Compare commits
80 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
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38bb1b22ce |
@@ -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 ${{ job.status }}."
|
||||
|
@@ -17,40 +17,30 @@ include(cmake/CPM.cmake)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME mcolor
|
||||
URL https://git.redacted.cc/maxine/mcolor/archive/Prerelease-4.zip
|
||||
URL https://git.redacted.cc/maxine/mcolor/archive/Release-1.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME J3ML
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/3.4.3.zip
|
||||
URL https://git.redacted.cc/josh/j3ml/archive/3.4.5.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReWindow
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-26.zip
|
||||
URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-34.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME GLAD
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fbo_depthtexture_shadow.zip
|
||||
URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_fbo_depthtexture_shadow_anisotropic_instanced.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME jlog
|
||||
URL https://git.redacted.cc/josh/jlog/Prerelease-16.zip
|
||||
)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME ReImage
|
||||
URL https://git.redacted.cc/Redacted/ReImage/archive/Release-2.0.zip
|
||||
URL https://git.redacted.cc/josh/jlog/Prerelease-19.zip
|
||||
)
|
||||
|
||||
if (WIN32)
|
||||
#CPMAddPackage(
|
||||
#NAME harfbuzz
|
||||
#URL https://github.com/harfbuzz/harfbuzz/archive/refs/tags/9.0.0.zip
|
||||
#)
|
||||
|
||||
CPMAddPackage(
|
||||
NAME freetype
|
||||
URL https://github.com/freetype/freetype/archive/refs/tags/VER-2-13-2.zip
|
||||
@@ -61,10 +51,8 @@ endif()
|
||||
|
||||
file(COPY "assets" DESTINATION "${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)
|
||||
|
11
README.md
11
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
|
||||
|
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
|
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f 6/7 33/2 7/8
|
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f 7/8 33/2 8/9
|
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f 8/9 33/2 9/10
|
||||
f 9/10 33/2 10/11
|
||||
f 10/11 33/2 11/12
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||||
f 11/12 33/2 12/13
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||||
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
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f 15/16 33/2 16/17
|
||||
f 16/17 33/2 17/18
|
||||
f 17/18 33/2 18/19
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||||
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
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||||
f 4/40 5/41 6/42
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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
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f 14/50 15/51 16/33
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f 16/33 17/52 18/53
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f 18/53 19/54 20/55
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f 20/55 21/56 22/57
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f 22/57 23/58 24/34
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f 24/34 25/59 26/60
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f 26/60 27/61 28/62
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||||
f 28/62 29/63 30/64
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||||
f 30/64 31/65 32/35
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||||
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
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||||
f 12/48 14/50 16/33
|
||||
f 16/33 18/53 24/34
|
||||
f 18/53 20/55 24/34
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||||
f 20/55 22/57 24/34
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||||
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
|
30
assets/shader_programs/shared.glsl
Normal file
30
assets/shader_programs/shared.glsl
Normal file
@@ -0,0 +1,30 @@
|
||||
#ifndef include_shared
|
||||
#define include_shared
|
||||
#version 120
|
||||
|
||||
vec3 rgb2hsb( in vec3 c ){
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(c.bg, K.wz),
|
||||
vec4(c.gb, K.xy),
|
||||
step(c.b, c.g));
|
||||
vec4 q = mix(vec4(p.xyw, c.r),
|
||||
vec4(c.r, p.yzx),
|
||||
step(p.x, c.r));
|
||||
float d = q.x - min(q.w, q.y);
|
||||
float e = 1.0e-10;
|
||||
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
|
||||
d / (q.x + e),
|
||||
q.x);
|
||||
}
|
||||
|
||||
// Function from Iñigo Quiles
|
||||
// https://www.shadertoy.com/view/MsS3Wc
|
||||
vec3 hsb2rgb( in vec3 c ){
|
||||
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
|
||||
6.0)-3.0)-1.0,
|
||||
0.0,
|
||||
1.0 );
|
||||
rgb = rgb*rgb*(3.0-2.0*rgb);
|
||||
return c.z * mix(vec3(1.0), rgb, c.y);
|
||||
}
|
||||
#endif
|
@@ -1,5 +1,154 @@
|
||||
#version 120
|
||||
|
||||
#define J2D_DrawPoint 1
|
||||
#define J2D_DrawPoints 2
|
||||
#define J2D_DrawLine 3
|
||||
#define J2D_DrawLines 4
|
||||
#define J2D_DrawDottedLine 5
|
||||
#define J2D_DrawDashedLine 6
|
||||
#define J2D_DrawGradientLine 7
|
||||
#define J2D_OutlineRect 8
|
||||
#define J2D_OutlineRoundedRect 9
|
||||
#define J2D_OutlineChamferRect 10
|
||||
#define J2D_FillRect 11
|
||||
#define J2D_FillGradientRect 12
|
||||
#define J2D_FillRoundedRect 13
|
||||
#define J2D_FillChamferRect 14
|
||||
#define J2D_DrawRenderTarget 15
|
||||
#define J2D_DrawPartialRenderTarget 16
|
||||
#define J2D_DrawSprite 17
|
||||
#define J2D_DrawAlphaMaskSprite 18
|
||||
#define J2D_DrawPartialSprite 19
|
||||
#define J2D_DrawMirrorSprite 20
|
||||
#define J2D_OutlineCircle 21
|
||||
#define J2D_FillCircle 22
|
||||
#define J2D_OutlineTriangle 23
|
||||
#define J2D_FillTriangle 24
|
||||
#define J2D_FillGradientTriangle 25
|
||||
#define J2D_DrawCubicBezierCurve 26
|
||||
#define J2D_OutlinePolygon 27
|
||||
#define J2D_DrawString 28
|
||||
#define J2D_DrawArc 29
|
||||
|
||||
|
||||
uniform int JGL_RENDERING_ROUTINE;
|
||||
uniform bool JGL_INSTANCED_RENDERING;
|
||||
|
||||
// The number of texture units that have been set.
|
||||
uniform int TEXTURE_UNIT_SET_COUNT;
|
||||
|
||||
// The color manually set with glColor4f, glColor4ubv etc.
|
||||
varying vec4 v_color;
|
||||
|
||||
// Texture unit 0 - 7 (8 - 31 will come later).
|
||||
uniform sampler2D GL_TEXTURE0;
|
||||
uniform sampler2D GL_TEXTURE1;
|
||||
uniform sampler2D GL_TEXTURE2;
|
||||
uniform sampler2D GL_TEXTURE3;
|
||||
uniform sampler2D GL_TEXTURE4;
|
||||
uniform sampler2D GL_TEXTURE5;
|
||||
uniform sampler2D GL_TEXTURE6;
|
||||
uniform sampler2D GL_TEXTURE7;
|
||||
|
||||
// Texture coordinates.
|
||||
varying vec2 GL_TEXTURE0_COORD;
|
||||
varying vec2 GL_TEXTURE1_COORD;
|
||||
varying vec2 GL_TEXTURE2_COORD;
|
||||
varying vec2 GL_TEXTURE3_COORD;
|
||||
varying vec2 GL_TEXTURE4_COORD;
|
||||
varying vec2 GL_TEXTURE5_COORD;
|
||||
varying vec2 GL_TEXTURE6_COORD;
|
||||
varying vec2 GL_TEXTURE7_COORD;
|
||||
|
||||
void DrawColorOnly() {
|
||||
gl_FragColor = v_color;
|
||||
}
|
||||
|
||||
void SampleTextureUnits() {
|
||||
if (JGL_RENDERING_ROUTINE == J2D_DrawString)
|
||||
gl_FragColor = vec4(v_color.rgb, v_color.a * texture2D(GL_TEXTURE0, GL_TEXTURE0_COORD).a);
|
||||
|
||||
// Draw sprite, partial sprite, mirror sprite, render target, partial render target.
|
||||
else if (TEXTURE_UNIT_SET_COUNT == 1)
|
||||
gl_FragColor = v_color * texture2D(GL_TEXTURE0, GL_TEXTURE0_COORD);
|
||||
|
||||
// Draw alpha masked sprite.
|
||||
else if (TEXTURE_UNIT_SET_COUNT == 2) {
|
||||
vec4 color_texture = texture2D(GL_TEXTURE0, GL_TEXTURE0_COORD);
|
||||
float alpha_mask = texture2D(GL_TEXTURE1, GL_TEXTURE1_COORD).a;
|
||||
gl_FragColor = vec4(v_color.rgb * color_texture.rgb, v_color.a * alpha_mask);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Default() {
|
||||
if (TEXTURE_UNIT_SET_COUNT == 0) {
|
||||
DrawColorOnly(); return;
|
||||
}
|
||||
SampleTextureUnits();
|
||||
}
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(1, 1, 1, 1);
|
||||
/* If you want behavior per JGL draw function, Or for specific ones. The order here matters because some JGL functions call others.
|
||||
if (JGL_RENDERING_ROUTINE == J2D_DrawRenderTarget)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPartialRenderTarget)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawAlphaMaskSprite)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawMirrorSprite)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawSprite)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPartialSprite)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPartialSprite)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawString)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPoint)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPoints)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawCubicBezierCurve)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawLine)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawLines)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawDottedLine)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawDashedLine)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawGradientLine)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineRoundedRect)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillChamferRect)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillRoundedRect)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillGradientRect)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineRect)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillRect)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineCircle)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillCircle)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineTriangle)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillTriangle)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillGradientTriangle)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlinePolygon)
|
||||
Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawArc)
|
||||
Default();
|
||||
else { Default(); }
|
||||
*/
|
||||
Default();
|
||||
}
|
@@ -1,7 +1,155 @@
|
||||
#version 120
|
||||
// TODO this will fail if we don't have the extension.
