
||||
# tag works for classes, function and member names. The entity will be placed in
|
||||
# the alphabetical list under the first letter of the entity name that remains
|
||||
# after removing the prefix.
|
||||
# In case all classes in a project start with a common prefix, all classes will
|
||||
# be put under the same header in the alphabetical index. The IGNORE_PREFIX tag
|
||||
# can be used to specify a prefix (or a list of prefixes) that should be ignored
|
||||
# while generating the index headers.
|
||||
# This tag requires that the tag ALPHABETICAL_INDEX is set to YES.
|
||||
|
||||
IGNORE_PREFIX =
|
||||
@@ -1364,15 +1327,10 @@ HTML_STYLESHEET =
|
||||
# Doxygen will copy the style sheet files to the output directory.
|
||||
# Note: The order of the extra style sheet files is of importance (e.g. the last
|
||||
# style sheet in the list overrules the setting of the previous ones in the
|
||||
# list).
|
||||
# Note: Since the styling of scrollbars can currently not be overruled in
|
||||
# Webkit/Chromium, the styling will be left out of the default doxygen.css if
|
||||
# one or more extra stylesheets have been specified. So if scrollbar
|
||||
# customization is desired it has to be added explicitly. For an example see the
|
||||
# documentation.
|
||||
# list). For an example see the documentation.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_EXTRA_STYLESHEET =
|
||||
HTML_EXTRA_STYLESHEET = ../../doxygen_theme_flat_design/src/doxygen-style.css
|
||||
|
||||
# The HTML_EXTRA_FILES tag can be used to specify one or more extra images or
|
||||
# other source files which should be copied to the HTML output directory. Note
|
||||
@@ -1382,20 +1340,11 @@ HTML_EXTRA_STYLESHEET =
|
||||
# files will be copied as-is; there are no commands or markers available.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_EXTRA_FILES =
|
||||
|
||||
# The HTML_COLORSTYLE tag can be used to specify if the generated HTML output
|
||||
# should be rendered with a dark or light theme.
|
||||
# Possible values are: LIGHT always generate light mode output, DARK always
|
||||
# generate dark mode output, AUTO_LIGHT automatically set the mode according to
|
||||
# the user preference, use light mode if no preference is set (the default),
|
||||
# AUTO_DARK automatically set the mode according to the user preference, use
|
||||
# dark mode if no preference is set and TOGGLE allow to user to switch between
|
||||
# light and dark mode via a button.
|
||||
# The default value is: AUTO_LIGHT.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_COLORSTYLE = AUTO_DARK
|
||||
HTML_EXTRA_FILES = ../../doxygen_theme_flat_design/src/img/opened-folder.png \
|
||||
../../doxygen_theme_flat_design/src/img/on_sync.png \
|
||||
../../doxygen_theme_flat_design/src/img/off_sync.png \
|
||||
../../doxygen_theme_flat_design/src/img/document.png \
|
||||
../../doxygen_theme_flat_design/src/img/closed-folder.png
|
||||
|
||||
# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen
|
||||
# will adjust the colors in the style sheet and background images according to
|
||||
@@ -1406,7 +1355,7 @@ HTML_COLORSTYLE = AUTO_DARK
|
||||
# Minimum value: 0, maximum value: 359, default value: 220.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_COLORSTYLE_HUE = 220
|
||||
HTML_COLORSTYLE_HUE = 337
|
||||
|
||||
# The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors
|
||||
# in the HTML output. For a value of 0 the output will use gray-scales only. A
|
||||
@@ -1414,7 +1363,7 @@ HTML_COLORSTYLE_HUE = 220
|
||||
# Minimum value: 0, maximum value: 255, default value: 100.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_COLORSTYLE_SAT = 100
|
||||
HTML_COLORSTYLE_SAT = 15
|
||||
|
||||
# The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the
|
||||
# luminance component of the colors in the HTML output. Values below 100
|
||||
@@ -1425,7 +1374,7 @@ HTML_COLORSTYLE_SAT = 100
|
||||
# Minimum value: 40, maximum value: 240, default value: 80.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
HTML_COLORSTYLE_GAMMA = 80
|
||||
HTML_COLORSTYLE_GAMMA = 169
|
||||
|
||||
# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML
|
||||
# page will contain the date and time when the page was generated. Setting this
|
||||
@@ -1695,7 +1644,7 @@ DISABLE_INDEX = NO
|
||||
# The default value is: NO.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
GENERATE_TREEVIEW = YES
|
||||
GENERATE_TREEVIEW = NO
|
||||
|
||||
# When both GENERATE_TREEVIEW and DISABLE_INDEX are set to YES, then the
|
||||
# FULL_SIDEBAR option determines if the side bar is limited to only the treeview
|
||||
@@ -1760,6 +1709,17 @@ HTML_FORMULA_FORMAT = png
|
||||
|
||||
FORMULA_FONTSIZE = 10
|
||||
|
||||
# Use the FORMULA_TRANSPARENT tag to determine whether or not the images
|
||||
# generated for formulas are transparent PNGs. Transparent PNGs are not
|
||||
# supported properly for IE 6.0, but are supported on all modern browsers.
|
||||
#
|
||||
# Note that when changing this option you need to delete any form_*.png files in
|
||||
# the HTML output directory before the changes have effect.
|
||||
# The default value is: YES.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
FORMULA_TRANSPARENT = YES
|
||||
|
||||
# The FORMULA_MACROFILE can contain LaTeX \newcommand and \renewcommand commands
|
||||
# to create new LaTeX commands to be used in formulas as building blocks. See
|
||||
# the section "Including formulas" for details.
|
||||
@@ -1859,7 +1819,7 @@ MATHJAX_CODEFILE =
|
||||
# The default value is: YES.
|
||||
# This tag requires that the tag GENERATE_HTML is set to YES.
|
||||
|
||||
SEARCHENGINE = YES
|
||||
SEARCHENGINE = NO
|
||||
|
||||
# When the SERVER_BASED_SEARCH tag is enabled the search engine will be
|
||||
# implemented using a web server instead of a web client using JavaScript. There
|
||||
@@ -2465,7 +2425,7 @@ HIDE_UNDOC_RELATIONS = YES
|
||||
# http://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent
|
||||
# Bell Labs. The other options in this section have no effect if this option is
|
||||
# set to NO
|
||||
# The default value is: NO.
|
||||
# The default value is: YES.
|
||||
|
||||
HAVE_DOT = YES
|
||||
|
||||
@@ -2479,38 +2439,26 @@ HAVE_DOT = YES
|
||||
|
||||
DOT_NUM_THREADS = 0
|
||||
|
||||
# DOT_COMMON_ATTR is common attributes for nodes, edges and labels of
|
||||
# subgraphs. When you want a differently looking font in the dot files that
|
||||
# doxygen generates you can specify fontname, fontcolor and fontsize attributes.
|
||||
# For details please see <a href=https://graphviz.org/doc/info/attrs.html>Node,
|
||||
# Edge and Graph Attributes specification</a> You need to make sure dot is able
|
||||
# to find the font, which can be done by putting it in a standard location or by
|
||||
# setting the DOTFONTPATH environment variable or by setting DOT_FONTPATH to the
|
||||
# directory containing the font. Default graphviz fontsize is 14.
|
||||
# The default value is: fontname=Helvetica,fontsize=10.
|
||||
# When you want a differently looking font in the dot files that doxygen
|
||||
# generates you can specify the font name using DOT_FONTNAME. You need to make
|
||||
# sure dot is able to find the font, which can be done by putting it in a
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
|
||||
# DOT_EDGE_ATTR is concatenated with DOT_COMMON_ATTR. For elegant style you can
|
||||
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|
||||
# href=https://graphviz.org/doc/info/arrows.html>Complete documentation about
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
# This tag requires that the tag HAVE_DOT is set to YES.
|
||||
|
||||
DOT_EDGE_ATTR = "labelfontname=Helvetica,labelfontsize=10"
|
||||
DOT_FONTSIZE = 10
|
||||
|
||||
# DOT_NODE_ATTR is concatenated with DOT_COMMON_ATTR. For view without boxes
|
||||
# around nodes set 'shape=plain' or 'shape=plaintext' <a
|
||||
# href=https://www.graphviz.org/doc/info/shapes.html>Shapes specification</a>
|
||||
# The default value is: shape=box,height=0.2,width=0.4.
|
||||
# This tag requires that the tag HAVE_DOT is set to YES.
|
||||
|
||||
DOT_NODE_ATTR = "shape=box,height=0.2,width=0.4"
|
||||
|
||||
# You can set the path where dot can find font specified with fontname in
|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
|
||||
DOT_FONTPATH =
|
||||
@@ -2666,8 +2614,9 @@ DIR_GRAPH_MAX_DEPTH = 1
|
||||
# Note: If you choose svg you need to set HTML_FILE_EXTENSION to xhtml in order
|
||||
# to make the SVG files visible in IE 9+ (other browsers do not have this
|
||||
# requirement).
|
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|
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# png:cairo:gd, png:cairo:cairo, png:cairo:gdiplus, png:gdiplus and
|
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|
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# png:gdiplus:gdiplus.
|
||||
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# This tag requires that the tag HAVE_DOT is set to YES.
|
||||
@@ -2753,6 +2702,18 @@ DOT_GRAPH_MAX_NODES = 50
|
||||
|
||||
MAX_DOT_GRAPH_DEPTH = 0
|
||||
|
||||
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|
||||
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|
||||
# to support this out of the box.
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
|
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|
||||
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|
||||
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|
||||
|
52
README.md
52
README.md
@@ -1,30 +1,31 @@
|
||||
# Josh Graphics Library
|
||||
# Josh's Graphics Library
|
||||
|
||||
Yet Another C++ Rendering Toolkit
|
||||
|
||||

|
||||
[](http://unlicense.org/) 
|
||||
|
||||
|
||||
## Features
|
||||
|
||||
* Modern C++ (20)
|
||||
* Provides single-function-calls to render various graphics primitives in 2D and 3D.
|
||||
* Integrates directly with our other toolkits (ReWindow, J3ML)
|
||||
* Quick Rendering of Debug Text, Geometric Widgets, Textures, and so forth.
|
||||
* Little-to-no overhead.
|
||||
* Modern C++ (20).
|
||||
* Cross Platform (Linux & Windows 10 1909 or newer).
|
||||
* Provides single-function-calls to render various graphics in 2D and 3D.
|
||||
* Integrates right into an existing OpenGL rendering system.
|
||||
* Quick Rendering of Text, Shapes, Sprites / Textures, etc.
|
||||
* High-performance text rendering.
|
||||
* Little-to-no overhead.
|
||||
|
||||
## API Overview
|
||||
|
||||
### J2D
|
||||
* DrawPoint
|
||||
* DrawLine / DrawGradientLine
|
||||
* DrawSprite
|
||||
* DrawSprite / DrawPartialSprite
|
||||
* OutlineRect / FillRect / FillGradientRect / FillRoundedRect
|
||||
* OutlineCircle / FillCircle
|
||||
* OutlineTriangle / FillTriangle
|
||||
* DrawString
|
||||
|
||||
### J3D
|
||||
* DrawLine
|
||||
* DrawString
|
||||
@@ -33,27 +34,44 @@ Yet Another C++ Rendering Toolkit
|
||||
* DrawQuaternionGizmo (WIP)
|
||||
|
||||
### Types
|
||||
* RenderTarget
|
||||
* VRamList
|
||||
* Texture
|
||||
* Font
|
||||
* Sprite
|
||||
* Color4/Color3
|
||||
* Gradient
|
||||
|
||||
## Usage
|
||||
```cpp
|
||||
// Makes sure the glViewport will be the correct size.
|
||||
// Typically done once per frame.
|
||||
JGL::Update(window_size);
|
||||
|
||||
Install instructions and code samples coming soon :tm: !
|
||||
JGL::J2D::Begin();
|
||||
JGL::J2D::FillRect(Colors::Blue, {0,0}, {16,16});
|
||||
JGL::J2D::End();
|
||||
|
||||
// See the example program in main.cpp for more in-depth usage.
|
||||
```
|
||||
## Requirements
|
||||
|
||||
An OpenGL 2.1 or newer accelerator with at-least two texture mappers that supports the `GL_ARB_framebuffer_object` extension or
|
||||
an implementation that can provide those features through alternative means (common on ArmSoC and Risc-V).
|
||||
|
||||
## Compatability
|
||||
|
||||
* AMD ✓
|
||||
* NVIDIA ✓
|
||||
* Intel ✓
|
||||
* Zink (OpenGL-on-Vulkan) ✓
|
||||
* GL4ES ✓
|
||||
|
||||
## Documentation
|
||||
|
||||
Documentation is (sic: will be) automatically generated from latest commit and is hosted at https://doc.redacted.cc/jgl .
|
||||
Documentation is available [here](https://doc.redacted.cc/JGL/d3/dcc/md__r_e_a_d_m_e.html).
|
||||
|
||||
## Contributing
|
||||
|
||||
Contributions to JGL are welcome! If you find a bug, have a feature request, or would like to contribute code, please submit an issue or pull request to our repository!
|
||||
|
||||
## License
|
||||
|
||||
JGL is licensed under the Public Domain. See the LICENSE file for details.
|
||||
|
||||
## Acknowledgements
|
||||
|
||||
JGL is developed and maintained by Josh O'Leary @ Co from Redacted Software and contributors. Special thanks to Redacted.
|
Binary file not shown.
164
assets/models/cone.obj
Normal file
164
assets/models/cone.obj
Normal file
@@ -0,0 +1,164 @@
|
||||
# Blender v3.6.4 OBJ File: ''
|
||||
# www.blender.org
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||||
o Cone
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||||
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||||
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|
||||
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|
||||
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|
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
vt 0.116663 0.050447
|
||||
vt 0.080294 0.080294
|
||||
vt 0.050447 0.116663
|
||||
vt 0.028269 0.158156
|
||||
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|
||||
vt 0.010000 0.250000
|
||||
vt 0.014612 0.296822
|
||||
vt 0.028269 0.341844
|
||||
vt 0.050447 0.383337
|
||||
vt 0.080294 0.419706
|
||||
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|
||||
vt 0.158156 0.471731
|
||||
vt 0.796822 0.014612
|
||||
vt 0.514612 0.203178
|
||||
vt 0.703178 0.485388
|
||||
vt 0.203178 0.485388
|
||||
vt 0.750000 0.490000
|
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vt 0.796822 0.485388
|
||||
vt 0.841844 0.471731
|
||||
vt 0.883337 0.449553
|
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vt 0.919706 0.419706
|
||||
vt 0.949553 0.383337
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vt 0.971731 0.341844
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|
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||||
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||||
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|
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vt 0.949553 0.116663
|
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vt 0.919706 0.080294
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||||
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|
||||
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|
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|
||||
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|
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||||
vt 0.580294 0.419706
|
||||
vt 0.616663 0.449553
|
||||
vt 0.658156 0.471731
|
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s off
|
||||
f 1/1 33/2 2/3
|
||||
f 2/3 33/2 3/4
|
||||
f 3/4 33/2 4/5
|
||||
f 4/5 33/2 5/6
|
||||
f 5/6 33/2 6/7
|
||||
f 6/7 33/2 7/8
|
||||
f 7/8 33/2 8/9
|
||||
f 8/9 33/2 9/10
|
||||
f 9/10 33/2 10/11
|
||||
f 10/11 33/2 11/12
|
||||
f 11/12 33/2 12/13
|
||||
f 12/13 33/2 13/14
|
||||
f 13/14 33/2 14/15
|
||||
f 14/15 33/2 15/16
|
||||
f 15/16 33/2 16/17
|
||||
f 16/17 33/2 17/18
|
||||
f 17/18 33/2 18/19
|
||||
f 18/19 33/2 19/20
|
||||
f 19/20 33/2 20/21
|
||||
f 20/21 33/2 21/22
|
||||
f 21/22 33/2 22/23
|
||||
f 22/23 33/2 23/24
|
||||
f 23/24 33/2 24/25
|
||||
f 24/25 33/2 25/26
|
||||
f 25/26 33/2 26/27
|
||||
f 26/27 33/2 27/28
|
||||
f 27/28 33/2 28/29
|
||||
f 28/29 33/2 29/30
|
||||
f 29/30 33/2 30/31
|
||||
f 30/31 33/2 31/32
|
||||
f 16/33 24/34 32/35
|
||||
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|
||||
f 32/36 33/2 1/1
|
||||
f 32/35 1/37 2/38
|
||||
f 2/38 3/39 4/40
|
||||
f 4/40 5/41 6/42
|
||||
f 6/42 7/43 8/44
|
||||
f 8/44 9/45 10/46
|
||||
f 10/46 11/47 12/48
|
||||
f 12/48 13/49 14/50
|
||||
f 14/50 15/51 16/33
|
||||
f 16/33 17/52 18/53
|
||||
f 18/53 19/54 20/55
|
||||
f 20/55 21/56 22/57
|
||||
f 22/57 23/58 24/34
|
||||
f 24/34 25/59 26/60
|
||||
f 26/60 27/61 28/62
|
||||
f 28/62 29/63 30/64
|
||||
f 30/64 31/65 32/35
|
||||
f 32/35 2/38 8/44
|
||||
f 2/38 4/40 8/44
|
||||
f 4/40 6/42 8/44
|
||||
f 8/44 10/46 16/33
|
||||
f 10/46 12/48 16/33
|
||||
f 12/48 14/50 16/33
|
||||
f 16/33 18/53 24/34
|
||||
f 18/53 20/55 24/34
|
||||
f 20/55 22/57 24/34
|
||||
f 24/34 26/60 32/35
|
||||
f 26/60 28/62 32/35
|
||||
f 28/62 30/64 32/35
|
||||
f 32/35 8/44 16/33
|
46
assets/models/cube.amo
Normal file
46
assets/models/cube.amo
Normal file
@@ -0,0 +1,46 @@
|
||||
ao Cube 1
|
||||
v 8
|
||||
1.000000 1.000000 1.000000
|
||||
1.000000 1.000000 -1.000000
|
||||
1.000000 -1.000000 1.000000
|
||||
1.000000 -1.000000 -1.000000
|
||||
-1.000000 1.000000 1.000000
|
||||
-1.000000 1.000000 -1.000000
|
||||
-1.000000 -1.000000 1.000000
|
||||
-1.000000 -1.000000 -1.000000
|
||||
vt 14
|
||||
0.625000 0.500000
|
||||
0.875000 0.500000
|
||||
0.875000 0.750000
|
||||
0.625000 0.750000
|
||||
0.375000 0.750000
|
||||
0.625000 1.000000
|
||||
0.375000 1.000000
|
||||
0.375000 0.000000
|
||||
0.625000 0.000000
|
||||
0.625000 0.250000
|
||||
0.375000 0.250000
|
||||
0.125000 0.500000
|
||||
0.375000 0.500000
|
||||
0.125000 0.750000
|
||||
vn 6
|
||||
0.000000 0.000000 1.000000
|
||||
0.000000 -1.000000 0.000000
|
||||
-1.000000 0.000000 0.000000
|
||||
0.000000 0.000000 -1.000000
|
||||
1.000000 0.000000 0.000000
|
||||
0.000000 1.000000 0.000000
|
||||
f 12
|
||||
2 0 0 0 1 0 4 2 0
|
||||
7 3 1 3 4 1 2 3 1
|
||||
5 5 2 7 6 2 6 7 2
|
||||
7 8 3 5 9 3 1 10 3
|
||||
3 11 4 1 12 4 0 4 4
|
||||
1 13 5 5 12 5 4 0 5
|
||||
2 0 0 4 1 0 6 2 0
|
||||
7 3 1 2 4 1 6 3 1
|
||||
5 5 2 6 6 2 4 7 2
|
||||
7 8 3 1 9 3 3 10 3
|
||||
3 11 4 0 12 4 2 4 4
|
||||
1 13 5 4 12 5 0 0 5
|
||||
end
|
38
assets/models/cube.obj
Normal file
38
assets/models/cube.obj
Normal file
@@ -0,0 +1,38 @@
|
||||
# Blender v3.6.4 OBJ File: ''
|
||||
# www.blender.org
|
||||
o Cube
|
||||
v 1.000000 1.000000 -1.000000
|
||||
v 1.000000 -1.000000 -1.000000
|
||||
v 1.000000 1.000000 1.000000
|
||||
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|
||||
v -1.000000 1.000000 -1.000000
|
||||
v -1.000000 -1.000000 -1.000000
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||||
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|
||||
v -1.000000 -1.000000 1.000000
|
||||
vt 0.875000 0.500000
|
||||
vt 0.625000 0.750000
|
||||
vt 0.625000 0.500000
|
||||
vt 0.375000 1.000000
|
||||
vt 0.375000 0.750000
|
||||
vt 0.625000 0.000000
|
||||
vt 0.375000 0.250000
|
||||
vt 0.375000 0.000000
|
||||
vt 0.375000 0.500000
|
||||
vt 0.125000 0.750000
|
||||
vt 0.125000 0.500000
|
||||
vt 0.625000 0.250000
|
||||
vt 0.875000 0.750000
|
||||
vt 0.625000 1.000000
|
||||
s off
|
||||
f 5/1 3/2 1/3
|
||||
f 3/2 8/4 4/5
|
||||
f 7/6 6/7 8/8
|
||||
f 2/9 8/10 6/11
|
||||
f 1/3 4/5 2/9
|
||||
f 5/12 2/9 6/7
|
||||
f 5/1 7/13 3/2
|
||||
f 3/2 7/14 8/4
|
||||
f 7/6 5/12 6/7
|
||||
f 2/9 4/5 8/10
|
||||
f 1/3 3/2 4/5
|
||||
f 5/12 1/3 2/9
|
BIN
assets/sprites/alpha_mask.png
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assets/sprites/alpha_mask.png
Normal file
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After Width: | Height: | Size: 942 B |
BIN
assets/sprites/alpha_mask_2.png
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assets/sprites/alpha_mask_2.png
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After Width: | Height: | Size: 3.8 KiB |
@@ -7,7 +7,7 @@
|
||||
|
||||
/// @file JGL.h
|
||||
/// @desc All JGL usable functions are defined here. This is the public API.
|
||||
/// @edit 2024-07-16
|
||||
/// @edit 2024-10-24
|
||||
|
||||
|
||||
#pragma once
|
||||
@@ -26,323 +26,668 @@
|
||||
#include <J3ML/Geometry/Sphere.hpp>
|
||||
#include <J3ML/Geometry/Capsule.hpp>
|
||||
#include <J3ML/Geometry/Triangle2D.hpp>
|
||||
#include <JGL/types/Font.h>
|
||||
#include <JGL/types/VRamList.h>
|
||||
#include <JGL/types/VertexArray.h>
|
||||
|
||||
// Fonts that are included by default.
|
||||
namespace JGL::Fonts {
|
||||
void Init();
|
||||
// Built in fonts.
|
||||
inline Font Jupiteroid;
|
||||
}
|
||||
|
||||
// Simple shapes that are pre-computed and used in some draw functions.
|
||||
namespace JGL::ShapeCache {
|
||||
inline VRamList* cube_vertex_data = nullptr;
|
||||
inline VRamList* cube_index_data = nullptr;
|
||||
inline VRamList* cube_normal_data = nullptr;
|
||||
// Facing straight out.
|
||||
inline VRamList* j2d_default_normal_data = nullptr;
|
||||
void Init();
|
||||
}
|
||||
|
||||
/// OpenGL Wrapper for rendering 2D & 3D graphics in both a 2D and 3D context.
|
||||
namespace JGL {
|
||||
using namespace J3ML::LinearAlgebra;
|
||||
using namespace J3ML::Geometry;
|
||||
|
||||
|
||||
/// @param window_size
|
||||
[[nodiscard]] bool Init(const Vector2& window_size, float fovY, float far_plane);
|
||||
void Update(const Vector2& window_size);
|
||||
inline void PurgeFontCache() { JGL::fontCache.purgeCache(); }
|
||||
|
||||
|
||||
std::array<GLfloat, 16> OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far);
|
||||
/// Returns true if the graphics driver meets the requirements (GL Version & Extensions).
|
||||
|
||||
/// @returns true if the graphics driver meets the requirements (GL Version & Extensions).
|
||||
bool MeetsRequirements();
|
||||
/// Drawing functions for primitive 2D Shapes.
|
||||
namespace J2D {
|
||||
/// Open a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @note This call may not strictly be necessary on some setups, but is provided to keep the API constant.
|
||||
/// It is recommended to always open a JGL 2D context to render your content, then close when completed.
|
||||
/// This keeps our code from, say, clobbering the OpenGL rendering context driving 3D content in between our calls.
|
||||
/// @param render_target
|
||||
/// @param clear_buffers
|
||||
void Begin(RenderTarget* render_target = nullptr, bool clear_buffers = false);
|
||||
/// Closes a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @see Begin().
|
||||
void End();
|
||||
/// Provide a list of lights to be used in 2D space. Typically directly after J2D::Begin();
|
||||
/// 8 lights maximum for now. Some kind of light sorting will eventually be needed per j2d element.
|
||||
void LightArray(Light*, size_t size);
|
||||
void LightArray(std::vector<Light> lights);
|
||||
}
|
||||
|
||||
/// Plots a single pixel on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param coordinates The pixel-point on-screen at which to plot the pixel.
|
||||
/// @param radius The size of the point to plot. By default, a single pixel.
|
||||
void DrawPoint(const Color4& color, const Vector2& coordinates, float radius = 1.f);
|
||||
void DrawPoint(const Color4& color, float x, float y, float radius = 1.f);
|
||||
/// Drawing functions for 2D objects.
|
||||
namespace JGL::J2D {
|
||||
/// Open a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @note This call may not strictly be necessary on some setups, but is provided to keep the API constant.
|
||||
/// It is recommended to always open a JGL 2D context to render your content, then close when completed.
|
||||
/// This keeps our code from, say, clobbering the OpenGL rendering context driving 3D content in between our calls.
|
||||
/// @param render_target
|
||||
/// @param clear_buffers
|
||||
void Begin(RenderTarget* render_target = nullptr, bool clear_buffers = false);
|
||||
|
||||
/// Plots a series of pixel-points on the screen, in a batch.
|
||||
/// @note This is more performant for multiple points than plotting them individually.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param points A set of x,y points to render.
|
||||
/// @param radius The size of the point to plot. By default, a single pixel.
|
||||
void DrawPoints(const Color4& color, const Vector2* points, int num_points, float radius = 1.f);
|
||||
/// Closes a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @see Begin().
