Compare commits
53 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
61c1c3245c | |||
cb9fe4e5c9 | |||
c7e7aa6fb5 | |||
1261321992 | |||
6d1ddad428 | |||
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db7a37d647 | |||
26600915db | |||
7bc87d00ef | |||
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28bdc7f667 | |||
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d60620ef7c | |||
8cb470ad1c | |||
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e9bdaf54b6 | |||
7b2f7de032 | |||
e8245c4442 | |||
bd918aa351 | |||
a0cc8524d9 | |||
1964aeae86 | |||
b84e2ee2c5 | |||
1597662e2e | |||
0823730e82 | |||
6cbd369d51 | |||
926ae06834 | |||
d5fd68eba8 | |||
08b2dfbecc | |||
e33a51b7d4 | |||
7f5ee5cf0c | |||
401e2c0883 | |||
e5bdc441d1 | |||
392375e56c | |||
b007c78cfe | |||
512dc3cb1a | |||
a22a83d2f8 | |||
76cd48c9b7 | |||
38bb1b22ce | |||
122644a013 | |||
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6618aa5e6b | |||
3970aa2718 | |||
fb5ca55fda | |||
bcca6285af | |||
f8395726cd | |||
ca7abb3044 | |||
14c45ab0f1 | |||
1ca5e5a694 | |||
25fc3f8698 | |||
a836fc7b32 | |||
e6dcc9d61e | |||
6dff2f97c1 |
@@ -17,6 +17,6 @@ jobs:
|
||||
- run: echo "The ${{ gitea.repository }} repository has been cloned to the runner."
|
||||
- run: echo "The workflow is now ready to run your tests on the runner."
|
||||
- run: echo "Install toolchain and run ReCI build test"
|
||||
- run: apt-get update && apt-get install -y lua5.3 git libxrandr-dev && git clone $RECI_GIT $RECI
|
||||
- run: apt-get update && apt-get install -y lua5.3 git libxrandr-dev libvulkan-dev && git clone $RECI_GIT $RECI
|
||||
- run: lua $RECI/reci.lua -f $RECI/scripts/buildtools.reci -f reci/scripts/builddeps.reci -f $RECI/scripts/buildtest.reci
|
||||
- run: echo "This job's status is ${{ job.status }}."
|
||||
|
@@ -17,22 +17,22 @@ include(cmake/CPM.cmake)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME mcolor
|
||||
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-4.zip
|
||||
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-5.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME J3ML
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/Release-3.4.zip
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/3.4.5.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReWindow
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-21.zip
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-32.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME GLAD
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fboV2.zip
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fbo_depthtexture_shadow.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
@@ -40,17 +40,7 @@ CPMAddPackage(
|
||||
URL https://git.redacted.cc/josh/jlog/Prerelease-16.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReImage
|
||||
URL https://git.redacted.cc/Redacted/ReImage/archive/Release-2.0.zip
|
||||
)
|
||||
|
||||
if (WIN32)
|
||||
#CPMAddPackage(
|
||||
#NAME harfbuzz
|
||||
#URL https://github.com/harfbuzz/harfbuzz/archive/refs/tags/9.0.0.zip
|
||||
#)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME freetype
|
||||
URL https://github.com/freetype/freetype/archive/refs/tags/VER-2-13-2.zip
|
||||
@@ -61,10 +51,8 @@ endif()
|
||||
|
||||
file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
|
||||
file(GLOB_RECURSE ASSETS "assets/*")
|
||||
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
|
||||
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp" )
|
||||
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" "src/*.h")
|
||||
|
||||
if (UNIX AND NOT APPLE)
|
||||
find_package(Freetype REQUIRED)
|
||||
@@ -85,8 +73,6 @@ include_directories(
|
||||
|
||||
target_include_directories(JGL PUBLIC
|
||||
${PROJECT_SOURCE_DIR}/include
|
||||
${OPENGL_INCLUDE_DIRS}
|
||||
${ReImage_SOURCE_DIR}/include
|
||||
${mcolor_SOURCE_DIR}/include
|
||||
${J3ML_SOURCE_DIR}/include
|
||||
${jlog_SOURCE_DIR}/include
|
||||
@@ -99,13 +85,13 @@ add_executable(JGL_Demo main.cpp)
|
||||
if (UNIX AND NOT APPLE)
|
||||
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS} )
|
||||
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
|
||||
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML jlog ReImage glad)
|
||||
target_link_libraries(JGL PUBLIC mcolor J3ML jlog 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 glad)
|
||||
target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} mcolor J3ML glad jlog glad)
|
||||
endif()
|
||||
|
||||
target_link_libraries(JGL_Demo PUBLIC JGL ReWindowLibrary Event glad)
|
||||
target_link_libraries(JGL_Demo PUBLIC JGL ReWindow Event glad)
|
||||
|
13
README.md
13
README.md
@@ -19,12 +19,17 @@ Yet Another C++ Rendering Toolkit
|
||||
|
||||
### J2D
|
||||
* DrawPoint
|
||||
* DrawLine / DrawGradientLine
|
||||
* DrawLine / DrawGradientLine / DrawDottedLine / DrawDashedLine / DrawLines
|
||||
* DrawSprite / DrawPartialSprite
|
||||
* OutlineRect / FillRect / FillGradientRect / FillRoundedRect
|
||||
* DrawRenderTarget / DrawPartialRenderTarget
|
||||
* OutlineRect / OutlineRoundedRect / OutlineChamferRect
|
||||
* FillRect / FillGradientRect / FillRoundedRect / FillChamferRect
|
||||
* OutlineCircle / FillCircle
|
||||
* OutlineTriangle / FillTriangle
|
||||
* OutlineTriangle / FillTriangle / FillGradientTriangle
|
||||
* DrawString
|
||||
* DrawCubicBezierCurve
|
||||
* DrawArc
|
||||
* OutlineEllipse / FillEllipse
|
||||
|
||||
### J3D
|
||||
* DrawLine
|
||||
@@ -53,7 +58,7 @@ JGL::J2D::End();
|
||||
```
|
||||
## Requirements
|
||||
|
||||
An OpenGL 2.1 or newer accelerator that supports the `GL_ARB_framebuffer_object` extension or
|
||||
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
|
||||
|
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
|
||||
o Cone
|
||||
v 0.000000 -1.000000 -1.000000
|
||||
v 0.195090 -1.000000 -0.980785
|
||||
v 0.382683 -1.000000 -0.923880
|
||||
v 0.555570 -1.000000 -0.831470
|
||||
v 0.707107 -1.000000 -0.707107
|
||||
v 0.831470 -1.000000 -0.555570
|
||||
v 0.923880 -1.000000 -0.382683
|
||||
v 0.980785 -1.000000 -0.195090
|
||||
v 1.000000 -1.000000 0.000000
|
||||
v 0.980785 -1.000000 0.195090
|
||||
v 0.923880 -1.000000 0.382683
|
||||
v 0.831470 -1.000000 0.555570
|
||||
v 0.707107 -1.000000 0.707107
|
||||
v 0.555570 -1.000000 0.831470
|
||||
v 0.382683 -1.000000 0.923880
|
||||
v 0.195090 -1.000000 0.980785
|
||||
v 0.000000 -1.000000 1.000000
|
||||
v -0.195090 -1.000000 0.980785
|
||||
v -0.382683 -1.000000 0.923880
|
||||
v -0.555570 -1.000000 0.831470
|
||||
v -0.707107 -1.000000 0.707107
|
||||
v -0.831470 -1.000000 0.555570
|
||||
v -0.923880 -1.000000 0.382683
|
||||
v -0.980785 -1.000000 0.195090
|
||||
v -1.000000 -1.000000 0.000000
|
||||
v -0.980785 -1.000000 -0.195090
|
||||
v -0.923880 -1.000000 -0.382683
|
||||
v -0.831470 -1.000000 -0.555570
|
||||
v -0.707107 -1.000000 -0.707107
|
||||
v -0.555570 -1.000000 -0.831470
|
||||
v -0.382683 -1.000000 -0.923880
|
||||
v -0.195090 -1.000000 -0.980785
|
||||
v 0.000000 1.000000 0.000000
|
||||
vt 0.250000 0.490000
|
||||
vt 0.250000 0.250000
|
||||
vt 0.296822 0.485388
|
||||
vt 0.341844 0.471731
|
||||
vt 0.383337 0.449553
|
||||
vt 0.419706 0.419706
|
||||
vt 0.449553 0.383337
|
||||
vt 0.471731 0.341844
|
||||
vt 0.485388 0.296822
|
||||
vt 0.490000 0.250000
|
||||
vt 0.485388 0.203178
|
||||
vt 0.471731 0.158156
|
||||
vt 0.449553 0.116663
|
||||
vt 0.419706 0.080294
|
||||
vt 0.383337 0.050447
|
||||
vt 0.341844 0.028269
|
||||
vt 0.296822 0.014612
|
||||
vt 0.250000 0.010000
|
||||
vt 0.203178 0.014612
|
||||
vt 0.158156 0.028269
|
||||
vt 0.116663 0.050447
|
||||
vt 0.080294 0.080294
|
||||
vt 0.050447 0.116663
|
||||
vt 0.028269 0.158156
|
||||
vt 0.014612 0.203178
|
||||
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
|
||||
vt 0.116663 0.449553
|
||||
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
|
||||
vt 0.796822 0.485388
|
||||
vt 0.841844 0.471731
|
||||
vt 0.883337 0.449553
|
||||
vt 0.919706 0.419706
|
||||
vt 0.949553 0.383337
|
||||
vt 0.971731 0.341844
|
||||
vt 0.985388 0.296822
|
||||
vt 0.990000 0.250000
|
||||
vt 0.985388 0.203178
|
||||
vt 0.971731 0.158156
|
||||
vt 0.949553 0.116663
|
||||
vt 0.919706 0.080294
|
||||
vt 0.883337 0.050447
|
||||
vt 0.841844 0.028269
|
||||
vt 0.750000 0.010000
|
||||
vt 0.703178 0.014612
|
||||
vt 0.658156 0.028269
|
||||
vt 0.616663 0.050447
|
||||
vt 0.580294 0.080294
|
||||
vt 0.550447 0.116663
|
||||
vt 0.528269 0.158156
|
||||
vt 0.510000 0.250000
|
||||
vt 0.514612 0.296822
|
||||
vt 0.528269 0.341844
|
||||
vt 0.550447 0.383337
|
||||
vt 0.580294 0.419706
|
||||
vt 0.616663 0.449553
|
||||
vt 0.658156 0.471731
|
||||
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
|
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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
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||||
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
|
||||
f 31/32 33/2 32/36
|
||||
f 32/36 33/2 1/1
|
||||
f 32/35 1/37 2/38
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||||
f 2/38 3/39 4/40
|
||||
f 4/40 5/41 6/42
|
||||
f 6/42 7/43 8/44
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||||
f 8/44 9/45 10/46
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f 10/46 11/47 12/48
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f 12/48 13/49 14/50
|
||||
f 14/50 15/51 16/33
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||||
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
|
||||
v 1.000000 -1.000000 1.000000
|
||||
v -1.000000 1.000000 -1.000000
|
||||
v -1.000000 -1.000000 -1.000000
|
||||
v -1.000000 1.000000 1.000000
|
||||
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
Normal file
BIN
assets/sprites/alpha_mask.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 942 B |
BIN
assets/sprites/alpha_mask_2.png
Normal file
BIN
assets/sprites/alpha_mask_2.png
Normal file
Binary file not shown.