|
||||
#extension GL_ARB_instanced_arrays : enable
|
||||
|
||||
attribute vec2 position;
|
||||
#define J2D_DrawPoint 1
|
||||
#define J2D_DrawPoints 2
|
||||
#define J2D_DrawLine 3
|
||||
#define J2D_DrawLines 4
|
||||
#define J2D_DrawDottedLine 5
|
||||
#define J2D_DrawDashedLine 6
|
||||
#define J2D_DrawGradientLine 7
|
||||
#define J2D_OutlineRect 8
|
||||
#define J2D_OutlineRoundedRect 9
|
||||
#define J2D_OutlineChamferRect 10
|
||||
#define J2D_FillRect 11
|
||||
#define J2D_FillGradientRect 12
|
||||
#define J2D_FillRoundedRect 13
|
||||
#define J2D_FillChamferRect 14
|
||||
#define J2D_DrawRenderTarget 15
|
||||
#define J2D_DrawPartialRenderTarget 16
|
||||
#define J2D_DrawSprite 17
|
||||
#define J2D_DrawAlphaMaskSprite 18
|
||||
#define J2D_DrawPartialSprite 19
|
||||
#define J2D_DrawMirrorSprite 20
|
||||
#define J2D_OutlineCircle 21
|
||||
#define J2D_FillCircle 22
|
||||
#define J2D_OutlineTriangle 23
|
||||
#define J2D_FillTriangle 24
|
||||
#define J2D_FillGradientTriangle 25
|
||||
#define J2D_DrawCubicBezierCurve 26
|
||||
#define J2D_OutlinePolygon 27
|
||||
#define J2D_DrawString 28
|
||||
#define J2D_DrawArc 29
|
||||
|
||||
uniform int JGL_RENDERING_ROUTINE;
|
||||
uniform bool JGL_INSTANCED_RENDERING;
|
||||
|
||||
// The color manually set with glColor4f, glColor4ubv etc etc.
|
||||
varying vec4 v_color;
|
||||
|
||||
// Local space vertices for instanced rendering.
|
||||
attribute vec2 a_vertex_position; // 0
|
||||
|
||||
// The position at which to render the instance.
|
||||
attribute vec2 a_instance_position; // 1
|
||||
|
||||
// The scale of the instance.
|
||||
attribute vec2 a_instance_size; // 2
|
||||
|
||||
// The color of the instance.
|
||||
attribute vec4 a_instance_color; // 3
|
||||
|
||||
// The texture coordinates in each texture unit.
|
||||
varying vec2 GL_TEXTURE0_COORD;
|
||||
varying vec2 GL_TEXTURE1_COORD;
|
||||
varying vec2 GL_TEXTURE2_COORD;
|
||||
varying vec2 GL_TEXTURE3_COORD;
|
||||
varying vec2 GL_TEXTURE4_COORD;
|
||||
varying vec2 GL_TEXTURE5_COORD;
|
||||
varying vec2 GL_TEXTURE6_COORD;
|
||||
varying vec2 GL_TEXTURE7_COORD;
|
||||
|
||||
vec4 Default() {
|
||||
v_color = gl_Color;
|
||||
return gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
|
||||
vec4 DefaultInstanced() {
|
||||
v_color = a_instance_color;
|
||||
vec2 scaled = a_vertex_position * a_instance_size;
|
||||
vec2 world_pos = scaled + a_instance_position;
|
||||
return gl_ModelViewProjectionMatrix * vec4(world_pos, 0.0, 1.0);
|
||||
}
|
||||
|
||||
#include "shared.glsl"
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(position.x, position.y, 1.0, 1.0);
|
||||
GL_TEXTURE0_COORD = gl_MultiTexCoord0.xy;
|
||||
GL_TEXTURE1_COORD = gl_MultiTexCoord1.xy;
|
||||
GL_TEXTURE2_COORD = gl_MultiTexCoord2.xy;
|
||||
GL_TEXTURE3_COORD = gl_MultiTexCoord3.xy;
|
||||
GL_TEXTURE4_COORD = gl_MultiTexCoord4.xy;
|
||||
GL_TEXTURE5_COORD = gl_MultiTexCoord5.xy;
|
||||
GL_TEXTURE6_COORD = gl_MultiTexCoord6.xy;
|
||||
GL_TEXTURE7_COORD = gl_MultiTexCoord7.xy;
|
||||
|
||||
|
||||
|
||||
/* If you want behavior per JGL draw function, Or for specific ones. The order here matters because some JGL functions call others.
|
||||
if (JGL_RENDERING_ROUTINE == J2D_DrawRenderTarget)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPartialRenderTarget)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawAlphaMaskSprite)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawMirrorSprite)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawSprite)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPartialSprite)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPartialSprite)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawString)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPoint)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawPoints)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawCubicBezierCurve)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawLine)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawLines)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawDottedLine)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawDashedLine)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawGradientLine)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineRoundedRect)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillChamferRect)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillRoundedRect)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillGradientRect)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineRect)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillRect)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineCircle)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillCircle)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlineTriangle)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillTriangle)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_FillGradientTriangle)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_OutlinePolygon)
|
||||
gl_Position = Default();
|
||||
else if (JGL_RENDERING_ROUTINE == J2D_DrawArc)
|
||||
gl_Position = Default();
|
||||
else { gl_Position = Default(); }
|
||||
*/
|
||||
|
||||
if (JGL_INSTANCED_RENDERING)
|
||||
gl_Position = DefaultInstanced();
|
||||
else
|
||||
gl_Position = Default();
|
||||
}
|
||||
|
@@ -16,6 +16,7 @@
|
||||
#include <Color4.hpp>
|
||||
#include <JGL/types/Texture.h>
|
||||
#include <JGL/types/Enums.h>
|
||||
#include <JGL/types/Instance.h>
|
||||
#include <JGL/types/FontCache.h>
|
||||
#include <JGL/types/Font.h>
|
||||
#include <JGL/types/RenderTarget.h>
|
||||
@@ -26,29 +27,51 @@
|
||||
#include <J3ML/Geometry/Sphere.hpp>
|
||||
#include <J3ML/Geometry/Capsule.hpp>
|
||||
#include <J3ML/Geometry/Triangle2D.hpp>
|
||||
#include <J3ML/J3ML.hpp>
|
||||
#include <JGL/types/Font.h>
|
||||
#include <JGL/types/VRamList.h>
|
||||
#include <JGL/types/VertexArray.h>
|
||||
#include <JGL/types/TextureAtlas.h>
|
||||
#include <JGL/types/Shader.h>
|
||||
|
||||
// Fonts that are included by default.
|
||||
namespace JGL::Fonts {
|
||||
void Init();
|
||||
// Built in fonts.
|
||||
inline Font Jupiteroid;
|
||||
}
|
||||
|
||||
// Simple shapes that are pre-computed and used in some draw functions.
|
||||
namespace JGL::ShapeCache {
|
||||
inline VRamList* cube_vertex_data = nullptr;
|
||||
inline VRamList* cube_index_data = nullptr;
|
||||
inline VRamList* cube_normal_data = nullptr;
|
||||
// Facing straight out.
|
||||
inline VRamList* j2d_default_normal_data = nullptr;
|
||||
inline VRamList* square_origin_topleft_vertex_data = nullptr;
|
||||
inline VRamList* draw_points_positions = nullptr;
|
||||
inline VRamList* draw_points_colors = nullptr;
|
||||
void Init();
|
||||
}
|
||||
|
||||
/// OpenGL Wrapper for rendering 2D & 3D graphics in both a 2D and 3D context.
|
||||
namespace JGL {
|
||||
using namespace J3ML::LinearAlgebra;
|
||||
using namespace J3ML::Geometry;
|
||||
|
||||
|
||||
[[nodiscard]] bool Init(const Vector2& window_size, float fovY, float far_plane);
|
||||
|
||||
/// @param window_size
|
||||
void Update(const Vector2& window_size);
|
||||
|
||||
[[nodiscard]] bool Init(const Vector2i& window_size, float fovY, float far_plane);
|
||||
void Update(const Vector2i& window_size);
|
||||
/// Clear the default framebuffer for the OpenGL context (0).
|
||||
void ClearScreen(const Color4& clear_color);
|
||||
inline void PurgeFontCache() { JGL::fontCache.purgeCache(); }
|
||||
|
||||
|
||||
std::array<GLfloat, 16> OpenGLPerspectiveProjectionRH(float fovY, float aspect, float z_near, float z_far);
|
||||
|
||||
/// Returns true if the graphics driver meets the requirements (GL Version & Extensions).
|
||||
/// @returns true if the graphics driver meets the requirements (GL Version & Extensions).
|
||||
bool MeetsRequirements();
|
||||
/// Drawing functions for primitive 2D Shapes.
|
||||
}
|
||||
|
||||
/// Drawing functions for 2D objects.
|
||||
namespace JGL::J2D {
|
||||
/// Open a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @note This call may not strictly be necessary on some setups, but is provided to keep the API constant.
|
||||
@@ -56,7 +79,7 @@ namespace JGL::J2D {
|
||||
/// This keeps our code from, say, clobbering the OpenGL rendering context driving 3D content in between our calls.
|
||||
/// @param render_target
|
||||
/// @param clear_buffers
|
||||
void Begin(RenderTarget* render_target = nullptr, bool clear_buffers = false);
|
||||
void Begin(RenderTarget* render_target = nullptr, Shader* shader = nullptr, bool clear_buffers = false);
|
||||
|
||||
/// Closes a 2-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @see Begin().
|
||||
@@ -64,7 +87,10 @@ namespace JGL::J2D {
|
||||
|
||||
/// Provide a list of lights to be used in 2D space. Typically directly after J2D::Begin();
|
||||
/// 8 lights maximum for now. Some kind of light sorting will eventually be needed per j2d element.
|
||||
void LightArray(LightBase*, size_t light_count);
|
||||
void OptionalLights(const LightBase** lights, const size_t& light_count);
|
||||
|
||||
/// Specifies a light which is required for every object in the scene.
|
||||
void RequiredLight(const LightBase* light);
|
||||
|
||||
/// Plots a single pixel on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
@@ -75,7 +101,14 @@ namespace JGL::J2D {
|
||||
|
||||
/// Plots a series of pixel-points on the screen, in a batch.
|
||||
/// @note This is more performant for multiple points than plotting them individually.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param colors A set of 4 channel color values. @see class Color4.
|
||||
/// @param points A set of x,y points to render.
|
||||
/// @param radius The size of the point to plot. By default, a single pixel.
|
||||
void DrawPoints(const Color4* color, const Vector2* points, int point_count, float radius = 1.f);
|
||||
|
||||
/// Plots a series of pixel-points on the screen, in a batch.
|
||||
/// @note This is more performant for multiple points than plotting them individually.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param points A set of x,y points to render.