|
||||
void End();
|
||||
|
||||
/// Plots a line (segment) on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param A The starting point of the line segment.
|
||||
/// @param B The end point of the line segment.
|
||||
/// @param thickness The width at which to render the line.
|
||||
void DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness = 1);
|
||||
void DrawLine(const Color4& color, float x1, float y1, float x2, float y2, float thickness = 1);
|
||||
/// Provide a list of lights to be used in 2D space. Typically directly after J2D::Begin();
|
||||
/// 8 lights maximum for now. Some kind of light sorting will eventually be needed per j2d element.
|
||||
void OptionalLights(const LightBase** lights, const size_t& light_count);
|
||||
|
||||
/// Draws a line with a color gradient that transitions across it.
|
||||
/// @param color_a A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param color_b A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param A The starting point of the line segment.
|
||||
/// @param B The end point of the line segment.
|
||||
/// @param thickness The width at which to render the line.
|
||||
void DrawGradientLine(const Color4& color_a, const Color4& color_b, const Vector2& A, const Vector2& B, float thickness = 1);
|
||||
void DrawGradientLine(const Color4& color_a, const Color4& color_b, float x, float y, float w, float h, float thickness = 1);
|
||||
/// Specifies a light which is required for every object in the scene.
|
||||
void RequiredLight(const LightBase* light);
|
||||
|
||||
/// Draws an outline of a rectangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
|
||||
/// Plots a single pixel on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param coordinates The pixel-point on-screen at which to plot the pixel.
|
||||
/// @param radius The size of the point to plot. By default, a single pixel.
|
||||
void DrawPoint(const Color4& color, const Vector2& coordinates, float radius = 1.f);
|
||||
void DrawPoint(const Color4& color, float x, float y, float radius = 1.f);
|
||||
|
||||
/// Draws an outline of a rectangle with rounded corners onto the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, float thickness = 1);
|
||||
/// Plots a series of pixel-points on the screen, in a batch.
|
||||
/// @note This is more performant for multiple points than plotting them individually.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param points A set of x,y points to render.
|
||||
/// @param radius The size of the point to plot. By default, a single pixel.
|
||||
void DrawPoints(const Color4& color, const Vector2* points, int point_count, float radius = 1.f);
|
||||
|
||||
/// Draws an outline of a rectangle with chamfered corners onto the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, float thickness = 1);
|
||||
/// Plots a line (segment) on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param A The starting point of the line segment.
|
||||
/// @param B The end point of the line segment.
|
||||
/// @param thickness The width at which to render the line.
|
||||
void DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness = 1);
|
||||
void DrawLine(const Color4& color, float x1, float y1, float x2, float y2, float thickness = 1);
|
||||
|
||||
/// Draws a filled rectangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @see FillRoundedRect, FillGradientRect, FillChamferRect.
|
||||
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
|
||||
/// Plots several line segments defined by a series of points to be connected together.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param points pointer to the first point in the list.
|
||||
/// @param point_count the number of points to draw.
|
||||
/// @param thickness The width at which to render the line.
|
||||
void DrawLines(const Color4& color, const Vector2* points, const size_t& point_count, float thickness = 1);
|
||||
|
||||
/// Draws a filled rectangle where the color transitions across it.
|
||||
/// @param color1 A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param color2 A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param gradient See enum Direction
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
void FillGradientRect(const Color4& color1, const Color4& color2, const Direction& gradient, const Vector2& pos, const Vector2& size);
|
||||
/// Plots a line segment using a series of points separated by a given distance.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param A The starting point of the line segment.
|
||||
/// @param B The end point of the line segment.
|
||||
/// @param spacing The distance between each point (px)
|
||||
/// @param thickness The width at which to render the line.
|
||||
/// @note With diagonal lines, the distance between points can differ by one px.
|
||||
void DrawDottedLine(const Color4& color, const Vector2& A, const Vector2& B, float spacing = 1.f, float thickness = 1.f);
|
||||
void DrawDottedLine(const Color4& color, float x1, float y1, float x2, float y2, float spacing = 1.f, float thickness = 1.f);
|
||||
|
||||
/// Draws a filled rectangle with rounded corners on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
/// @param subdivisions The amount of sub-divisions (and calculations) to be performed per-arc rounding corner.
|
||||
void FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
|
||||
/// Plots a line segment using a series of points separated by a given distance.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param A The starting point of the line segment.
|
||||
/// @param B The end point of the line segment.
|
||||
/// @param spacing The distance between each point (px)
|
||||
/// @param dash_length The length of each dash making up the line.
|
||||
/// @param thickness The width at which to render the line.
|
||||
/// @note With diagonal lines, the distance between dashes can differ by one px.
|
||||
void DrawDashedLine(const Color4& color, const Vector2& A, const Vector2& B, float spacing = 4.f, float dash_length = 6.f, float thickness = 1.f);
|
||||
void DrawDashedLine(const Color4& color, float x1, float y1, float x2, float y2, float spacing = 4.f, float dash_length = 6.f, float thickness = 1.f);
|
||||
|
||||
/// Draws a filled rectangle with chamfered (beveled) corners on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
void FillChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5);
|
||||
/// Draws a line with a color gradient that transitions across it.
|
||||
/// @param color_a A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param color_b A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param A The starting point of the line segment.
|
||||
/// @param B The end point of the line segment.
|
||||
/// @param thickness The width at which to render the line.
|
||||
void DrawGradientLine(const Color4& color_a, const Color4& color_b, const Vector2& A, const Vector2& B, float thickness = 1);
|
||||
void DrawGradientLine(const Color4& color_a, const Color4& color_b, float x1, float y1, float x2, float y2, float thickness = 1);
|
||||
|
||||
/// Draws an outline of a rectangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
|
||||
|
||||
/// Draws an outline of a rectangle with rounded corners onto the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, float thickness = 1);
|
||||
|
||||
/// Draws an outline of a rectangle with chamfered corners onto the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, float thickness = 1);
|
||||
|
||||
/// Draws a filled rectangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @see FillRoundedRect, FillGradientRect, FillChamferRect.
|
||||
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
|
||||
|
||||
/// Draws a filled rectangle where the color transitions across it.
|
||||
/// @param color1 A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param color2 A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param gradient See enum Direction
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
void FillGradientRect(const Color4& color1, const Color4& color2, const Direction& gradient, const Vector2& pos, const Vector2& size);
|
||||
|
||||
/// Draws a filled rectangle with rounded corners on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
/// @param subdivisions The amount of sub-divisions (and calculations) to be performed per-arc rounding corner.
|
||||
void FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
|
||||
|
||||
/// Draws a filled rectangle with chamfered (beveled) corners on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
/// @param radius The corner-rounding radius (in radians).
|
||||
void FillChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5);
|
||||
|
||||
/// Draws a render-target (runtime-modifiable texture) to the screen.
|
||||
/// @param render_target A RenderTarget instance to be displayed.
|
||||
/// @param position The position at which to render this object from it's center-point, defined by the origin parameter.
|
||||
/// @param rad_rotation The amount of radians to rotate this render-target about it's center-point.
|
||||
/// @param origin The center-point in the image to use for rendering, rotation, and scaling. Top-left is {0,0} and bottom right is {1, 1}.
|
||||
/// @param scale The amount (in both x, and y axis) to scale the image, with {1,1} being default scaling.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
void DrawRenderTarget(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawRenderTarget(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
void DrawPartialRenderTarget(const RenderTarget&, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawPartialRenderTarget(const RenderTarget*, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
/// Draws a sprite (technically, actually a render target) to the screen.
|
||||
/// @note This similar overload exists because we expect someone will be an idiot and turn all of their sprites into RenderTargets. ~william
|
||||
/// @param render_target A RenderTarget instance to be displayed.
|
||||
/// @param position The position at which to render this object from it's center-point, defined by the origin parameter.
|
||||
/// @param rad_rotation The amount of radians to rotate this render-target about it's center-point.
|
||||
/// @param origin The center-point in the image to use for rendering, rotation, and scaling. Top-left is {0,0} and bottom right is {1, 1}.
|
||||
/// @param scale The amount (in both x, and y axis) to scale the image, with {1,1} being default scaling.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
/// @see DrawSprite
|
||||
void DrawSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param origin The center point around which the image should have all transformations applied to it.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @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).
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
/// @see class Texture
|
||||
void DrawSprite(const Texture& texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
|
||||
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture* texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
|
||||
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture& texture, float positionX, float positionY, float rad_rotation = 0, float originX = 0, float originY = 0,
|
||||
float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture* texture, float positionX, float positionY, float rad_rotation = 0,
|
||||
float originX = 0, float originY = 0,float scaleX = 1, float scaleY = 1,
|
||||
const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
|
||||
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param alpha_mask A texture which determines how much of the sprite you can see. Grayscale image exported as "8bpc RGBA".
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param origin The center point around which the image should have all transformations applied to it.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @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).
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
/// @see class Texture
|
||||
void DrawSprite(const Texture& texture, const Texture& alpha_mask, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
|
||||
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture* texture, const Texture* alpha_mask, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
|
||||
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture& texture, const Texture& alpha_mask, float positionX, float positionY, float rad_rotation = 0, float originX = 0, float originY = 0,
|
||||
float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture* texture, const Texture* alpha_mask, float positionX, float positionY, float rad_rotation = 0, float originX = 0, float originY = 0,
|
||||
float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
/// Draws a render-target (runtime-modifiable texture) to the screen.
|
||||
/// @param render_target A RenderTarget instance to be displayed.
|
||||
/// @param position The position at which to render this object from it's center-point, defined by the origin parameter.
|
||||
/// @param rad_rotation The amount of radians to rotate this render-target about it's center-point.
|
||||
/// @param origin The center-point in the image to use for rendering, rotation, and scaling. Top-left is {0,0} and bottom right is {1, 1}.
|
||||
/// @param scale The amount (in both x, and y axis) to scale the image, with {1,1} being default scaling.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
void DrawRenderTarget(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawRenderTarget(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
/// Draws a piece of a sprite to the screen, similar to DrawSprite.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param sub_texture_position The top left corner of the sub-texture to be drawn.
|
||||
/// @param sub_texture_size The size of the sub-texture in px.
|
||||
/// @param origin The center point around which the image should have all transformations applied to it.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawPartialSprite(const Texture* texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
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,
|
||||
float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
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,
|
||||
float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
/// To save v-ram, Use if a sprite would be identical if mirrored horizontally, vertically, or both. For example, a circle.
|
||||
/// Assumes the input texture is the top left quadrant. You can use "SoftwareTexture" to invert it correctly so that's the case.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param mirror_axis The axes to mirror across, Vertical and Horizontal or both only.
|
||||
/// @param rad_rotation The rotation of the final result.
|
||||
/// @param origin The point at which transformations are done about.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
void DrawMirrorSprite(const Texture& texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
|
||||
void DrawMirrorSprite(const Texture* texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
|
||||
|
||||
/// Draws an outline of a circle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param center The point in cartesian space at which to draw the circle. This will by-definition be the centroid of this circle.
|
||||
/// @param radius The radius of the circle to be drawn. AKA Half the diameter.
|
||||
/// @param subdivisions The accuracy of the approximation of the circle, measured in iteration steps taken.
|
||||
/// @param thickness The line-width of the circle to be rendered at.
|
||||
void OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
|
||||
|
||||
/// Draws a filled circle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param center The point in cartesian space at which to draw the circle. This will by-definition be the centroid of this circle.
|
||||
/// @param radius The radius of the circle to be drawn. AKA Half the diameter.
|
||||
/// @param subdivisions The accuracy of the approximation of the circle, measured in iteration steps taken.
|
||||
void FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 8);
|
||||
|
||||
/// Draws an outline of a triangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param tri The triangle defined by its vertices (A, B, and C).
|
||||
/// @param thickness The line-width of the triangle to be rendered at.
|
||||
void OutlineTriangle(const Color4& color, const Triangle2D& tri, float thickness = 1);
|
||||
void OutlineTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC, float thickness = 1);
|
||||
|
||||
/// Draws a filled triangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param tri The triangle defined by its vertices (A, B, and C).
|
||||
void FillTriangle(const Color4& color, const Triangle2D& tri);
|
||||
void FIllTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC);
|
||||
|
||||
/// Fills a triangle defined by the provided vertices with a gradient that transitions smoothly between the three specified colors at each corner.
|
||||
/// @param a_color The color at vertex A of the triangle.
|
||||
/// @param b_color The color at vertex B of the triangle.
|
||||
/// @param c_color The color at vertex C of the triangle.
|
||||
/// @param tri The triangle defined by its vertices (A, B, and C).
|
||||
void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
|
||||
void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Vector2& tri_a, const Vector2& tri_b, const Vector2& tri_c);
|
||||
|
||||
/// Draws a smooth, curved line segment between two control points, with the curve controlled by the two inner points.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param controlA The first control point, which can be considered the start of the line.
|
||||
/// @param pointA The first inner point, which controls the contour of the curve.
|
||||
/// @param pointB The second inner point, which controls the contour of the curve.
|
||||
/// @param controlB The second control point, which can be considered the end of the line.
|
||||
/// @param subdivisions The accuracy of the approximation of the curve, measured in iteration steps taken.
|
||||
/// @param thickness The line-width to draw the curve with.
|
||||
/// @see J3ML::Algorithm::Bezier
|
||||
void DrawCubicBezierCurve(const Color4& color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
|
||||
int subdivisions = 10, float thickness = 1);
|
||||
|
||||
/// Draws a series of points where the last point always connects to the first point.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param points The array of vector2's to draw as a polygon.
|
||||
/// @param point_count The number of points
|
||||
/// @param thickness The line-width of the polygon
|
||||
void OutlinePolygon(const Color4& color, const Vector2* points, int point_count, float thickness = 1);
|
||||
|
||||
/// Draws a text string on the screen with a given point-size and font.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param text The text to be rendered.
|
||||
/// @param x The position on the screen at which to draw the text, from the top-left.
|
||||
/// @param y The position on the screen at which to draw the text, from the top-left.
|
||||
/// @param scale The value (in both axes) to scale the text by. Defaults to {1,1}.
|
||||
/// @param size The point-size at which to render the font out. Re-using the same point-size allows efficient glyph caching.
|
||||
/// @param font The font to use for rendering. @see Font.
|
||||
void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font = Fonts::Jupiteroid);
|
||||
|
||||
|
||||
/// Draws a sprite (technically, actually a render target) to the screen.
|
||||
/// @note This similar overload exists because we expect someone will be an idiot and turn all of their sprites into RenderTargets. ~william
|
||||
/// @param render_target A RenderTarget instance to be displayed.
|
||||
/// @param position The position at which to render this object from it's center-point, defined by the origin parameter.
|
||||
/// @param rad_rotation The amount of radians to rotate this render-target about it's center-point.
|
||||
/// @param origin The center-point in the image to use for rendering, rotation, and scaling. Top-left is {0,0} and bottom right is {1, 1}.
|
||||
/// @param scale The amount (in both x, and y axis) to scale the image, with {1,1} being default scaling.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
/// @see DrawSprite
|
||||
void DrawSprite(const RenderTarget& render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
/// Draws an Arc (section of a circle) to the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param center The point in cartesian space at which to draw the arc. This will by-definition be the centroid of this partial circle.
|
||||
/// @param radius The radius of the partial circle to be drawn. AKA Half the diameter.
|
||||
/// @param arc_begin The point (0 - 2pi) around a unit-circle of which to start the arc.
|
||||
/// @param arc_end The point (0 - 2pi) around a unit-circle of which to start the arc.
|
||||
/// @param subdivisions The accuracy of the approximation of the circle, measured in iteration steps taken.
|
||||
/// @param thickness The line-width to draw the arc with.
|
||||
void DrawArc(const Color4& color, const Vector2& center, float radius, float arc_begin, float arc_end,
|
||||
unsigned int subdivisions, float thickness);
|
||||
|
||||
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param origin The center point around which the image should have all transformations applied to it.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @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).
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
/// @see class Texture
|
||||
void DrawSprite(const Texture& texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
|
||||
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture* texture, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0,0),
|
||||
const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture& texture, float positionX, float positionY, float rad_rotation = 0, float originX = 0, float originY = 0,
|
||||
float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawSprite(const Texture* texture, float positionX, float positionY, float rad_rotation = 0,
|
||||
float originX = 0, float originY = 0,float scaleX = 1, float scaleY = 1,
|
||||
const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
/// Draws a piece of a sprite to the screen, similar to DrawSprite.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param sub_texture_position The top left corner of the sub-texture to be drawn.
|
||||
/// @param sub_texture_size The size of the sub-texture in px.
|
||||
/// @param origin The center point around which the image should have all transformations applied to it.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param inversion @see Direction
|
||||
void DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
void DrawPartialSprite(const Texture* texture, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size, float rad_rotation = 0,
|
||||
const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
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,
|
||||
float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
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,
|
||||
float rad_rotation = 0, float originX = 0, float originY = 0, float scaleX = 1, float scaleY = 1, const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
/// TODO Implement the following. These ones are going to be extremely annoying.
|
||||
void FillPolygon(const Color4& color, const std::vector<Vector2>& points);
|
||||
void OutlineEllipse(const Color4& color, const Vector2& position, float radius_x, float radius_y, float thickness = 1, int subdivisions = 8);
|
||||
void FillEllipse(const Color4& color, const Vector2& position, float radius_x, float radius_y, int subdivisions = 8);
|
||||
}
|
||||
|
||||
/// To save v-ram, Use if a sprite would be identical if mirrored horizontally, vertically, or both. For example, a circle.
|
||||
/// Assumes the input texture is the top left quadrant. You can use "SoftwareTexture" to invert it correctly so that's the case.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
/// @param mirror_axis The axes to mirror across, Vertical and Horizontal or both only.
|
||||
/// @param rad_rotation The rotation of the final result.
|
||||
/// @param origin The point at which transformations are done about.
|
||||
/// @param scale The scale transformation for the image. X and Y axis are independently-scalable.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
void DrawMirrorSprite(const Texture& texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
|
||||
void DrawMirrorSprite(const Texture* texture, const Vector2& position, Direction mirror_axis = Direction::Horizontal | Direction::Vertical, float rad_rotation = 0, const Vector2& origin = Vector2(0,0), const Vector2& scale = Vector2(1,1), const Color4& color = Colors::White);
|
||||
/// Drawing functions for 3D objects.
|
||||
namespace JGL::J3D {
|
||||
/// A light for this 3D render that should never be culled out. up-to 8.
|
||||
/// The more you put here, The less we will solve for if you're also using LightArray.
|
||||
/// @note More than 8 lights will cause an error to be printed.
|
||||
void RequiredLight(const LightBase* light);
|
||||
|
||||
/// Draws an outline of a circle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param center The point in cartesian space at which to draw the circle. This will by-definition be the centroid of this circle.
|
||||
/// @param radius The radius of the circle to be drawn. AKA Half the diameter.
|
||||
/// @param subdivisions The accuracy of the approximation of the circle, measured in iteration steps taken.
|
||||
/// @param thickness The line-width of the circle to be rendered at.
|
||||
void OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 16, float thickness = 1);
|
||||
/// When each 3D object is drawn, We'll do our best to determine which lights would effect it the most and use those ones.
|
||||
void OptionalLights(const LightBase** lights, const size_t& light_count);
|
||||
|
||||
/// Draws a filled circle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param center The point in cartesian space at which to draw the circle. This will by-definition be the centroid of this circle.
|
||||
/// @param radius The radius of the circle to be drawn. AKA Half the diameter.
|
||||
/// @param subdivisions The accuracy of the approximation of the circle, measured in iteration steps taken.
|
||||
void FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions = 8);
|
||||
/// Helper function to conveniently change the Field-Of-View.
|
||||
void ChangeFOV(float fov);
|
||||
|
||||
/// Draws an outline of a triangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param tri The triangle structure / set of 3 points in cartesian space used to draw the triangle.
|
||||
/// @param thickness The line-width of the triangle to be rendered at.
|
||||
void OutlineTriangle(const Color4& color, const Triangle2D& tri, float thickness = 1);
|
||||
void OutlineTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC, float thickness = 1);
|
||||
/// Helper function to change the far-plane, which is the cutoff distance for rendering.
|
||||
void ChangeFarPlane(float far_plane);
|
||||
|
||||
/// Draws a filled triangle on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param tri The triangle structure / set of 3 points in cartesian space used to draw the triangle.
|
||||
void FillTriangle(const Color4& color, const Triangle2D& tri);
|
||||
void FIllTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC);
|
||||
/// Open a 3-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// It is recommended to always open a JGL 3D context to render your content, then close when completed.
|
||||
/// @param two_pass Whether or not we'll use two-pass rendering for occlusion.
|
||||
void Begin(bool two_pass = false);
|
||||
|
||||
/// Draws a triangle where each corner is defined by a given color, Smoothly transitioning between them.
|
||||
/// @param a_color
|
||||
/// @param b_color
|
||||
/// @param c_color
|
||||
/// @param tri
|
||||
void FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri);
|
||||
/// Closes a 3-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @see Begin().
|
||||
void End();
|
||||
|
||||
/// Draws a smooth, curved line segment between two control points, with the curve controlled by the two inner points.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param controlA The first control point, which can be considered the start of the line.
|
||||
/// @param pointA The first inner point, which controls the contour of the curve.
|
||||
/// @param pointB The second inner point, which controls the contour of the curve.
|
||||
/// @param controlB The second control point, which can be considered the end of the line.
|
||||
/// @see J3ML::Algorithm::Bezier
|
||||
void DrawCubicBezierCurve(const Color4& color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
|
||||
void SetMatrix(const std::vector<GLfloat>& matrix, const Vector2& window_size);
|
||||
|
||||
/// Draws a line in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param A The start-point of the line segment.
|
||||
/// @param B The end-point of the line segment.
|
||||
/// @param thickness The line-width to draw the line segment with.
|
||||
void DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness = 1.f);
|
||||
|
||||
/// Draws a smooth, curved line segment between two control points, with the curve controlled by the two inner points.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param controlA The first control point, which can be considered the start of the line.
|
||||
/// @param pointA The first inner point, which controls the contour of the curve.
|
||||
/// @param pointB The second inner point, which controls the contour of the curve.
|
||||
/// @param controlB The second control point, which can be considered the end of the line.
|
||||
/// @param subdivisions The accuracy of the approximation of the curve, measured in iteration steps taken.
|
||||
/// @param thickness The line-width to draw the curve with.
|
||||
/// @see J3ML::Algorithm::Bezier
|
||||
void DrawCubicBezierCurve(const Color4& color, const Vector3& controlA, const Vector3& pointA, const Vector3& pointB, const Vector3& controlB,
|
||||
int subdivisions = 10, float thickness = 1);
|
||||
|
||||
/// Draws the outline of an Icosahedron in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Icosahedron.
|
||||
/// @param radius The size to draw the Icosahedron at.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
void WireframeIcosahedron(const Color4& color, const Vector3& position, float radius, float thickness = 1.f);
|
||||
|
||||
// TODO: Implement OutlinePolygon overload which takes a std::vector of points as well.
|
||||
/// Draws a solid Icosahedron in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Icosahedron.
|
||||
/// @param radius The size to draw the Icosahedron at.
|
||||
void FillIcosahedron(const Color4& color, const Vector3& position, float radius);
|
||||
|
||||
/// Draws a series of points where the last point always connects to the first point.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param points The array of vector2's to draw as a polygon.
|
||||
/// @param points_size The length of the array of vector2's.
|
||||
/// @param thickness The line-width of the polygon
|
||||
void OutlinePolygon(const Color4& color, const Vector2* points, int points_size, float thickness = 1);
|
||||
/// Draws the outline of a Sphere in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param stacks The amount of longitudinal subdivisions to perform when computing the sphere.
|
||||
void WireframeSphere(const Color4& color, const Vector3& position, float radius, float thickness = 1.f, unsigned int sectors = 10, unsigned int stacks = 10);
|
||||
|
||||
/// Draws a text string on the screen with a given point-size and font.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param text The text to be rendered.
|
||||
/// @param x The position on the screen at which to draw the text, from the top-left.
|
||||
/// @param y The position on the screen at which to draw the text, from the top-left.
|
||||
/// @param scale The value (in both axes) to scale the text by. Defaults to {1,1}.
|
||||
/// @param size The point-size at which to render the font out. Re-using the same point-size allows efficient glyph caching.
|
||||
/// @param font The font to use for rendering. @see Font.
|
||||
void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
|
||||
/// Draws the outline of a Sphere in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param stacks The amount of longitudinal subdivisions to perform when computing the sphere.
|
||||
void WireframeSphere(const Color4& color, const Sphere& sphere, float thickness = 1.f, unsigned int sectors = 10, unsigned int stacks = 10);
|
||||
|
||||
/// Draws outlines of multiple spheres in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param spheres The mathematically-defined sphere objects to be rendered.
|
||||
/// @param sphere_count The number of spheres.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param stacks The amount of longitudinal subdivisions to perform when computing the sphere.
|
||||
/// @note The "Position" of the spheres is expected to be in world space.
|
||||
void BatchWireframeSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, float thickness = 1.f, unsigned int sectors = 10, unsigned int stacks = 10);
|
||||
|
||||
/// Draws an Arc (section of a circle) to the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param center The point in cartesian space at which to draw the arc. This will by-definition be the centroid of this partial circle.
|
||||
/// @param radius The radius of the partial circle to be drawn. AKA Half the diameter.
|
||||
/// @param arc_begin The point (0 - 2pi) around a unit-circle of which to start the arc.
|
||||
/// @param arc_end The point (0 - 2pi) around a unit-circle of which to start the arc.
|
||||
/// @param subdivisions The accuracy of the approximation of the circle, measured in iteration steps taken.
|
||||
/// @param thickness The line-width to draw the arc with.
|
||||
void DrawArc(const Color4& color, const Vector2& center, float radius, float arc_begin, float arc_end,
|
||||
unsigned int subdivisions, float thickness);
|
||||
/// Draws outlines of a sphere in 3D space. Calculates a cross section and revolves it around the center.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param revolutions The number of times to revolve the cross section about the center.
|
||||
/// @param draw_stacks Whether or not to draw the stacks of the sphere.
|
||||
void WireframeRevoSphere(const Color4& color, const Vector3& position, float radius, float thickness = 1.f, unsigned int sectors = 10, unsigned int revolutions = 10, bool draw_stacks = false);
|
||||
|
||||
/// Draws the outline of a Sphere in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param revolutions The number of times to revolve the cross section about the center.