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1094
include/JGL/JGL.h
1094
include/JGL/JGL.h
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@@ -13,8 +13,6 @@ extern "C" typedef struct FT_LibraryRec_* FT_Library;
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
|
||||
//bool Init();
|
||||
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;
|
||||
@@ -26,47 +27,98 @@ 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);
|
||||
/// 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);
|
||||
|
||||
/// Blit a single pixel onto a Render Target.
|
||||
/// 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 Vector2& position, RenderTarget* destination);
|
||||
[[nodiscard]] bool TextureCreatedByRenderTarget() const;
|
||||
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;
|
||||
[[nodiscard]] const Texture* GetJGLTexture() const;
|
||||
[[nodiscard]] GLuint GetGLTextureHandle() const;
|
||||
|
||||
/// @returns The JGL texture this Render Target draws on.
|
||||
[[nodiscard]] const Texture* GetTexture() const;
|
||||
|
||||
/// @returns The OpenGL handle for the texture this Render Target draws on.
|
||||
[[nodiscard]] GLuint GetTextureHandle() 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 The CPU thread this is called from & the GPU cannot do anything while this takes place. It's very slow.
|
||||
[[nodiscard]] std::vector<GLfloat> GetPixels() const;
|
||||
|
||||
[[nodiscard]] static Vector2i MaximumSize();
|
||||
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);
|
||||
};
|
@@ -1,57 +1,78 @@
|
||||
#pragma once
|
||||
#include <ReImage/Image.h>
|
||||
#include <J3ML/LinearAlgebra.hpp>
|
||||
#include<vector>
|
||||
#include <filesystem>
|
||||
#include <J3ML/LinearAlgebra/Vector2i.hpp>
|
||||
#include <Color3.hpp>
|
||||
#include <Color4.hpp>
|
||||
#include <glad/glad.h>
|
||||
|
||||
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.
|
||||
using J3ML::LinearAlgebra::Vector2i;
|
||||
|
||||
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 FilteringMode : u8 {
|
||||
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.
|
||||
};
|
||||
|
||||
enum class TextureWrappingMode : u8 {
|
||||
enum class WrappingMode : 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
|
||||
};
|
||||
enum class ColorFormat : bool { RGB = false, RGBA = true };
|
||||
class Texture;
|
||||
}
|
||||
|
||||
/// Represents texture data loaded on the GPU. Contains a handle that can be passed to OpenGL draw calls.
|
||||
class Texture {
|
||||
private:
|
||||
void Erase();
|
||||
protected:
|
||||
GLuint texture_handle = 0;
|
||||
Vector2 texture_size = {0, 0};
|
||||
ReImage::TextureFlag texture_flags;
|
||||
ReImage::TextureFormat texture_format;
|
||||
TextureFilteringMode texture_filtering_mode;
|
||||
TextureWrappingMode texture_wrapping_mode;
|
||||
void load(Image* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
|
||||
public:
|
||||
/// 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);
|
||||
/* Initialize a texture filled with trash data
|
||||
this is primarily for the RenderTarget */
|
||||
explicit Texture(const Vector2& size);
|
||||
Texture(const Texture& rhs);
|
||||
~Texture();
|
||||
public:
|
||||
[[nodiscard]] GLuint GetGLTextureHandle() const;
|
||||
[[nodiscard]] Vector2 GetDimensions() const;
|
||||
[[nodiscard]] TextureFilteringMode GetFilteringMode() const;
|
||||
[[nodiscard]] TextureWrappingMode GetWrappingMode() const;
|
||||
[[nodiscard]] TextureFlag GetFlags() const;
|
||||
[[nodiscard]] TextureFormat GetFormat() const;
|
||||
[[nodiscard]] std::vector<Color4> GetPixelData() const;
|
||||
};
|
||||
/// Represents texture data loaded on the GPU. Contains a handle that can be passed to OpenGL draw calls.
|
||||
class JGL::Texture {
|
||||
protected:
|
||||
unsigned int texture_handle = 0;
|
||||
bool invert_y = false;
|
||||
Vector2i size = {0, 0};
|
||||
ColorFormat format = ColorFormat::RGBA;
|
||||
FilteringMode filtering_mode;
|
||||
WrappingMode wrapping_mode;
|
||||
void load(const unsigned char* pixels);
|
||||
std::vector<unsigned char> png(const std::filesystem::path& file);
|
||||
std::vector<unsigned char> bmp(const std::filesystem::path& file);
|
||||
[[nodiscard]] bool SizeExceedsMaximum(const Vector2i& size);
|
||||
public:
|
||||
/// @returns A handle used to identify this texture.
|
||||
[[nodiscard]] unsigned int GetHandle() const;
|
||||
/// @returns The size of this texture.
|
||||
[[nodiscard]] Vector2i GetDimensions() const;
|
||||
/// @returns The filtering mode this texture is using.
|
||||
[[nodiscard]] FilteringMode GetFilteringMode() const;
|
||||
/// @returns The way this texture behaves when used on geometry of different sizes.
|
||||
[[nodiscard]] WrappingMode GetWrappingMode() const;
|
||||
/// @returns The orientation of this texture in v-ram.
|
||||
/// @note true is right-side-up because OpenGL defaults to upside-down.
|
||||
[[nodiscard]] bool Inverted() const;
|
||||
[[nodiscard]] ColorFormat GetFormat() const;
|
||||
/// @returns The raw pixels this texture is made up of.
|
||||
/// @note This will read-back from the GPU. Slow.
|
||||
[[nodiscard]] std::vector<Color4> GetPixelData() const;
|
||||
/// @returns The biggest size for a texture on this system.
|
||||
/// @note on modern systems this is *usually* ridiculous.
|
||||
[[nodiscard]] static Vector2i MaximumSize();
|
||||
public:
|
||||
/// Load a texture from a file,
|
||||
explicit Texture(const std::filesystem::path& file, FilteringMode filtering_mode = FilteringMode::BILINEAR, WrappingMode wrapping_mode = WrappingMode::CLAMP_TO_EDGE, bool invert_y = true);
|
||||
/// Load a texture from raw pixels.
|
||||
Texture(const Color4* pixels, const Vector2i& size, const ColorFormat& format, FilteringMode filtering_mode, WrappingMode wrapping_mode);
|
||||
/// Load a texture from raw pixels.
|
||||
Texture(const Color3* pixels, const Vector2i& size, const ColorFormat& format, FilteringMode filtering_mode, WrappingMode wrapping_mode);
|
||||
/// Construct a Texture Atlas from many different textures.
|
||||
/// @note THIS IS UNFINISHED.
|
||||
Texture(const Texture* textures, const size_t& texture_count);
|
||||
/// Initialize a texture filled with trash data.
|
||||
/// @see RenderTarget
|
||||
explicit Texture(const Vector2i& size);
|
||||
|
||||
}
|
||||
Texture(const Texture& rhs);
|
||||
~Texture();
|
||||
};
|
@@ -20,21 +20,21 @@ private:
|
||||
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(const Vector2* data, const long& length);
|
||||
VRamList(const Vector3* data, const long& length);
|
||||
VRamList(const 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() = default;
|
||||
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.