|
||||
/// @param radius The size of the point to plot. By default, a single pixel.
|
||||
void DrawPoints(const Color4& color, const Vector2* points, int point_count, float radius = 1.f);
|
||||
@@ -88,6 +121,13 @@ namespace JGL::J2D {
|
||||
void DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness = 1);
|
||||
void DrawLine(const Color4& color, float x1, float y1, float x2, float y2, float thickness = 1);
|
||||
|
||||
/// Plots several line segments defined by a series of points to be connected together.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param points pointer to the first point in the list.
|
||||
/// @param point_count the number of points to draw.
|
||||
/// @param thickness The width at which to render the line.
|
||||
void DrawLines(const Color4& color, const Vector2* points, const size_t& point_count, float thickness = 1);
|
||||
|
||||
/// Plots a line segment using a series of points separated by a given distance.
|
||||
/// @param color A 3-or-4 channel color value. @see classes Color3, Color4.
|
||||
/// @param A The starting point of the line segment.
|
||||
@@ -125,6 +165,8 @@ namespace JGL::J2D {
|
||||
/// @param thickness The width at which to render the lines.
|
||||
void OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness = 1);
|
||||
|
||||
void BatchOutlineRect(const Instance2D* instances, float thickness, const size_t& instance_count);
|
||||
|
||||
/// Draws an outline of a rectangle with rounded corners onto the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
@@ -149,12 +191,13 @@ namespace JGL::J2D {
|
||||
void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
|
||||
|
||||
/// Draws a filled rectangle where the color transitions across it.
|
||||
/// @param color1 A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param color2 A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param gradient See enum Direction
|
||||
/// @param top_left_color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param bottom_left_color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param bottom_right_color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param top_right_color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
/// @param size The width and height of the rectangle.
|
||||
void FillGradientRect(const Color4& color1, const Color4& color2, const Direction& gradient, const Vector2& pos, const Vector2& size);
|
||||
void FillGradientRect(const Color4& top_left_color, const Color4& bottom_left_color, const Color4& bottom_right_color, const Color4& top_right_color, const Vector2& pos, const Vector2& size);
|
||||
|
||||
/// Draws a filled rectangle with rounded corners on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
@@ -164,6 +207,8 @@ namespace JGL::J2D {
|
||||
/// @param subdivisions The amount of sub-divisions (and calculations) to be performed per-arc rounding corner.
|
||||
void FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius = 5, unsigned int subdivisions = 8);
|
||||
|
||||
void BatchFillRoundedRect(const Color4* colors, const Vector2* positions, const Vector2* sizes, float radius, unsigned int subdivisions, const size_t& count);
|
||||
|
||||
/// Draws a filled rectangle with chamfered (beveled) corners on the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param pos The top-left corner of the rectangle.
|
||||
@@ -204,6 +249,10 @@ namespace JGL::J2D {
|
||||
void DrawSprite(const RenderTarget* render_target, const Vector2& position, float rad_rotation = 0, const Vector2& origin = Vector2(0 , 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White, Direction inversion = Direction::None);
|
||||
|
||||
void DrawSprite(const TextureAtlas* texture_atlas, const AtlasRegion& atlas_region, const Vector2& position, float rad_rotation, const Vector2& origin = Vector2(0, 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White);
|
||||
void DrawSprite(const TextureAtlas& texture_atlas, const AtlasRegion& atlas_region, const Vector2& position, float rad_rotation, const Vector2& origin = Vector2(0, 0),
|
||||
const Vector2& scale = Vector2(1, 1), const Color4& color = Colors::White);
|
||||
/// Draws a sprite to the screen by passing a G̶L̶u̶i̶n̶t̶ JGL Texture that represents a handle to a loaded texture.
|
||||
/// @param texture A texture instance to be displayed.
|
||||
/// @param position The point at which to draw the sprite (from the top-left down).
|
||||
@@ -299,7 +348,7 @@ namespace JGL::J2D {
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
/// @param tri The triangle defined by its vertices (A, B, and C).
|
||||
void FillTriangle(const Color4& color, const Triangle2D& tri);
|
||||
void FIllTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC);
|
||||
void FillTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC);
|
||||
|
||||
/// Fills a triangle defined by the provided vertices with a gradient that transitions smoothly between the three specified colors at each corner.
|
||||
/// @param a_color The color at vertex A of the triangle.
|
||||
@@ -336,8 +385,9 @@ namespace JGL::J2D {
|
||||
/// @param scale The value (in both axes) to scale the text by. Defaults to {1,1}.
|
||||
/// @param size The point-size at which to render the font out. Re-using the same point-size allows efficient glyph caching.
|
||||
/// @param font The font to use for rendering. @see Font.
|
||||
void DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font);
|
||||
void DrawString(const Color4& color, const std::string& text, float x, float y, u32 size, float scale = 1.f, const Font& font = Fonts::Jupiteroid);
|
||||
|
||||
void DrawString(const Color4& color, const std::string& text, const Vector2& pos, u32 size, float scale = 1.f, const Font& font = Fonts::Jupiteroid);
|
||||
|
||||
/// Draws an Arc (section of a circle) to the screen.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
|
||||
@@ -355,9 +405,12 @@ namespace JGL::J2D {
|
||||
void FillPolygon(const Color4& color, const std::vector<Vector2>& points);
|
||||
void OutlineEllipse(const Color4& color, const Vector2& position, float radius_x, float radius_y, float thickness = 1, int subdivisions = 8);
|
||||
void FillEllipse(const Color4& color, const Vector2& position, float radius_x, float radius_y, int subdivisions = 8);
|
||||
|
||||
void BatchFillRect(const Instance2D* instances, const size_t& instance_count);
|
||||
void BatchFillCircle(const Instance2D* instances, float subdivisions, const size_t& instance_count);
|
||||
}
|
||||
|
||||
/// Drawing functions for primitive 3D Shapes.
|
||||
/// Drawing functions for 3D objects.
|
||||
namespace JGL::J3D {
|
||||
/// A light for this 3D render that should never be culled out. up-to 8.
|
||||
/// The more you put here, The less we will solve for if you're also using LightArray.
|
||||
@@ -365,7 +418,7 @@ namespace JGL::J3D {
|
||||
void RequiredLight(const LightBase* light);
|
||||
|
||||
/// When each 3D object is drawn, We'll do our best to determine which lights would effect it the most and use those ones.
|
||||
void LightArray(const LightBase** lights, const size_t& light_count);
|
||||
void OptionalLights(const LightBase** lights, const size_t& light_count);
|
||||
|
||||
/// Helper function to conveniently change the Field-Of-View.
|
||||
void ChangeFOV(float fov);
|
||||
@@ -374,10 +427,9 @@ namespace JGL::J3D {
|
||||
void ChangeFarPlane(float far_plane);
|
||||
|
||||
/// Open a 3-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @note This call may not strictly be necessary on some setups, but is provided to keep the API constant.
|
||||
/// It is recommended to always open a JGL 3D context to render your content, then close when completed.
|
||||
/// This keeps our code from, say, clobbering the OpenGL rendering context driving 2D content in between our calls.
|
||||
void Begin();
|
||||
/// @param two_pass Whether or not we'll use two-pass rendering for occlusion.
|
||||
void Begin(bool two_pass = false);
|
||||
|
||||
/// Closes a 3-D rendering context with the underlying graphics system (In this case& by default OpenGL).
|
||||
/// @see Begin().
|
||||
@@ -652,8 +704,9 @@ namespace JGL::J3D {
|
||||
/// @param font The font object to use when drawing.
|
||||
/// @param angle The orientation in 3D space.
|
||||
/// @param draw_back_face
|
||||
void DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font, const EulerAngleXYZ& angle = {0, 0, 0}, bool draw_back_face = false);
|
||||
void DrawString(const Color4& color, const std::string& text, const Vector3& pos, float scale, u32 size, const Font& font = Fonts::Jupiteroid, const EulerAngleXYZ& angle = {0, 0, 0}, bool draw_back_face = false);
|
||||
|
||||
void DrawVertexArray(const Color4& color, const VertexArray& vertex_array, const Vector3& position);
|
||||
/// Draws a string of text in 3D space that is always facing the exact direction of the camera projection.
|
||||
void DrawBillboardString();
|
||||
|
||||
|
@@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
#include <JGL/types/VRamList.h>
|
||||
#include <array>
|
||||
|
||||
namespace JGL::ShapeCache {
|
||||
inline VRamList* cube_vertex_data = nullptr;
|
||||
inline VRamList* cube_index_data = nullptr;
|
||||
void Init();
|
||||
}
|
@@ -1,6 +1,9 @@
|
||||
#pragma once
|
||||
|
||||
namespace JGL {
|
||||
|
||||
#define stringify(name) # name
|
||||
|
||||
enum class Direction : u8 {
|
||||
None = 0,
|
||||
Vertical = 1,
|
||||
@@ -18,55 +21,61 @@ namespace JGL {
|
||||
}
|
||||
|
||||
static std::string to_string(const JGL::Direction& direction) {
|
||||
switch (direction) {
|
||||
case JGL::Direction::None:
|
||||
return "None";
|
||||
case JGL::Direction::Vertical:
|
||||
return "Vertical";
|
||||
case JGL::Direction::Horizontal:
|
||||
return "Horizontal";
|
||||
case JGL::Direction::Diagonal_NWSE:
|
||||
return "Diagonal_NWSE";
|
||||
case JGL::Direction::Diagonal_SWNE:
|
||||
return "Diagonal_SWNE";
|
||||
default:
|
||||
return "Unknown";
|
||||
}
|
||||
return stringify(direction);
|
||||
}
|
||||
|
||||
enum class MSAA_SAMPLE_RATE : u8 {
|
||||
MSAA_NONE = 0,
|
||||
// TODO come up with a cleaner way to type out sample-rates before release.
|
||||
// :shrug:, I'm not very creative. - Redacted.