|
||||
/// @param draw_stacks Whether or not to draw the stacks of the sphere.
|
||||
void WireframeRevoSphere(const Color4& color, const Sphere& sphere, float thickness = 1.f, unsigned int sectors = 10, unsigned int revolutions = 10, bool draw_stacks = false);
|
||||
|
||||
/// TODO Implement the following. These ones are going to be extremely annoying.
|
||||
void FillPolygon(const Color4& color, const std::vector<Vector2>& points);
|
||||
void FillTexturedPolygon();
|
||||
void FillTexturedTriangle();
|
||||
}
|
||||
/// Draws outlines of multiple spheres in 3D space. Calculates a cross section and revolves it around the center.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param spheres The mathematically-defined sphere objects to be rendered.
|
||||
/// @param sphere_count The number of spheres.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param revolutions The number of times to revolve the cross section about the center.
|
||||
/// @param draw_stacks Whether or not to draw the stacks of the sphere.
|
||||
/// @note The "Position" of the spheres is expected to be in world space.
|
||||
/// @note This method of drawing a sphere is *probably* the fastest out of all of them.
|
||||
void BatchWireframeRevoSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, float thickness = 1.f, unsigned int sectors = 10, unsigned int revolutions = 10, bool draw_stacks = false);
|
||||
|
||||
/// Drawing functions for primitive 3D Shapes.
|
||||
namespace J3D {
|
||||
void Init(const Vector2& window_size, float fov, float far_plane);
|
||||
void ChangeFOV(float fov);
|
||||
void ChangeFarPlane(float far_plane);
|
||||
void Begin();
|
||||
void End();
|
||||
void SetMatrix(const std::vector<GLfloat>& matrix, const Vector2& window_size);
|
||||
void DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness = 1);
|
||||
void FillSphere(const Color3& color, const Sphere& sphere);
|
||||
void WireframeSphere(const Color3& color, const Sphere& sphere, float thickness = 1);
|
||||
void FillOBB(const Color3& color, const OBB& obb);
|
||||
void WireframeOBB(const Color3& color, const OBB& obb, float thickness = 1);
|
||||
void FillCapsule(const Color3& color, const Capsule& capsule);
|
||||
void WireframeCapsule(const Color3& color, const Capsule& cap, float thickness = 1);
|
||||
void FillTriangleMesh(const Color3& color, const TriangleMesh& mesh);
|
||||
void WireframeTriangleMesh(const Color3& color, const TriangleMesh& mesh, float thickness = 1);
|
||||
/// Draws the outline of an Icosphere in 3D space.
|
||||
/// @note An Icosphere is an approximation of a sphere that is generated by recursively subdividing an Icosahedron.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
/// @param subdivisions The accuracy of the approximation of the Icosphere, measured in iteration steps taken.
|
||||
void WireframeIcosphere(const Color4& color, const Vector3& position, float radius, float thickness = 1.f, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws a string of text in 3D space, with an arbitrary rotation.
|
||||
/// @param color
|
||||
/// @param text
|
||||
/// @param pos
|
||||
/// @param scale
|
||||
/// @param size
|
||||
/// @param font
|
||||
/// @param angle
|
||||
/// @param draw_back_face
|
||||
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);
|
||||
/// Draws the outline of an Icosphere in 3D space.
|
||||
/// @note An Icosphere is an approximation of a sphere that is generated by recursively subdividing an Icosahedron.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param thickness The line-width to draw the Icosphere outline with.
|
||||
/// @param subdivisions The accuracy of the approximation of the Icosphere, measured in iteration steps taken.
|
||||
void WireframeIcosphere(const Color4& color, const Sphere& sphere, float thickness = 1.f, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws a string of text in 3D space that is always facing the exact direction of the camera projection.
|
||||
void DrawBillboardString();
|
||||
/// Draws the outline of a Cubesphere in 3D space.
|
||||
/// @note A Cubesphere is an approximation of a sphere that is generated by recursively subdividing a Cube.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param thickness The line-width to draw the Cubesphere outline with.
|
||||
/// @param subdivisions The accuracy of the approximation of the Cubesphere, measured in iteration steps taken.
|
||||
void WireframeCubesphere(const Color4& color, const Vector3& position, float radius, float thickness = 1.f, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws a texture sprite in 3D space that is always facing the exact direction of the camera projection.
|
||||
void DrawBillboardSprite();
|
||||
/// Draws the outline of a Cubesphere in 3D space.
|
||||
/// @note A Cubesphere is an approximation of a sphere that is generated by recursively subdividing a Cube.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param thickness The line-width to draw the Cubesphere outline with.
|
||||
/// @param subdivisions The accuracy of the approximation of the Cubesphere, measured in iteration steps taken.
|
||||
void WireframeCubesphere(const Color4& color, const Sphere& sphere, float thickness = 1.f, unsigned int subdivisions = 10);
|
||||
|
||||
void DrawSprite();
|
||||
void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
|
||||
void DrawMatrixGizmo (const Matrix4x4&);
|
||||
void DrawAxisAngleGizmo (const AxisAngle&, const Vector3&);
|
||||
void DrawQuaternionGizmo (const Quaternion&, const Vector3&);
|
||||
}
|
||||
/// Draws a solid Sphere in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param stacks The amount of longitudinal subdivisions to perform when computing the sphere.
|
||||
void FillSphere(const Color4& color, const Vector3& position, float radius, unsigned int sectors = 10, unsigned int stacks = 10);
|
||||
|
||||
/// Draws a solid Sphere in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param stacks The amount of longitudinal subdivisions to perform when computing the sphere.
|
||||
void FillSphere(const Color4& color, const Sphere& sphere, unsigned int sectors = 10, unsigned int stacks = 10);
|
||||
|
||||
/// Draws multiple solid Spheres in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param spheres The mathematically-defined sphere objects to be rendered.
|
||||
/// @param sphere_count The number of spheres to be rendered.
|
||||
/// @param sectors The amount of latitudinal subdivisions to perform when computing the sphere.
|
||||
/// @param stacks The amount of longitudinal subdivisions to perform when computing the sphere.
|
||||
void BatchFillSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, unsigned int sectors = 10, unsigned int stacks = 10);
|
||||
|
||||
/// Draws a solid Icosphere in 3D space.
|
||||
/// @note An Icosphere is an approximation of a sphere that is generated by recursively subdividing an Icosahedron.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param subdivisions The accuracy of the approximation of the Cubesphere, measured in iteration steps taken.
|
||||
void FillIcosphere(const Color4& color, const Vector3& position, float radius, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws a solid Icosphere in 3D space.
|
||||
/// @note An Icosphere is an approximation of a sphere that is generated by recursively subdividing an Icosahedron.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param subdivisions The accuracy of the approximation of the Cubesphere, measured in iteration steps taken.
|
||||
void FillIcosphere(const Color4& color, const Sphere& sphere, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws a solid Cubesphere in 3D space.
|
||||
/// @note A Cubesphere is an approximation of a sphere that is generated by recursively subdividing a Cube.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space at which to draw the Sphere.
|
||||
/// @param radius The size to draw the Sphere at.
|
||||
/// @param subdivisions The accuracy of the approximation of the Cubesphere, measured in iteration steps taken.
|
||||
void FillCubesphere(const Color4& color, const Vector3& position, float radius, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws a solid Cubesphere in 3D space.
|
||||
/// @note A Cubesphere is an approximation of a sphere that is generated by recursively subdividing a Cube.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param sphere The mathematically-defined sphere object to be rendered.
|
||||
/// @param subdivisions The accuracy of the approximation of the Cubesphere, measured in iteration steps taken.
|
||||
void FillCubesphere(const Color4& color, const Sphere& sphere, unsigned int subdivisions = 10);
|
||||
|
||||
/// Draws an outline of an axis-aligned bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The point in 3D space that is the center of the AABB.
|
||||
/// @param radii The radii along x,y,z axes to size the bounding box.
|
||||
/// @param thickness The line-width to draw the Icosphere outline with.
|
||||
void WireframeAABB(const Color4& color, const Vector3& pos, const Vector3& radii, float thickness = 1.f);
|
||||
|
||||
/// Draws an outline of an axis-aligned bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param aabb The AABB object to render.
|
||||
/// @param thickness The line-width to draw the Icosphere outline with.
|
||||
void WireframeAABB(const Color4& color, const AABB& aabb, float thickness = 1.f);
|
||||
|
||||
/// Draws outlines of multiple axis-aligned bounding-boxes in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param boxes The boxes to be drawn.
|
||||
/// @param box_count The number of boxes to be drawn.
|
||||
/// @param thickness The line-width to draw the Icosahedron outline with.
|
||||
void BatchWireframeAABB(const Color4& color, const AABB* boxes, const size_t& box_count, float thickness = 1.f);
|
||||
|
||||
/// Draws a solid axis-aligned bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The point in 3D space that is the center of the AABB.
|
||||
/// @param radii The radii along x,y,z axes to size the bounding box.
|
||||
void FillAABB(const Color4& color, const Vector3& pos, const Vector3& radii);
|
||||
|
||||
/// Draws a solid axis-aligned bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param aabb The AABB object to visualize.
|
||||
void FillAABB(const Color4& color, const AABB& aabb);
|
||||
|
||||
/// Draws solid axis-aligned bounding boxes in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param aabb The AABB objects to visualize.
|
||||
/// @param box_count The number of AABBs to draw.
|
||||
void BatchFillAABB(const Color4& color, const AABB* boxes, const size_t& box_count);
|
||||
|
||||
/// Draws an outline of an oriented bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The point in 3D space that is the center of the AABB.
|
||||
/// @param radii The radii along x,y,z axes to size the bounding box.
|
||||
/// @param orientation The rotation in 3D space of the OBB.
|
||||
/// @param thickness The line-width to draw the OBB outline with.
|
||||
void WireframeOBB(const Color4& color, const Vector3& position, const Vector3& radii, const Matrix3x3& orientation, float thickness = 1.f);
|
||||
|
||||
/// Draws an outline of an oriented bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param obb The OBB object to visualize.
|
||||
/// @param thickness The line-width to draw the OBB outline with.
|
||||
void WireframeOBB(const Color4& color, const OBB& obb, float thickness = 1.f);
|
||||
|
||||
void BatchWireframeOBB(const Color4& color, const OBB* boxes, const size_t& box_count, float thickness = 1.f);
|
||||
|
||||
/// Draws a solid oriented bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param position The center-position of the oriented bounding box.
|
||||
/// @param radii The radii along x,y,z axes to size the bounding box.
|
||||
/// @param orientation The rotation in 3D space of the OBB.
|
||||
void FillOBB(const Color4& color, const Vector3& position, const Vector3& radii, const EulerAngleXYZ& orientation);
|
||||
|
||||
/// Draws a solid oriented bounding box in 3D space.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param obb The oriented-bounding-box object to visualize.
|
||||
void FillOBB(const Color4& color, const OBB& obb);
|
||||
|
||||
void WireframeCylinder();
|
||||
void FillCylinder();
|
||||
void WireframePrism();
|
||||
void FillPrism();
|
||||
void WireframePipe();
|
||||
void FillPipe();
|
||||
void WireframeCone();
|
||||
void FillCone();
|
||||
void WireframeTorus();
|
||||
void FillTorus();
|
||||
|
||||
void FillCapsule(const Color3& color, const Capsule& capsule);
|
||||
void WireframeCapsule(const Color3& color, const Capsule& cap, float thickness = 1.f);
|
||||
void FillTriangleMesh(const Color3& color, const TriangleMesh& mesh);
|
||||
void WireframeTriangleMesh(const Color3& color, const TriangleMesh& mesh, float thickness = 1.f);
|
||||
|
||||
/// Draws a string of text in 3D space, with an arbitrary rotation.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param text The content to display on the screen.
|
||||
/// @param pos The position in 3D space to display the text.
|
||||
/// @param scale The scaling factor to render the text with, 1 being default. TODO: Vector2 scaling?
|
||||
/// @param size The pixel size to rasterize the font with.
|
||||
/// @param font The font object to use when drawing.
|
||||
/// @param angle The orientation in 3D space.
|
||||
/// @param draw_back_face
|
||||
void DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font = Fonts::Jupiteroid, const EulerAngleXYZ& angle = {0, 0, 0}, bool draw_back_face = false);
|
||||
|
||||
void DrawVertexArray(const Color4& color, const VertexArray& vertex_array, const Vector3& position);
|
||||
/// Draws a string of text in 3D space that is always facing the exact direction of the camera projection.
|
||||
void DrawBillboardString();
|
||||
|
||||
/// Draws a texture sprite in 3D space that is always facing the exact direction of the camera projection.
|
||||
void DrawBillboardSprite();
|
||||
|
||||
void DrawSprite();
|
||||
void DrawMatrixGizmo (const Matrix3x3&, const Vector3&);
|
||||
void DrawMatrixGizmo (const Matrix4x4&);
|
||||
void DrawAxisAngleGizmo (const AxisAngle&, const Vector3&);
|
||||
void DrawQuaternionGizmo (const Quaternion&, const Vector3&);
|
||||
}
|
@@ -13,8 +13,6 @@ extern "C" typedef struct FT_LibraryRec_* FT_Library;
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
|
||||
/// Initializes FreeType engine. Remember to call this during program initialization.
|
||||
bool InitTextEngine();
|
||||
|
||||
/// A Font class implementation.
|
||||
@@ -23,7 +21,8 @@ namespace JGL
|
||||
public:
|
||||
/// Default constructor does not initialize any members
|
||||
Font() = default;
|
||||
Font(const std::filesystem::path& path);
|
||||
explicit Font(const std::filesystem::path& path);
|
||||
Font(const unsigned char* data, const size_t& size);
|
||||
/// Destructor handles freeing of the underlying asset handle.
|
||||
~Font();
|
||||
static Font LoadTTF(const std::filesystem::path& filepath);
|
||||
@@ -35,6 +34,6 @@ namespace JGL
|
||||
Vector2 MeasureString(const std::string& text, unsigned int ptSize);
|
||||
public:
|
||||
int index = 0;
|
||||
FT_Face face;
|
||||
FT_Face face = nullptr;
|
||||
};
|
||||
}
|
@@ -1,30 +1,70 @@
|
||||
#pragma once
|
||||
#include <J3ML/LinearAlgebra/Vector4.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector3.hpp>
|
||||
#include <J3ML/LinearAlgebra/DirectionVector.hpp>
|
||||
#include <J3ML/Geometry/Frustum.hpp>
|
||||
#include <Color4.hpp>
|
||||
|
||||
namespace JGL {
|
||||
class Light;
|
||||
class OmnidirectionalLight2D;
|
||||
class PointLight2D;
|
||||
class LightBase;
|
||||
class PointLight;
|
||||
class SpotLight;
|
||||
}
|
||||
|
||||
class JGL::Light {
|
||||
private:
|
||||
/// W in position seems to determine whether or not the light is omni-directional. 1 = omni 0 = point.
|
||||
/// Position is un-normalized screen space. For ex 500, 500, 1 for a light coming from where you're sitting.
|
||||
// TODO this can be consolidated.
|
||||
class JGL::LightBase {
|
||||
protected:
|
||||
/* The 4th number represents whether the light is a positional light.
|
||||
* In OpenGL, You can have positional lights, Like Point Lights or Spot Lights,
|
||||
* Or global lights, Like the sun. */
|
||||
Vector4 position = {0, 0, 0, 1};
|
||||
Color4 ambient = {0, 0, 0, 0};
|
||||
Color4 diffuse = {0, 0, 0, 0};
|
||||
Color4 specular = {0, 0, 0, 0};
|
||||
|
||||
float constant_attenuation = 1;
|
||||
float linear_attenuation = 0;
|
||||
float quadratic_attenuation = 0;
|
||||
public:
|
||||
Light(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular);
|
||||
Vector3 GetNormalizedSceenSpaceCoordinates() const;
|
||||
[[nodiscard]] Vector4 GetPosition() const;
|
||||
[[nodiscard]] Color4 GetAmbient() const;
|
||||
[[nodiscard]] Color4 GetDiffuse() const;
|
||||
[[nodiscard]] Color4 GetSpecular() const;
|
||||
|
||||
[[nodiscard]] float GetConstantAttenuation() const;
|
||||
[[nodiscard]] float GetLinearAttenuation() const;
|
||||
[[nodiscard]] float GetQuadraticAttenuation() const;
|
||||
public:
|
||||
/// Runs a calculation to determine the lights influence on a given point in 3D space.
|
||||
/// @note 0 would be no impact, 1 would be the light is at the same position.
|
||||
[[nodiscard]] virtual float GetAttenuationAtPosition(const Vector3& pos) const { return 0; }
|
||||
public:
|
||||
virtual ~LightBase() = default;
|
||||
};
|
||||
|
||||
class JGL::OmnidirectionalLight2D {
|
||||
private:
|
||||
/// Omni-directional lights.
|
||||
class JGL::PointLight : public LightBase {
|
||||
public:
|
||||
OmnidirectionalLight2D(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular);
|
||||
|
||||
[[nodiscard]] float GetAttenuationAtPosition(const Vector3& pos) const final;
|
||||
public:
|
||||
PointLight(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular, float constant_attenuation = 1, float linear_attenuation = 0, float quadratic_attenuation = 0);
|
||||
};
|
||||
|
||||
/// Lights which only effect things in a given cone.
|
||||
// TODO get attenuation at position for this.
|
||||
class JGL::SpotLight : public LightBase {
|
||||
protected:
|
||||
Matrix3x3 orientation;
|
||||
float exponent;
|
||||
float cut;
|
||||
public:
|
||||
/// Create a spotlight in 3D space.
|
||||
/// @param position The position of the light in 3D space.
|
||||
/// @param ro_mat Orientation of the light in 3D space.
|
||||
/// @param cone_size_degrees The size of the cone.
|
||||
/// @param exponent How focused the beam should be, Higher is more focused, Lower is less.
|
||||
/// @param ambient How much this light should effect the ambient light of the scene.
|
||||
/// @param diffuse
|
||||
/// @param specular How much this light should effect specular highlights of objects being influenced by it.
|
||||
SpotLight(const Vector3& position, const Matrix3x3& ro_mat, float cone_size_degrees, float exponent, const Color4& ambient, const Color4& diffuse, const Color4& specular, float constant_attenuation = 1, float linear_attenuation = 0, float quadratic_attenuation = 0);
|
||||
};
|
@@ -1,4 +1,19 @@
|
||||
/// A simple wrapper for OpenGL materials. Lets you set things such as the "shininess" of your elements.
|
||||
class Material {
|
||||
|
||||
#include <Color4.hpp>
|
||||
#include <glad/glad.h>
|
||||
namespace JGL {
|
||||
class Material;
|
||||
}
|
||||
class JGL::Material {
|
||||
public:
|
||||
Color4 ambient_ref;
|
||||
Color4 diffuse_ref;
|
||||
Color4 specular_ref;
|
||||
Color4 emission;
|
||||
float shininess;
|
||||
public:
|
||||
Material(const Color4& ambient_reflection, const Color4& diffuse_reflection, const Color4& specular_reflection, const Color4& light_emission, float& shine);
|
||||
/// @param material Material to use.
|
||||
static void SetActiveMaterial(const Material& material);
|
||||
};
|
@@ -1,20 +1,21 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <glad/glad.h>
|
||||
#include <Color4.hpp>
|
||||
#include <Colors.hpp>
|
||||
#include <JGL/types/Enums.h>
|
||||
#include <J3ML/LinearAlgebra/Vector2.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector2i.hpp>
|
||||
|
||||
namespace JGL {
|
||||
class RenderTarget;
|
||||
class Texture; // Forward declare.
|
||||
class Texture;
|
||||
}
|
||||
|
||||
using J3ML::LinearAlgebra::Vector2i;
|
||||
class JGL::RenderTarget {
|
||||
private:
|
||||
Color4 clear_color{0,0,0,0};
|
||||
/// "Size" in this sense is the "Renderable Area" because OpenGL textures behave strangely if they're not square.
|
||||
Vector2 size{0, 0};
|
||||
Vector2i size{0, 0};
|
||||
bool using_depth = false;
|
||||
bool texture_created_by_us = false;
|
||||
GLuint framebuffer_object = 0;
|
||||
@@ -26,41 +27,97 @@ private:
|
||||
GLuint msaa_render_buffer = 0;
|
||||
void Erase();
|
||||
public:
|
||||
/// @returns The Render Target currently in use by OpenGL.
|
||||
/// @note Zero is the screen.
|
||||
static GLuint GetActiveGLFramebufferHandle();
|
||||
|
||||
/// Changes the Render Target that OpenGL will draw on.
|
||||
/// @param render_target The new Render Target for OpenGL to draw on.
|
||||
static void SetActiveGLRenderTarget(const RenderTarget& render_target);
|
||||
|
||||
/** Change the size of the renderable area of the Render Target. **/
|
||||
/// @param new_size new size in px.
|
||||
void Resize(const Vector2& new_size);
|
||||
void SetMSAAEnabled(MSAA_SAMPLE_RATE sample_rate);
|
||||
/// If you're using raw OpenGL commands to draw to this outside of J2D or J3D don't forget to do this.
|
||||
/// Blits the MSAA FBO onto the regular FBO if MSAA is enabled and or If you're rendering to a texture which uses mipmaps,
|
||||
/// It regenerates them so what you drew doesn't disappear at a distance. Otherwise it does nothing.
|
||||
void Blit() const;
|
||||
/// Changes the size of the renderable area of this Render Target.
|
||||
/// @param new_size new width & height in pixels.
|
||||
/// @note The data stored in this Render Target will be lost.
|
||||
void Resize(const Vector2i& new_size);
|
||||
|
||||
/// Blit a render target onto another. Will break if they're not the same size.
|
||||
static void Blit(const RenderTarget& source, RenderTarget* destination);
|
||||
[[nodiscard]] bool TextureCreatedByRenderTarget() const;
|
||||
/// Sets the MSAA mode for this Render Target.
|
||||
/// @returns false if the mode isn't available, true for success.
|
||||
[[nodiscard]] bool SetMSAAEnabled(MSAA_SAMPLE_RATE sample_rate);
|
||||
|
||||
/// If you're using MSAA and not using J2D || J3D Begin & End you must do this.
|
||||
void MSAABlit() const;
|
||||
|
||||
/// Copy one Render Target onto another. Will break if they're not the same size.
|
||||
// TODO support different sizes. If the destination is too small fix it for them but log a warning.
|
||||
static void Blit(const RenderTarget& source, RenderTarget* destination, const Vector2i& position = {0, 0});
|
||||
|
||||
/// Plots a single pixel onto a Render Target.
|
||||
/// @param color The color to render.
|
||||
/// @param position The position in the destination to draw the pixel.
|
||||
/// @param destination The destination RenderTarget.
|
||||
static void Blit(const Color4& color, const Vector2i& position, RenderTarget* destination);
|
||||
|
||||
/// Blit an input texture onto this render target at the given position.
|
||||
/// @param source Source texture.
|
||||
/// @param destination Render Target to draw on.
|
||||
/// @param position Where in the destination to draw.
|
||||
static void Blit(const Texture* source, RenderTarget* destination, const Vector2i& position = {0, 0});
|
||||
|
||||
/// @returns Whether or not this Render Target created it's Texture.
|
||||
[[nodiscard]] bool OwnsTexture() const;
|
||||
public:
|
||||
[[nodiscard]] Vector2 GetDimensions() const;
|
||||
/// @returns the size of the renderable area.
|
||||
[[nodiscard]] Vector2i GetDimensions() const;
|
||||
|
||||
/// @returns The currently selected MSAA Sample Rate.
|
||||
[[nodiscard]] MSAA_SAMPLE_RATE GetMSAASampleRate() const;
|
||||
/// Returns whether or not MSAA is enabled, If it is and you're not using J2D || J3D Begin / End,
|
||||
/// You need to run "Blit()" after rendering to your FBO before you show it.
|
||||
/// @note Also, If the texture wasn't made by the RenderTarget you don't want this. It would destroy the texture.
|
||||
|
||||
/// @returns Whether or not this Render Target is using MSAA.
|
||||
[[nodiscard]] bool MSAAEnabled() const;
|
||||
|
||||
/// @returns The JGL texture this Render Target draws on.
|
||||
[[nodiscard]] const Texture* GetJGLTexture() const;
|
||||
|
||||
/// @returns The OpenGL handle for the texture this Render Target draws on.
|
||||
[[nodiscard]] GLuint GetGLTextureHandle() const;
|
||||
|
||||
/// @returns The OpenGL handle for this Render Target.
|
||||
[[nodiscard]] GLuint GetGLFramebufferObjectHandle() const;
|
||||
|
||||
/// @returns The handle to the OpenGL buffer containing depth information
|
||||
/// @note Only valid if this Render Target is being used for 3D.
|
||||
[[nodiscard]] GLuint GetGLDepthBufferHandle() const;
|
||||
|
||||
/// @returns The color that should be used to clear this Render Target.
|
||||
[[nodiscard]] Color4 GetClearColor() const;
|
||||
/// Get the data back from the FBO. This is *not* async friendly.
|
||||
[[nodiscard]] std::vector<GLfloat> GetData() const;
|
||||
|
||||
|
||||
/// @returns The color information for this Render Target.
|
||||
/// @note Both the CPU & GPU cannot do anything while this takes place. It's very slow.
|
||||
[[nodiscard]] std::vector<GLfloat> GetPixels() const;
|
||||
public:
|
||||
/// Copy constructor. Will always set "texture_created_by_us" to true and use our own texture to avoid memleaks.
|
||||
/// Create a Render Target from a Render Target that already exists.
|
||||
/** @note Render Targets that are copies of another will copy the Texture.
|
||||
* This is so that deleting the copy doesn't delete the Texture of the original.
|
||||
*/
|
||||
RenderTarget(const RenderTarget& rhs);
|
||||
/// Create a render target for a texture that already exists. For adding to an existing texture.
|
||||
explicit RenderTarget(const Texture* texture, const Color4& clear_color = Colors::Black);
|
||||
/// Create a Render Target with a brand new texture. Want to render JGL elements onto a texture and display it as a sprite?
|
||||
explicit RenderTarget(const Vector2& size, const Color4& clear_color = Colors::Black, bool use_depth = false, MSAA_SAMPLE_RATE sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
|
||||
/// Create a Render Target for a texture that already exists.