|
||||
@@ -46,25 +46,23 @@ public:
|
||||
[[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);
|
||||
};
|
@@ -29,10 +29,10 @@ protected:
|
||||
protected:
|
||||
std::vector<Animation> animations{};
|
||||
protected:
|
||||
VRamList vertices;
|
||||
VRamList indices;
|
||||
VRamList normals;
|
||||
VRamList texture_coordinates;
|
||||
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.
|
||||
@@ -43,10 +43,10 @@ protected:
|
||||
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]] VRamList GetVertices() const;
|
||||
[[nodiscard]] VRamList GetIndices() const;
|
||||
[[nodiscard]] VRamList GetNormals() const;
|
||||
[[nodiscard]] VRamList GetTextureCoordinates() const;
|
||||
[[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;
|
||||
@@ -83,6 +83,7 @@ public:
|
||||
[[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);
|
||||
@@ -90,9 +91,13 @@ public:
|
||||
/// 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);
|
||||
|
||||
|
183
main.cpp
183
main.cpp
@@ -1,17 +1,21 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include <rewindow/types/window.h>
|
||||
#include <ReWindow/types/Window.h>
|
||||
#include <Colors.hpp>
|
||||
#include <chrono>
|
||||
#include <J3ML/LinearAlgebra/Vector2.hpp>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <J3ML/Geometry/AABB.hpp>
|
||||
#include <ReWindow/Logger.h>
|
||||
#include <JGL/types/VertexArray.h>
|
||||
|
||||
using J3ML::LinearAlgebra::Vector2;
|
||||
using namespace JGL::Fonts;
|
||||
using namespace JGL;
|
||||
using JGL::Font;
|
||||
|
||||
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 +25,15 @@ 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 +45,25 @@ 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};
|
||||
@@ -96,48 +107,46 @@ 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
|
||||
class JGLDemoWindow : public ReWindow::OpenGLWindow
|
||||
{
|
||||
public:
|
||||
void initGL() {
|
||||
camera = new Camera;
|
||||
|
||||
if (!JGL::Init(getSize(), 75, 100))
|
||||
if (!JGL::Init({ GetSize().x, GetSize().y}, 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);
|
||||
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);
|
||||
image = new Texture("assets/sprites/Re3D.png", FilteringMode::BILINEAR);
|
||||
image_mask = new Texture("assets/sprites/alpha_mask_2.png");
|
||||
j2d_render_target = new RenderTarget({540, 500}, {0,0,0,0}, false, MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
|
||||
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() {
|
||||
pulse++;
|
||||
float dt = GetDeltaTime();
|
||||
|
||||
float dt = 1.f / fps;
|
||||
JGL::Update(getSize());
|
||||
JGL::Update({ GetSize().x, GetSize().y });
|
||||
|
||||
if (fov_increasing)
|
||||
fov += 0.025;
|
||||
@@ -151,7 +160,7 @@ public:
|
||||
//J3D::ChangeFOV(fov);
|
||||
|
||||
sprite_radians += 0.005;
|
||||
textAngle.y += (5.f * delta_time);
|
||||
textAngle.yaw += 1;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
@@ -159,28 +168,29 @@ 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 * 100, true);
|
||||
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[5] = {{{0,0, 0.5f}, 0.2125}, {{0,0, 0.5f}, 0.025},{{0,0, 0.5f}, 0.05},{{0,0, 0.5f}, 0.075},{{0,0, 0.5f}, 0.1}};
|
||||
J3D::BatchWireframeRevoSphere(Colors::Green, sphere, 1, 1, 16, 16, true);
|
||||
//J3D::FillAABB(Colors::Whites::AliceBlue, {0,0,0.5f}, {0.1f, 0.05f, 0.1f});
|
||||
//J3D::WireframeAABB(Colors::Gray, {0,0,0.5f}, {0.11f, 0.06f, 0.11f});
|
||||
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});
|
||||
|
||||
J3D::WireframeOBB(Colors::Red, {0, 0, 1.5f}, {0.40f, 0.10f, 0.10f}, {0,textAngle.y, 0});
|
||||
|
||||
//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);
|
||||
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::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::DrawPartialSprite(image, Vector2(225, 300), Vector2(image->GetDimensions()) * 0.25, Vector2(image->GetDimensions()) * 0.75, sprite_radians, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
|
||||
J2D::FillGradientRect(Colors::Red, Colors::Blue, Direction::Diagonal_SWNE, {100,52}, {100,100});
|
||||
J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
|
||||
@@ -196,14 +206,12 @@ 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::DrawString(Colors::Green, "Jupteroid Font", 0.f, 0, 1.f, 16, Jupiteroid);
|
||||
J2D::DrawString(Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 16, 1,16, Jupiteroid);
|
||||
J2D::DrawString(Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 33, 1,16, Jupiteroid);
|
||||
J2D::DrawString(Colors::White, "Framerate: " + std::to_string((int) fps), 0, 48, 1, 16, Jupiteroid);
|
||||
std::array<Vector2, 5> polygon = {Vector2(200, 400), {220, 420}, {220, 430}, {230, 410}, {200, 400}};
|
||||
J2D::OutlinePolygon(Colors::White, polygon.data(), polygon.size());
|
||||
//J2D::FillPolygon(Colors::White, {{200, 400}, {220, 420}, {220, 430}, {230, 410}, {200, 400}});
|
||||
J2D::DrawCubicBezierCurve(Colors::Blues::CornflowerBlue,
|
||||
a.position,
|
||||
b.position,
|
||||
@@ -216,45 +224,56 @@ 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::DrawRenderTarget(j2d_render_target, {0, 0});
|
||||
J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1});
|
||||
J2D::End();
|
||||
|
||||
}
|
||||
|
||||
void OnRefresh(float elapsed) override {
|
||||
if (isKeyDown(Keys::RightArrow))
|
||||
|
||||
fps = GetRefreshRate();
|
||||
|
||||
if (IsKeyDown(Keys::RightArrow))
|
||||
camera->angle.y += 45.f * elapsed;
|
||||
if (isKeyDown(Keys::LeftArrow))
|
||||
if (IsKeyDown(Keys::LeftArrow))
|
||||
camera->angle.y -= 45.f * elapsed;
|
||||
if (isKeyDown(Keys::UpArrow))
|
||||
if (IsKeyDown(Keys::UpArrow))
|
||||
camera->angle.x -= 45.f * elapsed;
|
||||
if (isKeyDown(Keys::DownArrow))
|
||||
if (IsKeyDown(Keys::DownArrow))
|
||||
camera->angle.x += 45.f * elapsed;
|
||||
if (isKeyDown(Keys::Space))
|
||||
if (IsKeyDown(Keys::Space))
|
||||
camera->position.y += 1.f * elapsed;
|
||||
if (isKeyDown(Keys::LeftShift))
|
||||
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);
|
||||
c.Update(mouse);
|
||||
d.Update(mouse);
|
||||
a.Update({(float) mouse.x, (float) mouse.y});
|
||||
b.Update({(float) mouse.x, (float) mouse.y});
|
||||
c.Update({(float) mouse.x, (float) mouse.y});
|
||||
d.Update({(float) mouse.x, (float) mouse.y});
|
||||
display();
|
||||
int glError = glGetError();
|
||||
if (glError != GL_NO_ERROR)
|
||||
std::cout << glError << std::endl;
|
||||
glSwapBuffers();
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
|
||||
void OnMouseButtonDown(const ReWindow::WindowEvents::MouseButtonDownEvent & ev) override
|
||||
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent & ev) override
|
||||
{
|
||||
RWindow::OnMouseButtonDown(ev);
|
||||
a.Grab();
|
||||
@@ -263,7 +282,7 @@ public:
|
||||
d.Grab();
|
||||
}
|
||||
|
||||
void OnMouseButtonUp(const ReWindow::WindowEvents::MouseButtonUpEvent & ev) override
|
||||
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent & ev) override
|
||||
{
|
||||
RWindow::OnMouseButtonUp(ev);
|
||||
a.Release();
|
||||
@@ -273,25 +292,37 @@ 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::OpenGLWindow(title, width, height, 2, 1) {}
|
||||
};
|
||||
|
||||
int main(int argc, char** argv) {
|
||||
auto* window = new JGLDemoWindow("JGL Demo Window", 1280, 720);
|
||||
window->setRenderer(RenderingAPI::OPENGL);
|
||||
window->Open();
|
||||
window->initGL();
|
||||
window->setResizable(true);
|
||||
window->setVsyncEnabled(false);
|
||||
|
||||
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();
|
||||
}
|
||||
auto* window = new JGLDemoWindow("JGL Demo Window", 1280, 720);
|
||||
if (!window->Open())
|
||||
exit(-1);
|
||||
window->initGL();
|
||||
window->SetResizable(true);
|
||||
window->SetVsyncEnabled(false);
|
||||
|
||||
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;
|
||||
}
|
8671
src/Fonts.cpp
Normal file
8671
src/Fonts.cpp
Normal file
File diff suppressed because it is too large
Load Diff
1517
src/JGL.cpp
1517
src/JGL.cpp
File diff suppressed because it is too large
Load Diff
57
src/ShapeCache.cpp
Normal file
57
src/ShapeCache.cpp
Normal file
@@ -0,0 +1,57 @@
|
||||
#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 (!square_origin_topleft_vertex_data) {
|
||||
std::array<Vector2, 4> square_vertices = { Vector2(0, 0), {1, 0}, {1, -1}, {0, -1} };
|
||||
square_origin_topleft_vertex_data = new VRamList(square_vertices.data(), square_vertices.size());
|
||||
}
|
||||
if (!j2d_default_normal_data) {
|
||||
std::array<GLfloat, 3> normal {0, 0, 1};