|
||||
/*enum class MSAA_SAMPLE_RATE : u8 {
|
||||
NONE = 0,
|
||||
MSAA_2X = 1,
|
||||
MSAA_4X = 2,
|
||||
MSAA_8X = 3
|
||||
};
|
||||
|
||||
static std::string to_string(const JGL::MSAA_SAMPLE_RATE& sample_rate) {
|
||||
switch (sample_rate) {
|
||||
case MSAA_SAMPLE_RATE::MSAA_NONE:
|
||||
return "No MSAA";
|
||||
case MSAA_SAMPLE_RATE::MSAA_2X:
|
||||
return "MSAA 2x";
|
||||
case MSAA_SAMPLE_RATE::MSAA_4X:
|
||||
return "MSAA 4x";
|
||||
case MSAA_SAMPLE_RATE::MSAA_8X:
|
||||
return "MSAA 8x";
|
||||
default:
|
||||
return "Unknown";
|
||||
}
|
||||
enum class ANISOTROPY_SAMPLE_RATE : u8 {
|
||||
NONE = 0,
|
||||
ANISOTROPY_2X = 2,
|
||||
ANISOTROPY_4X = 4,
|
||||
ANISOTROPY_8X = 8,
|
||||
ANISOTROPY_16X = 16
|
||||
};*/
|
||||
|
||||
/// This enumeration is used by both MSAA and Anisotropic Filtering.
|
||||
/// However, higher rates may not be supported by one, or the other.
|
||||
/// This additionally depends on what your graphics supports.
|
||||
enum class SampleRate : u8 {
|
||||
NONE = 0, X0 = 0,
|
||||
X2 = 2,
|
||||
X4 = 4,
|
||||
X8 = 8,
|
||||
X16 = 16,
|
||||
};
|
||||
|
||||
enum class FilteringMode : u8 {
|
||||
NEAREST = 0, // Fastest for 2D, Sometimes causes graphical issues.
|
||||
BILINEAR = 1, // Fast and pretty, The best for 2D.
|
||||
|
||||
// Mipmapping uses approx 30% more v-ram.
|
||||
MIPMAP_NEAREST = 2, // Nearest with mipmaps. The fastest for 3D, Sometimes causes graphical issues.
|
||||
MIPMAP_BILINEAR = 3, // Bilinear with mipmaps, Fast and pretty. Uses more vram.
|
||||
MIPMAP_TRILINEAR = 4 // Prettier, But still looks weird at very steep angles.
|
||||
};
|
||||
|
||||
enum class WrappingMode : u8 {
|
||||
REPEAT = 0,
|
||||
MIRRORED_REPEAT = 1,
|
||||
CLAMP_TO_EDGE = 2,
|
||||
CLAMP_TO_BORDER = 3 // Effectively the same as clamp_to_edge
|
||||
};
|
||||
|
||||
|
||||
enum class ColorFormat : bool { RGB = false, RGBA = true };
|
||||
|
||||
static std::string to_string(const JGL::SampleRate& sample_rate) {
|
||||
return stringify(sample_rate);
|
||||
}
|
||||
static int to_int(const JGL::MSAA_SAMPLE_RATE& sample_rate) {
|
||||
switch (sample_rate) {
|
||||
case MSAA_SAMPLE_RATE::MSAA_NONE:
|
||||
return 0;
|
||||
case MSAA_SAMPLE_RATE::MSAA_2X:
|
||||
return 2;
|
||||
case MSAA_SAMPLE_RATE::MSAA_4X:
|
||||
return 4;
|
||||
case MSAA_SAMPLE_RATE::MSAA_8X:
|
||||
return 8;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
static int to_int(const JGL::SampleRate& sample_rate) {
|
||||
return (int)sample_rate;
|
||||
}
|
||||
}
|
||||
|
@@ -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;
|
||||
};
|
||||
}
|
@@ -22,11 +22,11 @@ private:
|
||||
std::array<GLfloat, 12> texcoords;
|
||||
public:
|
||||
int x2offset = 0, y2offset = 0, w = 0, h = 0;
|
||||
float advanceX = 0, advanceY = 0;
|
||||
float advanceX = 0, advanceY = 0, ascent = 0, descent = 0;
|
||||
|
||||
//CachedGlyph(GLuint texture_id, char c);
|
||||
CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2o, float y2o, float w, float h, float advX, float advY);
|
||||
char getCharacter() const;
|
||||
CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2o, float y2o, float w, float h, float advX, float advY, float asc, float desc);
|
||||
[[nodiscard]] char getCharacter() const;
|
||||
[[nodiscard]] std::array<GLfloat, 12> getTexCoords() const;
|
||||
};
|
||||
|
||||
|
49
include/JGL/types/Instance.h
Normal file
49
include/JGL/types/Instance.h
Normal file
@@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
|
||||
#include <Colors.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector2.hpp>
|
||||
#include <J3ML/LinearAlgebra/Matrix4x4.hpp>
|
||||
|
||||
namespace JGL {
|
||||
struct Instance2D;
|
||||
struct Instance3D;
|
||||
}
|
||||
|
||||
/// Information provided to JGL for each instance of an object you're rendering in a batch.
|
||||
/// @note This is non-negotiable. This information is interleaved in *the same buffer* in v-ram for performance reasons - Redacted.
|
||||
struct JGL::Instance2D {
|
||||
public:
|
||||
Color4 color;
|
||||
Vector2 position;
|
||||
Vector2 size;
|
||||
Vector2 scale;
|
||||
float rotation;
|
||||
public:
|
||||
/// @param position The position of the instance in world space.
|
||||
/// @param size The size of the instance.
|
||||
/// @param scale A multiplier to be applied to the size.
|
||||
/// @param rotation The rotation in radians.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4.
|
||||
/// @note If the thing you're drawing is textured you probably want Colors::White
|
||||
Instance2D(const Color4& color, const Vector2& position, const Vector2& size, const Vector2& scale = Vector2::One, float rotation = 0.0f) :
|
||||
color(color), position(position), size(size), scale(scale), rotation(rotation) {};
|
||||
Instance2D() = default;
|
||||
~Instance2D() = default;
|
||||
};
|
||||
|
||||
struct JGL::Instance3D {
|
||||
public:
|
||||
Matrix4x4 instance_matrix;
|
||||
Color4 color;
|
||||
public:
|
||||
/// @param instance_matrix A matrix containing rotation matrix, position, and scale.
|
||||
/// @param color A 3-or-4 channel color value. @see class Color3, class Color4.
|
||||
/// @note If the thing you're drawing is textured you probably want Colors::White
|
||||
Instance3D(const Matrix4x4& instance_matrix, const Color4& color) : instance_matrix(instance_matrix), color(color) {};
|
||||
Instance3D() = default;
|
||||
~Instance3D() = default;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
@@ -11,18 +11,22 @@ namespace JGL {
|
||||
class SpotLight;
|
||||
}
|
||||
|
||||
// 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;
|
||||
float linear_attenuation;
|
||||
float quadratic_attenuation;
|
||||
float constant_attenuation = 1;
|
||||
float linear_attenuation = 0;
|
||||
float quadratic_attenuation = 0;
|
||||
public:
|
||||
[[nodiscard]] Vector3 GetPosition() const;
|
||||
[[nodiscard]] Vector4 GetPosition() const;
|
||||
[[nodiscard]] Color4 GetAmbient() const;
|
||||
[[nodiscard]] Color4 GetDiffuse() const;
|
||||
[[nodiscard]] Color4 GetSpecular() const;
|
||||
@@ -41,12 +45,13 @@ public:
|
||||
/// Omni-directional lights.
|
||||
class JGL::PointLight : public LightBase {
|
||||
public:
|
||||
[[nodiscard]] float GetAttenuationAtPosition(const Vector3& pos) const override;
|
||||
[[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;
|
||||
|
@@ -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);
|
||||
};
|
@@ -1,72 +1,128 @@
|
||||
#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;
|
||||
|
||||
/// A
|
||||
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;
|
||||
GLuint depth_buffer = 0;
|
||||
const Texture* texture = nullptr;
|
||||
MSAA_SAMPLE_RATE msaa_sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
SampleRate msaa_sample_rate = SampleRate::NONE;
|
||||
GLuint msaa_framebuffer_object = 0;
|
||||
GLuint msaa_depth_buffer = 0;
|
||||
GLuint msaa_render_buffer = 0;
|
||||
void Erase();
|
||||
public:
|
||||
/// @returns A handle to the RenderTarget currently in use by OpenGL.
|
||||
/// @note zero is returned when no RenderTarget is in use.
|
||||
static GLuint GetActiveGLFramebufferHandle();
|
||||
|
||||
/// Changes the RenderTarget that OpenGL will draw on.
|
||||
/// @param render_target The new RenderTarget 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 render-able area of this RenderTarget.
|
||||
/// @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(SampleRate 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;
|
||||
|
||||
void RegenerateMipMaps();
|
||||
/// 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;
|
||||
[[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 the size of the renderable area.
|
||||
[[nodiscard]] Vector2i GetDimensions() const;
|
||||
|
||||
/// @returns The currently selected MSAA Sample Rate.
|
||||
[[nodiscard]] SampleRate GetMSAASampleRate() const;
|
||||
|
||||
/// @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 MaxSize();
|
||||
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,
|
||||
SampleRate sample_rate = SampleRate::NONE, FilteringMode filteirng_mode = FilteringMode::NEAREST);
|
||||
|
||||
/// Deletes this Render Target.
|
||||
/** @note If this Render Target was made with a Texture that already existed
|
||||
* the Texture will not be deleted. */
|
||||
~RenderTarget();
|
||||
|
||||
};
|
121
include/JGL/types/Shader.h
Normal file
121
include/JGL/types/Shader.h
Normal file
@@ -0,0 +1,121 @@
|
||||
#pragma once
|
||||
|
||||
#include <filesystem>
|
||||
#include <J3ML/LinearAlgebra.hpp>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include "glad/glad.h"
|
||||
#include <Event.h>
|
||||
|
||||
// LearnOpenGL::Shader
|
||||
// OpenGL Shader Class Wrapper
|
||||
// Updated by dawsh
|
||||
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
|
||||
|
||||
namespace JGL {
|
||||
using namespace J3ML::LinearAlgebra;
|
||||
|
||||
class Shader;
|
||||
}
|
||||
|
||||
/// TODO: Eventually support Hot-reloading shaders like in shadertoy. Should help tremendously with debugging.