|
||||
/// @param texture The Texture that using this Render Target would draw on.
|
||||
/// @param clear_color The color to be used if you want to clear the Render Target.
|
||||
/// @note For Render Targets created this way, The destructor will not delete the texture.
|
||||
explicit RenderTarget(const Texture* texture, const Color4& clear_color = Colors::Transparent);
|
||||
|
||||
/// Create a Render Target with a new texture.
|
||||
/// @param size The width & height the Render Target should have.
|
||||
/// @param clear_color The color to be used if you want to clear the Render Target.
|
||||
/// @param use_depth Whether or not this Render Target will have depth information.
|
||||
/// @param sample_rate The MSAA sample rate this Render Target will use.
|
||||
explicit RenderTarget(const Vector2i& size, const Color4& clear_color = Colors::Transparent, bool use_depth = false, MSAA_SAMPLE_RATE sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
|
||||
/// Deletes this Render Target.
|
||||
/** @note If this Render Target was made with a Texture that already existed
|
||||
* the Texture will not be deleted. */
|
||||
~RenderTarget();
|
||||
|
||||
};
|
18
include/JGL/types/ShadowMap.h
Normal file
18
include/JGL/types/ShadowMap.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
#include <JGL/types/RenderTarget.h>
|
||||
#include <JGL/types/Light.h>
|
||||
|
||||
namespace JGL {
|
||||
class ShadowMap;
|
||||
}
|
||||
|
||||
/// You render your scene with all the static objects from the perspective of each static light to a ShadowMap.
|
||||
/// Then, for shadow casters which move. Or lights that move. You only redraw that object from the perspective of each light.
|
||||
/// Some of the approaches I saw for this were disgusting - Redacted.
|
||||
|
||||
class JGL::ShadowMap {
|
||||
private:
|
||||
RenderTarget shadow_map;
|
||||
private:
|
||||
void Create(const LightBase* Light);
|
||||
};
|
124
include/JGL/types/Skeleton.h
Normal file
124
include/JGL/types/Skeleton.h
Normal file
@@ -0,0 +1,124 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <J3ML/LinearAlgebra/Vector3.hpp>
|
||||
#include <J3ML/LinearAlgebra/Matrix4x4.hpp>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace JGL {
|
||||
class Bone;
|
||||
class SkeletalVertexAttribute;
|
||||
class Skeleton;
|
||||
class KeyFrame;
|
||||
class Animation;
|
||||
class AnimationState;
|
||||
}
|
||||
|
||||
class JGL::SkeletalVertexAttribute {
|
||||
private:
|
||||
std::array<int, 4> bone_ids = { 0, 0, 0, 0 };
|
||||
std::array<float, 4> bone_weights = { 0, 0, 0, 0 };
|
||||
public:
|
||||
[[nodiscard]] std::array<int, 4> GetAffectingBoneIDs() const;
|
||||
[[nodiscard]] std::array<float, 4> GetAffectingBoneWeights() const;
|
||||
public:
|
||||
SkeletalVertexAttribute() = default;
|
||||
/// These cannpt be longer than 4.
|
||||
SkeletalVertexAttribute(const std::vector<int>& ids, const std::vector<float>& weights);
|
||||
};
|
||||
|
||||
class JGL::Bone {
|
||||
private:
|
||||
int id = 0;
|
||||
// Not every gltf2 model includes names, but I'll still include it.
|
||||
std::string name;
|
||||
Matrix4x4 inverse_bind_matrix = Matrix4x4::Identity;
|
||||
Matrix4x4 offset_matrix = Matrix4x4::Identity;
|
||||
Matrix4x4 final_transform = Matrix4x4::Identity;
|
||||
int parent_id = -1;
|
||||
std::vector<int> children{};
|
||||
public:
|
||||
[[nodiscard]] int GetID() const;
|
||||
[[nodiscard]] std::string GetName() const;
|
||||
[[nodiscard]] Matrix4x4 GetInverseBindMatrix() const;
|
||||
[[nodiscard]] Matrix4x4 GetOffsetMatrix() const;
|
||||
[[nodiscard]] Matrix4x4 GetFinalTransform() const;
|
||||
[[nodiscard]] bool IsRootBone() const;
|
||||
public:
|
||||
[[nodiscard]] int GetParentID() const;
|
||||
[[nodiscard]] std::vector<int> GetChildren() const;
|
||||
public:
|
||||
void SetParent(int parent_id);
|
||||
void AppendChild(int new_child);
|
||||
void SetID(int numeric_id);
|
||||
void SetName(const std::string& string_id);
|
||||
void SetInverseBindMatrix(const Matrix4x4& inverse_bind);
|
||||
void SetOffsetMatrix(const Matrix4x4& offset);
|
||||
void SetFinalTransformMatrix(const Matrix4x4& final);
|
||||
public:
|
||||
~Bone() = default;
|
||||
Bone() = default;
|
||||
explicit Bone(int numeric_id, const std::string& string_id = "", int parent_id = -1, const std::vector<int>& children_ids = {},
|
||||
const Matrix4x4& inverse_bind = Matrix4x4::Identity, const Matrix4x4& offset = Matrix4x4::Identity, const Matrix4x4& final = Matrix4x4::Identity);
|
||||
};
|
||||
|
||||
class JGL::Skeleton {
|
||||
private:
|
||||
Bone root;
|
||||
std::vector<Bone> bones;
|
||||
public:
|
||||
[[nodiscard]] Bone* GetRootBone();
|
||||
[[nodiscard]] Bone* FindBone(int id);
|
||||
[[nodiscard]] Bone* FindBone(const std::string& string_id);
|
||||
public:
|
||||
void AppendBone(const Bone& bone);
|
||||
public:
|
||||
explicit Skeleton(const Bone& root_bone, const std::vector<Bone>& children = {});
|
||||
~Skeleton() = default;
|
||||
Skeleton() = default;
|
||||
};
|
||||
|
||||
class JGL::KeyFrame {
|
||||
private:
|
||||
float time_stamp = 0;
|
||||
Skeleton pose;
|
||||
public:
|
||||
[[nodiscard]] float GetTimeStamp() const;
|
||||
[[nodiscard]] Skeleton GetSkeleton() const;
|
||||
public:
|
||||
KeyFrame(const Skeleton& pose, float time_stamp);
|
||||
};
|
||||
|
||||
class JGL::Animation {
|
||||
private:
|
||||
int id = -1;
|
||||
// Not all animations have names.
|
||||
std::string name;
|
||||
float length = 0;
|
||||
std::vector<KeyFrame> key_frames;
|
||||
std::vector<SkeletalVertexAttribute> vertex_attributes{};
|
||||
public:
|
||||
[[nodiscard]] float GetDuratrion() const;
|
||||
[[nodiscard]] std::vector<KeyFrame> GetKeyFrames() const;
|
||||
[[nodiscard]] int GetID() const;
|
||||
[[nodiscard]] std::string GetName() const;
|
||||
[[nodiscard]] std::vector<SkeletalVertexAttribute> GetSkeletalVertexAttributes() const;
|
||||
public:
|
||||
void AppendKeyFrame(const KeyFrame& new_key);
|
||||
void SetDuration(float duration);
|
||||
void SetID(int identifier);
|
||||
void SetName(const std::string& name_id);
|
||||
public:
|
||||
~Animation() = default;
|
||||
Animation(int id, float duration, const std::vector<KeyFrame>& key_frames, const std::vector<SkeletalVertexAttribute>& skeletal_vertex_attributes,
|
||||
const std::string& name = "");
|
||||
};
|
||||
|
||||
class JGL::AnimationState {
|
||||
private:
|
||||
int animation_id = -1;
|
||||
float animation_time = 0;
|
||||
public:
|
||||
|
||||
};
|
||||
|
@@ -8,19 +8,19 @@
|
||||
namespace JGL {
|
||||
using namespace ReImage;
|
||||
enum class TextureFilteringMode : u8 {
|
||||
NEAREST = 0, //Fastest for 2D, Sometimes causes graphical issues.
|
||||
BILINEAR = 1, //Fast and pretty, The best for 2D.
|
||||
NEAREST = 0, // Fastest for 2D, Sometimes causes graphical issues.
|
||||
BILINEAR = 1, // Fast and pretty, The best for 2D.
|
||||
|
||||
MIPMAP_NEAREST = 2, //Nearest with mipmaps. The fastest for 3D, Sometimes causes graphical issues. Uses more vram.
|
||||
MIPMAP_BILINEAR = 3, //Bilinear with mipmaps, Fast and pretty. Uses more vram.
|
||||
MIPMAP_TRILINEAR = 4 //The prettiest. Still decent speed. Uses more vram.
|
||||
MIPMAP_NEAREST = 2, // Nearest with mipmaps. The fastest for 3D, Sometimes causes graphical issues. Uses more vram.
|
||||
MIPMAP_BILINEAR = 3, // Bilinear with mipmaps, Fast and pretty. Uses more vram.
|
||||
MIPMAP_TRILINEAR = 4 // The prettiest. Still decent speed. Uses more vram.
|
||||
};
|
||||
|
||||
enum class TextureWrappingMode : u8 {
|
||||
REPEAT = 0,
|
||||
MIRRORED_REPEAT = 1,
|
||||
CLAMP_TO_EDGE = 2,
|
||||
CLAMP_TO_BORDER = 3 //Effectively the same as clamp_to_edge
|
||||
CLAMP_TO_BORDER = 3 // Effectively the same as clamp_to_edge
|
||||
};
|
||||
|
||||
/// Represents texture data loaded on the GPU. Contains a handle that can be passed to OpenGL draw calls.
|
||||
@@ -39,6 +39,8 @@ namespace JGL {
|
||||
/// Load a texture from a file,
|
||||
explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE, const TextureFlag& flags = TextureFlag::INVERT_Y);
|
||||
Texture(Image* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
|
||||
// Texture atlas.
|
||||
Texture(const Texture* textures, const size_t& texture_count);
|
||||
/* Initialize a texture filled with trash data
|
||||
this is primarily for the RenderTarget */
|
||||
explicit Texture(const Vector2& size);
|
||||
|
@@ -16,53 +16,53 @@ private:
|
||||
GLuint list_handle = 0;
|
||||
long num_elements = 0;
|
||||
bool element_array_buffer = false;
|
||||
/// "Spin Locking" fix for multi-threading.
|
||||
bool spin_lock = false;
|
||||
void load(const GLfloat* data, const long& size);
|
||||
void load(const GLuint* data, const long& size);
|
||||
void SetData(void* data, const long& length);
|
||||
void UpdateData(void* data, const long& offset, const long& length);
|
||||
void SetData(void* data, const long& count);
|
||||
void UpdateData(void* data, const long& offset, const long& count);
|
||||
void Erase();
|
||||
public:
|
||||
VRamList(const GLuint* data, const long& length);
|
||||
VRamList(const GLfloat* data, const long& length);
|
||||
VRamList(Vector2* data, const long& length);
|
||||
VRamList(Vector3* data, const long& length);
|
||||
VRamList(Vector4* data, const long& length);
|
||||
VRamList(const GLuint* data, const long& count);
|
||||
VRamList(const GLfloat* data, const long& count);
|
||||
VRamList(const Vector2* data, const long& count);
|
||||
VRamList(const Vector3* data, const long& count);
|
||||
VRamList(const Vector4* data, const long& count);
|
||||
|
||||
~VRamList();
|
||||
/** Copying around the VBO data to a new VBO like this is slow.
|
||||
* Pass to function by const reference or pointer always. */
|
||||
VRamList(const VRamList& rhs);
|
||||
|
||||
VRamList() : list_handle(0), num_elements(0), element_array_buffer(false), spin_lock(false) {}
|
||||
public:
|
||||
[[nodiscard]] GLuint GetHandle() const;
|
||||
/// Returns the number of elements in the list.
|
||||
[[nodiscard]] long GetLength() const;
|
||||
/// Returns the size of the data in bytes.
|
||||
[[nodiscard]] size_t GetSize() const;
|
||||
[[nodiscard]] size_t GetDataSize() const;
|
||||
/** Get VBO data back from the GPU. This is *bad* because the CPU is going to wait
|
||||
* for the transfer to finish. Has limited use other than testing. */
|
||||
[[nodiscard]] std::vector<GLfloat> GetDataF() const;
|
||||
[[nodiscard]] std::vector<GLuint> GetDataUI() const;
|
||||
[[nodiscard]] bool IsFloatArray() const;
|
||||
/** Replace the data of an existing VBO in it's entirety. Must be same type.
|
||||
* "length" refers to the number of elements in data. Not the number of bytes. */
|
||||
void SetData(const GLfloat* data, const long& length);
|
||||
void SetData(const Vector2* data, const long& length);
|
||||
void SetData(const Vector3* data, const long& length);
|
||||
void SetData(const Vector4* data, const long& length);
|
||||
/** Replace the data of an existing VBO in it's entirety. Must be same type. */
|
||||
void SetData(const GLfloat* data, const long& count);
|
||||
void SetData(const Vector2* data, const long& count);
|
||||
void SetData(const Vector3* data, const long& count);
|
||||
void SetData(const Vector4* data, const long& count);
|
||||
|
||||
void SetData(const GLuint* data, const long& length);
|
||||
void SetData(const Vector2i* data, const long& length);
|
||||
void SetData(const GLuint* data, const long& count);
|
||||
void SetData(const Vector2i* data, const long& count);
|
||||
|
||||
/** Update only a portion of the data in a VBO. Must be same type.
|
||||
* "length" refers to the number of elements in data. Not the number of bytes.
|
||||
* "offset" refers the number of Typename T into the buffer the data you want to change is.
|
||||
* For ex, offset 0 and length of 1 overwrites the first value. Offset 1 the second etc */
|
||||
void UpdateData(const GLfloat* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector2* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector3* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector4* data, const long& offset, const long& length);
|
||||
void UpdateData(const GLfloat* data, const long& offset, const long& count);
|
||||
void UpdateData(const Vector2* data, const long& offset, const long& count);
|
||||
void UpdateData(const Vector3* data, const long& offset, const long& count);
|
||||
void UpdateData(const Vector4* data, const long& offset, const long& count);
|
||||
|
||||
void UpdateData(const GLuint* data, const long& offset, const long& length);
|
||||
void UpdateData(const Vector2i* data, const long& offset, const long& length);
|
||||
void UpdateData(const GLuint* data, const long& offset, const long& count);
|
||||
void UpdateData(const Vector2i* data, const long& offset, const long& count);
|
||||
};
|
103
include/JGL/types/VertexArray.h
Normal file
103
include/JGL/types/VertexArray.h
Normal file
@@ -0,0 +1,103 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <JGL/types/VRamList.h>
|
||||
#include <JGL/types/Skeleton.h>
|
||||
#include <J3ML/LinearAlgebra/Vector3.hpp>
|
||||
#include <J3ML/Geometry/Sphere.hpp>
|
||||
#include <J3ML/Geometry/AABB.hpp>
|
||||
#include <J3ML/Geometry/OBB.hpp>
|
||||
|
||||
namespace JGL {
|
||||
/// A point that is part of an object in 3D space.
|
||||
typedef Vector3 Vertex;
|
||||
/// A direction vector which describes which way a triangle is facing.
|
||||
typedef Vector3 Normal;
|
||||
/// 2D positions that describe how a texture is to be wrapped around a 3D object.
|
||||
typedef Vector2 TextureCoordinate;
|
||||
/// Container for storing 3D models in v-ram, system memory, or both.
|
||||
class VertexArray;
|
||||
}
|
||||
|
||||
class JGL::VertexArray {
|
||||
private:
|
||||
Sphere me_sphere;
|
||||
OBB me_obb;
|
||||
protected:
|
||||
virtual void CreateMESphere();
|
||||
virtual void CreateMEOBB();
|
||||
protected:
|
||||
std::vector<Animation> animations{};
|
||||
protected:
|
||||
VRamList* vertices;
|
||||
VRamList* indices;
|
||||
VRamList* normals;
|
||||
VRamList* texture_coordinates;
|
||||
protected:
|
||||
/** For models which are not animated, This is intended for a low quality version in
|
||||
* system memory for calculations to be done on the CPU. For models that are, the default pose of the model is here.
|
||||
*/
|
||||
std::vector<Vertex> local_vertices{};
|
||||
std::vector<unsigned int> local_indices{};
|
||||
std::vector<TextureCoordinate> local_texture_coordinates{};
|
||||
std::vector<Normal> local_normals{};
|
||||
public:
|
||||
/** Don't use these for anything other than drawing because the GPU is gonna spin during read-back */
|
||||
[[nodiscard]] const VRamList* GetVertices() const;
|
||||
[[nodiscard]] const VRamList* GetIndices() const;
|
||||
[[nodiscard]] const VRamList* GetNormals() const;
|
||||
[[nodiscard]] const VRamList* GetTextureCoordinates() const;
|
||||
|
||||
/** These are for cpu side calculations */
|
||||
[[nodiscard]] std::vector<Vertex> GetLocalVertices() const;
|
||||
[[nodiscard]] std::vector<unsigned int> GetLocalIndices() const;
|
||||
[[nodiscard]] std::vector<TextureCoordinate> GetLocalTextureCoordinates() const;
|
||||
[[nodiscard]] std::vector<Normal> GetLocalNormals() const;
|
||||
public:
|
||||
/// Returns true if the VertexArray does not have any animations.
|
||||
bool Static();
|
||||
public:
|
||||
/// Provides the minimally enclosing bounding sphere of the vertex array given information from the instance.
|
||||
/// @param scale The scale of the instance.
|
||||
/// @param translate_part The center of the sphere would be shifted in 3D space by this. Primarily for world space.
|
||||
[[nodiscard]] Sphere GetMESphere(const Vector3& scale = Vector3::One, const Vector3& translate_part = Vector3::Zero) const;
|
||||
/// Provides the minimally enclosing bounding sphere of the vertex array given information from the instance.
|
||||
/// @param instance_matrix A Matrix4x4 which contains scale, rotation, and translation.
|
||||
/// @param translate Whether or not to translate to world space by the translate part of the Matrix.
|
||||
[[nodiscard]] Sphere GetMESphere(const Matrix4x4& instance_matrix, bool translate = false) const;
|
||||
|
||||
/// Provides the minimally enclosing oriented bounding box of the vertex array given information from the instance.
|
||||
/// @param rotation_matrix A Matrix3x3 representing rotation in 3D space.
|
||||
/// @param scale The scale of the instance.
|
||||
/// @param translate_part The center of the box would be shifted in 3D space by this. Primarily for world space.
|
||||
[[nodiscard]] OBB GetMEOBB(const Matrix3x3& rotation_matrix, const Vector3& scale = Vector3::One, const Vector3& translate_part = Vector3::Zero) const;
|
||||
/// Provides the minimally enclosing oriented bounding box of the vertex array given information from the instance.
|
||||
/// @param instance_matrix A Matrix4x4 which contains scale, rotation, and translation.
|
||||
/// @param translate Whether or not to translate to world space by the translate part of the Matrix.
|
||||
[[nodiscard]] OBB GetMEOBB(const Matrix4x4& instance_matrix, bool translate = false) const;
|
||||
|
||||
/// Provides the minimally enclosing axis-aligned bounding box of the vertex array given information from the instance.
|
||||
/// @param rotation_matrix A Matrix3x3 representing rotation in 3D space.
|
||||
/// @param scale The scale of the instance.
|
||||
/// @param translate_part The center of the box would be shifted in 3D space by this. Primarily for world space.
|
||||
[[nodiscard]] AABB GetMEAABB(const Matrix3x3& rotation_matrix, const Vector3& scale = Vector3::One, const Vector3& translate_part = Vector3::Zero) const;
|
||||
[[nodiscard]] AABB GetMEAABB(const Matrix4x4& instance_matrix, bool translate = false) const;
|
||||
public:
|
||||
VertexArray() = default;
|
||||
/// Vertices are required, Everything else is optional.
|
||||
VertexArray(const Vertex* vertex_positions, const long& vp_length, const unsigned int* vertex_indices = nullptr, const long& vi_length = 0,
|
||||
const Normal* vertex_normals = nullptr, const long& vn_length = 0, const TextureCoordinate* texture_coordinates = nullptr, const long& vt_length = 0);
|
||||
|
||||
/// Vertices are required, Everything else is optional.
|
||||
explicit VertexArray(const std::vector<Vertex>& vertex_positions, const std::vector<unsigned int>& vertex_indices = {},
|
||||
const std::vector<Normal>& vertex_normals = {}, const std::vector<TextureCoordinate>& texture_coordinates = {});
|
||||
|
||||
static VertexArray LoadWavefrontOBJ(const std::string& file_text);
|
||||
static VertexArray LoadAMO(const std::string& file_text);
|
||||
};
|
||||
|
||||
|
||||
using namespace JGL;
|
||||
|
||||
static VertexArray Animate(int animation_id, float animation_time);
|
||||
static VertexArray Animate(const AnimationState& anim_state);
|
173
main.cpp
173
main.cpp
@@ -4,14 +4,17 @@
|
||||
#include <chrono>
|
||||
#include <J3ML/LinearAlgebra/Vector2.hpp>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <J3ML/Geometry/AABB.hpp>
|
||||
#include <rewindow/logger/logger.h>
|
||||
#include <JGL/types/VertexArray.h>
|
||||
|
||||
using J3ML::LinearAlgebra::Vector2;
|
||||
using namespace JGL::Fonts;
|
||||
using namespace JGL;
|
||||
|
||||
JGL::Font FreeSans;
|
||||
JGL::Font Jupiteroid;
|
||||
float fps = 0.0f;
|
||||
|
||||
/// A draggable 2D point that highlights when moused over and when clicked.
|
||||
class Gizmo
|
||||
{
|
||||
public:
|
||||
@@ -21,6 +24,15 @@ public:
|
||||
bool hovered = false;
|
||||
Vector2 position;
|
||||
float range = 6.f;
|
||||
float base_radius = 3.f;
|
||||
float hover_radius = 6.f;
|
||||
float drag_radius = 4.f;
|
||||
Color4 base_color = Colors::Reds::Salmon;
|
||||
Color4 hover_color = Colors::Reds::Firebrick;
|
||||
Color4 drag_color = Colors::White;
|
||||
float lerp_rate = 0.25f;
|
||||
float text_scale = 1.f;
|
||||
int text_size = 12;
|
||||
|
||||
void Grab() {
|
||||
if (hovered)
|
||||
@@ -32,27 +44,25 @@ public:
|
||||
|
||||
void Update(const Vector2& mouse) {
|
||||
if (dragging)
|
||||
position = position.Lerp(mouse, 0.25f);
|
||||
position = position.Lerp(mouse, lerp_rate);
|
||||
|
||||
hovered = mouse.Distance(position) < range;
|
||||
}
|
||||
|
||||
void Draw() {
|
||||
|
||||
|
||||
if (dragging)
|
||||
J2D::DrawPoint(Colors::White, position, 4.f);
|
||||
J2D::DrawPoint(drag_color, position, drag_radius);
|
||||
else if (hovered)
|
||||
J2D::DrawPoint(Colors::Reds::Crimson, position, 6.f);
|
||||
J2D::DrawPoint(hover_color, position, hover_radius);
|
||||
else
|
||||
J2D::DrawPoint(Colors::Reds::Salmon, position, 3.f);
|
||||
|
||||
J2D::DrawString(Colors::White, std::format("{:.1f},{:.1f}", position.x, position.y), position.x, position.y, 1.f, 10, FreeSans);
|
||||
J2D::DrawPoint(base_color, position, base_radius);
|
||||
|
||||
J2D::DrawString(Colors::White, std::format("{:.1f},{:.1f}", position.x, position.y), position.x, position.y, text_scale, text_size);
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/// A 3D Camera Controller.
|
||||
class Camera {
|
||||
public:
|
||||
Vector3 position = {0,0,0};
|
||||
@@ -96,61 +106,60 @@ Gizmo b({200, 250});
|
||||
Gizmo c({350, 300});
|
||||
Gizmo d({450, 250});
|
||||
|
||||
JGL::Font FreeSans;
|
||||
Texture* image;
|
||||
Texture* image2;
|
||||
Texture* image_mask;
|
||||
RenderTarget* j2d_render_target;
|
||||
RenderTarget* image2_render_target;
|
||||
|
||||
class JGLDemoWindow : public ReWindow::RWindow
|
||||
{
|
||||
public:
|
||||
void initGL() {
|
||||
camera = new Camera;
|
||||
gladLoadGL();
|
||||
if (!JGL::MeetsRequirements())
|
||||
Logger::Warning("The graphics driver does not meet the minimum requirements to run this program.");
|
||||
|
||||
JGL::InitTextEngine();
|
||||
JGL::Update(getSize());
|
||||
J3D::Init(getSize(), 90, 100);
|
||||
if (!JGL::Init(GetSize(), 75, 100))
|
||||
Logger::Fatal("Initialization failed.");
|
||||
|
||||
// Load a custom font.
|
||||
FreeSans = JGL::Font("assets/fonts/FreeSans.ttf");
|
||||
Jupiteroid = JGL::Font("assets/fonts/Jupiteroid.ttf");
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glDepthMask(GL_TRUE);
|
||||
image = new Texture("assets/sprites/Re3D.png", TextureFilteringMode::BILINEAR);
|
||||
image_mask = new Texture("assets/sprites/alpha_mask_2.png");
|
||||
j2d_render_target = new RenderTarget({540, 540}, {0,0,0,0}, false, MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
image2 = image;
|
||||
image2_render_target = new RenderTarget(image2);
|
||||
|
||||
J2D::Begin(image2_render_target);
|
||||
J2D::DrawString(Colors::Red, "TEST", 0, 16, 1, 16, FreeSans);
|
||||
J2D::FillRect(Colors::Blue, {0,0}, {4,4});
|
||||
J2D::End();
|
||||
//Texture::MultiplyByAlphaMask(*image, *image_mask);
|
||||
}
|
||||
|
||||
Vector3 textAngle = {0,0,0};
|
||||
EulerAngleXYZ textAngle = {0,0,0};
|
||||
float fov = 90;
|
||||
u8 pulse = 0;
|
||||
float sprite_radians = 0;
|
||||
bool fov_increasing = true;
|
||||
int blit_pos = 0;
|
||||
|
||||
void display() {
|
||||
JGL::Update(getSize());
|
||||
pulse++;
|
||||
float dt = GetDeltaTime();
|
||||
|
||||
JGL::Update(GetSize());
|
||||
|
||||
if (fov_increasing)
|
||||
fov += 0.25;
|
||||
fov += 0.025;
|
||||
else
|
||||
fov -= 0.50;
|
||||
fov -= 0.050;
|
||||
|
||||
if (fov >= 120)
|
||||
fov_increasing = false;
|
||||
else if (fov <= 75)
|
||||
fov_increasing = true;
|
||||
J3D::ChangeFOV(fov);
|
||||
//J3D::ChangeFOV(fov);
|
||||
|
||||
sprite_radians += 0.05;
|
||||
textAngle.y += 2.0f;
|
||||
sprite_radians += 0.005;
|
||||
textAngle.yaw += 1;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
@@ -158,16 +167,32 @@ public:
|
||||
camera->render();
|
||||
// All 3D elements of the scene and JGL elements *must* be rendered before the 2D stuff
|
||||
/* if rendering to screen space directly. */
|
||||
|
||||
auto test_light = PointLight({2,1,2}, {pulse,pulse,pulse, 255}, {pulse, pulse, pulse, 255}, {0,0,0}, 1, 0.1, 0.01);
|
||||
// If a 3D object has transparency. The things you'd like to see through it must be drawn before.