|
||||
j2d_default_normal_data = new VRamList(normal.data(), normal.size());
|
||||
}
|
||||
}
|
1056
src/renderer/OpenGL/J2D.cpp
Normal file
1056
src/renderer/OpenGL/J2D.cpp
Normal file
File diff suppressed because it is too large
Load Diff
583
src/renderer/OpenGL/J3D.cpp
Normal file
583
src/renderer/OpenGL/J3D.cpp
Normal file
@@ -0,0 +1,583 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <J3ML/Geometry/AABB.hpp>
|
||||
#include <J3ML/Geometry/OBB.hpp>
|
||||
#include <J3ML/Algorithm/Bezier.hpp>
|
||||
#include <JGL/types/Light.h>
|
||||
#include "internals/internals.h"
|
||||
|
||||
|
||||
std::array<GLfloat, 16> JGL::OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far) {
|
||||
std::array<GLfloat, 16> result{};
|
||||
GLfloat f = 1.0f / std::tan(fovY * 0.5f * Math::Pi / 180.0f);
|
||||
result[0] = f / aspect;
|
||||
result[5] = f;
|
||||
result[10] = (z_far + z_near) / (z_near - z_far);
|
||||
result[11] = -1.0f;
|
||||
result[14] = (2.0f * z_far * z_near) / (z_near - z_far);
|
||||
return result;
|
||||
}
|
||||
|
||||
void JGL::J3D::ChangeFOV(float fov) {
|
||||
JGL::J3D::fov = fov;
|
||||
}
|
||||
|
||||
void JGL::J3D::ChangeFarPlane(float far_plane) {
|
||||
JGL::J3D::far_plane = far_plane;
|
||||
}
|
||||
|
||||
void JGL::J3D::RequiredLight(const JGL::LightBase* light) {
|
||||
bool success = false;
|
||||
for (auto& i : current_state.required_lights)
|
||||
if (i == nullptr) {
|
||||
i = light;
|
||||
success = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (!success)
|
||||
Logger::Error("You cannot specify more than 8 required lights.");
|
||||
}
|
||||
|
||||
void JGL::J3D::OptionalLights(const JGL::LightBase** lights, const size_t& light_count) {
|
||||
for (size_t i = 0; i < light_count; i++)
|
||||
current_state.optional_lights.push_back(lights[i]);
|
||||
}
|
||||
|
||||
void JGL::J3D::Begin(bool two_pass) {
|
||||
auto aspect = (float) window_size.x / (float) window_size.y;
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMultMatrixf(OpenGLPerspectiveProjectionRH(fov, aspect, 0.001, far_plane).data());
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
//Get what the draw color was before we did anything.
|
||||
glGetFloatv(GL_CURRENT_COLOR, current_state.draw_color);
|
||||
glColor4fv(current_state.draw_color);
|
||||
|
||||
if (!glIsEnabled(GL_DEPTH_TEST))
|
||||
current_state.depth_test = false,
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
else
|
||||
current_state.depth_test = true;
|
||||
|
||||
current_state.vertex_array = false;
|
||||
if (!glIsEnabled(GL_VERTEX_ARRAY))
|
||||
current_state.vertex_array = false,
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
if (glIsEnabled(GL_NORMAL_ARRAY))
|
||||
current_state.normal_array = true,
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
if (glIsEnabled(GL_TEXTURE_COORD_ARRAY))
|
||||
current_state.texture_coordinate_array = true,
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (glIsEnabled(GL_TEXTURE_2D))
|
||||
current_state.texture_2D = true,
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
current_state.cull_face = false;
|
||||
if (glIsEnabled(GL_CULL_FACE))
|
||||
current_state.cull_face = true,
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
if (!glIsEnabled(GL_BLEND))
|
||||
current_state.blend = false,
|
||||
glEnable(GL_BLEND),
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
else
|
||||
current_state.blend = true;
|
||||
|
||||
// Reset the lights.
|
||||
current_state.required_lights = empty_light_array;
|
||||
current_state.optional_lights = {};
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
void JGL::J3D::End() {
|
||||
if (!current_state.depth_test)
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
if (!current_state.vertex_array)
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
if (current_state.texture_2D)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
if (!current_state.blend)
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
if (current_state.cull_face)
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
if (current_state.normal_array)
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
if (current_state.texture_coordinate_array)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (glIsEnabled(GL_LIGHTING)) {
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_LIGHT0);
|
||||
glDisable(GL_LIGHT1);
|
||||
glDisable(GL_LIGHT2);
|
||||
glDisable(GL_LIGHT3);
|
||||
glDisable(GL_LIGHT4);
|
||||
glDisable(GL_LIGHT5);
|
||||
glDisable(GL_LIGHT6);
|
||||
glDisable(GL_LIGHT7);
|
||||
}
|
||||
|
||||
current_state.required_lights = empty_light_array;
|
||||
current_state.optional_lights = {};
|
||||
|
||||
//Put the draw color back how it was before.
|
||||
glColor4fv(current_state.draw_color);
|
||||
}
|
||||
|
||||
void JGL::J3D::DrawLine(const Color4& color, const Vector3& A, const Vector3& B, float thickness) {
|
||||
Vector3 vertices[] = {A, B};
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices);
|
||||
glDrawArrays(GL_LINES, 0, 2);
|
||||
glColor4fv(current_state.draw_color);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeSphere(const Color4& color, const Vector3& position, float radius, float thickness, unsigned int sectors, unsigned int stacks) {
|
||||
Sphere sphere = {position, radius};
|
||||
BatchWireframeSphere(color,& sphere, 1, thickness, sectors, stacks);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeSphere(const Color4& color, const Sphere& sphere, float thickness, unsigned int sectors, unsigned int stacks) {
|
||||
BatchWireframeSphere(color,& sphere, 1, thickness, sectors, stacks);
|
||||
}
|
||||
|
||||
void JGL::J3D::BatchWireframeSphere(const Color4& color, const Sphere* spheres, const size_t& sphere_count, float thickness, unsigned int sectors, unsigned int stacks) {
|
||||
// Create one sphere with a radius of 1 about 0, 0.
|
||||
float r = 1;
|
||||
std::vector<Vector3> vertices((sectors + 1) * (stacks + 1));
|
||||
|
||||
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 = 2 * J3ML::Math::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);
|
||||
}
|
||||
}
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4ubv(color.ptr());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), vertices.data());
|
||||
|
||||
// Render each sphere in the batch at their given position and radius.
|
||||
for(size_t i = 0; i < sphere_count; i++) {
|
||||
glPushMatrix();
|
||||
glTranslatef(spheres[i].Position.x, spheres[i].Position.y, spheres[i].Position.z);
|
||||
glScalef(spheres[i].Radius, spheres[i].Radius, spheres[i].Radius);
|
||||
glDrawArrays(GL_LINE_LOOP, 0, vertices.size());
|
||||
glPopMatrix();
|
||||
}
|
||||
glColor4fv(current_state.draw_color);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeRevoSphere(const Color4& color, const Vector3& position, float radius, float thickness, unsigned int sectors, unsigned int revolutions, bool draw_stacks) {
|
||||
Sphere sphere = {position, radius};
|
||||
BatchWireframeRevoSphere(color,& sphere, 1, thickness, sectors, revolutions, draw_stacks);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeRevoSphere(const Color4& color, const Sphere& sphere, float thickness, unsigned int sectors, unsigned int revolutions, bool draw_stacks) {
|
||||
BatchWireframeRevoSphere(color,& sphere, 1, thickness, sectors, revolutions, draw_stacks);
|
||||
}
|
||||
|
||||
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) {
|
||||
float r = 1;
|
||||
std::vector<Vector3> vertices;
|
||||
vertices.reserve((sectors + 1) * (revolutions + 1));
|
||||
|
||||
std::vector<Vector3> cross_section(sectors + 1);
|
||||
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);
|
||||
cross_section[i] = Vector3(0, zr * r, z * r);
|
||||
}
|
||||
|
||||
// Revolve
|
||||
for (int j = 0; j <= revolutions; j++) {
|
||||
float lng = 2 * J3ML::Math::Pi * (float)j / revolutions;
|
||||
float cosLng = J3ML::Math::Cos(lng);
|
||||
float sinLng = J3ML::Math::Sin(lng);
|
||||
|
||||
for (const auto& point : cross_section) {
|
||||
float pos_x = point.y * cosLng;
|
||||
float pos_y = point.y * sinLng;
|
||||
float pos_z = point.z;
|
||||
|
||||
vertices.emplace_back(pos_x, pos_y, pos_z);
|
||||
}
|
||||
}
|
||||
|
||||
glLineWidth(thickness);
|
||||
glColor4ubv(color.ptr());
|
||||
|
||||
VRamList vertex_data(vertices.data(), vertices.size());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_data.GetHandle());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
|
||||
|
||||
// Render each sphere in the batch at their given position and radius.