|
||||
|
||||
class JGL::Shader {
|
||||
public:
|
||||
static inline Event<std::string, std::string> OnCompilationErrorMessage;
|
||||
|
||||
static bool HasFile(const std::filesystem::path& path)
|
||||
{
|
||||
return std::filesystem::exists(path);
|
||||
}
|
||||
|
||||
static std::string ReadFile(const std::filesystem::path& path);
|
||||
|
||||
/// The default constructor does not initialize any member values.
|
||||
Shader() = default;
|
||||
|
||||
/// Creates a shader by compiling a vertex and fragment program from the sources in the respective filesystem paths.
|
||||
Shader(const std::filesystem::path& vertex_source_path, const std::filesystem::path& fragment_source_path, const std::vector<std::pair<std::string, GLint>>& attribute_bindings = {});
|
||||
|
||||
/// Creates a shader by compiling a vertex and fragment program from the respective GLSL source-strings.
|
||||
Shader(const std::string& vertex_code, const std::string& fragment_code, const std::vector<std::pair<std::string, GLint>>& attribute_bindings = {});
|
||||
|
||||
/// @return True if the shader program successfully loaded and compiled.
|
||||
[[nodiscard]] bool Loaded() const;
|
||||
/// @return The integer handle that OpenGL links to this shader program.
|
||||
[[nodiscard]] unsigned int Handle() const;
|
||||
/// Enable this shader. All rendering performed thereafter will be affected by this shader code.
|
||||
/// @see UseDefault.
|
||||
|
||||
// TODO: Implement for hot-reloading.
|
||||
void Reload();
|
||||
// TODO: Implement for hot-reloading.
|
||||
void Unload();
|
||||
|
||||
/// @return The Uniform variable linked to the specified name.
|
||||
/// A Uniform is global a variable that is unique per shader program object, and can be accessed from any shader at any stage in the shader program.
|
||||
GLint Uniform(const std::string& name) const;
|
||||
|
||||
/// @return The Attribute variable linked to the specified name.
|
||||
/// Attributes differ from Uniforms in that their value is different for each instance of the shader-program as it is running.
|
||||
[[nodiscard]] GLint Attribute(const std::string& name) const;
|
||||
|
||||
/// Sets a `uniform bool name = value` in the shader program.
|
||||
void SetBool (const std::string& name, bool value) const;
|
||||
/// Sets a `uniform int name = value` in the shader program.
|
||||
void SetInt (const std::string& name, int value) const;
|
||||
/// Sets a `uniform float name = value` in the shader program.
|
||||
void SetFloat(const std::string& name, float value) const;
|
||||
/// Sets a `uniform vec2 name = value` in the shader program.
|
||||
/// @note GLSL has builtin vec2, while we implement a Vector2 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Vector2.
|
||||
void SetVector2(const std::string& name, const Vector2& value) const;
|
||||
/// Sets a `uniform vec2 name = value` in the shader program.
|
||||
/// @note GLSL has builtin vec2, while we implement a Vector2 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Vector2.
|
||||
void SetVector2(const std::string& name, float x, float y) const;
|
||||
/// Sets a `uniform vec3 name = value` in the shader program.
|
||||
/// @note GLSL has builtin vec3, while we implement a Vector3 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Vector3.
|
||||
void SetVector3(const std::string& name, const Vector3& value) const;
|
||||
/// Sets a `uniform vec3 name = value` in the shader program.
|
||||
/// @note GLSL has builtin vec3, while we implement a Vector3 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Vector3.
|
||||
void SetVector3(const std::string& name, float x, float y, float z) const;
|
||||
/// Sets a `uniform vec4 name = value` in the shader program.
|
||||
/// @note GLSL has builtin vec4, while we implement aVector4 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Vector4.
|
||||
void SetVector4(const std::string& name, const Vector4& value) const;
|
||||
/// Sets a `uniform vec4 name = value` in the shader program.
|
||||
/// @note GLSL has builtin vec4, while we implement a Vector4 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Vector4.
|
||||
void SetVector4(const std::string& name, float x, float y, float z, float w) const;
|
||||
|
||||
/// Sets a `uniform mat2 name = value` in the shader program.
|
||||
/// @note GLSL has builtin mat2, while we implement a Matrix2x2 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Matrix2x2
|
||||
void SetMatrix2x2(const std::string& name, const Matrix2x2& value) const;
|
||||
|
||||
/// Sets a `uniform mat3 name = value` in the shader program.
|
||||
/// @note GLSL has builtin mat3, while we implement a Matrix3x3 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Matrix3x3
|
||||
void SetMatrix3x3(const std::string& name, const Matrix3x3& value) const;
|
||||
|
||||
/// Sets a `uniform mat4 name = value` in the shader program.
|
||||
/// @note GLSL has builtin mat4, while we implement a Matrix4x4 type. Please be aware there may be differences in implementation between them!
|
||||
/// @see class J3ML::LinearAlgebra::Matrix4x4
|
||||
void SetMatrix4x4(const std::string& name, const Matrix4x4& value) const;
|
||||
|
||||
|
||||
// TODO: Implement Uniform-Setters for GLSL types that do not have a J3ML corollary (dmat3x4, dvec4, etc).
|
||||
|
||||
protected:
|
||||
private:
|
||||
unsigned int id = 0;
|
||||
std::string vertexPath;
|
||||
std::string vertexSource;
|
||||
std::string fragmentSource;
|
||||
std::string fragmentPath;
|
||||
mutable std::unordered_map<std::string, GLint> uniform_location_cache;
|
||||
static void checkCompileErrors(GLuint shader, const std::string& type);
|
||||
};
|
@@ -1,57 +1,69 @@
|
||||
#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>
|
||||
#include <JGL/types/Enums.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;
|
||||
class Texture;
|
||||
}
|
||||
|
||||
MIPMAP_NEAREST = 2, //Nearest with mipmaps. The fastest for 3D, Sometimes causes graphical issues. Uses more vram.
|
||||
MIPMAP_BILINEAR = 3, //Bilinear with mipmaps, Fast and pretty. Uses more vram.
|
||||
MIPMAP_TRILINEAR = 4 //The prettiest. Still decent speed. Uses more vram.
|
||||
};
|
||||
|
||||
enum class TextureWrappingMode : u8 {
|
||||
REPEAT = 0,
|
||||
MIRRORED_REPEAT = 1,
|
||||
CLAMP_TO_EDGE = 2,
|
||||
CLAMP_TO_BORDER = 3 //Effectively the same as clamp_to_edge
|
||||
};
|
||||
|
||||
/// 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;
|
||||
SampleRate anisotropy;
|
||||
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 current level of anisotropic filtering for this texture.
|
||||
[[nodiscard]] SampleRate GetAnisotropySampleRate() 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;
|
||||
public:
|
||||
/// Load a texture from a file,
|
||||
explicit Texture(const std::filesystem::path& file, FilteringMode filtering_mode = FilteringMode::BILINEAR,
|
||||
SampleRate anisotropy = SampleRate::NONE, WrappingMode wrapping_mode = WrappingMode::CLAMP_TO_EDGE, bool invert_y = true);
|
||||
/// Load a texture from raw pixels.
|
||||
Texture(const Color4* pixels, const Vector2i& size, FilteringMode filtering_mode = FilteringMode::BILINEAR,
|
||||
SampleRate anisotropy = SampleRate::NONE, WrappingMode wrapping_mode = WrappingMode::CLAMP_TO_EDGE);
|
||||
/// Load a texture from raw pixels.
|
||||
Texture(const Color3* pixels, const Vector2i& size, FilteringMode filtering_mode = FilteringMode::BILINEAR,
|
||||
SampleRate anisotropy = SampleRate::NONE, WrappingMode wrapping_mode = WrappingMode::CLAMP_TO_EDGE);
|
||||
/// Initialize a texture filled with trash data.
|
||||
/// @see RenderTarget
|
||||
explicit Texture(const Vector2i& size, FilteringMode filtering_mode = FilteringMode::NEAREST);
|
||||
Texture(const Texture& rhs);
|
||||
Texture() = default;
|
||||
~Texture();
|
||||
public:
|
||||
/// @returns True if this system supports anisotropy.
|
||||
// TODO add a similar mechanism for MSAA so the extension isn't required.
|
||||
static enum SampleRate MaxAnisotropySampleRate();
|
||||
/// @returns The biggest size for a texture on this system.
|
||||
/// @note on modern systems this is *usually* ridiculous.
|
||||
[[nodiscard]] static Vector2i MaxSize();
|
||||
};
|
35
include/JGL/types/TextureAtlas.h
Normal file
35
include/JGL/types/TextureAtlas.h
Normal file
@@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
|
||||
#include <JGL/types/Texture.h>
|
||||
|
||||
namespace JGL {
|
||||
struct AtlasRegion {
|
||||
Vector2i position = { 0, 0 };
|
||||
Vector2i size = { 0, 0 };
|
||||
};
|
||||
class TextureAtlas;
|
||||
}
|
||||
|
||||
// A texture which actually contains multiple such that you can pass it in to draw sprite or draw partial sprite.
|
||||
// It also makes for more efficient sprite batch because you don't have to swap textures between.
|
||||
class JGL::TextureAtlas : public Texture {
|
||||
protected:
|
||||
std::vector<AtlasRegion> regions;
|
||||
public:
|
||||
unsigned int RegionCount() { return regions.size(); }
|
||||
[[nodiscard]] AtlasRegion GetRegion(unsigned int region) const;
|
||||
public:
|
||||
/// Create a texture atlas from multiple separate images.
|
||||
/// @param pixels The array(s) of pixels.
|
||||
/// @param sizes The size of each image.
|
||||
/// @param texture_count The number of textures this atlas will contain.
|
||||
TextureAtlas(const Color4** pixels, const Vector2i** sizes, unsigned int texture_count, FilteringMode filtering_mode = FilteringMode::NEAREST);
|
||||
|
||||
/// Create a texture atlas from a single image
|
||||
/// @param pixels The array of pixels.
|
||||
/// @param size The size of the image.
|
||||
/// @param regions The individual regions that will make up your atlas.
|
||||
/// @param region_count The number of regions there are.