|
||||
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}, 1.f, 32, FreeSans, textAngle, true);
|
||||
//J3D::WireframeSphere(Colors::Green, {0,0,0.5f}, 0.25f, 1, 128, 128);
|
||||
Sphere sphere = {{0,0, 0.5f}, 0.2125};
|
||||
J3D::BatchWireframeRevoSphere(Colors::Green, &sphere, 1, 1, 8, 8, true);
|
||||
J3D::RequiredLight(&test_light);
|
||||
J3D::FillAABB(Colors::Whites::AliceBlue, {0,0,0.5f}, {0.05f, 0.05f, 0.05f});
|
||||
J3D::WireframeAABB(Colors::Gray, {0,0,0.5f}, {0.11f, 0.06f, 0.11f});
|
||||
|
||||
AABB boxes[1] = {{Vector3(-0.2125, -0.2125,0.28750), Vector3(0.2125,0.2125,0.7125)}};
|
||||
J3D::BatchWireframeAABB(Colors::Yellow, boxes, 1, 1);
|
||||
//J3D::WireframeOBB(Colors::Red, {0, 0, 1.5f}, {0.40f, 0.10f, 0.10f}, {0,textAngle.y, 0});
|
||||
//J3D::FillSphere({0,255,0,120}, sphere);
|
||||
|
||||
//J3D::DrawCubicBezierCurve(Colors::Blue, {0,0,0.3}, {0,0,0.5}, {0.2,0,0.3}, {0.2, 0.3, 0.1}, 30);
|
||||
|
||||
//J3D::WireframeIcosahedron(Colors::Green, {0,0,0.5f}, 0.125f, 1.f);
|
||||
J3D::End();
|
||||
|
||||
J2D::Begin(j2d_render_target, true);
|
||||
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
|
||||
J2D::DrawSprite(image2, {300, 400}, sprite_radians * 0.10f, {0.5,0.5}, {1, 1}, Colors::White);
|
||||
J2D::DrawSprite(image, {300, 400}, sprite_radians * 0.10f, {0.5,0.5}, {1, 1}, Colors::White);
|
||||
J2D::DrawMirrorSprite(image, {400, 300}, Direction::Horizontal | Direction::Vertical, sprite_radians, {0.5,0.5}, {1, 1}, Colors::White);
|
||||
J2D::DrawPartialSprite(image, {225, 300}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, sprite_radians, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
|
||||
@@ -185,7 +210,7 @@ public:
|
||||
J2D::DrawGradientLine(Colors::Red, Colors::Blue, {105, 375}, {200, 275}, 2);
|
||||
auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
|
||||
|
||||
J2D::FillRect(Colors::Gray, {0, 0}, result);
|
||||
//J2D::FillRect(Colors::Gray, {0, 0}, result);
|
||||
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);
|
||||
@@ -205,17 +230,48 @@ public:
|
||||
c.Draw();
|
||||
d.Draw();
|
||||
J2D::End();
|
||||
RenderTarget::Blit(Colors::Red, {0, 0}, j2d_render_target);
|
||||
|
||||
//Draw the Render Target that we just drew all that stuff onto.
|
||||
|
||||
J2D::Begin();
|
||||
J2D::DrawSprite(j2d_render_target, {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::DrawSprite(image2_render_target, {300, 500}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::DrawPartialRenderTarget(j2d_render_target, {0, 0}, {0,0}, {512, 512});
|
||||
J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1});
|
||||
//J2D::DrawSprite(, {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
|
||||
//J2D::DrawSprite( {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::End();
|
||||
|
||||
}
|
||||
|
||||
void OnRefresh(float elapsed) override {
|
||||
|
||||
fps = GetRefreshRate();
|
||||
|
||||
if (IsKeyDown(Keys::RightArrow))
|
||||
camera->angle.y += 45.f * elapsed;
|
||||
if (IsKeyDown(Keys::LeftArrow))
|
||||
camera->angle.y -= 45.f * elapsed;
|
||||
if (IsKeyDown(Keys::UpArrow))
|
||||
camera->angle.x -= 45.f * elapsed;
|
||||
if (IsKeyDown(Keys::DownArrow))
|
||||
camera->angle.x += 45.f * elapsed;
|
||||
if (IsKeyDown(Keys::Space))
|
||||
camera->position.y += 1.f * elapsed;
|
||||
if (IsKeyDown(Keys::LeftShift))
|
||||
camera->position.y -= 1.f * elapsed;
|
||||
|
||||
//This is wrong of course. Just for testing purposes.
|
||||
if (IsKeyDown(Keys::W))
|
||||
camera->position.z += 1.f * elapsed;
|
||||
if (IsKeyDown(Keys::S))
|
||||
camera->position.z -= 1.f * elapsed;
|
||||
if (IsKeyDown(Keys::A))
|
||||
camera->position.x += 1.f * elapsed;
|
||||
if (IsKeyDown(Keys::D))
|
||||
camera->position.x -= 1.f * elapsed;
|
||||
|
||||
|
||||
auto mouse = GetMouseCoordinates();
|
||||
a.Update(mouse);
|
||||
b.Update(mouse);
|
||||
@@ -225,11 +281,11 @@ public:
|
||||
int glError = glGetError();
|
||||
if (glError != GL_NO_ERROR)
|
||||
std::cout << glError << std::endl;
|
||||
glSwapBuffers();
|
||||
GLSwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
void OnMouseButtonDown(const ReWindow::WindowEvents::MouseButtonDownEvent & ev) override
|
||||
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent & ev) override
|
||||
{
|
||||
RWindow::OnMouseButtonDown(ev);
|
||||
a.Grab();
|
||||
@@ -238,7 +294,7 @@ public:
|
||||
d.Grab();
|
||||
}
|
||||
|
||||
void OnMouseButtonUp(const ReWindow::WindowEvents::MouseButtonUpEvent & ev) override
|
||||
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent & ev) override
|
||||
{
|
||||
RWindow::OnMouseButtonUp(ev);
|
||||
a.Release();
|
||||
@@ -249,24 +305,37 @@ public:
|
||||
|
||||
bool OnResizeRequest(const ReWindow::WindowResizeRequestEvent& e) override {return true;}
|
||||
JGLDemoWindow() : ReWindow::RWindow() {}
|
||||
JGLDemoWindow(const std::string& title, int width, int height) : ReWindow::RWindow(title, width, height){}
|
||||
JGLDemoWindow(const std::string& title, int width, int height) : ReWindow::RWindow(title, width, height) {}
|
||||
};
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
|
||||
auto* window = new JGLDemoWindow("JGL Demo Window", 1280, 720);
|
||||
window->setRenderer(RenderingAPI::OPENGL);
|
||||
window->SetRenderer(RenderingAPI::OPENGL);
|
||||
window->Open();
|
||||
window->initGL();
|
||||
window->setResizable(true);
|
||||
window->setVsyncEnabled(false);
|
||||
window->SetResizable(true);
|
||||
window->SetVsyncEnabled(true);
|
||||
|
||||
while (window->isAlive()) {
|
||||
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
|
||||
window->pollEvents();
|
||||
window->refresh();
|
||||
std::chrono::high_resolution_clock::time_point stop = std::chrono::high_resolution_clock::now();
|
||||
std::chrono::duration<float> frame_time = stop - start;
|
||||
fps = 1.0f / frame_time.count();
|
||||
}
|
||||
std::ifstream file("assets/models/cube.amo");
|
||||
if (!file.is_open())
|
||||
return -1;
|
||||
|
||||
/*
|
||||
std::stringstream buffer;
|
||||
buffer << file.rdbuf();
|
||||
std::string file_text = buffer.str();
|
||||
file.close();
|
||||
std::cout << file_text << std::endl;
|
||||
|
||||
auto result = VertexArray::LoadAMO(file_text);
|
||||
*/
|
||||
|
||||
//ReWindow::Logger::Error.EnableConsole(false);
|
||||
//ReWindow::Logger::Warning.EnableConsole(false);
|
||||
//ReWindow::Logger::Debug.EnableConsole(false);
|
||||
|
||||
while (window->IsAlive())
|
||||
window->ManagedRefresh();
|
||||
return 0;
|
||||
}
|
1003
src/JGL.cpp
1003
src/JGL.cpp
File diff suppressed because it is too large
Load Diff
9
src/internals/include/AMO.h
Normal file
9
src/internals/include/AMO.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
namespace JGL {
|
||||
class VertexArray;
|
||||
/*
|
||||
VertexArray LoadAMO(const std::string& file_text);
|
||||
*/
|
||||
}
|
9
src/internals/include/WavefrontOBJ.h
Normal file
9
src/internals/include/WavefrontOBJ.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
namespace JGL {
|
||||
class VertexArray;
|
||||
// Currently requires "Triangulate Mesh" ticked in Blender.
|
||||
// TODO use the number of slashes in the first "face-line" to detect quads.
|
||||
VertexArray LoadWavefrontOBJ(const std::string& file_text);
|
||||
}
|
59
src/internals/include/internals.h
Normal file
59
src/internals/include/internals.h
Normal file
@@ -0,0 +1,59 @@
|
||||
/// Things used in J2D and J3D that should not be exposed to the user of the library.
|
||||
#pragma once
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include <array>
|
||||
#include <vector>
|
||||
#include "J3ML/LinearAlgebra/Vector2.hpp"
|
||||
#include "JGL/types/RenderTarget.h"
|
||||
#include "JGL/types/Light.h"
|
||||
#include "JGL/logger/logger.h"
|
||||
|
||||
namespace JGL {
|
||||
inline constexpr std::array<const LightBase*, 8> empty_light_array = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr };
|
||||
inline bool inJ2D = false;
|
||||
inline bool inJ3D = false;
|
||||
std::vector<Vector3> TriangleMeshVertexNormals(const Vector3* vertices, const size_t& vertex_count, const unsigned int* indices, const size_t& index_count);
|
||||
}
|
||||
|
||||
namespace JGL::OpenGLState {
|
||||
inline JGL::RenderTarget* render_target = nullptr;
|
||||
inline Vector2 window_size;
|
||||
|
||||
inline GLfloat oldColor[4] = {0, 0, 0, 1};
|
||||
inline GLfloat baseColor[4] = {1, 1, 1, 1};
|
||||
|
||||
inline GLuint current_fbo = 0;
|
||||
inline GLint viewport[4] = {0, 0, 0, 0};
|
||||
|
||||
inline bool wasTexture2DEnabled = false;
|
||||
inline bool wasTextureCoordArrayEnabled = false;
|
||||
inline bool wasNormalArrayEnabled = false;
|
||||
|
||||
inline bool wasDepthTestEnabled = false;
|
||||
inline bool wasVertexArraysEnabled = false;
|
||||
inline bool wasCullFaceEnabled = false;
|
||||
inline bool wasBlendEnabled = false;
|
||||
inline bool wasColorArrayEnabled = false;
|
||||
inline GLint activeTextureUnit = 0;
|
||||
}
|
||||
|
||||
namespace JGL::J2D {
|
||||
inline std::array<const LightBase*, 8> required_lights;
|
||||
inline std::vector<const LightBase*> light_array;
|
||||
}
|
||||
|
||||
namespace JGL::J3D {
|
||||
// List of lights required for each objects in the scene. up-to 8. For example, the sun. Or a flash-light.
|
||||
inline std::array<const LightBase*, 8> required_lights;
|
||||
// List of all lights in the scene.
|
||||
inline std::vector<const LightBase*> optional_lights;
|
||||
inline float far_plane = 0;
|
||||
inline float fov = 0;
|
||||
// Enables lighting and selects the correct lights to use.
|
||||
void SelectLights(const Vector3& position);
|
||||
// Resets the GL lights to default and disables them. Then, disables lighting.
|
||||
void ResetLights();
|
||||
[[nodiscard]] bool UsingLighting();
|
||||
|
||||
}
|
8671
src/internals/src/Fonts.cpp
Normal file
8671
src/internals/src/Fonts.cpp
Normal file
File diff suppressed because it is too large
Load Diff
54
src/internals/src/ShapeCache.cpp
Normal file
54
src/internals/src/ShapeCache.cpp
Normal file
@@ -0,0 +1,54 @@
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
void JGL::ShapeCache::Init() {
|
||||
std::array<Vector3, 8> vertices = {
|
||||
Vector3(1.0f, 1.0f, -1.0f),
|
||||
Vector3(1.0f, -1.0f, -1.0f),
|
||||
Vector3(1.0f, 1.0f, 1.0f),
|
||||
Vector3(1.0f, -1.0f, 1.0f),
|
||||
Vector3(-1.0f, 1.0f, -1.0f),
|
||||
Vector3(-1.0f, -1.0f, -1.0f),
|
||||
Vector3(-1.0f, 1.0f, 1.0f),
|
||||
Vector3(-1.0f, -1.0f, 1.0f)
|
||||
};
|
||||
std::array<unsigned int, 36> indices = {
|
||||
4, 2, 0,
|
||||
2, 7, 3,
|
||||
6, 5, 7,
|
||||
1, 7, 5,
|
||||
0, 3, 1,
|
||||
4, 1, 5,
|
||||
4, 6, 2,
|
||||
2, 6, 7,
|
||||
6, 4, 5,
|
||||
1, 3, 7,
|
||||
0, 2, 3,
|
||||
4, 0, 1
|
||||
};
|
||||
|
||||
std::array<Vector3, 8> vertex_normals = {
|
||||
Vector3( 0.816f, 0.408f, -0.408f),
|
||||
Vector3( 0.333f, -0.667f, -0.667f),
|
||||
Vector3( 0.333f, 0.667f, 0.667f),
|
||||
Vector3( 0.816f, -0.408f, 0.408f),
|
||||
Vector3(-0.333f, 0.667f, -0.667f),
|
||||
Vector3(-0.816f, -0.408f, -0.408f),
|
||||
Vector3(-0.816f, 0.408f, 0.408f),
|
||||
Vector3(-0.333f, -0.667f, 0.667f)
|
||||
};
|
||||
|
||||
if (!cube_vertex_data)
|
||||
cube_vertex_data = new VRamList(vertices.data(), vertices.size());
|
||||
|
||||
if (!cube_index_data)
|
||||
cube_index_data = new VRamList(indices.data(), indices.size());
|
||||
|
||||
if (!cube_normal_data) {
|
||||
cube_normal_data = new VRamList(vertex_normals.data(), vertex_normals.size());
|
||||
}
|
||||
|
||||
if (!j2d_default_normal_data) {
|
||||
std::array<GLfloat, 3> normal {0, 0, 1};
|
||||
j2d_default_normal_data = new VRamList(normal.data(), normal.size());
|
||||
}
|
||||
}
|
336
src/internals/src/WavefrontOBJ.cpp
Normal file
336
src/internals/src/WavefrontOBJ.cpp
Normal file
@@ -0,0 +1,336 @@
|
||||
#include "../include/WavefrontOBJ.h"
|
||||
#include "../include/AMO.h"
|
||||
#include <JGL/types/VertexArray.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
|
||||
std::pair<float, unsigned long> ParseNumber(const std::string& file_text, const unsigned long& offset) {
|
||||
std::string number;
|
||||
unsigned long new_offset = offset;
|
||||
bool decimal_used = false;
|
||||
|
||||
if (offset >= file_text.size())
|
||||
return {0.0f, offset};
|
||||
|
||||
for (; new_offset < file_text.size(); new_offset++) {
|
||||
if (file_text[new_offset] == '-') {
|
||||
if (number.empty()) {
|
||||
number.push_back(file_text[new_offset]);
|
||||
continue;
|
||||
}
|
||||
Logger::Error("Error while parsing number, Index: " + std::to_string(new_offset) + " Extra negative sign.");
|
||||
return {0.0f, offset};
|
||||
}
|
||||
|
||||
else if (file_text[new_offset] == '.') {
|
||||
if (!decimal_used) {
|
||||
number.push_back(file_text[new_offset]);
|
||||
decimal_used = true;
|
||||
continue;
|
||||
}
|
||||
Logger::Error("Error parsing number at: " + std::to_string(new_offset) + " Extra decimal point.");
|
||||
return {0.0f, offset};
|
||||
}
|
||||
|
||||
else if (isdigit(file_text[new_offset]))
|
||||
number.push_back(file_text[new_offset]);
|
||||
else
|
||||
break;
|
||||
}
|
||||
return {std::stof(number), new_offset};
|
||||
}
|
||||
|
||||
std::pair<Vector2, unsigned long> ParseVector2(const std::string& file_text, const unsigned long& offset) {
|
||||
auto x_result = ParseNumber(file_text, offset);
|
||||
auto y_result = ParseNumber(file_text, x_result.second + 1);
|
||||
|
||||
// If the new offset is the same as the offset we passed in then we know it didn't work.
|
||||
if (x_result.second == offset || y_result.second == x_result.second)
|
||||
return {Vector2(0, 0), offset};
|
||||
|
||||
return {Vector2(x_result.first, y_result.first), y_result.second + 1};
|
||||
}
|
||||
|
||||
std::pair<Vector3, unsigned long> ParseVector3(const std::string& file_text, const unsigned long& offset) {
|
||||
auto x_result = ParseNumber(file_text, offset);
|
||||
auto y_result = ParseNumber(file_text, x_result.second + 1);
|
||||
auto z_result = ParseNumber(file_text, y_result.second + 1);
|
||||
|
||||
// If the new offset is the same as the offset we passed in then we know it didn't work.
|
||||
if (x_result.second == offset || y_result.second == x_result.second || z_result.second == y_result.second)
|
||||
return {Vector3(0,0,0), offset};
|
||||
|
||||
return {Vector3(x_result.first, y_result.first, z_result.first), z_result.second + 1};
|
||||
}
|
||||
|
||||
std::pair<Vector4, unsigned long> ParseVector4(const std::string& file_text, const unsigned long& offset) {
|
||||
auto x_result = ParseNumber(file_text, offset);
|
||||
auto y_result = ParseNumber(file_text, x_result.second + 1);
|
||||
auto z_result = ParseNumber(file_text, y_result.second + 1);
|
||||
auto w_result = ParseNumber(file_text, z_result.second + 1);
|
||||
|
||||
if (x_result.second == offset || y_result.second == x_result.second || z_result.second == y_result.second || w_result.second == z_result.second)
|
||||
return {Vector4(0, 0, 0, 0), offset};
|
||||
|
||||
return {Vector4(x_result.first, y_result.first, z_result.first, w_result.first), w_result.second + 1};
|
||||
}
|
||||
|
||||
std::pair<std::array<Vector3, 3>, unsigned long> ParseWavefrontFaceData(const std::string& file_text, const unsigned long& offset) {
|
||||
unsigned long new_offset = offset;
|
||||
std::array<Vector3, 3> face_data;
|
||||
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
Vector3 vertex = {-1, -1, -1};
|
||||
|
||||
// Vertex
|
||||
if (std::isdigit(file_text[new_offset])) {
|
||||
auto v_result = ParseNumber(file_text, new_offset);
|
||||
vertex.x = v_result.first;
|
||||
new_offset = v_result.second;
|
||||
}
|
||||
|
||||
// UV
|
||||
if (new_offset < file_text.size() && file_text[new_offset] == '/') {
|
||||
new_offset++;
|
||||
|
||||
if (new_offset < file_text.size() && (std::isdigit(file_text[new_offset]))) {
|
||||
auto vt_result = ParseNumber(file_text, new_offset);
|
||||
vertex.y = vt_result.first;
|
||||
new_offset = vt_result.second;
|
||||
}
|
||||
}
|
||||
|
||||
// Normal
|
||||
if (new_offset < file_text.size() && file_text[new_offset] == '/') {
|
||||
new_offset++;
|
||||
|
||||
if (new_offset < file_text.size() && (std::isdigit(file_text[new_offset]))) {
|
||||
auto vn_result = ParseNumber(file_text, new_offset);
|
||||
vertex.z = vn_result.first;
|
||||
new_offset = vn_result.second;
|
||||
}
|
||||
}
|
||||
|
||||
face_data[i] = vertex;
|
||||
new_offset++;
|
||||
}
|
||||
return {face_data, new_offset};
|
||||
}
|
||||
|
||||
VertexArray JGL::LoadWavefrontOBJ(const std::string &file_text) {
|
||||
std::vector<std::array<Vector3, 3>> faceline_data;
|
||||
|
||||
std::vector<TextureCoordinate> temp_uvs;
|
||||
std::vector<Normal> temp_normals;
|
||||
std::vector<Vertex> temp_vertices;
|
||||
|
||||
unsigned long offset = 0;
|
||||
while (offset < file_text.size()) {
|
||||
char c = file_text[offset];
|
||||
|
||||
// TODO the entire line a comment is on should be skipped.
|
||||
// Skip forward to the character after the next newline.
|
||||
if (c == '#' || c == '\n' || c == '\r') {
|
||||
offset++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Vertices
|
||||
if (c == 'v' && offset + 1 < file_text.size() && file_text[offset + 1] == ' ') {
|
||||
offset += 2;
|
||||
|
||||
auto vertex_result = ParseVector3(file_text, offset);
|
||||
if (vertex_result.second != offset) {
|
||||
temp_vertices.push_back(vertex_result.first);
|
||||
offset = vertex_result.second;
|
||||
}
|
||||
}
|
||||
|
||||
// Normals.
|
||||
else if (c == 'v' && offset + 2 < file_text.size() && file_text[offset + 1] == 'n' &&
|
||||
file_text[offset + 2] == ' ') {
|
||||
offset += 3;
|
||||
|
||||
auto normal_result = ParseVector3(file_text, offset);
|
||||
if (normal_result.second != offset) {
|
||||
temp_normals.push_back(normal_result.first);
|
||||
offset = normal_result.second;
|
||||
}
|
||||
}
|
||||
|
||||
// Texture Coordinates
|
||||
else if (c == 'v' && offset + 2 < file_text.size() && file_text[offset + 1] == 't' &&
|
||||
file_text[offset + 2] == ' ') {
|
||||
offset += 3;
|
||||
|
||||
auto uv_result = ParseVector2(file_text, offset);
|
||||
if (uv_result.second != offset) {
|
||||
temp_uvs.push_back(uv_result.first);
|
||||
offset = uv_result.second;
|
||||
}
|
||||
}
|
||||
|
||||
// Face lines.
|
||||
else if (c == 'f' && offset + 1 < file_text.size() && file_text[offset + 1] == ' ') {
|
||||
offset += 2;
|
||||
|
||||
auto faceline_result = ParseWavefrontFaceData(file_text, offset);
|
||||
if (faceline_result.second != offset) {
|
||||
faceline_data.push_back(faceline_result.first);
|
||||
offset = faceline_result.second;
|
||||
}
|
||||
} else
|
||||
offset++;
|
||||
}
|
||||
|
||||
// Pick everything out of the face lines and set up how OpenGL expects.
|
||||
std::vector<Vertex> final_vertices;
|
||||
std::vector<TextureCoordinate> final_uvs;
|
||||
std::vector<Normal> final_normals;
|
||||
std::vector<unsigned int> final_indices;
|
||||
for (const auto &face: faceline_data) {
|
||||
for (const auto &vp: face) {
|
||||
Vertex vertex;
|
||||
TextureCoordinate uv;
|
||||
Normal normal;
|
||||
|
||||
if (vp.x != -1)
|
||||
vertex = temp_vertices[vp.x - 1];
|
||||
if (vp.y != -1)
|
||||
uv = temp_uvs[vp.y - 1];
|
||||
if (vp.z != -1)
|
||||
normal = temp_normals[vp.z - 1];
|
||||
|
||||
final_vertices.push_back(vertex);
|
||||
final_uvs.push_back(uv);
|
||||
final_normals.push_back(normal);
|
||||
final_indices.push_back((unsigned int) final_vertices.size() - 1);
|
||||
}
|
||||
}
|
||||
|
||||
return VertexArray(
|
||||
final_vertices.data(), final_vertices.size(),
|
||||
final_indices.data(), final_indices.size(),
|
||||
final_normals.data(), final_normals.size(),
|
||||
final_uvs.data(), final_uvs.size());
|
||||
}
|
||||
|
||||
/*
|
||||
VertexArray JGL::LoadAMO(const std::string& file_text) {
|
||||
std::vector<Vector3> temp_vertices;
|
||||
std::vector<Vector3> temp_normals;
|
||||
std::vector<Vector2> temp_uvs;
|
||||
std::vector<std::array<Vector3, 3>> faceline_data;
|
||||
std::string name;
|
||||
|
||||
unsigned long offset = 0;
|
||||
while (offset < file_text.size()) {
|
||||
char c = file_text[offset];
|
||||
|
||||
// If we've dropped on a newline character somehow then just skip passed it.
|
||||
if (c == '\n' || c == '\r') {
|
||||
offset++; continue;
|
||||
}
|
||||
|
||||
// File name.
|
||||
else if (offset + 2 < file_text.size() && c == 'a' && file_text[offset + 1] == 'o' && file_text[offset + 2] == ' ') {
|
||||
offset += 3;
|
||||
while (offset < file_text.size()) {
|
||||
if (file_text[offset] != '\n' && file_text[offset] != '\r')
|
||||
name.push_back(file_text[offset]), offset++;
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Vertices
|
||||
else if (offset + 1 < file_text.size() && c == 'v' && file_text[offset + 1] == ' ') {
|
||||
offset += 2; auto parsed_number = ParseNumber(file_text, offset);
|
||||
|
||||
if (parsed_number.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the Vertex count at: " + std::to_string(offset));
|
||||
|
||||
unsigned long vertex_count = parsed_number.first;
|
||||
offset = parsed_number.second;
|
||||
|
||||
for (unsigned long i = 0; i < vertex_count; i++) {
|
||||
// Skip by newlines.