|
||||
for(size_t i = 0; i < sphere_count; i++) {
|
||||
glPushMatrix();
|
||||
glTranslatef(spheres[i].Position.x, spheres[i].Position.y, spheres[i].Position.z);
|
||||
glScalef(spheres[i].Radius, spheres[i].Radius, spheres[i].Radius);
|
||||
glDrawArrays(GL_LINE_LOOP, 0, vertex_data.GetLength());
|
||||
if (draw_stacks)
|
||||
glRotatef(90, 0, 1, 0),
|
||||
glDrawArrays(GL_LINE_LOOP, 0, vertex_data.GetLength());
|
||||
glPopMatrix();
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glColor4fv(current_state.draw_color);
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeIcosphere(const Color4& color, const Vector3& position, float radius, float thickness, unsigned int subdivisions) {
|
||||
|
||||
// NOTE2SELF: Code i'm borrowing this from uses float-packed-arrays rather than discrete Vectors
|
||||
// working on translating that correctly...
|
||||
|
||||
// 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;
|
||||
|
||||
std::vector<Vector3> vertices; // array of 12 vertices (x,y,z)
|
||||
unsigned 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)
|
||||
{
|
||||
|
||||
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(baseColor);
|
||||
|
||||
std::vector<Vector3> tmpVertices;
|
||||
std::vector<Vector3> tmpIndices;
|
||||
std::vector<Vector2> newVs((subdivisions+1) * (subdivisions+2) / 2 * 3);
|
||||
const Vector3 v1, v2, v3;
|
||||
Vector3 newV1, newV2, newV3;
|
||||
|
||||
int i, j, k;
|
||||
index = 0; // unsigned int
|
||||
float a; // lerp alpha
|
||||
unsigned int i1, i2; // indices
|
||||
|
||||
// copy prev arrays
|
||||
tmpVertices = vertices;
|
||||
//tmpIndices = indices;
|
||||
|
||||
// iterate each triangle of icosahedron
|
||||
for (i = 0; i < tmpIndices.size(); i++)
|
||||
{
|
||||
//v1 = tmpVertices[tmpIndices[i]];
|
||||
//v2 = tmpVertices[tmpIndices[i+1]];
|
||||
//v3 = tmpVertices[tmpIndices[i+2]];
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void JGL::J3D::WireframeIcosahedron(const Color4& color, const Vector3& position, float radius, float thickness) {
|
||||
// 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;
|
||||
|
||||
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)
|
||||
{
|
||||
|
||||
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(current_state.draw_color);
|
||||
}
|
||||
|
||||
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(current_state.draw_color);
|
||||
}
|
||||
|
||||
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) {
|
||||
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(current_state.draw_color);
|
||||
if (using_lights)
|
||||
glDisableClientState(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) {
|
||||
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(current_state.draw_color);
|
||||
}
|
||||
|
||||
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(current_state.draw_color);
|
||||
}
|
||||
|
||||
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) {
|
||||
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(current_state.draw_color);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
@@ -1,4 +1,5 @@
|
||||
#include <JGL/JGL.h>
|
||||
#include "internals/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(default_state.draw_color);
|
||||
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(current_state.draw_color);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glPopMatrix();
|
210
src/renderer/OpenGL/internals/internals.cpp
Normal file
210
src/renderer/OpenGL/internals/internals.cpp
Normal file
@@ -0,0 +1,210 @@
|
||||
#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 = current_state.required_lights;
|
||||
|
||||
unsigned int required_light_count = 0;
|
||||
for (const auto& i : result)
|
||||
if (i) required_light_count++;
|
||||
|
||||
// If there is optional lights.
|
||||
if (!current_state.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: current_state.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 (!current_state.optional_lights.empty())
|
||||
return true;
|
||||
|
||||
for (unsigned int i = 0; i < current_state.required_lights.size(); i++)
|
||||
if (current_state.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;
|
||||
}
|
||||
|
||||
void JGL::StateStack::Push(const JGL::State& state) {
|
||||
states.push_back(state);
|
||||
}
|
||||
|
||||
void JGL::StateStack::Pop() {
|
||||
states.pop_back();
|
||||
}
|
||||
|
||||
JGL::State* JGL::StateStack::PreviousState() {
|
||||
if (states.empty())
|
||||
return nullptr;
|
||||
|
||||
return &states.back();
|
||||
}
|
||||
|
||||
JGL::State JGL::State::SaveState() {
|
||||
State result;
|
||||
|
||||
result.depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
result.vertex_array = glIsEnabled(GL_VERTEX_ARRAY);
|
||||
result.normal_array = glIsEnabled(GL_NORMAL_ARRAY);
|
||||
result.cull_face = glIsEnabled(GL_CULL_FACE);
|
||||
result.blend = glIsEnabled(GL_BLEND);
|
||||
result.texture_2D = glIsEnabled(GL_TEXTURE_2D);
|
||||
result.texture_coordinate_array = glIsEnabled(GL_TEXTURE_COORD_ARRAY);
|
||||
result.color_array = glIsEnabled(GL_COLOR_ARRAY);
|
||||
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &result.selected_texture_unit);
|
||||
result.selected_texture_unit -= GL_TEXTURE0;
|
||||
|
||||
glGetFloatv(GL_COLOR_CLEAR_VALUE, result.clear_color);
|
||||
glGetFloatv(GL_CURRENT_COLOR, result.draw_color);
|
||||
glGetIntegerv(GL_VIEWPORT, result.viewport);
|
||||
glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&result.current_fbo);
|
||||
glGetIntegerv(GL_BLEND_SRC, &result.blend_func[0]);
|
||||
glGetIntegerv(GL_BLEND_DST, &result.blend_func[1]);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void JGL::State::RestoreState(const State& state) {
|
||||
if (state.depth_test)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
else
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
if (state.vertex_array)
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
if (state.normal_array)
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
if (state.cull_face)
|
||||
glEnable(GL_CULL_FACE);
|
||||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
if (state.blend)
|
||||
glEnable(GL_BLEND);
|
||||
else
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + state.selected_texture_unit);
|
||||
glClientActiveTexture(GL_TEXTURE0 + state.selected_texture_unit);
|
||||
|
||||
if (state.texture_2D)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
else
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
if (state.texture_coordinate_array)
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
if (state.color_array)
|
||||
glEnable(GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisable(GL_COLOR_ARRAY);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, state.current_fbo);
|
||||
glViewport(state.viewport[0], state.viewport[1], state.viewport[2], state.viewport[3]);
|
||||
glClearColor(state.clear_color[0], state.clear_color[1], state.clear_color[2], state.clear_color[3]);
|
||||
glColor4f(state.draw_color[0], state.draw_color[1], state.draw_color[2], state.draw_color[3]);
|
||||
glBlendFunc(state.blend_func[0], state.blend_func[1]);
|
||||
}
|
86
src/renderer/OpenGL/internals/internals.h
Normal file
86
src/renderer/OpenGL/internals/internals.h
Normal file
@@ -0,0 +1,86 @@
|
||||
#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 {
|
||||
class State;
|
||||
class StateStack;
|
||||
}
|
||||
|
||||
class JGL::State {
|
||||
public:
|
||||
GLfloat clear_color[4] = {0, 0, 0, 1};
|
||||
GLfloat draw_color[4] = {1, 1, 1, 1};
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
GLint blend_func[2];
|
||||
GLuint current_fbo = 0;
|
||||
|
||||
bool texture_2D = false;
|
||||
bool texture_coordinate_array = false;
|
||||
bool normal_array = false;
|
||||
bool depth_test = false;
|
||||
bool vertex_array = false;
|
||||
bool cull_face = false;
|
||||
bool blend = false;
|
||||
bool color_array = false;
|
||||
GLint selected_texture_unit = 0;
|
||||
// List of lights required for each object in the scene. up-to 8. For example, the sun. Or a flash-light.
|
||||
std::array<const LightBase*, 8> required_lights{};
|
||||
// List of all lights in the scene.