|
||||
TextureAtlas(const Color4* pixels, const Vector2i& size, AtlasRegion** regions, unsigned int region_count, FilteringMode filtering_mode = FilteringMode::NEAREST, SampleRate anisotropy = SampleRate::NONE);
|
||||
~TextureAtlas() = default;
|
||||
};
|
@@ -5,52 +5,68 @@
|
||||
#include <J3ML/LinearAlgebra/Vector2i.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector3.hpp>
|
||||
#include <J3ML/LinearAlgebra/Vector4.hpp>
|
||||
#include <Color4.hpp>
|
||||
|
||||
namespace JGL {
|
||||
class VRamList;
|
||||
/// A hint for OpenGL on how the VBO is to be used.
|
||||
enum VRamUsageHint : GLenum {
|
||||
// Never updated after creation.
|
||||
Fixed = GL_STATIC_DRAW,
|
||||
// Modified occasionally.
|
||||
Dynamic = GL_DYNAMIC_DRAW,
|
||||
// Constantly modified and used one or a few times.
|
||||
Stream = GL_STREAM_DRAW
|
||||
};
|
||||
}
|
||||
|
||||
/// A wrapped for "Vertex Buffer Object" In OpenGL, Store things in VRam.
|
||||
/// A wrapped for "Vertex Buffer Object" In OpenGL, Store things in V-ram.
|
||||
class JGL::VRamList {
|
||||
private:
|
||||
VRamUsageHint usage_hint = Fixed;
|
||||
GLuint list_handle = 0;
|
||||
long num_elements = 0;
|
||||
long byte_count = 0;
|
||||
bool element_array_buffer = false;
|
||||
/// "Spin Locking" fix for multi-threading.
|
||||
bool spin_lock = false;
|
||||
// TODO mutex lock.
|
||||
void load(const GLfloat* data, const long& size);
|
||||
void load(const GLuint* data, const long& size);
|
||||
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& 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(const GLuint* data, const long& count, VRamUsageHint hint = Fixed);
|
||||
VRamList(const GLfloat* data, const long& count, VRamUsageHint hint = Fixed);
|
||||
VRamList(const Vector2* data, const long& count, VRamUsageHint hint = Fixed);
|
||||
VRamList(const Vector3* data, const long& count, VRamUsageHint hint = Fixed);
|
||||
VRamList(const Vector4* data, const long& count, VRamUsageHint hint = Fixed);
|
||||
VRamList(const Color4* data, const long& count, VRamUsageHint hint = Fixed);
|
||||
/// Allocate an empty VBO
|
||||
/// @param byte_count the size of the buffer in bytes.
|
||||
/// @param element_array_buffer if applicable, whether the buffer is to be used for GLuint indices.
|
||||
/// @param hint A hint to the graphics driver for what the buffer is to be used for.
|
||||
VRamList(const size_t& byte_count, bool element_array_buffer, VRamUsageHint hint = Fixed);
|
||||
|
||||
~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), byte_count(0), element_array_buffer(false) {}
|
||||
public:
|
||||
[[nodiscard]] GLuint GetHandle() const;
|
||||
[[nodiscard]] GLuint Handle() const;
|
||||
/// Returns the number of elements in the list.
|
||||
[[nodiscard]] long GetLength() const;
|
||||
[[nodiscard]] long Length() const;
|
||||
/// Returns the size of the data in bytes.
|
||||
[[nodiscard]] size_t GetDataSize() const;
|
||||
[[nodiscard]] size_t Size() const;
|
||||
/** Get VBO data back from the GPU. This is *bad* because the CPU is going to wait
|
||||
* for the transfer to finish. Has limited use other than testing. */
|
||||
[[nodiscard]] std::vector<GLfloat> GetDataF() const;
|
||||
[[nodiscard]] std::vector<GLuint> GetDataUI() const;
|
||||
[[nodiscard]] bool IsFloatArray() const;
|
||||
/** Replace the data of an existing VBO in it's entirety. Must be same type. */
|
||||
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 Color4* data, const long& count);
|
||||
|
||||
void SetData(const GLuint* data, const long& count);
|
||||
void SetData(const Vector2i* data, const long& count);
|
||||
@@ -58,11 +74,17 @@ public:
|
||||
/** Update only a portion of the data in a VBO. Must be same type.
|
||||
* "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 */
|
||||
|
||||
// TODO provide a bool to specify whether the current buffer should be orphaned.
|
||||
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 Color4* data, const long& offset, const long& count);
|
||||
void UpdateData(const GLuint* data, const long& offset, const long& count);
|
||||
void UpdateData(const Vector2i* data, const long& offset, const long& count);
|
||||
|
||||
// Update only a portion of the data in a VBO using bytes.
|
||||
// TODO This version of the function has no protection for out of bounds writes.
|
||||
void UpdateData(const uint8_t* 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);
|
||||
|
||||
|
178
main.cpp
178
main.cpp
@@ -1,18 +1,22 @@
|
||||
#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>
|
||||
#include <JGL/types/Shader.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;
|
||||
|
||||
std::vector<Instance2D> rect_instances;
|
||||
/// A draggable 2D point that highlights when moused over and when clicked.
|
||||
class Gizmo
|
||||
{
|
||||
public:
|
||||
@@ -22,6 +26,15 @@ 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)
|
||||
@@ -33,27 +46,25 @@ 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};
|
||||
@@ -97,43 +108,56 @@ Gizmo b({200, 250});
|
||||
Gizmo c({350, 300});
|
||||
Gizmo d({450, 250});
|
||||
|
||||
JGL::Font FreeSans;
|
||||
Texture* image;
|
||||
Texture* image_mask;
|
||||
RenderTarget* j2d_render_target;
|
||||
Shader* shader;
|
||||
Vector2 result;
|
||||
|
||||
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);
|
||||
image = new Texture("assets/sprites/Re3D.png", FilteringMode::MIPMAP_NEAREST);
|
||||
image_mask = new Texture("assets/sprites/alpha_mask_2.png");
|
||||
j2d_render_target = new RenderTarget({540, 540}, {0,0,0,0}, false, MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
j2d_render_target = new RenderTarget({540, 500}, {0,0,0,0}, false,
|
||||
SampleRate::NONE, FilteringMode::MIPMAP_NEAREST);
|
||||
|
||||
//Texture::MultiplyByAlphaMask(*image, *image_mask);
|
||||
|
||||
shader = new Shader(std::filesystem::path("assets/shader_programs/test_vertex.glsl"), std::filesystem::path("assets/shader_programs/test_fragment.glsl"),
|
||||
{{"a_vertex_position", 0}, {"a_instance_position", 1}, {"a_instance_size", 2}, {"a_instance_color", 3}});
|
||||
|
||||
result = Jupiteroid.MeasureString("The quick black fox jumps over the lazy dog.", 16);
|
||||
for (unsigned int i = 0; i < 100; i++)
|
||||
rect_instances.emplace_back(Colors::Red, Vector2(420, 420), Vector2(20, 20));
|
||||
}
|
||||
|
||||
EulerAngleXYZ textAngle = {0,0,0};
|
||||
float fov = 90;
|
||||
float pulse = 0;
|
||||
float sprite_radians = 0;
|
||||
bool fov_increasing = true;
|
||||
int blit_pos = 0;
|
||||
|
||||
void display() {
|
||||
|
||||
float dt = 1.f / fps;
|
||||
JGL::Update(GetSize());
|
||||
pulse += 20 * delta_time;
|
||||
float dt = GetDeltaTime();
|
||||
|
||||
JGL::Update({ GetSize().x, GetSize().y });
|
||||
|
||||
if (fov_increasing)
|
||||
fov += 0.025;
|
||||
@@ -152,42 +176,40 @@ public:
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
|
||||
|
||||
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}, {(u8) pulse,(u8) pulse,(u8) pulse, 255}, {(u8) pulse, (u8) pulse, (u8) pulse, 255}, {0,0,0}, 1, 0.1, 0.01);
|
||||
// If a 3D object has transparency. The things you'd like to see through it must be drawn before.