|
||||
while (file_text[offset] == '\n' || file_text[offset] == '\r')
|
||||
offset++;
|
||||
|
||||
auto parsed_vector3 = ParseVector3(file_text, offset);
|
||||
if (parsed_vector3.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the Vertex at: " + std::to_string(offset));
|
||||
|
||||
temp_vertices.push_back(parsed_vector3.first);
|
||||
offset = parsed_vector3.second;
|
||||
}
|
||||
}
|
||||
|
||||
// UVs
|
||||
else if (offset + 2 < file_text.size() && c == 'v' && file_text[offset + 1] == 't' && file_text[offset + 2] == ' ') {
|
||||
offset += 3; auto parsed_number = ParseNumber(file_text, offset);
|
||||
|
||||
if (parsed_number.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the UV count at: " + std::to_string(offset));
|
||||
|
||||
unsigned long uv_count = parsed_number.first;
|
||||
offset = parsed_number.second;
|
||||
|
||||
for (unsigned long i = 0; i < uv_count; i++) {
|
||||
// Skip by newlines.
|
||||
while (file_text[offset] == '\n' || file_text[offset] == '\r')
|
||||
offset++;
|
||||
|
||||
auto parsed_vector2 = ParseVector2(file_text, offset);
|
||||
if (parsed_vector2.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the UV at: " + std::to_string(offset));
|
||||
|
||||
temp_uvs.push_back(parsed_vector2.first);
|
||||
offset = parsed_vector2.second;
|
||||
}
|
||||
}
|
||||
|
||||
// Normals
|
||||
else if (offset + 2 < file_text.size() && c == 'v' && file_text[offset + 1] == 'n' && file_text[offset + 2] == ' ') {
|
||||
offset += 3; auto parsed_number = ParseNumber(file_text, offset);
|
||||
|
||||
if (parsed_number.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the Normal count at: " + std::to_string(offset));
|
||||
|
||||
unsigned long uv_count = parsed_number.first;
|
||||
offset = parsed_number.second;
|
||||
|
||||
for (unsigned long i = 0; i < uv_count; i++) {
|
||||
// Skip by newlines.
|
||||
while (file_text[offset] == '\n' || file_text[offset] == '\r')
|
||||
offset++;
|
||||
|
||||
auto parsed_vector3 = ParseVector3(file_text, offset);
|
||||
if (parsed_vector3.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the Normal at: " + std::to_string(offset));
|
||||
|
||||
temp_normals.push_back(parsed_vector3.first);
|
||||
offset = parsed_vector3.second;
|
||||
}
|
||||
}
|
||||
|
||||
// Face Lines
|
||||
else if (offset + 1 < file_text.size() && c == 'f' && file_text[offset + 1] == ' ') {
|
||||
offset += 2; auto parsed_number = ParseNumber(file_text, offset);
|
||||
|
||||
if (parsed_number.second == offset)
|
||||
Logger::Fatal("We couldn't interpret the Face Line count at: " + std::to_string(offset));
|
||||
|
||||
unsigned long faceline_count = parsed_number.first;
|
||||
for (unsigned long i = 0; i < faceline_count; i++) {
|
||||
// Skip by newlines.
|
||||
while (file_text[offset] == '\n' || file_text[offset] == '\r')
|
||||
offset++;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
119
src/internals/src/internals.cpp
Normal file
119
src/internals/src/internals.cpp
Normal file
@@ -0,0 +1,119 @@
|
||||
#include "../include/internals.h"
|
||||
#include "J3ML/LinearAlgebra/Vector4.hpp"
|
||||
#include "JGL/types/Light.h"
|
||||
|
||||
// TODO handle the case that a required light is in the list of optional lights.
|
||||
void JGL::J3D::SelectLights(const Vector3& position) {
|
||||
std::array<const LightBase*, 8> result = required_lights;
|
||||
|
||||
unsigned int required_light_count = 0;
|
||||
for (const auto& i : result)
|
||||
if (i) required_light_count++;
|
||||
|
||||
// If there is optional lights.
|
||||
if (!optional_lights.empty()) {
|
||||
// The number of lights we need to solve for
|
||||
unsigned int remaining_lights = 8 - required_light_count;
|
||||
|
||||
std::vector<std::pair<float, const LightBase*>> light_influence;
|
||||
for (const auto* light: optional_lights)
|
||||
light_influence.emplace_back(light->GetAttenuationAtPosition(position), light);
|
||||
|
||||
// Sort by biggest influence.
|
||||
std::sort(light_influence.begin(), light_influence.end(),
|
||||
[](const auto &a, const auto &b) { return a.first > b.first; });
|
||||
|
||||
// Add in optional lights.
|
||||
for (unsigned int i = 0; i < remaining_lights && i < light_influence.size(); i++)
|
||||
result[required_light_count++] = light_influence[i].second;
|
||||
}
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
for (unsigned int i = 0; i < result.size(); i++) {
|
||||
// Terminate early if we have less than 8 lights.
|
||||
if (!result[i])
|
||||
break;
|
||||
|
||||
Vector4 ambient = { result[i]->GetAmbient().RN(), result[i]->GetAmbient().GN(), result[i]->GetAmbient().BN(), result[i]->GetAmbient().AN() };
|
||||
Vector4 diffuse = { result[i]->GetDiffuse().RN(), result[i]->GetDiffuse().GN(), result[i]->GetDiffuse().BN(), result[i]->GetDiffuse().AN() };
|
||||
Vector4 specular = { result[i]->GetSpecular().RN(), result[i]->GetSpecular().GN(), result[i]->GetSpecular().BN(), result[i]->GetSpecular().AN() };
|
||||
GLenum current_light = GL_LIGHT0 + i;
|
||||
|
||||
glEnable(GL_LIGHT0 + i);
|
||||
glLightfv(current_light, GL_POSITION, result[i]->GetPosition().ptr());
|
||||
|
||||
// How the light will affect different materials.
|
||||
glLightfv(current_light, GL_AMBIENT, ambient.ptr());
|
||||
glLightfv(current_light, GL_DIFFUSE, diffuse.ptr());
|
||||
glLightfv(current_light, GL_SPECULAR, specular.ptr());
|
||||
|
||||
// How far the light goes.
|
||||
glLightf(current_light, GL_CONSTANT_ATTENUATION, result[i]->GetConstantAttenuation());
|
||||
glLightf(current_light, GL_LINEAR_ATTENUATION, result[i]->GetLinearAttenuation());
|
||||
glLightf(current_light, GL_QUADRATIC_ATTENUATION, result[i]->GetQuadraticAttenuation());
|
||||
}
|
||||
}
|
||||
|
||||
void JGL::J3D::ResetLights() {
|
||||
Vector4 position = {0, 0, 1, 0};
|
||||
Vector4 ambient = {0, 0, 0, 1};
|
||||
Vector4 diffuse_light0 = {1,1,1,1};
|
||||
Vector4 diffuse = {0,0,0,1};
|
||||
Vector4 specular_light0 = {1,1,1,1};
|
||||
Vector4 specular = {0,0,0,1};
|
||||
Vector3 spot_direction = {0.0, 0.0, -1.0};
|
||||
|
||||
for (unsigned int i = 0; i < 8; i++) {
|
||||
GLenum current_light = GL_LIGHT0 + i;
|
||||
|
||||
glLightfv(current_light, GL_POSITION, position.ptr());
|
||||
glLightfv(current_light, GL_AMBIENT, ambient.ptr());
|
||||
glLightf(current_light, GL_CONSTANT_ATTENUATION, 1);
|
||||
glLightf(current_light, GL_LINEAR_ATTENUATION, 0);
|
||||
glLightf(current_light, GL_QUADRATIC_ATTENUATION, 0);
|
||||
glLightf(current_light, GL_SPOT_CUTOFF, 180.0);
|
||||
glLightfv(current_light, GL_SPOT_DIRECTION, spot_direction.ptr());
|
||||
glLightf(current_light, GL_SPOT_EXPONENT, 0.0);
|
||||
glLightfv(current_light, GL_DIFFUSE, (i == 0 ? diffuse_light0.ptr() : diffuse.ptr()));
|
||||
glLightfv(current_light, GL_SPECULAR, (i == 0 ? specular_light0.ptr() : specular.ptr()));
|
||||
glDisable(current_light);
|
||||
}
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
bool JGL::J3D::UsingLighting() {
|
||||
if (!optional_lights.empty())
|
||||
return true;
|
||||
|
||||
for (unsigned int i = 0; i < required_lights.size(); i++)
|
||||
if (required_lights[i])
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
std::vector<Vector3> JGL::TriangleMeshVertexNormals(const Vector3* vertices, const size_t& vertex_count, const unsigned int* indices, const size_t& index_count) {
|
||||
std::vector<Vector3> normals(vertex_count, Vector3(0, 0, 0));
|
||||
|
||||
for (size_t i = 0; i < index_count; i += 3) {
|
||||
GLuint i1 = indices[i];
|
||||
GLuint i2 = indices[i + 1];
|
||||
GLuint i3 = indices[i + 2];
|
||||
|
||||
Vector3 v1 = vertices[i1];
|
||||
Vector3 v2 = vertices[i2];
|
||||
Vector3 v3 = vertices[i3];
|
||||
|
||||
Vector3 edge1 = v2 - v1;
|
||||
Vector3 edge2 = v3 - v1;
|
||||
|
||||
Vector3 faceNormal = Vector3::Cross(edge1, edge2);
|
||||
|
||||
normals[i1] += faceNormal;
|
||||
normals[i2] += faceNormal;
|
||||
normals[i3] += faceNormal;
|
||||
}
|
||||
for (auto& normal : normals)
|
||||
normal = normal.Normalized();
|
||||
|
||||
return normals;
|
||||
}
|
1128
src/renderer/J2D.cpp
Normal file
1128
src/renderer/J2D.cpp
Normal file
File diff suppressed because it is too large
Load Diff
608
src/renderer/J3D.cpp
Normal file
608
src/renderer/J3D.cpp
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#include <JGL/JGL.h>
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#include <JGL/logger/logger.h>
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#include <J3ML/Geometry/AABB.hpp>
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#include <J3ML/Geometry/OBB.hpp>
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#include <J3ML/Algorithm/Bezier.hpp>
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#include <JGL/types/Light.h>
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#include "../internals/include/internals.h"
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std::array<GLfloat, 16> JGL::OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far) {
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std::array<GLfloat, 16> result{};
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GLfloat f = 1.0f / std::tan(fovY * 0.5f * Math::Pi / 180.0f);
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result[0] = f / aspect;
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result[5] = f;
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result[10] = (z_far + z_near) / (z_near - z_far);
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result[11] = -1.0f;
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result[14] = (2.0f * z_far * z_near) / (z_near - z_far);
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return result;
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}
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void JGL::J3D::ChangeFOV(float fov) {
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JGL::J3D::fov = fov;
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}
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void JGL::J3D::ChangeFarPlane(float far_plane) {
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JGL::J3D::far_plane = far_plane;
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}
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void JGL::J3D::RequiredLight(const JGL::LightBase* light) {
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bool success = false;
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for (auto& i : required_lights)
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if (i == nullptr) {
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i = light;
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success = true;
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break;
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}
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if (!success)
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Logger::Error("You cannot specify more than 8 required lights.");
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}
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void JGL::J3D::OptionalLights(const JGL::LightBase** lights, const size_t& light_count) {
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for (size_t i = 0; i < light_count; i++)
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optional_lights.push_back(lights[i]);
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}
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void JGL::J3D::Begin(bool two_pass) {
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auto aspect = (float) OpenGLState::window_size.x / (float) OpenGLState::window_size.y;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMultMatrixf(OpenGLPerspectiveProjectionRH(fov, aspect, 0.001, far_plane).data());
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glMatrixMode(GL_MODELVIEW);
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//Get what the draw color was before we did anything.
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glGetFloatv(GL_CURRENT_COLOR, OpenGLState::oldColor);
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glColor4fv(OpenGLState::baseColor);
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if (!glIsEnabled(GL_DEPTH_TEST))
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OpenGLState::wasDepthTestEnabled = false,
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glEnable(GL_DEPTH_TEST);
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else
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OpenGLState::wasDepthTestEnabled = true;
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OpenGLState::wasVertexArraysEnabled = false;
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if (!glIsEnabled(GL_VERTEX_ARRAY))
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OpenGLState::wasVertexArraysEnabled = false,
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glEnableClientState(GL_VERTEX_ARRAY);
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if (glIsEnabled(GL_NORMAL_ARRAY))
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OpenGLState::wasNormalArrayEnabled = true,
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glDisableClientState(GL_NORMAL_ARRAY);
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if (glIsEnabled(GL_TEXTURE_COORD_ARRAY))
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OpenGLState::wasTextureCoordArrayEnabled = true,
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (glIsEnabled(GL_TEXTURE_2D))
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OpenGLState::wasTexture2DEnabled = true,
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glDisable(GL_TEXTURE_2D);
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OpenGLState::wasCullFaceEnabled = false;
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if (glIsEnabled(GL_CULL_FACE))
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OpenGLState::wasCullFaceEnabled = true,
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glDisable(GL_CULL_FACE);
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if (!glIsEnabled(GL_BLEND))
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OpenGLState::wasBlendEnabled = false,
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glEnable(GL_BLEND),
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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else
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OpenGLState::wasBlendEnabled = true;
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// Reset the lights.
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required_lights = empty_light_array;
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optional_lights = {};
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glDisable(GL_LIGHTING);
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if (!inJ2D)
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inJ3D = true;
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else
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Logger::Error("Beginning J3D context inside of J2D context?");
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}
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void JGL::J3D::End() {
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if (!OpenGLState::wasDepthTestEnabled)
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glDisable(GL_DEPTH_TEST);
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if (!OpenGLState::wasVertexArraysEnabled)
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glDisableClientState(GL_VERTEX_ARRAY);
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if (OpenGLState::wasTexture2DEnabled)
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glEnable(GL_TEXTURE_2D);
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if (!OpenGLState::wasBlendEnabled)
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glDisable(GL_BLEND);
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if (OpenGLState::wasCullFaceEnabled)
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glEnable(GL_CULL_FACE);
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if (OpenGLState::wasNormalArrayEnabled)
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glEnableClientState(GL_NORMAL_ARRAY);
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if (OpenGLState::wasTextureCoordArrayEnabled)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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if (glIsEnabled(GL_LIGHTING)) {
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glDisable(GL_LIGHTING);
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glDisable(GL_LIGHT0);
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glDisable(GL_LIGHT1);
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glDisable(GL_LIGHT2);
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glDisable(GL_LIGHT3);
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glDisable(GL_LIGHT4);
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glDisable(GL_LIGHT5);
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glDisable(GL_LIGHT6);
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glDisable(GL_LIGHT7);
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}
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required_lights = empty_light_array;
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optional_lights = {};
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//Put the draw color back how it was before.
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glColor4fv(OpenGLState::oldColor);
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inJ3D = false;
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}
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void JGL::J3D::DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness) {
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if (!inJ3D)
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Logger::Error("Drawing J3D element before J3D begin.");
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Vector3 vertices[] = {A, B};
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glLineWidth(thickness);
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glColor4ubv(color.ptr());
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glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices);
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glDrawArrays(GL_LINES, 0, 2);
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glColor4fv(OpenGLState::baseColor);
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}
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void JGL::J3D::WireframeSphere(const Color4& color, const Vector3& position, float radius, float thickness, unsigned int sectors, unsigned int stacks) {
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Sphere sphere = {position, radius};
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BatchWireframeSphere(color,& sphere, 1, thickness, sectors, stacks);
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}
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void JGL::J3D::WireframeSphere(const Color4& color, const Sphere& sphere, float thickness, unsigned int sectors, unsigned int stacks) {
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BatchWireframeSphere(color,& sphere, 1, thickness, sectors, stacks);
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}
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void JGL::J3D::BatchWireframeSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, float thickness, unsigned int sectors, unsigned int stacks) {
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if (!inJ3D)
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Logger::Error("Drawing J3D element before J3D begin.");
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// Create one sphere with a radius of 1 about 0, 0.
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float r = 1;
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std::vector<Vector3> vertices((sectors + 1) * (stacks + 1));
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int index = 0;
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for (int i = 0; i <= sectors; i++) {
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float lat = J3ML::Math::Pi * (-0.5 + (float) i / sectors);
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float z = J3ML::Math::Sin(lat);
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float zr = J3ML::Math::Cos(lat);
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for (int j = 0; j <= stacks; j++) {
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float lng = 2 * J3ML::Math::Pi * (float) (j - 1) / stacks;
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float x = J3ML::Math::Cos(lng);
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float y = J3ML::Math::Sin(lng);
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float pos_x = r * x * zr;
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float pos_y = r * y * zr;
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float pos_z = r * z;
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vertices[index++] = Vector3(pos_x, pos_y, pos_z);
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}
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}
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glLineWidth(thickness);
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glColor4ubv(color.ptr());
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glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices.data());
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// Render each sphere in the batch at their given position and radius.
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for(size_t i = 0; i < sphere_count; i++) {
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glPushMatrix();
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glTranslatef(spheres[i].Position.x, spheres[i].Position.y, spheres[i].Position.z);
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glScalef(spheres[i].Radius, spheres[i].Radius, spheres[i].Radius);
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glDrawArrays(GL_LINE_LOOP, 0, vertices.size());
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glPopMatrix();
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}
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glColor4fv(OpenGLState::baseColor);
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}
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void JGL::J3D::WireframeRevoSphere(const Color4& color, const Vector3& position, float radius, float thickness, unsigned int sectors, unsigned int revolutions, bool draw_stacks) {
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Sphere sphere = {position, radius};
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BatchWireframeRevoSphere(color,& sphere, 1, thickness, sectors, revolutions, draw_stacks);
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}
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void JGL::J3D::WireframeRevoSphere(const Color4& color, const Sphere& sphere, float thickness, unsigned int sectors, unsigned int revolutions, bool draw_stacks) {
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BatchWireframeRevoSphere(color,& sphere, 1, thickness, sectors, revolutions, draw_stacks);
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}
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void JGL::J3D::BatchWireframeRevoSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, float thickness, unsigned int sectors, unsigned int revolutions, bool draw_stacks) {
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float r = 1;
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std::vector<Vector3> vertices;
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vertices.reserve((sectors + 1) * (revolutions + 1));
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std::vector<Vector3> cross_section(sectors + 1);
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for (int i = 0; i <= sectors; i++) {
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float lat = J3ML::Math::Pi * (-0.5 + (float)i / sectors);
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float z = J3ML::Math::Sin(lat);
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float zr = J3ML::Math::Cos(lat);
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cross_section[i] = Vector3(0, zr * r, z * r);
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}
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// Revolve
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for (int j = 0; j <= revolutions; j++) {
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float lng = 2 * J3ML::Math::Pi * (float)j / revolutions;
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float cosLng = J3ML::Math::Cos(lng);
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float sinLng = J3ML::Math::Sin(lng);
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for (const auto& point : cross_section) {
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float pos_x = point.y * cosLng;
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float pos_y = point.y * sinLng;
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float pos_z = point.z;
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vertices.emplace_back(pos_x, pos_y, pos_z);
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}
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}
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glLineWidth(thickness);
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glColor4ubv(color.ptr());
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VRamList vertex_data(vertices.data(), vertices.size());
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glBindBuffer(GL_ARRAY_BUFFER, vertex_data.GetHandle());
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glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
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// Render each sphere in the batch at their given position and radius.
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for(size_t i = 0; i < sphere_count; i++) {
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glPushMatrix();
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glTranslatef(spheres[i].Position.x, spheres[i].Position.y, spheres[i].Position.z);
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glScalef(spheres[i].Radius, spheres[i].Radius, spheres[i].Radius);
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glDrawArrays(GL_LINE_LOOP, 0, vertex_data.GetLength());
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if (draw_stacks)
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glRotatef(90, 0, 1, 0),
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glDrawArrays(GL_LINE_LOOP, 0, vertex_data.GetLength());
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glPopMatrix();
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glColor4fv(OpenGLState::baseColor);
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}
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void JGL::J3D::WireframeIcosphere(const Color4& color, const Vector3& position, float radius, float thickness,
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unsigned int subdivisions) {
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if (!inJ3D)
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Logger::Error("Drawing J3D element before J3D begin.");
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// NOTE2SELF: Code i'm borrowing this from uses float-packed-arrays rather than discrete Vectors
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// working on translating that correctly...
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// TODO: Revise this once J3ML::Geometry::Icosahedron is implemented.
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const float h_angle = J3ML::Math::Pi / 180.f * 72.f; // 72 degree = 360 / 5;
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const float v_angle = J3ML::Math::Atan(1.0f / 2.f); // elevation = 26.565;
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std::vector<Vector3> vertices; // array of 12 vertices (x,y,z)
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unsigned int index = 0; // indices
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float z, xy; // coords
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float hAngle1 = -Math::Pi / 2.f - h_angle / 2.f; // start from -126 at 1st row
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float hAngle2 = -Math::Pi / 2.f; // start from -90 deg at 2nd row
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// the first top vertex at (0,0,r)
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vertices[0] = position + Vector3{0,0,radius};
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// compute 10 vertices at 1st and 2nd rows
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for (int i = 1; i <= 5; ++i)
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{
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z = radius * Math::Sin(v_angle); // elevation
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xy = radius * Math::Cos(v_angle); // length on XY plane
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vertices[index++] = position + Vector3{xy * Math::Cos(hAngle1), xy * Math::Sin(hAngle1), z} ;
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vertices[index++] = position + Vector3{xy * Math::Cos(hAngle2), xy * Math::Sin(hAngle2), -z};
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// next horizontal angles
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hAngle1 += h_angle;
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hAngle2 += h_angle;
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}
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// the last bottom vertex at (0, 0, -r)
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vertices[11] = position + Vector3{0,0, -radius};
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//glLineWidth(thickness);
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//glColor4ubv(color.ptr());
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//glBindBuffer(GL_ARRAY_BUFFER, vertices.size());
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//glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices.data());
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//glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
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//glColor4fv(baseColor);
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||||
std::vector<Vector3> tmpVertices;
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std::vector<Vector3> tmpIndices;
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||||
std::vector<Vector2> newVs((subdivisions+1) * (subdivisions+2) / 2 * 3);
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||||
const Vector3 v1, v2, v3;
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||||
Vector3 newV1, newV2, newV3;
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int i, j, k;
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index = 0; // unsigned int
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float a; // lerp alpha
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||||
unsigned int i1, i2; // indices
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// copy prev arrays
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||||
tmpVertices = vertices;
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||||
//tmpIndices = indices;
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// iterate each triangle of icosahedron
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for (i = 0; i < tmpIndices.size(); i++)
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{
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||||
//v1 = tmpVertices[tmpIndices[i]];
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||||
//v2 = tmpVertices[tmpIndices[i+1]];
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||||
//v3 = tmpVertices[tmpIndices[i+2]];
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||||
|
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}
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||||
}
|
||||
|
||||
void JGL::J3D::WireframeIcosahedron(const Color4& color, const Vector3& position, float radius, float thickness) {
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||||
if (!inJ3D)
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||||
Logger::Error("Drawing J3D element before J3D begin.");
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||||
|
||||
// TODO: Revise this once J3ML::Geometry::Icosahedron is implemented.