|
||||
std::vector<const LightBase*> optional_lights{};
|
||||
public:
|
||||
static State SaveState();
|
||||
static void RestoreState(const State& state);
|
||||
};
|
||||
|
||||
class JGL::StateStack {
|
||||
private:
|
||||
std::vector<State> states{};
|
||||
public:
|
||||
size_t Size() { return states.size(); }
|
||||
void Push(const State& state);
|
||||
void Pop();
|
||||
State* PreviousState();
|
||||
public:
|
||||
StateStack() = default;
|
||||
~StateStack() = default;
|
||||
};
|
||||
|
||||
namespace JGL {
|
||||
inline constexpr std::array<const LightBase*, 8> empty_light_array = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr };
|
||||
std::vector<Vector3> TriangleMeshVertexNormals(const Vector3* vertices, const size_t& vertex_count, const unsigned int* indices, const size_t& index_count);
|
||||
inline StateStack state_stack;
|
||||
inline Vector2i window_size;
|
||||
//inline State current_state;
|
||||
}
|
||||
|
||||
namespace JGL::J2D {
|
||||
inline State default_state
|
||||
{
|
||||
{0, 0, 0, 1},
|
||||
{1, 1, 1, 1},
|
||||
{0, 0, 0, 0},
|
||||
{GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA},
|
||||
0, false, false,
|
||||
false, false, true, true,
|
||||
true, false, 0,
|
||||
{}, {}
|
||||
};
|
||||
}
|
||||
|
||||
namespace JGL::J3D {
|
||||
inline State current_state;
|
||||
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();
|
||||
}
|
@@ -4,6 +4,7 @@
|
||||
#include <iostream>
|
||||
#include <glad/glad.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
#if __linux__
|
||||
#include <freetype2/ft2build.h>
|
||||
@@ -58,25 +59,38 @@ namespace JGL {
|
||||
return Detail::InitTextEngine();
|
||||
}
|
||||
|
||||
Font::Font(const unsigned char* data, const size_t& size) {
|
||||
if (Detail::ft == nullptr)
|
||||
throw std::runtime_error("Error::FREETYPE: FT_Library was not initialized before attempting to load a font!");
|
||||
|
||||
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 >= new_index)
|
||||
new_index = f.index + 1;
|
||||
index = new_index;
|
||||
|
||||
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!");
|
||||
|
||||
Font font;
|
||||
if (FT_New_Face(Detail::ft, path.string().c_str(), 0, &face)) {
|
||||
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
|
||||
if (FT_New_Face(Detail::ft, path.string().c_str(), 0, &face))
|
||||
throw std::runtime_error("Error::FREETYPE: Failed to load font!");
|
||||
//return -1;
|
||||
}
|
||||
unsigned int newIndex = 0;
|
||||
for (const auto& f : Detail::fonts)
|
||||
if (f.index >= newIndex)
|
||||
newIndex = f.index + 1;
|
||||
|
||||
index = newIndex;
|
||||
Detail::fonts.push_back(font);
|
||||
std::cout << "Loaded font from " << path << " with index " << newIndex << std::endl;
|
||||
//return newIndex;
|
||||
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() {
|
||||
@@ -119,14 +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;
|
||||
@@ -146,9 +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);
|
||||
}
|
||||
|
@@ -3,12 +3,12 @@
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <stdexcept>
|
||||
|
||||
const JGL::Texture* JGL::RenderTarget::GetJGLTexture() const {
|
||||
const JGL::Texture* JGL::RenderTarget::GetTexture() const {
|
||||
return texture;
|
||||
}
|
||||
|
||||
GLuint JGL::RenderTarget::GetGLTextureHandle() const {
|
||||
return texture->GetGLTextureHandle();
|
||||
GLuint JGL::RenderTarget::GetTextureHandle() const {
|
||||
return texture->GetHandle();
|
||||
}
|
||||
|
||||
GLuint JGL::RenderTarget::GetGLFramebufferObjectHandle() const {
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -56,6 +56,7 @@ JGL::RenderTarget::RenderTarget(const JGL::Texture* texture, const Color4& clear
|
||||
if (texture->GetDimensions().x < 1 || texture->GetDimensions().y < 1)
|
||||
Logger::Fatal("Creating a render target where the color attachment is empty?");
|
||||
|
||||
this->size = { static_cast<int>(texture->GetDimensions().x), static_cast<int>(texture->GetDimensions().y) };
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
@@ -63,7 +64,7 @@ JGL::RenderTarget::RenderTarget(const JGL::Texture* texture, const Color4& clear
|
||||
glGenFramebuffers(1, &framebuffer_object);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
glViewport(0,0, size.x, size.y);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGLTextureHandle(), 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetHandle(), 0);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
throw std::runtime_error("A new framebuffer could not be allocated.");
|
||||
@@ -71,12 +72,11 @@ 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->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?");
|
||||
|
||||
@@ -84,22 +84,18 @@ JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color,
|
||||
GLint viewport[4] = {0, 0, 0, 0};
|
||||
glGetIntegerv(GL_VIEWPORT, viewport);
|
||||
//Textures behave strangely if they're not square aaaaaaaaaaaaa.
|
||||
unsigned int biggest;
|
||||
if (size.x >= size.y)
|
||||
biggest = size.x;
|
||||
else biggest = size.y;
|
||||
|
||||
texture = new Texture(Vector2(biggest, biggest));
|
||||
texture = new Texture(size);
|
||||
glGenFramebuffers(1, &framebuffer_object);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
glViewport(0,0, size.x, size.y);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGLTextureHandle(), 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetHandle(), 0);
|
||||
|
||||
if (use_depth) {
|
||||
GLuint depthBuffer;
|
||||
glGenRenderbuffers(1, &depthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, biggest, biggest);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
using_depth = true;
|
||||
@@ -124,7 +120,7 @@ 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();
|
||||
|
||||
@@ -132,12 +128,11 @@ 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];
|
||||
@@ -145,45 +140,19 @@ 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 (new_size.x <= texture->GetDimensions().x && new_size.y <= texture->GetDimensions().y) {
|
||||
size = new_size;
|
||||
|
||||
// Clear.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
auto cc = GetClearColor();
|
||||
glClearColor(cc.RedChannelNormalized(), cc.GreenChannelNormalized(), cc.BlueChannelNormalized(), cc.AlphaChannelNormalized());
|
||||
glViewport(0,0, size.x, size.y);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
if (using_depth)
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glClearColor(old_clear_color[0], old_clear_color[1], old_clear_color[2], old_clear_color[3]);
|
||||
glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
|
||||
return;
|
||||
}
|
||||
|
||||
//If we have to remake the texture.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_object);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
|
||||
|
||||
// Erase it.
|
||||
delete texture;
|
||||
|
||||
unsigned int biggest;
|
||||
if (new_size.x >= new_size.y)
|
||||
biggest = new_size.x;
|
||||
else
|
||||
biggest = new_size.y;
|
||||
|
||||
auto cc = GetClearColor();
|
||||
glClearColor(cc.RedChannelNormalized(), cc.GreenChannelNormalized(), cc.BlueChannelNormalized(), cc.AlphaChannelNormalized());
|
||||
glViewport(0,0, size.x, size.y);
|
||||
|
||||
texture = new Texture(Vector2((float) biggest, (float) biggest));
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetGLTextureHandle(), 0);
|
||||
texture = new Texture(new_size);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->GetHandle(), 0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
glClearColor(old_clear_color[0], old_clear_color[1], old_clear_color[2], old_clear_color[3]);
|
||||
@@ -204,7 +173,7 @@ JGL::RenderTarget::~RenderTarget() {
|
||||
delete texture;
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::TextureCreatedByRenderTarget() const {
|
||||
bool JGL::RenderTarget::OwnsTexture() const {
|
||||
return texture_created_by_us;
|
||||
}
|
||||
|
||||
@@ -216,19 +185,20 @@ bool JGL::RenderTarget::MSAAEnabled() const {
|
||||
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);
|
||||
|
||||
@@ -239,7 +209,7 @@ 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();
|
||||
@@ -271,11 +241,11 @@ 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;
|
||||
@@ -295,23 +265,22 @@ void JGL::RenderTarget::Blit() const {
|
||||
}
|
||||
|
||||
// Fixes using render targets on a texture that has mipmaps.
|
||||
if (GetJGLTexture()->GetFilteringMode() == TextureFilteringMode::MIPMAP_NEAREST
|
||||
|| GetJGLTexture()->GetFilteringMode() == TextureFilteringMode::MIPMAP_BILINEAR ||
|
||||
GetJGLTexture()->GetFilteringMode() == TextureFilteringMode::MIPMAP_TRILINEAR) {
|
||||
if (GetTexture()->GetFilteringMode() == FilteringMode::MIPMAP_NEAREST
|
||||
|| GetTexture()->GetFilteringMode() == FilteringMode::MIPMAP_BILINEAR ||
|
||||
GetTexture()->GetFilteringMode() == FilteringMode::MIPMAP_TRILINEAR) {
|
||||
GLint current_texture = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GetJGLTexture()->GetGLTextureHandle());
|
||||
glBindTexture(GL_TEXTURE_2D, GetTexture()->GetHandle());
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
}
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget* destination) {
|
||||
//TODO allow blitting onto an FBO that is bigger but not smaller.
|
||||
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();
|
||||
@@ -323,7 +292,7 @@ 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);
|
||||
@@ -331,12 +300,20 @@ void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget*
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit(const Color4& color, const Vector2& position, JGL::RenderTarget* destination) {
|
||||
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.");
|
||||
|
||||
Texture texture(Vector2(1,1));
|
||||
RenderTarget source(&texture,color);
|
||||
if (pixel == nullptr)
|
||||
pixel = new RenderTarget({1,1});
|
||||
|
||||
GLint current_draw_fbo = 0;
|
||||
GLint current_read_fbo = 0;
|
||||
@@ -348,13 +325,14 @@ void JGL::RenderTarget::Blit(const Color4& color, const Vector2& position, JGL::
|
||||
glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, ¤t_read_fbo);
|
||||
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_draw_fbo);
|
||||
|
||||
SetActiveGLRenderTarget(source);
|
||||
SetActiveGLRenderTarget(*pixel);
|
||||
glClearColor(color.RedChannelNormalized(), color.GreenChannelNormalized(), color.BlueChannelNormalized(), color.AlphaChannelNormalized());
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
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, source.framebuffer_object);
|
||||
|
||||
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);
|
||||
|
||||
@@ -383,3 +361,7 @@ JGL::RenderTarget::RenderTarget(const JGL::RenderTarget& rhs) {
|
||||
|
||||
operator delete(this_render_target);
|
||||
}
|
||||
|
||||
Vector2i JGL::RenderTarget::MaximumSize() {
|
||||
return Texture::MaximumSize();
|
||||
}
|
||||
|
@@ -1,192 +1,292 @@
|
||||
#include <JGL/types/Texture.h>
|
||||
#include <iostream>
|
||||
#include <JGL/types/RenderTarget.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <glad/glad.h>
|
||||
#include <fstream>
|
||||
|
||||
using namespace ReImage;
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "internals/stb_image.h"
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
Texture::Texture(const std::string& file, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode, const TextureFlag& flags)
|
||||
{
|
||||
auto* t = new ReImage::Image(file, flags);
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
using namespace JGL;
|
||||
|
||||
load(t, {(float) t->getWidth(), (float) t->getHeight()}, t->getTextureFormat(), filtering_mode, wrapping_mode);
|
||||
texture_flags = flags;
|
||||
Texture::Texture(const std::filesystem::path& file, FilteringMode filtering_mode, WrappingMode wrapping_mode, bool invert_y) :
|
||||
invert_y(invert_y), filtering_mode(filtering_mode), wrapping_mode(wrapping_mode) {
|
||||
std::vector<unsigned char> pixels{};
|
||||
|
||||
delete t;
|
||||
std::ifstream ifStream(file, std::ios::in | std::ios::binary);
|
||||
if (!ifStream.is_open())
|
||||
Logger::Fatal("Trying to load a texture from: " + file.string() + "but we couldn't read the file.");
|
||||
|
||||
unsigned char bmpFileHeader[14];
|
||||
|
||||
ifStream.read(reinterpret_cast<char*>(bmpFileHeader), 14);
|
||||
if (bmpFileHeader[0] == 'B' && bmpFileHeader[1] == 'M')
|
||||
pixels = bmp(file);
|
||||
|
||||
//TODO determine if it's a PNG using the file header instead.