|
||||
|
||||
|
||||
J3D::Begin();
|
||||
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-1,-0.125,1});
|
||||
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-0.33,0.25,1});
|
||||
J3D::DrawString(Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f}, 1.f, 32, FreeSans, textAngle, true);
|
||||
//J3D::WireframeSphere(Colors::Green, {0,0,0.5f}, 0.25f, 1, 128, 128);
|
||||
Sphere sphere = {{0,0, 0.5f}, 0.2125};
|
||||
J3D::BatchWireframeRevoSphere(Colors::Green, &sphere, 1, 1, 16, 16, true);
|
||||
J3D::FillAABB(Colors::Whites::AliceBlue, {0,0,0.5f}, {0.1f, 0.1f, 0.1f});
|
||||
J3D::WireframeAABB(Colors::Gray, {0,0,0.5f}, {0.11f, 0.06f, 0.11f});
|
||||
|
||||
AABB boxes[1] = {{Vector3(-0.2125, -0.2125,0.28750), Vector3(0.2125,0.2125,0.7125)}};
|
||||
J3D::BatchWireframeAABB(Colors::Yellow, boxes, 1, 1);
|
||||
//J3D::WireframeOBB(Colors::Red, {0, 0, 1.5f}, {0.40f, 0.10f, 0.10f}, {0,textAngle.y, 0});
|
||||
//J3D::FillSphere({0,255,0,120}, sphere);
|
||||
|
||||
//J3D::DrawCubicBezierCurve(Colors::Blue, {0,0,0.3}, {0,0,0.5}, {0.2,0,0.3}, {0.2, 0.3, 0.1}, 30);
|
||||
|
||||
//J3D::WireframeIcosahedron(Colors::Green, {0,0,0.5f}, 0.125f, 1.f);
|
||||
Sphere sphere = {{1,0, 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::Yellow, {0.5, 0, 0.5}, {0.125, 0.125, 0.125}, 1);
|
||||
J3D::End();
|
||||
|
||||
J2D::Begin(j2d_render_target, true);
|
||||
//JGL::ClearScreen(Colors::Red);
|
||||
J2D::Begin(j2d_render_target, shader, true);
|
||||
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
|
||||
J2D::BatchFillRect(rect_instances.data(), rect_instances.size());
|
||||
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::FillGradientRect(Colors::Red, Colors::Green, Colors::Blue, Colors::White, {100,52}, {100,100});
|
||||
J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
|
||||
J2D::FillRoundedRect(Colors::Purples::BlueViolet, {300, 52}, {100, 100}, 8, 4);
|
||||
J2D::FillCircle(Colors::White, {52, 204}, 50, 24);
|
||||
J2D::OutlineCircle(Colors::White, {153, 204}, 50, 24);
|
||||
auto box = JGL::Fonts::Jupiteroid.MeasureString("Hello g", 16);
|
||||
|
||||
J2D::FillChamferRect(Colors::Reds::LightSalmon, {150, 400}, {64, 64}, 5);
|
||||
J2D::OutlineRoundedRect(Colors::Reds::LightCoral, {250, 350}, {128, 128}, 10, 2);
|
||||
@@ -195,16 +217,15 @@ public:
|
||||
J2D::FillGradientTriangle(Color4(Colors::Red), Color4(Colors::Green), Color4(Colors::Blue), {{0, 275}, {0, 375}, {100, 375}});
|
||||
J2D::OutlineTriangle(Colors::Blue, {{100, 275}, {0, 275}, {100, 375}});
|
||||
J2D::DrawGradientLine(Colors::Red, Colors::Blue, {105, 375}, {200, 275}, 2);
|
||||
auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
|
||||
J2D::DrawString(Colors::Green, "The quick black fox jumps over the lazy dog.", 0, 20, 1, 16);
|
||||
J2D::OutlineRect(Colors::Red, {0, 20}, result, 1);
|
||||
|
||||
//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);
|
||||
//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,
|
||||
@@ -216,22 +237,19 @@ public:
|
||||
b.Draw();
|
||||
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::DrawPartialRenderTarget(j2d_render_target, {0, 0}, {0,0}, {512, 512});
|
||||
J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1});
|
||||
//J2D::DrawSprite(, {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
|
||||
//J2D::DrawSprite( {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
|
||||
J2D::End();
|
||||
|
||||
|
||||
J2D::Begin(nullptr, nullptr, true);
|
||||
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 {
|
||||
fps = GetRefreshRate();
|
||||
|
||||
if (IsKeyDown(Keys::RightArrow))
|
||||
camera->angle.y += 45.f * elapsed;
|
||||
if (IsKeyDown(Keys::LeftArrow))
|
||||
@@ -257,15 +275,15 @@ public:
|
||||
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
@@ -288,25 +306,41 @@ 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();
|
||||
if (!window->Open())
|
||||
exit(-1);
|
||||
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();
|
||||
}
|
||||
std::ifstream file("assets/models/cube.amo");
|
||||
if (!file.is_open())
|
||||
return -1;
|
||||
|
||||
Shader::OnCompilationErrorMessage += [] (std::string type, std::string info) {
|
||||
std::cout << type << ", " << info << std::endl;
|
||||
};
|
||||
|
||||
/*
|
||||
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
1715
src/JGL.cpp
1715
src/JGL.cpp
File diff suppressed because it is too large
Load Diff
@@ -1,38 +1,68 @@
|
||||
#include <JGL/ShapeCache.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
void JGL::ShapeCache::Init() {
|
||||
if (!cube_vertex_data) {
|
||||
std::array<Vector3, 24> vertices {
|
||||
Vector3(-1, 1, -1), Vector3(1, 1, -1),
|
||||
Vector3(1, 1, -1), Vector3(1, 1, 1),
|
||||
Vector3(1, 1, 1), Vector3(-1, 1, 1),
|
||||
Vector3(-1, 1, 1), Vector3(-1, 1, -1),
|
||||
Vector3(-1, -1, -1), Vector3(1, -1, -1),
|
||||
Vector3(1, -1, -1), Vector3(1, -1, 1),
|
||||
Vector3(1, -1, 1), Vector3(-1, -1, 1),
|
||||
Vector3(-1, -1, 1), Vector3(-1, -1, -1),
|
||||
Vector3(-1, -1, -1), Vector3(-1, 1, -1),
|
||||
Vector3(1, -1, -1), Vector3(1, 1, -1),
|
||||
Vector3(1, -1, 1), Vector3(1, 1, 1),
|
||||
Vector3(-1, -1, 1), Vector3(-1, 1, 1)
|
||||
};
|
||||
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} };
|
||||
std::array<Vector2, 4> square_vertices = { Vector2(0, 0), {0, 1}, {1, 1}, {1, 0} };
|
||||
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());
|
||||
}
|
||||
|
||||
if (!cube_index_data) {
|
||||
std::array<GLuint, 36> indices {
|
||||
0, 1, 3, 0, 3, 5,
|
||||
if (!draw_points_colors) {
|
||||
std::array<Color4, 1> color = { Colors::Transparent };
|
||||
draw_points_colors = new VRamList(color.data(), color.size(), Stream);
|
||||
}
|
||||
|
||||
8, 9, 11, 8, 11, 13,
|
||||
|
||||
5, 3, 11, 5, 11, 13,
|
||||
|
||||
0, 1, 9, 0, 9, 8,
|
||||
|
||||
0, 5, 13, 0, 13, 8,
|
||||
|
||||
1, 3, 11, 1, 11, 9
|
||||
};
|
||||
cube_index_data = new VRamList(indices.data(), indices.size());
|
||||
if (!draw_points_positions) {
|
||||
std::array<Vector2, 1> position = { Vector2::Zero };
|
||||
draw_points_positions = new VRamList(position.data(), position.size(), Stream);
|
||||
}
|
||||
}
|
1526
src/renderer/OpenGL/J2D.cpp
Normal file
1526
src/renderer/OpenGL/J2D.cpp
Normal file
File diff suppressed because it is too large
Load Diff
585
src/renderer/OpenGL/J3D.cpp
Normal file
585
src/renderer/OpenGL/J3D.cpp
Normal file
@@ -0,0 +1,585 @@
|
||||
#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();
|
||||
glLoadMatrixf(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());
|
||||
|
||||
// TODO allocate once.
|
||||
VRamList vertex_data(vertices.data(), vertices.size());
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertex_data.Handle());
|
||||
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.Length());
|
||||
if (draw_stacks)
|
||||
glRotatef(90, 0, 1, 0),
|
||||
glDrawArrays(GL_LINE_LOOP, 0, vertex_data.Length());
|
||||
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->Handle());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ShapeCache::cube_index_data->Handle());
|
||||
|
||||
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);
|
||||
glDrawElements(GL_LINE_LOOP, ShapeCache::cube_index_data->Length(), GL_UNSIGNED_INT, nullptr);
|
||||
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->Handle());
|
||||
glVertexPointer(3, GL_FLOAT, sizeof(Vector3), nullptr);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ShapeCache::cube_index_data->Handle());
|
||||
|
||||
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->Handle());
|
||||
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.Handle());
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_data.Handle());
|
||||
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.Length(), 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()->Handle());
|
||||
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()->Length());
|
||||
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__
|
||||
@@ -85,7 +86,10 @@ namespace JGL {
|
||||
u1, v0
|
||||
};
|
||||
|
||||
cachedFont->appendGlyph(new CachedGlyph((char)charcode, texcoords, g->bitmap_left, g->bitmap_top, g->bitmap.width, g->bitmap.rows, (g->advance.x >> 6), (g->advance.y >> 6)));
|
||||
float ascent = font.face->size->metrics.ascender / 64.0f;
|
||||
float descent = -font.face->size->metrics.descender / 64.0f;
|
||||
|
||||
cachedFont->appendGlyph(new CachedGlyph((char) charcode, texcoords, g->bitmap_left, g->bitmap_top, g->bitmap.width, g->bitmap.rows, (g->advance.x >> 6), (g->advance.y >> 6), ascent, descent));
|
||||
|
||||
xoffset += g->bitmap.width;
|
||||
charcode = FT_Get_Next_Char(font.face, charcode, &gindex);
|
||||
@@ -94,7 +98,7 @@ namespace JGL {
|
||||
return cachedFont;
|
||||
}
|
||||
|
||||
void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, float scale, u32 size, const Font& font) {
|
||||
void J2D::DrawString(const Color4& color, const std::string& text, float x, float y, u32 size, float scale, const Font& font) {
|
||||
// Offset by height to render at "correct" location.
|
||||
y += size;
|
||||
|
||||
@@ -133,7 +137,7 @@ namespace JGL {
|
||||
continue;
|
||||
|
||||
x2 = x + glyph->x2offset * scale;
|
||||
y2 = y - glyph->y2offset * scale; // Adjust y-coordinate
|
||||
y2 = y - glyph->y2offset * scale;
|
||||
w = glyph->w * scale;
|
||||
h = glyph->h * scale;
|
||||
x += glyph->advanceX * scale;
|
||||
@@ -155,9 +159,19 @@ namespace JGL {
|
||||
}
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), texcoords.data());
|
||||
|
||||
if (current_state.current_shader)
|
||||
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 1),
|
||||
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawString);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, (int) vertices.size() * 6);
|
||||
|
||||
if (current_state.current_shader)
|
||||
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 0),
|
||||
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glColor4f(1, 1, 1, 1);
|
||||
glColor4fv(default_state.draw_color);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
@@ -237,13 +251,23 @@ namespace JGL {
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
/*
|
||||
if (current_state.current_shader)
|
||||
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawString);
|
||||
*/
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, (int) vertices.size() * 6);
|
||||
|
||||
/*
|
||||
if (current_state.current_shader)
|
||||
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
||||
*/
|
||||
|
||||
if (!draw_back_face)
|
||||
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();
|
217
src/renderer/OpenGL/internals/internals.cpp
Normal file
217
src/renderer/OpenGL/internals/internals.cpp
Normal file
@@ -0,0 +1,217 @@
|
||||
#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(const State& state) {
|
||||
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_CURRENT_PROGRAM, &result.current_shader_handle);
|
||||
result.current_shader = state.current_shader;
|
||||
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)
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
|
||||
if (state.current_shader)
|
||||
glUseProgram(state.current_shader->Handle());
|
||||
else
|
||||
glUseProgram(0);
|
||||
|
||||
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]);
|
||||
}
|
128
src/renderer/OpenGL/internals/internals.h
Normal file
128
src/renderer/OpenGL/internals/internals.h
Normal file
@@ -0,0 +1,128 @@
|
||||
#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/types/Shader.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
|
||||
namespace JGL {
|
||||
class State;
|
||||
class StateStack;
|
||||
enum RENDERING_ROUTINE_ID : int32_t;
|
||||
}
|
||||
|
||||
enum JGL::RENDERING_ROUTINE_ID : int32_t {
|
||||
J2D_DrawPoint = 1,
|
||||
J2D_DrawPoints = 2,
|
||||
J2D_DrawLine = 3,
|
||||
J2D_DrawLines = 4,
|
||||
J2D_DrawDottedLine = 5,
|
||||
J2D_DrawDashedLine = 6,
|
||||
J2D_DrawGradientLine = 7,
|
||||
J2D_OutlineRect = 8,
|
||||
J2D_OutlineRoundedRect = 9,
|
||||
J2D_OutlineChamferRect = 10,
|
||||
J2D_FillRect = 11,
|
||||
J2D_FillGradientRect = 12,
|
||||
J2D_FillRoundedRect = 13,
|
||||
J2D_FillChamferRect = 14,
|
||||
J2D_DrawRenderTarget = 15,
|
||||
J2D_DrawPartialRenderTarget = 16,
|
||||
J2D_DrawSprite = 17,
|
||||
J2D_DrawAlphaMaskSprite = 18,
|
||||
J2D_DrawPartialSprite = 19,
|
||||
J2D_DrawMirrorSprite = 20,
|
||||
J2D_OutlineCircle = 21,
|
||||
J2D_FillCircle = 22,
|
||||
J2D_OutlineTriangle = 23,
|
||||
J2D_FillTriangle = 24,
|
||||
J2D_FillGradientTriangle = 25,
|
||||
J2D_DrawCubicBezierCurve = 26,
|
||||
J2D_OutlinePolygon = 27,
|
||||
J2D_DrawString = 28,
|
||||
J2D_DrawArc = 29,
|
||||
};
|
||||
|
||||
class JGL::State {
|
||||
public:
|
||||
|
||||
//Matrix4x4 transformation = Matrix4x4::Identity;
|
||||
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;
|
||||
RenderTarget* current_render_target = nullptr;
|
||||
GLint current_shader_handle = 0;
|
||||
Shader* current_shader = nullptr;
|
||||
|
||||
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(const State& state);
|
||||
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 bool supports_instanced = true;
|
||||
}
|
||||
|
||||
namespace JGL::J2D {
|
||||
// On windoze this can't be constexpr?