|
||||
const float h_angle = J3ML::Math::Pi / 180.f * 72.f; // 72 degree = 360 / 5;
|
||||
const float v_angle = J3ML::Math::Atan(1.0f / 2.f); // elevation = 26.565;
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||||
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||||
std::array<Vector3, 12> vertices; // array of 12 vertices (x,y,z)
|
||||
int index = 0; // indices
|
||||
float z, xy; // coords
|
||||
float hAngle1 = -Math::Pi / 2.f - h_angle / 2.f; // start from -126 at 1st row
|
||||
float hAngle2 = -Math::Pi / 2.f; // start from -90 deg at 2nd row
|
||||
|
||||
// the first top vertex at (0,0,r)
|
||||
vertices[0] = position + Vector3{0,0,radius};
|
||||
|
||||
|
||||
|
||||
// compute 10 vertices at 1st and 2nd rows
|
||||
for (int i = 1; i <= 5; ++i)
|
||||
{
|
||||
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||||
z = radius * Math::Sin(v_angle); // elevation
|
||||
xy = radius * Math::Cos(v_angle); // length on XY plane
|
||||
|
||||
vertices[index++] = position + Vector3{xy * Math::Cos(hAngle1), xy * Math::Sin(hAngle1), z} ;
|
||||
vertices[index++] = position + Vector3{xy * Math::Cos(hAngle2), xy * Math::Sin(hAngle2), -z};
|
||||
|
||||
// next horizontal angles
|
||||
hAngle1 += h_angle;
|
||||
hAngle2 += h_angle;
|
||||
}
|
||||
|
||||
// the last bottom vertex at (0, 0, -r)
|
||||
vertices[11] = position + Vector3{0,0, -radius};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4ubv(color.ptr());
|
||||
//glBindBuffer(GL_ARRAY_BUFFER, vertices.size());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices.data());
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size());
|
||||
glColor4fv(OpenGLState::baseColor);
|
||||
}
|
||||
|
||||
void JGL::J3D::BatchWireframeAABB(const Color4& color, const AABB* boxes, const size_t& box_count, float thickness) {
|
||||
glColor4ubv(color.ptr());
|
||||
glLineWidth(thickness);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::cube_vertex_data->GetHandle());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
|
||||
|
||||
for (size_t i = 0; i < box_count; i++) {
|
||||
Vector3 delta = (boxes[i].maxPoint - boxes[i].minPoint) / 2;
|
||||
Vector3 center = boxes[i].Centroid();
|
||||
glPushMatrix();
|
||||
glTranslatef(center.x, center.y, center.z);
|
||||
glScalef(delta.x, delta.y, delta.z);
|
||||
glDrawArrays(GL_LINES, 0, ShapeCache::cube_vertex_data->GetLength());
|
||||
glPopMatrix();
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glColor4fv(OpenGLState::baseColor);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeAABB(const Color4& color, const Vector3& pos, const Vector3& radii, float thickness) {
|
||||
AABB aabb = {Vector3(pos.x - radii.x, pos.y - radii.y, pos.z - radii.z), Vector3(pos.x + radii.x, pos.y + radii.y, pos.z + radii.z)};
|
||||
BatchWireframeAABB(color, &aabb, 1, thickness);
|
||||
}
|
||||
|
||||
void JGL::J3D::BatchFillAABB(const Color4& color, const AABB* boxes, const size_t& box_count) {
|
||||
if (!inJ3D)
|
||||
Logger::Error("Drawing J3D element before J3D begin.");
|
||||
glColor4ubv(color.ptr());
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::cube_vertex_data->GetHandle());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ShapeCache::cube_index_data->GetHandle());
|
||||
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
bool using_lights = false;
|
||||
if (UsingLighting()) {
|
||||
using_lights = true;
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::cube_normal_data->GetHandle());
|
||||
glNormalPointer(GL_FLOAT, sizeof(float), nullptr);
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < box_count; i++) {
|
||||
Vector3 delta = (boxes[i].maxPoint - boxes[i].minPoint) / 2;
|
||||
Vector3 center = boxes[i].Centroid();
|
||||
glPushMatrix();
|
||||
glTranslatef(center.x, center.y, center.z);
|
||||
glScalef(delta.x, delta.y, delta.z);
|
||||
if (using_lights)
|
||||
SelectLights(center);
|
||||
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
|
||||
if (using_lights)
|
||||
ResetLights();
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
glColor4fv(OpenGLState::oldColor);
|
||||
if (using_lights)
|
||||
glDisable(GL_NORMAL_ARRAY);
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
void JGL::J3D::FillAABB(const Color4& color, const Vector3& pos, const Vector3& radii) {
|
||||
AABB box = {pos - radii, pos + radii};
|
||||
BatchFillAABB(color, &box, 1);
|
||||
}
|
||||
|
||||
void JGL::J3D::FillAABB(const Color4& color, const AABB& aabb) {
|
||||
BatchFillAABB(color, &aabb, 1);
|
||||
}
|
||||
|
||||
void JGL::J3D::FillSphere(const Color4& color, const Sphere& sphere, unsigned int sectors, unsigned int stacks) {
|
||||
BatchFillSphere(color, &sphere, 1, sectors, stacks);
|
||||
}
|
||||
|
||||
void JGL::J3D::BatchFillSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, unsigned int sectors, unsigned int stacks) {
|
||||
if (!inJ3D)
|
||||
Logger::Error("Drawing J3D element before J3D begin.");
|
||||
|
||||
float r = 1;
|
||||
std::vector<Vector3> vertices((sectors + 1) * (stacks + 1));
|
||||
std::vector<unsigned int> indices; indices.reserve(sectors * stacks * 6);
|
||||
|
||||
float two_pi = 2 * J3ML::Math::Pi;
|
||||
int index = 0;
|
||||
for (int i = 0; i <= sectors; i++) {
|
||||
float lat = J3ML::Math::Pi * (-0.5 + (float) i / sectors);
|
||||
float z = J3ML::Math::Sin(lat);
|
||||
float zr = J3ML::Math::Cos(lat);
|
||||
|
||||
for (int j = 0; j <= stacks; j++) {
|
||||
float lng = two_pi * (float) (j - 1) / stacks;
|
||||
float x = J3ML::Math::Cos(lng);
|
||||
float y = J3ML::Math::Sin(lng);
|
||||
|
||||
float pos_x = r * x * zr;
|
||||
float pos_y = r * y * zr;
|
||||
float pos_z = r * z;
|
||||
vertices[index++] = Vector3(pos_x, pos_y, pos_z);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < sectors; i++) {
|
||||
for (int j = 0; j < stacks; j++) {
|
||||
int first_index = i * (stacks + 1) + j;
|
||||
int second_index = first_index + stacks + 1;
|
||||
|
||||
indices.push_back(first_index);
|
||||
indices.push_back(second_index);
|
||||
indices.push_back(first_index + 1);
|
||||
|
||||
indices.push_back(second_index);
|
||||
indices.push_back(second_index + 1);
|
||||
indices.push_back(first_index + 1);
|
||||
}
|
||||
}
|
||||
|
||||
VRamList vertex_data(vertices.data(), vertices.size());
|
||||
VRamList index_data(indices.data(), indices.size());
|
||||
|
||||
glColor4ubv(color.ptr());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_data.GetHandle());
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_data.GetHandle());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
|
||||
|
||||
for (size_t i = 0; i < sphere_count; i++) {
|
||||
const Vector3 position = spheres[i].Position;
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
glScalef(spheres[i].Radius, spheres[i].Radius, spheres[i].Radius);
|
||||
glDrawElements(GL_TRIANGLES, index_data.GetLength(), GL_UNSIGNED_INT, nullptr);
|
||||
glPopMatrix();
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glColor4fv(OpenGLState::oldColor);
|
||||
}
|
||||
|
||||
void JGL::J3D::FillSphere(const Color4& color, const Vector3& position, float radius, unsigned int sectors, unsigned int stacks) {
|
||||
Sphere sphere = {position, radius};
|
||||
BatchFillSphere(color, &sphere, 1, sectors, stacks);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeAABB(const Color4& color, const AABB& aabb, float thickness) {
|
||||
BatchWireframeAABB(color, &aabb, 1, thickness);
|
||||
}
|
||||
|
||||
// TODO Make it work the same as AABB batching. I couldn't get rotation to do anything more than twitch in place :(.
|
||||
void JGL::J3D::BatchWireframeOBB(const Color4& color, const OBB* boxes, const size_t& box_count, float thickness) {
|
||||
std::array<Vector3, 8> corner_points;
|
||||
std::array<GLuint, 24> indices =
|
||||
{
|
||||
0, 1, 1, 2, 2, 3, 3, 0,
|
||||
4, 5, 5, 6, 6, 7, 7, 4,
|
||||
0, 4, 1, 5, 2, 6, 3, 7
|
||||
};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), corner_points.data());
|
||||
|
||||
for (size_t i = 0; i < box_count; i++) {
|
||||
boxes[i].GetCornerPoints(corner_points.data());
|
||||
glPushMatrix();
|
||||
glTranslatef(boxes[i].pos.x, boxes[i].pos.y, boxes[i].pos.z);
|
||||
glDrawElements(GL_LINES, indices.size(), GL_UNSIGNED_INT, indices.data());
|
||||
glPopMatrix();
|
||||
}
|
||||
glColor4fv(OpenGLState::oldColor);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeOBB(const Color4& color, const OBB& obb, float thickness) {
|
||||
BatchWireframeOBB(color, &obb, 1, thickness);
|
||||
}
|
||||
|
||||
/*
|
||||
void JGL::J3D::WireframeOBB(const Color4& color, const Vector3& position, const Vector3& radii, const Matrix3x3& orientation, float thickness) {
|
||||
WireframeOBB(color, OBB(position, radii, orientation. * Vector3::UnitX, rotation * Vector3::UnitY, rotation * Vector3::UnitZ), thickness);
|
||||
}
|
||||
*/
|
||||
|
||||
void JGL::J3D::DrawCubicBezierCurve(const Color4& color, const Vector3& controlA, const Vector3& pointA,
|
||||
const Vector3& pointB, const Vector3& controlB, int subdivisions, float thickness) {
|
||||
Vector3 last = controlA;
|
||||
const Vector3& first = controlB;
|
||||
for (int i = 0; i < subdivisions; ++i)
|
||||
{
|
||||
float alpha = (float) i / (float) subdivisions;
|
||||
Vector3 step = J3ML::Algorithm::Bezier(alpha, controlA, pointA, pointB, controlB);
|
||||
DrawLine(color, last, step, thickness);
|
||||
last = step;
|
||||
}
|
||||
|
||||
// Have to manually draw the last segment of the curve.
|
||||
DrawLine(color, last, first, thickness);
|
||||
}
|
||||
|
||||
void JGL::J3D::DrawVertexArray(const Color4& color, const VertexArray& vertex_array, const Vector3& position) {
|
||||
if (!inJ3D)
|
||||
Logger::Error("Drawing J3D element before J3D begin.");
|
||||
glColor4ubv(color.ptr());
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_array.GetVertices()->GetHandle());
|
||||
glVertexPointer(3, GL_FLOAT, 0, nullptr);
|
||||
|
||||
glPushMatrix();
|
||||
glTranslatef(position.x, position.y, position.z);
|
||||
//glScalef(1,1,1);
|
||||
glDrawArrays(GL_TRIANGLES, 0, vertex_array.GetVertices()->GetLength());
|
||||
glPopMatrix();
|
||||
|
||||
//glDrawElements(GL_LINES, vertex_array.GetIndices()->GetLength(), GL_UNSIGNED_INT, nullptr);
|
||||
//std::cout << vertex_array.GetVertices()->GetLength() << std::endl;
|
||||
glColor4fv(OpenGLState::oldColor);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
@@ -1,4 +1,5 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include "../internals/include/internals.h"
|
||||
|
||||
|
||||
#if __linux__
|
||||
@@ -157,12 +158,12 @@ namespace JGL {
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), texcoords.data());
|
||||
glDrawArrays(GL_TRIANGLES, 0, (int) vertices.size() * 6);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glColor4fv(OpenGLState::oldColor);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
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) {
|
||||
void J3D::DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font, const EulerAngleXYZ& angle, bool draw_back_face) {
|
||||
// TODO: Determine the proper scale factor mathematically
|
||||
// This number was arrived at holistically.
|
||||
scale = scale * 0.002f;
|
||||
@@ -243,7 +244,7 @@ namespace JGL {
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glColor4fv(OpenGLState::oldColor);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glPopMatrix();
|
@@ -3,7 +3,8 @@
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
#include <glad/glad.h>
|
||||
#include <jlog/Logger.hpp>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
#if __linux__
|
||||
#include <freetype2/ft2build.h>
|
||||
@@ -32,7 +33,7 @@ namespace JGL::Detail
|
||||
// Keep note of this, might cause problems later?
|
||||
|
||||
if (ft != nullptr)
|
||||
throw std::runtime_error("Error::FREETYPE: FT_Library was initialized but is already initialized.");
|
||||
Logger::Fatal("Error::FREETYPE: FT_Library was initialized but is already initialized.");
|
||||
|
||||
if (FT_Init_FreeType(&ft))
|
||||
return true;
|
||||
@@ -52,34 +53,44 @@ namespace JGL::Detail
|
||||
}
|
||||
}
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
namespace JGL {
|
||||
|
||||
bool InitTextEngine()
|
||||
{
|
||||
bool InitTextEngine() {
|
||||
return Detail::InitTextEngine();
|
||||
}
|
||||
|
||||
Font::Font(const std::filesystem::path& path)
|
||||
{
|
||||
Font::Font(const unsigned char* data, const size_t& size) {
|
||||
if (Detail::ft == nullptr)
|
||||
throw new std::runtime_error("Error::FREETYPE: FT_Library was not initialized before attempting to load a font!");
|
||||
throw std::runtime_error("Error::FREETYPE: FT_Library was not initialized before attempting to load a font!");
|
||||
|
||||
Font font;
|
||||
if (FT_New_Face(Detail::ft, path.string().c_str(), 0, &face)) {
|
||||
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
|
||||
throw new std::runtime_error("Error::FREETYPE: Failed to load font!");
|
||||
//return -1;
|
||||
}
|
||||
unsigned int newIndex = 0;
|
||||
if (FT_New_Memory_Face(Detail::ft, data, size, 0, &face))
|
||||
throw std::runtime_error("Error::FREETYPE: Failed to load font!");
|
||||
|
||||
unsigned int new_index = 0;
|
||||
for (const auto& f : Detail::fonts)
|
||||
if (f.index >= newIndex)
|
||||
newIndex = f.index + 1;
|
||||
if (f.index >= new_index)
|
||||
new_index = f.index + 1;
|
||||
index = new_index;
|
||||
|
||||
index = newIndex;
|
||||
Detail::fonts.push_back(font);
|
||||
std::cout << "Loaded font from " << path << " with index " << newIndex << std::endl;
|
||||
//return newIndex;
|
||||
Detail::fonts.push_back(*this);
|
||||
std::cout << "Loaded font from memory at " << static_cast<const void*>(data) << " with index " << new_index << std::endl;
|
||||
}
|
||||
|
||||
Font::Font(const std::filesystem::path& path) {
|
||||
if (Detail::ft == nullptr)
|
||||
throw std::runtime_error("Error::FREETYPE: FT_Library was not initialized before attempting to load a font!");
|
||||
|
||||
if (FT_New_Face(Detail::ft, path.string().c_str(), 0, &face))
|
||||
throw std::runtime_error("Error::FREETYPE: Failed to load font!");
|
||||
|
||||
unsigned int new_index = 0;
|
||||
for (const auto& f : Detail::fonts)
|
||||
if (f.index >= new_index)
|
||||
new_index = f.index + 1;
|
||||
|
||||
index = new_index;
|
||||
Detail::fonts.push_back(*this);
|
||||
std::cout << "Loaded font from " << path << " with index " << new_index << std::endl;
|
||||
}
|
||||
|
||||
Font::~Font() {
|
||||
@@ -122,14 +133,18 @@ namespace JGL
|
||||
return extents;
|
||||
}
|
||||
|
||||
jlog::Warning("Measuring a font size that is not cached, This is *super* slow.");
|
||||
FT_Set_Pixel_Sizes(this->face, ptSize, ptSize);
|
||||
jlog::Warning("Measuring a font size that is not cached, Defaulting to Jupiteroid.");
|
||||
FT_Set_Pixel_Sizes(Fonts::Jupiteroid.face, ptSize, ptSize);
|
||||
|
||||
for (const char& c : text) {
|
||||
// TODO: Fix segfault
|
||||
//FT_GlyphSlot slot = Fonts::Jupiteroid.face->glyph;
|
||||
//auto glyph_index = FT_Get_Char_Index(Fonts::Jupiteroid.face, c);
|
||||
FT_GlyphSlot slot = face->glyph;
|
||||
auto glyph_index = FT_Get_Char_Index(this->face, c);
|
||||
|
||||
auto error = FT_Load_Glyph(face, glyph_index, FT_LOAD_DEFAULT);
|
||||
//auto error = FT_Load_Glyph(Fonts::Jupiteroid.face, glyph_index, FT_LOAD_DEFAULT);
|
||||
auto error = FT_Load_Glyph(this->face, glyph_index, FT_LOAD_DEFAULT);
|
||||
|
||||
if (error)
|
||||
continue;
|
||||
@@ -149,9 +164,6 @@ namespace JGL
|
||||
if (extents.y < ptSize)
|
||||
extents.y = ptSize;
|
||||
}
|
||||
|
||||
return extents;
|
||||
}
|
||||
|
||||
|
||||
}
|
@@ -1,19 +1,64 @@
|
||||
#include <JGL/types/Light.h>
|
||||
#include <glad/glad.h>
|
||||
|
||||
JGL::Light::Light(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular) {
|
||||
JGL::PointLight::PointLight(const Vector3& position, const Color4& ambient, const Color4& diffuse, const Color4& specular, float constant_attenuation, float linear_attenuation, float quadratic_attenuation) {
|
||||
this->position = Vector4(position, 1.0f);
|
||||
this->ambient = ambient;
|
||||
this->diffuse = diffuse;
|
||||
this->specular = specular;
|
||||
this->constant_attenuation = constant_attenuation;
|
||||
this->linear_attenuation = linear_attenuation;
|
||||
this->quadratic_attenuation = quadratic_attenuation;
|
||||
}
|
||||
|
||||
Vector3 JGL::Light::GetNormalizedSceenSpaceCoordinates() const {
|
||||
GLint viewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
float JGL::PointLight::GetAttenuationAtPosition(const Vector3& pos) const {
|
||||
Vector3 light_pos = {position.x, position.y, position.z};
|
||||
Vector3 vector_to_position = pos - light_pos;
|
||||
float distance = vector_to_position.Length();
|
||||
|
||||
float normalized_x = 2.0f * (position.x - viewport[0]) / viewport[2] - 1.0f;
|
||||
float normalized_y = 2.0f * (position.y - viewport[1]) / viewport[3] - 1.0f;
|
||||
|
||||
return {normalized_x, normalized_y, position.z};
|
||||
return 1.0f / (GetConstantAttenuation() + GetLinearAttenuation() * distance + GetQuadraticAttenuation() * distance * distance);
|
||||
}
|
||||
|
||||
JGL::SpotLight::SpotLight(const Vector3& position, const Matrix3x3& ro_mat, float cone_size_degrees, float exponent, const Color4& ambient, const Color4& diffuse, const Color4& specular,
|
||||
float constant_attenuation, float linear_attenuation, float quadratic_attenuation) {
|
||||
this->position = Vector4(position, 1);
|
||||
//TODO RotationMatrix to "Normalized direction vector."
|
||||
orientation = ro_mat;
|
||||
this->cut = cone_size_degrees;
|
||||
this->exponent = exponent;
|
||||
this->ambient = ambient;
|
||||
this->diffuse = diffuse;
|
||||
this->specular = specular;
|
||||
this->constant_attenuation = constant_attenuation;
|
||||
this->linear_attenuation = linear_attenuation;
|
||||
this->quadratic_attenuation = quadratic_attenuation;
|
||||
}
|
||||
|
||||
Vector4 JGL::LightBase::GetPosition() const {
|
||||
return position;
|
||||
}
|
||||
|
||||
Color4 JGL::LightBase::GetAmbient() const {
|
||||
return ambient;
|
||||
}
|
||||
|
||||
Color4 JGL::LightBase::GetDiffuse() const {
|
||||
return diffuse;
|
||||
}
|
||||
|
||||
Color4 JGL::LightBase::GetSpecular() const {
|
||||
return specular;
|
||||
}
|
||||
|
||||
float JGL::LightBase::GetConstantAttenuation() const {
|
||||
return constant_attenuation;
|
||||
}
|
||||
|
||||
float JGL::LightBase::GetLinearAttenuation() const {
|
||||
return linear_attenuation;
|
||||
}
|
||||
|
||||
float JGL::LightBase::GetQuadraticAttenuation() const {
|
||||
return quadratic_attenuation;
|
||||
}
|
||||
|
||||
|
||||
|
@@ -0,0 +1,31 @@
|
||||
#include <JGL/types/Material.h>
|
||||
#include <J3ML/LinearAlgebra/Vector4.hpp>
|
||||
|
||||
JGL::Material::Material(const Color4& ambient_reflection, const Color4& diffuse_reflection, const Color4& specular_reflection, const Color4& light_emission, float& shine) {
|
||||
ambient_ref = ambient_reflection;
|
||||
diffuse_ref = diffuse_reflection;
|
||||
specular_ref = specular_reflection;
|
||||
emission = light_emission;
|
||||
shininess = shine;
|
||||
}
|
||||
|
||||
void JGL::Material::SetActiveMaterial(const Material& material) {
|
||||
Vector4 ambient = { material.ambient_ref.RN(), material.ambient_ref.BN(), material.ambient_ref.GN(), material.ambient_ref.AN() };
|
||||
Vector4 diffuse = { material.diffuse_ref.RN(), material.diffuse_ref.BN(), material.diffuse_ref.GN(), material.diffuse_ref.AN() };
|
||||
Vector4 specular = { material.specular_ref.RN(), material.specular_ref.BN(), material.specular_ref.GN(), material.specular_ref.AN() };
|
||||
Vector4 emission = { material.emission.RN(), material.emission.BN(), material.emission.GN(), material.emission.AN() };
|
||||
|
||||
// Determine which faces we're going to apply this material to.
|
||||
GLenum face = GL_FRONT;
|
||||
if (glIsEnabled(GL_CULL_FACE)) {
|
||||
GLint current; glGetIntegerv(GL_CULL_FACE_MODE, ¤t);
|
||||
if (current == GL_FRONT)
|
||||
face = GL_BACK;
|
||||
}
|
||||
|
||||
glMaterialfv(face, GL_AMBIENT, ambient.ptr());
|
||||
glMaterialfv(face, GL_DIFFUSE, diffuse.ptr());
|
||||
glMaterialfv(face, GL_SPECULAR, specular.ptr());
|
||||
glMaterialfv(face, GL_EMISSION, emission.ptr());
|
||||
glMaterialf(face, GL_SHININESS, material.shininess);
|
||||
}
|
||||
|
@@ -30,7 +30,7 @@ void JGL::RenderTarget::SetActiveGLRenderTarget(const RenderTarget& render_targe
|
||||
glViewport(0,0, render_target.GetDimensions().x, render_target.GetDimensions().y);
|
||||
}
|
||||
|
||||
Vector2 JGL::RenderTarget::GetDimensions() const {
|
||||
Vector2i JGL::RenderTarget::GetDimensions() const {
|
||||
return size;
|
||||
}
|
||||
|
||||
@@ -53,6 +53,9 @@ Color4 JGL::RenderTarget::GetClearColor() const {
|
||||
|
||||
/// Idk why you'd ever want to clear it out if you're rendering onto a texture you passed in :shrug:.
|
||||
JGL::RenderTarget::RenderTarget(const JGL::Texture* texture, const Color4& clear_color) {
|
||||
if (texture->GetDimensions().x < 1 || texture->GetDimensions().y < 1)
|
||||
Logger::Fatal("Creating a render target where the color attachment is empty?");
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
@@ -68,12 +71,15 @@ JGL::RenderTarget::RenderTarget(const JGL::Texture* texture, const Color4& clear
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||||
this->clear_color = clear_color;
|
||||
this->size = texture->GetDimensions();
|
||||
this->size = {(int) size.x, (int) size.y};
|
||||
this->texture = texture;
|
||||
texture_created_by_us = false;
|
||||
}
|
||||
|
||||
JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color, bool use_depth, MSAA_SAMPLE_RATE sample_rate) {
|
||||
JGL::RenderTarget::RenderTarget(const Vector2i& size, const Color4& clear_color, bool use_depth, MSAA_SAMPLE_RATE sample_rate) {
|
||||
if (size.x < 1 || size.y < 1)
|
||||
Logger::Fatal("Creating a render target where the color attachment is empty?");
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
@@ -118,7 +124,7 @@ JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color,
|
||||
SetMSAAEnabled(sample_rate);
|
||||
}
|
||||
|
||||
std::vector<GLfloat> JGL::RenderTarget::GetData() const {
|
||||
std::vector<GLfloat> JGL::RenderTarget::GetPixels() const {
|
||||
std::vector<GLfloat> data(GetDimensions().x * GetDimensions().y * 4);
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
|
||||
@@ -126,12 +132,11 @@ std::vector<GLfloat> JGL::RenderTarget::GetData() const {
|
||||
glReadPixels(0, 0, GetDimensions().x, GetDimensions().y, GL_RGBA, GL_FLOAT, data.data());
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Resize(const Vector2& new_size) {
|
||||
void JGL::RenderTarget::Resize(const Vector2i& new_size) {
|
||||
if (!texture_created_by_us)
|
||||
Logger::Fatal("Resizing a texture that already existed?");
|
||||
Logger::Error("Resizing a Render Target that does not own it's texture?");
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLfloat old_clear_color[4];
|
||||
@@ -139,8 +144,8 @@ void JGL::RenderTarget::Resize(const Vector2& new_size) {
|
||||
glGetIntegerv(GL_VIEWPORT, old_viewport);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, old_clear_color);
|
||||
|
||||
/* If what was previously not part of the renderable area is big enough to
|
||||
* just set the new size without reading data back */
|
||||
/* If what was previously not part of the renderable area is big enough
|
||||
* to just set the new size. */
|
||||
if (new_size.x <= texture->GetDimensions().x && new_size.y <= texture->GetDimensions().y) {
|
||||
size = new_size;
|
||||
|
||||
@@ -176,7 +181,7 @@ void JGL::RenderTarget::Resize(const Vector2& new_size) {
|
||||
glClearColor(cc.RedChannelNormalized(), cc.GreenChannelNormalized(), cc.BlueChannelNormalized(), cc.AlphaChannelNormalized());
|
||||
glViewport(0,0, size.x, size.y);
|
||||
|
||||
texture = new Texture(Vector2((float) biggest, (float) biggest));
|
||||
texture = new Texture(Vector2(biggest, biggest));
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGLTextureHandle(), 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
@@ -198,7 +203,7 @@ JGL::RenderTarget::~RenderTarget() {
|
||||
delete texture;
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::TextureCreatedByRenderTarget() const {
|
||||
bool JGL::RenderTarget::OwnsTexture() const {
|
||||
return texture_created_by_us;
|
||||
}
|
||||
|
||||
@@ -207,22 +212,23 @@ JGL::MSAA_SAMPLE_RATE JGL::RenderTarget::GetMSAASampleRate() const {
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::MSAAEnabled() const {
|
||||
return msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
return msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
bool JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
// If we'd be setting the same sample_rate we already have.
|
||||
if (sample_rate == msaa_sample_rate)
|
||||
return;
|
||||
return false;
|
||||
|
||||
// If we'd be rendering onto a texture and not a plain render target we don't want this.
|
||||
if (!TextureCreatedByRenderTarget())
|
||||
return;
|
||||
if (!OwnsTexture())
|
||||
return false;
|
||||
|
||||
// Remove it if they request no msaa or if what they requested is different than what they already have.
|
||||
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE || msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE) {
|
||||
if(using_depth)
|
||||
glDeleteRenderbuffers(1, &msaa_depth_buffer);
|
||||
|
||||
glDeleteRenderbuffers(1, &msaa_render_buffer);
|
||||
glDeleteFramebuffers(1, &msaa_framebuffer_object);
|
||||
|
||||
@@ -233,7 +239,7 @@ void JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
|
||||
// Only return here if they specifically requested no MSAA. else continue to change mode.
|
||||
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE)
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
@@ -265,11 +271,11 @@ void JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
|
||||
if (failure)
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
return failure;
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit() const {
|
||||
if (MSAAEnabled() && TextureCreatedByRenderTarget()) {
|
||||
|
||||
void JGL::RenderTarget::MSAABlit() const {
|
||||
if (MSAAEnabled() && OwnsTexture()) {
|
||||
// Save the GL state.
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint current_draw_fbo = 0;
|
||||
@@ -302,9 +308,9 @@ void JGL::RenderTarget::Blit() const {
|
||||
}
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget* destination) {
|
||||
if (source.size != destination->size)
|
||||
Logger::Warning("Blitting a render target but they're not the same size?");
|
||||
void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget* destination, const Vector2i& position) {
|
||||
if (source.GetDimensions().x > destination->GetDimensions().x || source.GetDimensions().y > destination->GetDimensions().y)
|
||||
Logger::Warning("Blitting a Render Target onto another Render Target but the destination Render Target is too small?");
|
||||
|
||||
// Save the GL state.