|
||||
else if (file.string().ends_with(".png"))
|
||||
pixels = png(file);
|
||||
ifStream.close();
|
||||
|
||||
|
||||
if (invert_y) {
|
||||
unsigned int row_size = size.x * 4;;
|
||||
if (format == ColorFormat::RGB)
|
||||
row_size = size.x * 3;
|
||||
|
||||
std::vector<unsigned char> temp(row_size);
|
||||
for (unsigned int y = 0; y < size.y / 2; ++y) {
|
||||
unsigned char *topRow = &pixels[y * row_size];
|
||||
unsigned char *bottomRow = &pixels[(size.y - y - 1) * row_size];
|
||||
std::copy(bottomRow, bottomRow + row_size, temp.begin());
|
||||
std::copy(topRow, topRow + row_size, bottomRow);
|
||||
std::copy(temp.begin(), temp.end(), topRow);
|
||||
}
|
||||
}
|
||||
|
||||
Texture::Texture(const Vector2& size) {
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
load(pixels.data());
|
||||
}
|
||||
|
||||
glGenTextures(1, &texture_handle);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
//NEAREST
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
//Clamp
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
std::vector<unsigned char> Texture::png(const std::filesystem::path& file) {
|
||||
std::vector<unsigned char> result{};
|
||||
int channels;
|
||||
|
||||
unsigned char* image_data = stbi_load(file.c_str(), &size.x, &size.y, &channels, 0);
|
||||
if (!image_data)
|
||||
Logger::Fatal("Trying to load a texture from: " + file.string() + "but we couldn't read the file.");
|
||||
|
||||
if (channels == 4)
|
||||
format = ColorFormat::RGBA;
|
||||
else if (channels == 3)
|
||||
format = ColorFormat::RGB;
|
||||
|
||||
if (image_data)
|
||||
result.assign(image_data, image_data + size.x * size.y * channels);
|
||||
|
||||
stbi_image_free(image_data);
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<unsigned char> Texture::bmp(const std::filesystem::path& file) {
|
||||
std::vector<unsigned char> result{};
|
||||
std::ifstream bmp_file(file, std::ios::in | std::ios::binary);
|
||||
|
||||
unsigned char bmpFileHeader[14];
|
||||
unsigned char bmpInfoHeader[40];
|
||||
|
||||
bmp_file.read(reinterpret_cast<char *>(bmpFileHeader), 14);
|
||||
bmp_file.read(reinterpret_cast<char *>(bmpInfoHeader), 40);
|
||||
|
||||
size.x = bmpInfoHeader[4] + (bmpInfoHeader[5] << 8) + (bmpInfoHeader[6] << 16) + (bmpInfoHeader[7] << 24);
|
||||
size.y = bmpInfoHeader[8] + (bmpInfoHeader[9] << 8) + (bmpInfoHeader[10] << 16) + (bmpInfoHeader[11] << 24);
|
||||
|
||||
int row_padded = (size.x * 3 + 3) & (~3);
|
||||
result.resize(size.x * size.y * 3);
|
||||
|
||||
std::vector<unsigned char> rowData(row_padded);
|
||||
for (int y = size.y - 1; y >= 0; --y) {
|
||||
bmp_file.read(reinterpret_cast<char *>(rowData.data()), row_padded);
|
||||
for (int x = 0; x < size.x; ++x) {
|
||||
result[(y * size.x + x) * 3 + 2] = rowData[x * 3 + 0];
|
||||
result[(y * size.x + x) * 3 + 1] = rowData[x * 3 + 1];
|
||||
result[(y * size.x + x) * 3 + 0] = rowData[x * 3 + 2];
|
||||
}
|
||||
}
|
||||
|
||||
bmp_file.close();
|
||||
format = ColorFormat::RGB;
|
||||
return result;
|
||||
}
|
||||
|
||||
Texture::Texture(const Vector2i& size) : invert_y(true), format(ColorFormat::RGBA), size(size), filtering_mode(FilteringMode::NEAREST), wrapping_mode(WrappingMode::CLAMP_TO_EDGE) {
|
||||
if (SizeExceedsMaximum(size))
|
||||
Logger::Error("Creating a texture where the size is bigger than the maximum for this system.");
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
|
||||
glGenTextures(1, &texture_handle);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
//NEAREST
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
//Clamp
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
void Texture::load(const unsigned char* pixels) {
|
||||
if (SizeExceedsMaximum(size))
|
||||
Logger::Error("Creating a texture where the size is bigger than the maximum for this system.");
|
||||
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
|
||||
glGenTextures(1, &texture_handle);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
|
||||
if (format == ColorFormat::RGBA)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
else if (format == ColorFormat::RGB)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, size.x, size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
if (wrapping_mode == WrappingMode::CLAMP_TO_EDGE)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int) size.x, (int) size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
|
||||
else if (wrapping_mode == WrappingMode::REPEAT)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
texture_format = TextureFormat::RGBA;
|
||||
texture_size = size;
|
||||
texture_filtering_mode = TextureFilteringMode::NEAREST;
|
||||
texture_wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE;
|
||||
// Because in vram it'll be right side up.