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
@@ -316,7 +322,7 @@ void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget*
|
||||
// Draw the contents of one into the other.
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, source.framebuffer_object);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebuffer_object);
|
||||
glBlitFramebuffer(0, 0, source.size.x, source.size.y, 0, 0, source.size.x, source.size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBlitFramebuffer(0, 0, source.size.x, source.size.y, position.x, position.y, position.x + source.size.x, position.y + source.size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
// Put the GL state back.
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
|
||||
@@ -324,6 +330,49 @@ void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget*
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit(const Texture* source, RenderTarget* destination, const Vector2i& position) {
|
||||
auto temp = new RenderTarget(source);
|
||||
Blit(*temp, destination);
|
||||
delete temp;
|
||||
}
|
||||
|
||||
// To avoid repeatedly allocating and deallocating.
|
||||
JGL::RenderTarget* pixel = nullptr;
|
||||
void JGL::RenderTarget::Blit(const Color4& color, const Vector2i& position, JGL::RenderTarget* destination) {
|
||||
if (position.x > destination->size.x || position.y > destination->size.y)
|
||||
Logger::Warning("Blitting outside of the renderable area of the destination.");
|
||||
|
||||
if (pixel == nullptr)
|
||||
pixel = new RenderTarget({1,1});
|
||||
|
||||
GLint current_draw_fbo = 0;
|
||||
GLint current_read_fbo = 0;
|
||||
GLint viewport[4];
|
||||
GLfloat clear_color[4];
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, clear_color);
|
||||
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, ¤t_read_fbo);
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_draw_fbo);
|
||||
|
||||
SetActiveGLRenderTarget(*pixel);
|
||||
glClearColor(color.RedChannelNormalized(), color.GreenChannelNormalized(), color.BlueChannelNormalized(), color.AlphaChannelNormalized());
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Invert so it's relative to the top left corner.
|
||||
int target_y = destination->size.y - position.y - 1;
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, pixel->framebuffer_object);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, destination->framebuffer_object);
|
||||
glBlitFramebuffer(0, 0, 1, 1, position.x, target_y, position.x + 1, target_y + 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, current_read_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||||
glClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
||||
}
|
||||
|
||||
JGL::RenderTarget::RenderTarget(const JGL::RenderTarget& rhs) {
|
||||
auto* this_render_target = new RenderTarget(rhs.size, rhs.clear_color, rhs.using_depth, rhs.msaa_sample_rate);
|
||||
RenderTarget::Blit(rhs, this_render_target);
|
||||
|
186
src/types/Skeleton.cpp
Normal file
186
src/types/Skeleton.cpp
Normal file
@@ -0,0 +1,186 @@
|
||||
#include <JGL/types/Skeleton.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <cstring>
|
||||
|
||||
using namespace JGL;
|
||||
|
||||
std::array<int, 4> JGL::SkeletalVertexAttribute::GetAffectingBoneIDs() const {
|
||||
return bone_ids;
|
||||
}
|
||||
|
||||
std::array<float, 4> JGL::SkeletalVertexAttribute::GetAffectingBoneWeights() const {
|
||||
return bone_weights;
|
||||
}
|
||||
|
||||
JGL::SkeletalVertexAttribute::SkeletalVertexAttribute(const std::vector<int>& ids, const std::vector<float>& weights) {
|
||||
|
||||
if (bone_ids.size() > 4 || bone_weights.size() > 4)
|
||||
Logger::Fatal("Initialization of a skeletal vertex that is effected by more than 4 bones.");
|
||||
|
||||
memcpy(this->bone_ids.data(), bone_ids.data(), sizeof(int) * 4);
|
||||
memcpy(this->bone_weights.data(), bone_weights.data(), sizeof(float) * 4);
|
||||
}
|
||||
|
||||
bool JGL::Bone::IsRootBone() const {
|
||||
if (parent_id == -1)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
int JGL::Bone::GetID() const {
|
||||
return id;
|
||||
}
|
||||
|
||||
std::string JGL::Bone::GetName() const {
|
||||
return name;
|
||||
}
|
||||
|
||||
Matrix4x4 JGL::Bone::GetInverseBindMatrix() const {
|
||||
return inverse_bind_matrix;
|
||||
}
|
||||
|
||||
Matrix4x4 JGL::Bone::GetOffsetMatrix() const {
|
||||
return offset_matrix;
|
||||
}
|
||||
|
||||
Matrix4x4 JGL::Bone::GetFinalTransform() const {
|
||||
return final_transform;
|
||||
}
|
||||
|
||||
std::vector<int> JGL::Bone::GetChildren() const {
|
||||
return children;
|
||||
}
|
||||
|
||||
void Bone::SetParent(int parent_identifier) {
|
||||
parent_id = parent_identifier;
|
||||
}
|
||||
|
||||
void Bone::AppendChild(int new_child) {
|
||||
children.push_back(new_child);
|
||||
}
|
||||
|
||||
void Bone::SetID(int numeric_id) {
|
||||
id = numeric_id;
|
||||
}
|
||||
|
||||
void Bone::SetName(const std::string& string_id) {
|
||||
name = string_id;
|
||||
}
|
||||
|
||||
void Bone::SetInverseBindMatrix(const Matrix4x4& inverse_bind) {
|
||||
inverse_bind_matrix = inverse_bind;
|
||||
}
|
||||
|
||||
void Bone::SetOffsetMatrix(const Matrix4x4& offset) {
|
||||
offset_matrix = offset;
|
||||
}
|
||||
|
||||
void Bone::SetFinalTransformMatrix(const Matrix4x4& final) {
|
||||
final_transform = final;
|
||||
}
|
||||
|
||||
int Bone::GetParentID() const {
|
||||
return parent_id;
|
||||
}
|
||||
|
||||
Bone::Bone(int numeric_id, const std::string& string_id, int parent_bone, const std::vector<int>& children_ids, const Matrix4x4& inverse_bind, const Matrix4x4& offset, const Matrix4x4& final) {
|
||||
id = numeric_id;
|
||||
name = string_id;
|
||||
parent_id = parent_bone;
|
||||
inverse_bind_matrix = inverse_bind;
|
||||
offset_matrix = offset;
|
||||
final_transform = final;
|
||||
children = children_ids;
|
||||
}
|
||||
|
||||
Bone* Skeleton::GetRootBone() {
|
||||
return &root;
|
||||
}
|
||||
|
||||
Bone* Skeleton::FindBone(int id) {
|
||||
if (root.GetID() == id)
|
||||
return &root;
|
||||
|
||||
for (auto& bone : bones)
|
||||
if (bone.GetID() == id)
|
||||
return &bone;
|
||||
// If we couldn't find it.
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Bone* Skeleton::FindBone(const std::string& string_id) {
|
||||
if (root.GetName() == string_id)
|
||||
return &root;
|
||||
|
||||
for (auto& bone : bones)
|
||||
if (bone.GetName() == string_id)
|
||||
return &bone;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Skeleton::AppendBone(const Bone& new_bone) {
|
||||
bones.push_back(new_bone);
|
||||
}
|
||||
|
||||
Skeleton::Skeleton(const Bone& root_bone, const std::vector<Bone>& children) {
|
||||
root = root_bone;
|
||||
bones = children;
|
||||
}
|
||||
|
||||
float KeyFrame::GetTimeStamp() const {
|
||||
return time_stamp;
|
||||
}
|
||||
|
||||
Skeleton KeyFrame::GetSkeleton() const {
|
||||
return pose;
|
||||
}
|
||||
|
||||
KeyFrame::KeyFrame(const Skeleton& pose, float time_stamp) {
|
||||
this->pose = pose;
|
||||
this->time_stamp = time_stamp;
|
||||
}
|
||||
|
||||
Animation::Animation(int id, float duration, const std::vector<KeyFrame>& key_frames, const std::vector<SkeletalVertexAttribute>& skeletal_vertex_attributes,
|
||||
const std::string& name) {
|
||||
length = duration;
|
||||
this->key_frames = key_frames;
|
||||
this->id = id;
|
||||
this->name = name;
|
||||
this->vertex_attributes = skeletal_vertex_attributes;
|
||||
}
|
||||
|
||||
float Animation::GetDuratrion() const {
|
||||
return length;
|
||||
}
|
||||
|
||||
std::vector<KeyFrame> Animation::GetKeyFrames() const {
|
||||
return key_frames;
|
||||
}
|
||||
|
||||
void Animation::AppendKeyFrame(const KeyFrame& new_key) {
|
||||
key_frames.push_back(new_key);
|
||||
}
|
||||
|
||||
void Animation::SetDuration(float duration) {
|
||||
length = duration;
|
||||
}
|
||||
|
||||
int Animation::GetID() const {
|
||||
return id;
|
||||
}
|
||||
|
||||
std::string Animation::GetName() const {
|
||||
return name;
|
||||
}
|
||||
|
||||
void Animation::SetID(int identifier) {
|
||||
id = identifier;
|
||||
}
|
||||
|
||||
void Animation::SetName(const std::string& name_id) {
|
||||
name = name_id;
|
||||
}
|
||||
|
||||
std::vector<SkeletalVertexAttribute> Animation::GetSkeletalVertexAttributes() const {
|
||||
return vertex_attributes;
|
||||
}
|
@@ -189,4 +189,24 @@ namespace JGL
|
||||
// In 99% of cases you wouldn't want this. But in this scenario we do.
|
||||
operator delete(this_texture);
|
||||
}
|
||||
|
||||
Texture::Texture(const Texture* textures, const size_t& texture_count) {
|
||||
float length = 0;
|
||||
float biggest_y = 0;
|
||||
|
||||
for (int i = 0; i < texture_count; i++) {
|
||||
if (biggest_y < textures[i].texture_size.y)
|
||||
biggest_y = textures[i].texture_size.y;
|
||||
length += textures[i].texture_size.x;
|
||||
}
|
||||
|
||||
auto* result = new Texture(Vector2(length, biggest_y));
|
||||
auto render_target = RenderTarget(result);
|
||||
|
||||
int next_x = 0;
|
||||
for (int i = 0; i < texture_count; i++) {
|
||||
RenderTarget::Blit(&textures[i], &render_target, Vector2i(next_x, 0));
|
||||
next_x += textures[i].GetDimensions().x;
|
||||
}
|
||||
}
|
||||
}
|
@@ -3,6 +3,9 @@
|
||||
#include <cstring>
|
||||
|
||||
void JGL::VRamList::load(const GLfloat* data, const long& size) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
GLint current_array_buffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_array_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
@@ -11,9 +14,14 @@ void JGL::VRamList::load(const GLfloat* data, const long& size) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_array_buffer);
|
||||
element_array_buffer = false;
|
||||
num_elements = size / sizeof(GLfloat);
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
void JGL::VRamList::load(const GLuint* data, const long& size) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
GLint current_element_array_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_element_array_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
@@ -22,13 +30,16 @@ void JGL::VRamList::load(const GLuint* data, const long& size) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, current_element_array_buffer);
|
||||
element_array_buffer = true;
|
||||
num_elements = size / sizeof(GLuint);
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
void JGL::VRamList::Erase() {
|
||||
if (list_handle == 0) {
|
||||
JGL::Logger::Warning("Erasing an uninitialized VRamList?");
|
||||
if (list_handle == 0)
|
||||
return;
|
||||
}
|
||||
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
GLint current_element_array_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_element_array_buffer);
|
||||
@@ -43,6 +54,8 @@ void JGL::VRamList::Erase() {
|
||||
|
||||
glDeleteBuffers(1, &list_handle);
|
||||
list_handle = 0;
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
GLuint JGL::VRamList::GetHandle() const {
|
||||
@@ -57,26 +70,26 @@ long JGL::VRamList::GetLength() const {
|
||||
return num_elements;
|
||||
}
|
||||
|
||||
size_t JGL::VRamList::GetSize() const {
|
||||
size_t JGL::VRamList::GetDataSize() const {
|
||||
if (element_array_buffer)
|
||||
return sizeof(GLuint) * num_elements;
|
||||
return sizeof(GLfloat) * num_elements;
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(void* data, const long& length) {
|
||||
bool should_resize = (this->num_elements != length);
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
bool should_resize = (this->num_elements != length);
|
||||
if (should_resize) {
|
||||
glDeleteBuffers(1, &list_handle);
|
||||
list_handle = 0;
|
||||
|
||||
if (!element_array_buffer)
|
||||
load((GLfloat*) data, sizeof(GLfloat) * length);
|
||||
else
|
||||
load((GLuint*) data, sizeof(GLuint) * length);
|
||||
spin_lock = false;
|
||||
element_array_buffer ? load((GLuint*) data, sizeof(GLuint) * length) : load((GLfloat*) data, sizeof(GLfloat) * length);
|
||||
return;
|
||||
}
|
||||
|
||||
// if (!should resize)
|
||||
GLint current_buffer = 0;
|
||||
GLenum buffer_type = GL_ARRAY_BUFFER;
|
||||
GLenum buffer_binding = GL_ARRAY_BUFFER_BINDING;
|
||||
@@ -97,9 +110,13 @@ void JGL::VRamList::SetData(void* data, const long& length) {
|
||||
JGL::Logger::Fatal("We couldn't unmap the buffer?");
|
||||
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(void* data, const long& offset, const long& length) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
if (offset + length > num_elements) {
|
||||
JGL::Logger::Warning("Using UpdateData to out-of-bounds write the VRamList? I'll resize it for you, But this is slow.");
|
||||
@@ -109,14 +126,16 @@ void JGL::VRamList::UpdateData(void* data, const long& offset, const long& lengt
|
||||
auto list_data = GetDataUI();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLuint)), data, length * sizeof(GLuint));
|
||||
SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
else {
|
||||
auto list_data = GetDataF();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLfloat)), data, length * sizeof(GLfloat));
|
||||
SetData(list_data.data(), list_data.size());
|
||||
spin_lock = false; // This is going unlock and relock really fast, But this code fixes something considered wrong anyway - Redacted.
|
||||
return SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
|
||||
// if (!element_array_buffer)
|
||||
auto list_data = GetDataF();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLfloat)), data, length * sizeof(GLfloat));
|
||||
spin_lock = false;
|
||||
return SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
|
||||
GLint current_buffer = 0;
|
||||
@@ -141,12 +160,20 @@ void JGL::VRamList::UpdateData(void* data, const long& offset, const long& lengt
|
||||
JGL::Logger::Fatal("We couldn't unmap the buffer?");
|
||||
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
std::vector<GLfloat> JGL::VRamList::GetDataF() const {
|
||||
while (spin_lock) {}
|
||||
|
||||
if (element_array_buffer)
|
||||
JGL::Logger::Warning("Getting data as GLfloat but the buffer data is GLuint?");
|
||||
|
||||
bool vertex_array_enabled = glIsEnabled(GL_VERTEX_ARRAY);
|
||||
if (!vertex_array_enabled)
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
GLint current_buffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, list_handle);
|
||||
@@ -161,10 +188,14 @@ std::vector<GLfloat> JGL::VRamList::GetDataF() const {
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_buffer);
|
||||
|
||||
if (!vertex_array_enabled)
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
return data;
|
||||
}
|
||||
|
||||
std::vector<GLuint> JGL::VRamList::GetDataUI() const {
|
||||
while (spin_lock) {}
|
||||
|
||||
if (!element_array_buffer)
|
||||
JGL::Logger::Warning("Getting data as GLuint but the buffer data is GLfloat?");
|
||||
|
||||
@@ -194,16 +225,16 @@ JGL::VRamList::VRamList(const GLuint* data, const long& length) {
|
||||
load(data, (long) sizeof(GLuint) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector2* data, const long& length) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector2) * length);
|
||||
JGL::VRamList::VRamList(const Vector2* data, const long& length) {
|
||||
load(reinterpret_cast<const GLfloat*>(data), (long) sizeof(Vector2) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector3* data, const long& length) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector3) * length);
|
||||
JGL::VRamList::VRamList(const Vector3* data, const long& length) {
|
||||
load(reinterpret_cast<const GLfloat*>(data), (long) sizeof(Vector3) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(Vector4* data, const long& length) {
|
||||
load(reinterpret_cast<GLfloat*>(data), (long) sizeof(Vector4) * length);
|
||||
JGL::VRamList::VRamList(const Vector4* data, const long& length) {
|
||||
load(reinterpret_cast<const GLfloat*>(data), (long) sizeof(Vector4) * length);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const GLfloat* data, const long& length) {
|
||||
@@ -259,10 +290,11 @@ JGL::VRamList::~VRamList() {
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const JGL::VRamList& rhs) {
|
||||
while (rhs.spin_lock) {}
|
||||
|
||||
if (rhs.element_array_buffer) {
|
||||
auto data_array = rhs.GetDataUI();
|
||||
this->load(data_array.data(), data_array.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auto data_array = rhs.GetDataF();
|
||||
|
189
src/types/VertexArray.cpp
Normal file
189
src/types/VertexArray.cpp
Normal file
@@ -0,0 +1,189 @@
|
||||
#include <JGL/types/VertexArray.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include "../internals/include/WavefrontOBJ.h"
|
||||
#include "../internals/include/AMO.h"
|
||||
|
||||
using namespace JGL;
|
||||
|
||||
const VRamList* VertexArray::GetVertices() const {
|
||||
return vertices;
|
||||
}
|
||||
|
||||
const VRamList* VertexArray::GetIndices() const {
|
||||
return indices;
|
||||
}
|
||||
|
||||
const VRamList* VertexArray::GetNormals() const {
|
||||
return normals;
|
||||
}
|
||||
|
||||
const VRamList* VertexArray::GetTextureCoordinates() const {
|
||||
return texture_coordinates;
|
||||
}
|
||||
|
||||
std::vector<Vertex> VertexArray::GetLocalVertices() const {
|
||||
return local_vertices;
|
||||
}
|
||||
|
||||
std::vector<unsigned int> VertexArray::GetLocalIndices() const {
|
||||
return local_indices;
|
||||
}
|
||||
|
||||
std::vector<TextureCoordinate> VertexArray::GetLocalTextureCoordinates() const {
|
||||
return local_texture_coordinates;
|
||||
}
|
||||
|
||||
std::vector<Normal> VertexArray::GetLocalNormals() const {
|
||||
return local_normals;
|
||||
}
|
||||
|
||||
Sphere VertexArray::GetMESphere(const Vector3& scale, const Vector3& translate_part) const {
|
||||
if (scale == Vector3::One)
|
||||
return { me_sphere.Position + translate_part, me_sphere.Radius };
|
||||
|
||||
float scale_factor = 0;
|
||||
if (scale.x > scale_factor)
|
||||
scale_factor = scale.x;
|
||||
if (scale.y > scale_factor)
|
||||
scale_factor = scale.y;
|
||||
if (scale.z > scale_factor)
|
||||
scale_factor = scale.z;
|
||||
|
||||
return { me_sphere.Position + translate_part, me_sphere.Radius * scale_factor };
|
||||
}
|
||||
|
||||
Sphere VertexArray::GetMESphere(const Matrix4x4& instance_matrix, bool translate) const {
|
||||
Vector3 scale = instance_matrix.GetScale();
|
||||
Vector3 origin = Vector3::Zero;
|
||||
if (translate)
|
||||
origin = instance_matrix.GetTranslatePart();
|
||||
|
||||
return GetMESphere(scale, origin);
|
||||
}
|
||||
|
||||
void VertexArray::CreateMESphere() {
|
||||
Sphere result = {Vector3::Zero, 0};
|
||||
Vector3 minimum = {std::numeric_limits<float>::max(), std::numeric_limits<float>::max(), std::numeric_limits<float>::max() };
|
||||
Vector3 maximum = { std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest(), std::numeric_limits<float>::lowest()};
|
||||
|
||||
for (const auto& vertex : local_vertices) {
|
||||
if (vertex.x < minimum.x)
|
||||
minimum.x = vertex.x;
|
||||
if (vertex.x > maximum.x)
|
||||
maximum.x = vertex.x;
|
||||
|
||||
if (vertex.y < minimum.y)
|
||||
minimum.y = vertex.y;
|
||||
if (vertex.y > maximum.y)
|
||||
maximum.y = vertex.y;
|
||||
|
||||
if (vertex.z < minimum.z)
|
||||
minimum.z = vertex.z;
|
||||
if (vertex.z > maximum.z)
|
||||
maximum.z = vertex.z;
|
||||
}
|
||||
result.Position = (minimum + maximum) * 0.5f;
|
||||
for (const auto& vertex : local_vertices) {
|
||||
float distance_squared = Vector3::DistanceSquared(result.Position, vertex);
|
||||
if (distance_squared > result.Radius)
|
||||
result.Radius = distance_squared;
|
||||
}
|
||||
result.Radius = std::sqrt(result.Radius);
|
||||
me_sphere = result;
|
||||
}
|
||||
|
||||
void VertexArray::CreateMEOBB() {
|
||||
Vector3 minimum(std::numeric_limits<float>::max());
|
||||
Vector3 maximum (std::numeric_limits<float>::min());
|
||||
|
||||
for (const auto& vertex : local_vertices) {
|
||||
if (vertex.x < minimum.x)
|
||||
minimum.x = vertex.x;
|
||||
if (vertex.x > maximum.x)
|
||||
maximum.x = vertex.x;
|
||||
|
||||
if (vertex.y < minimum.y)
|
||||
minimum.y = vertex.y;
|
||||
if (vertex.y > maximum.y)
|
||||
maximum.y = vertex.y;
|
||||
|
||||
if (vertex.z < minimum.z)
|
||||
minimum.z = vertex.z;
|
||||
if (vertex.z > maximum.z)
|
||||
maximum.z = vertex.z;
|
||||
}
|
||||
|
||||
Vector3 position = (minimum + maximum) * 0.5f;
|
||||
Vector3 half_extents = (maximum - minimum) * 0.5f;
|
||||
|
||||
me_obb = { position, half_extents, Vector3::UnitX, Vector3::UnitY, Vector3::UnitZ };
|
||||
}
|
||||
|
||||
OBB VertexArray::GetMEOBB(const Matrix3x3& rotation_matrix, const Vector3& scale, const Vector3& translate_part) const {
|
||||
Vector3 half_extents = me_obb.r.Mul(scale);
|
||||
Vector3 axis0 = rotation_matrix * me_obb.axis[0];
|
||||
Vector3 axis1 = rotation_matrix * me_obb.axis[1];
|
||||
Vector3 axis2 = rotation_matrix * me_obb.axis[2];
|
||||
Vector3 position = me_obb.pos + translate_part;
|
||||
|
||||
return { position, half_extents, axis0, axis1, axis2 };
|
||||
}
|
||||
|
||||
OBB VertexArray::GetMEOBB(const Matrix4x4& instance_matrix, bool translate) const {
|
||||
return GetMEOBB(instance_matrix.GetRotatePart(), instance_matrix.GetScale(), translate ? instance_matrix.GetTranslatePart() : Vector3::Zero);
|
||||
}
|
||||
|
||||
AABB VertexArray::GetMEAABB(const Matrix3x3& rotation_matrix, const Vector3& scale, const Vector3& translate_part) const {
|
||||
/* kind-of a cheat. It's faster to calculate the oriented bounding box and then put the axis-aligned one around that
|
||||
* than to loop over the whole model like an idiot. You gain back all the speed with the simplicity of the physics anyways. - Redacted */
|
||||
return GetMEOBB(rotation_matrix, scale, translate_part).MinimalEnclosingAABB();
|
||||
}
|
||||
|
||||
AABB VertexArray::GetMEAABB(const Matrix4x4& instance_matrix, bool translate) const {
|
||||
return GetMEAABB(instance_matrix.GetRotatePart(), instance_matrix.GetScale(), translate ? instance_matrix.GetTranslatePart() : Vector3::Zero);
|
||||
}
|
||||
|
||||
VertexArray::VertexArray(const Vector3* vertex_positions, const long& vp_length, const unsigned int* vertex_indices, const long& vi_length,
|
||||
const Normal* vertex_normals, const long& vn_length, const TextureCoordinate* texture_coordinates, const long& vt_length) {
|
||||
|
||||
// TODO decimator. This is a total waste of memory as it sits.
|
||||
this->vertices = new VRamList(vertex_positions, vp_length);
|
||||
|
||||
local_vertices.resize(vp_length);
|
||||
memcpy(local_vertices.data(), vertex_positions, sizeof(Vector3) * vp_length);
|
||||
|
||||
if (vertex_indices && vi_length) {
|
||||
indices = new VRamList(vertex_indices, vi_length);
|
||||
local_indices.resize(vi_length);
|
||||
memcpy(local_indices.data(), vertex_indices, sizeof(unsigned int) * vi_length);
|
||||
}
|
||||
|
||||
if (vertex_normals && vn_length) {
|
||||
normals = new VRamList(vertex_normals, vn_length);
|
||||
local_normals.resize(vn_length);
|
||||
memcpy(local_normals.data(), vertex_indices, sizeof(Normal) * vn_length);
|
||||
}
|
||||
|
||||
if (texture_coordinates && vt_length) {
|
||||
this->texture_coordinates = new VRamList(texture_coordinates, vt_length);
|
||||
local_texture_coordinates.resize(vt_length);
|
||||
memcpy(local_texture_coordinates.data(), texture_coordinates, sizeof(TextureCoordinate) * vt_length);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
VertexArray::VertexArray(const std::vector<Vertex>& vertex_positions, const std::vector<unsigned int>& vertex_indices, const std::vector<Normal>& vertex_normals, const std::vector<TextureCoordinate>& texture_coordinates) {
|
||||
*this = VertexArray(vertex_positions.data(), vertex_positions.size(), vertex_indices.data(), vertex_indices.size(), vertex_normals.data(), vertex_normals.size(), texture_coordinates.data(), texture_coordinates.size());
|
||||
}
|
||||
|
||||
bool VertexArray::Static() {
|
||||
return animations.empty();
|
||||
}
|
||||
|
||||
VertexArray VertexArray::LoadWavefrontOBJ(const std::string& file_text) {
|
||||
return JGL::LoadWavefrontOBJ(file_text);
|
||||
}
|
||||
|
||||
VertexArray VertexArray::LoadAMO(const std::string& file_text) {
|
||||
//return JGL::LoadAMO(file_text);
|
||||
}
|
Reference in New Issue
Block a user