|
||||
texture_flags = TextureFlag::INVERT_Y;
|
||||
else if (wrapping_mode == WrappingMode::MIRRORED_REPEAT)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
else if (wrapping_mode == WrappingMode::CLAMP_TO_BORDER)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
if (filtering_mode == FilteringMode::NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
else if (filtering_mode == FilteringMode::BILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
else if (filtering_mode == FilteringMode::MIPMAP_NEAREST ||
|
||||
filtering_mode == FilteringMode::MIPMAP_BILINEAR ||
|
||||
filtering_mode == FilteringMode::MIPMAP_TRILINEAR) {
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
|
||||
if (filtering_mode == FilteringMode::MIPMAP_NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
else if (filtering_mode == FilteringMode::MIPMAP_BILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
else if (filtering_mode == FilteringMode::MIPMAP_TRILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
void Texture::load(Image* software_texture, const Vector2& size, const TextureFormat& format,
|
||||
TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
|
||||
std::vector<Color4> JGL::Texture::GetPixelData() const {
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
|
||||
glGenTextures(1, &texture_handle);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
|
||||
if (format == TextureFormat::RGBA)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int) size.x, (int) size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE,
|
||||
software_texture->pixel_data.data());
|
||||
|
||||
else if (format == TextureFormat::RGB)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, (int) size.x, (int) size.y, 0, GL_RGB, GL_UNSIGNED_BYTE,
|
||||
software_texture->pixel_data.data());
|
||||
|
||||
if (wrapping_mode == TextureWrappingMode::CLAMP_TO_EDGE)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
else if (wrapping_mode == TextureWrappingMode::REPEAT)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
else if (wrapping_mode == TextureWrappingMode::MIRRORED_REPEAT)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
||||
|
||||
else if (wrapping_mode == TextureWrappingMode::CLAMP_TO_BORDER)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
if (filtering_mode == TextureFilteringMode::NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
else if (filtering_mode == TextureFilteringMode::BILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
else if (filtering_mode == TextureFilteringMode::MIPMAP_NEAREST ||
|
||||
filtering_mode == TextureFilteringMode::MIPMAP_BILINEAR ||
|
||||
filtering_mode == TextureFilteringMode::MIPMAP_TRILINEAR) {
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
|
||||
if (filtering_mode == TextureFilteringMode::MIPMAP_NEAREST)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
|
||||
else if (filtering_mode == TextureFilteringMode::MIPMAP_BILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
else if (filtering_mode == TextureFilteringMode::MIPMAP_TRILINEAR)
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR),
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
texture_size = size;
|
||||
texture_format = format;
|
||||
texture_filtering_mode = filtering_mode;
|
||||
glBindTexture(GL_TEXTURE_2D, previous_texture);
|
||||
}
|
||||
|
||||
std::vector<Color4> JGL::Texture::GetPixelData() const {
|
||||
GLint current_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
std::vector<Color4> result((size_t) (texture_size.x * texture_size.y));
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
|
||||
if (texture_format == TextureFormat::RGBA) {
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, result.data());
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
return result;
|
||||
}
|
||||
|
||||
//if RGB
|
||||
std::vector<Color3> color3((size_t) (texture_size.x * texture_size.y));
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, color3.data());
|
||||
for (const auto &c: color3)
|
||||
result.emplace_back(c);
|
||||
std::vector<Color4> result((size_t) (size.x * size.y));
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
|
||||
if (format == ColorFormat::RGBA) {
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, result.data());
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
return result;
|
||||
}
|
||||
|
||||
void Texture::Erase() {
|
||||
if (texture_handle != 0)
|
||||
glDeleteTextures(1, &texture_handle);
|
||||
texture_handle = 0;
|
||||
//if RGB
|
||||
std::vector<Color3> color3((size_t) (size.x * size.y));
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, color3.data());
|
||||
for (const auto &c: color3)
|
||||
result.emplace_back(c);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
return result;
|
||||
}
|
||||
|
||||
GLuint Texture::GetHandle() const {
|
||||
return texture_handle;
|
||||
}
|
||||
|
||||
Vector2i Texture::GetDimensions() const {
|
||||
return size;
|
||||
}
|
||||
|
||||
bool Texture::Inverted() const {
|
||||
return invert_y;
|
||||
}
|
||||
|
||||
ColorFormat Texture::GetFormat() const {
|
||||
return format;
|
||||
}
|
||||
|
||||
FilteringMode Texture::GetFilteringMode() const {
|
||||
return filtering_mode;
|
||||
}
|
||||
|
||||
WrappingMode Texture::GetWrappingMode() const {
|
||||
return wrapping_mode;
|
||||
}
|
||||
|
||||
Texture::Texture(const Color4* pixels, const Vector2i& size, const ColorFormat& format, FilteringMode filtering_mode, WrappingMode wrapping_mode) :
|
||||
size(size), format(format), filtering_mode(filtering_mode), wrapping_mode(wrapping_mode) {
|
||||
load((unsigned char*) pixels);
|
||||
}
|
||||
|
||||
Texture::Texture(const Color3* pixels, const Vector2i& size, const ColorFormat& format, FilteringMode filtering_mode, WrappingMode wrapping_mode) :
|
||||
size(size), format(format), filtering_mode(filtering_mode), wrapping_mode(wrapping_mode) {
|
||||
load((unsigned char*) pixels);
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
if (texture_handle != 0)
|
||||
glDeleteTextures(1, &texture_handle);
|
||||
texture_handle = 0;
|
||||
}
|
||||
|
||||
Texture::Texture(const Texture& rhs) {
|
||||
auto* this_texture = new Texture(rhs.GetDimensions());
|
||||
auto this_render_target = RenderTarget(this_texture);
|
||||
auto rhs_render_target = RenderTarget(&rhs);
|
||||
|
||||
RenderTarget::Blit(rhs_render_target, &this_render_target);
|
||||
|
||||
this->texture_handle = this_texture->texture_handle;
|
||||
this->size = this_texture->size;
|
||||
this->invert_y = this_texture->invert_y;
|
||||
this->format = this_texture->format;
|
||||
this->filtering_mode = this_texture->filtering_mode;
|
||||
this->wrapping_mode = this_texture->wrapping_mode;
|
||||
operator delete(this_texture);
|
||||
}
|
||||
|
||||
Texture::Texture(const Texture* textures, const size_t& texture_count) {
|
||||
int length = 0;
|
||||
int biggest_y = 0;
|
||||
|
||||
for (int i = 0; i < texture_count; i++) {
|
||||
if (biggest_y < textures[i].size.y)
|
||||
biggest_y = textures[i].size.y;
|
||||
length += textures[i].size.x;
|
||||
}
|
||||
|
||||
GLuint Texture::GetGLTextureHandle() const {
|
||||
return texture_handle;
|
||||
auto* result = new Texture(Vector2i(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;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 Texture::GetDimensions() const {
|
||||
return texture_size;
|
||||
}
|
||||
bool Texture::SizeExceedsMaximum(const Vector2i& s) {
|
||||
|
||||
TextureFlag Texture::GetFlags() const {
|
||||
return texture_flags;
|
||||
}
|
||||
auto max_size = Texture::MaximumSize();
|
||||
return s.x > max_size.x || s.y > max_size.y;
|
||||
}
|
||||
|
||||
TextureFormat Texture::GetFormat() const {
|
||||
return texture_format;
|
||||
}
|
||||
Vector2i Texture::MaximumSize() {
|
||||
GLint max_size;
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
|
||||
|
||||
TextureFilteringMode Texture::GetFilteringMode() const {
|
||||
return texture_filtering_mode;
|
||||
}
|
||||
|
||||
TextureWrappingMode Texture::GetWrappingMode() const {
|
||||
return texture_wrapping_mode;
|
||||
}
|
||||
|
||||
Texture::Texture(Image* software_texture, const Vector2& size, const TextureFormat& format,
|
||||
TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
|
||||
load(software_texture, size, format, filtering_mode, wrapping_mode);
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
Erase();
|
||||
}
|
||||
|
||||
Texture::Texture(const Texture& rhs) {
|
||||
auto* this_texture = new Texture(rhs.GetDimensions());
|
||||
auto this_render_target = RenderTarget(this);
|
||||
auto rhs_render_target = RenderTarget(&rhs);
|
||||
|
||||
RenderTarget::Blit(rhs_render_target, &this_render_target);
|
||||
|
||||
this->texture_handle = this_texture->texture_handle;
|
||||
this->texture_size = this_texture->texture_size;
|
||||
this->texture_flags = this_texture->texture_flags;
|
||||
this->texture_format = this_texture->texture_format;
|
||||
this->texture_filtering_mode = this_texture->texture_filtering_mode;
|
||||
this->texture_wrapping_mode = this_texture->texture_wrapping_mode;
|
||||
|
||||
// Free the memory of "this_texture" without calling the destructor.
|
||||
// In 99% of cases you wouldn't want this. But in this scenario we do.
|
||||
operator delete(this_texture);
|
||||
}
|
||||
}
|
||||
return { max_size, max_size };
|
||||
}
|
||||
|
@@ -170,6 +170,10 @@ std::vector<GLfloat> JGL::VRamList::GetDataF() const {
|
||||
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);
|
||||
@@ -184,6 +188,8 @@ 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;
|
||||
}
|
||||
|
||||
@@ -289,7 +295,6 @@ JGL::VRamList::VRamList(const JGL::VRamList& rhs) {
|
||||
if (rhs.element_array_buffer) {
|
||||
auto data_array = rhs.GetDataUI();
|
||||
this->load(data_array.data(), data_array.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auto data_array = rhs.GetDataF();
|
||||
|
@@ -1,20 +1,21 @@
|
||||
#include <JGL/types/VertexArray.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
|
||||
using namespace JGL;
|
||||
|
||||
VRamList VertexArray::GetVertices() const {
|
||||
const VRamList* VertexArray::GetVertices() const {
|
||||
return vertices;
|
||||
}
|
||||
|
||||
VRamList VertexArray::GetIndices() const {
|
||||
const VRamList* VertexArray::GetIndices() const {
|
||||
return indices;
|
||||
}
|
||||
|
||||
JGL::VRamList VertexArray::GetNormals() const {
|
||||
const VRamList* VertexArray::GetNormals() const {
|
||||
return normals;
|
||||
}
|
||||
|
||||
VRamList VertexArray::GetTextureCoordinates() const {
|
||||
const VRamList* VertexArray::GetTextureCoordinates() const {
|
||||
return texture_coordinates;
|
||||
}
|
||||
|
||||
@@ -144,46 +145,33 @@ VertexArray::VertexArray(const Vector3* vertex_positions, const long& vp_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.
|
||||
vertices = VRamList(vertex_positions, vp_length);
|
||||
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 = VRamList(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 = VRamList(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 = VRamList(texture_coordinates, vt_length);
|
||||
local_normals.resize(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) {
|
||||
vertices = VRamList(vertex_positions.data(), vertex_positions.size());
|
||||
local_vertices = vertex_positions;
|
||||
|
||||
if (!vertex_indices.empty()) {
|
||||
indices = VRamList(vertex_indices.data(), vertex_indices.size());
|
||||
local_indices = vertex_indices;
|
||||
}
|
||||
|
||||
if (!vertex_normals.empty()) {
|
||||
normals = VRamList(vertex_normals.data(), vertex_normals.size());
|
||||
local_normals = vertex_normals;
|
||||
}
|
||||
|
||||
if (!texture_coordinates.empty()){
|
||||
this->texture_coordinates = VRamList(texture_coordinates.data(), texture_coordinates.size());
|
||||
local_texture_coordinates = texture_coordinates;
|
||||
}
|
||||
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() {
|
||||
|
7988
src/types/internals/stb_image.h
Normal file
7988
src/types/internals/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
334
src/types/model/WavefrontOBJ.cpp
Normal file
334
src/types/model/WavefrontOBJ.cpp
Normal file
@@ -0,0 +1,334 @@
|
||||
#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 VertexArray::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++;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
Reference in New Issue
Block a user