|
||||
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, nullptr, 0, nullptr, false, false,
|
||||
false, false, true, true,
|
||||
true, false, 0,
|
||||
{}, {}
|
||||
};
|
||||
|
||||
inline State current_state;
|
||||
}
|
||||
|
||||
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() {
|
||||
@@ -94,61 +108,33 @@ namespace JGL {
|
||||
return Font(path);
|
||||
}
|
||||
|
||||
Vector2 Font::MeasureString(const std::string &text, unsigned int ptSize) {
|
||||
Vector2 extents = Vector2(0,0);
|
||||
bool font_of_size_in_cache = false;
|
||||
Vector2 Font::MeasureString(const std::string& text, unsigned int ptSize) {
|
||||
Vector2 extents = Vector2::Zero;
|
||||
|
||||
for(const auto& f : fontCache.getFonts()) {
|
||||
if (f->getFontSize() == ptSize) {
|
||||
font_of_size_in_cache = true;
|
||||
break;
|
||||
for(auto& f : fontCache.getFonts()) {
|
||||
if (f->getFontIndex() == this->index) {
|
||||
for (const char &c: text) {
|
||||
auto glyph = f->getGlyph(c);
|
||||
extents.x += glyph->advanceX;
|
||||
extents.y = glyph->ascent + glyph->descent;
|
||||
}
|
||||
return extents;
|
||||
}
|
||||
}
|
||||
|
||||
if (font_of_size_in_cache) {
|
||||
CachedFont* font;
|
||||
|
||||
for (auto* f: fontCache.getFonts())
|
||||
if (f->getFontSize() == ptSize)
|
||||
font = f;
|
||||
|
||||
for (const char& c : text)
|
||||
extents.x += font->getGlyph(c)->advanceX;
|
||||
|
||||
extents.y = ptSize;
|
||||
return extents;
|
||||
}
|
||||
|
||||
jlog::Warning("Measuring a font size that is not cached, This is *super* slow.");
|
||||
// No cache
|
||||
FT_Set_Pixel_Sizes(this->face, ptSize, ptSize);
|
||||
|
||||
for (const char& c : text) {
|
||||
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(this->face, glyph_index, FT_LOAD_DEFAULT);
|
||||
|
||||
if (error)
|
||||
continue;
|
||||
|
||||
|
||||
Vector2 advance = {static_cast<float>(slot->advance.x >> 6),
|
||||
static_cast<float>(slot->advance.y >> 6)};
|
||||
|
||||
|
||||
extents += advance;
|
||||
|
||||
// Gives smaller results than we'd want.
|
||||
if (extents.y < slot->metrics.height / 64)
|
||||
extents.y = slot->metrics.height / 64;
|
||||
|
||||
// Just fucking hardcode it, we know the glyph height is roughly always the ptSize anyway.
|
||||
if (extents.y < ptSize)
|
||||
extents.y = ptSize;
|
||||
extents.x += static_cast<float>(slot->advance.x >> 6);
|
||||
extents.y = (face->size->metrics.ascender / 64.0f) + (-face->size->metrics.descender / 64.0f);
|
||||
}
|
||||
|
||||
return extents;
|
||||
}
|
||||
|
||||
|
||||
}
|
@@ -10,7 +10,7 @@ std::array<GLfloat, 12> CachedGlyph::getTexCoords() const {
|
||||
return texcoords;
|
||||
}
|
||||
|
||||
CachedGlyph::CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY) {
|
||||
CachedGlyph::CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2offset, float y2offset, float w, float h, float advanceX, float advanceY, float asc, float desc) {
|
||||
character = c;
|
||||
this->x2offset = x2offset;
|
||||
this->y2offset = y2offset;
|
||||
@@ -19,6 +19,8 @@ CachedGlyph::CachedGlyph(char c, std::array<GLfloat, 12> texcoords, float x2offs
|
||||
this->advanceX = advanceX;
|
||||
this->advanceY = advanceY;
|
||||
this->texcoords = texcoords;
|
||||
this->ascent = asc;
|
||||
this->descent = desc;
|
||||
}
|
||||
|
||||
void JGL::CachedFont::appendGlyph(JGL::CachedGlyph* glyph) {
|
||||
|
@@ -33,8 +33,8 @@ JGL::SpotLight::SpotLight(const Vector3& position, const Matrix3x3& ro_mat, floa
|
||||
this->quadratic_attenuation = quadratic_attenuation;
|
||||
}
|
||||
|
||||
Vector3 JGL::LightBase::GetPosition() const {
|
||||
return {position.x, position.y, position.z};
|
||||
Vector4 JGL::LightBase::GetPosition() const {
|
||||
return position;
|
||||
}
|
||||
|
||||
Color4 JGL::LightBase::GetAmbient() const {
|
||||
|
@@ -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;
|
||||
}
|
||||
|
||||
@@ -44,7 +44,7 @@ void JGL::RenderTarget::Erase() {
|
||||
glDeleteFramebuffers(1, &framebuffer_object);
|
||||
|
||||
if (MSAAEnabled())
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
SetMSAAEnabled(SampleRate::NONE);
|
||||
}
|
||||
|
||||
Color4 JGL::RenderTarget::GetClearColor() const {
|
||||
@@ -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, SampleRate sample_rate, FilteringMode filtering_mode) {
|
||||
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, filtering_mode);
|
||||
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;
|
||||
@@ -120,11 +116,11 @@ JGL::RenderTarget::RenderTarget(const Vector2& size, const Color4& clear_color,
|
||||
this->size = size;
|
||||
texture_created_by_us = true;
|
||||
|
||||
if (sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE)
|
||||
if (sample_rate != SampleRate::NONE)
|
||||
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]);
|
||||
@@ -192,8 +161,8 @@ void JGL::RenderTarget::Resize(const Vector2& new_size) {
|
||||
|
||||
//Disable & Re-enable MSAA so the msaa buffer is remade with the correct dimensions.
|
||||
if (MSAAEnabled()) {
|
||||
MSAA_SAMPLE_RATE current_sample_rate = msaa_sample_rate;
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
SampleRate current_sample_rate = msaa_sample_rate;
|
||||
SetMSAAEnabled(SampleRate::NONE);
|
||||
SetMSAAEnabled(current_sample_rate);
|
||||
}
|
||||
}
|
||||
@@ -204,42 +173,43 @@ JGL::RenderTarget::~RenderTarget() {
|
||||
delete texture;
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::TextureCreatedByRenderTarget() const {
|
||||
bool JGL::RenderTarget::OwnsTexture() const {
|
||||
return texture_created_by_us;
|
||||
}
|
||||
|
||||
JGL::MSAA_SAMPLE_RATE JGL::RenderTarget::GetMSAASampleRate() const {
|
||||
JGL::SampleRate JGL::RenderTarget::GetMSAASampleRate() const {
|
||||
return msaa_sample_rate;
|
||||
}
|
||||
|
||||
bool JGL::RenderTarget::MSAAEnabled() const {
|
||||
return msaa_sample_rate != MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
return msaa_sample_rate != SampleRate::NONE;
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
bool JGL::RenderTarget::SetMSAAEnabled(JGL::SampleRate 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 (sample_rate == SampleRate::NONE || msaa_sample_rate != SampleRate::NONE) {
|
||||
if(using_depth)
|
||||
glDeleteRenderbuffers(1, &msaa_depth_buffer);
|
||||
|
||||
glDeleteRenderbuffers(1, &msaa_render_buffer);
|
||||
glDeleteFramebuffers(1, &msaa_framebuffer_object);
|
||||
|
||||
msaa_framebuffer_object = 0;
|
||||
msaa_depth_buffer = 0;
|
||||
msaa_render_buffer = 0;
|
||||
msaa_sample_rate = MSAA_SAMPLE_RATE::MSAA_NONE;
|
||||
msaa_sample_rate = SampleRate::NONE;
|
||||
|
||||
// Only return here if they specifically requested no MSAA. else continue to change mode.
|
||||
if (sample_rate == MSAA_SAMPLE_RATE::MSAA_NONE)
|
||||
return;
|
||||
if (sample_rate == SampleRate::NONE)
|
||||
return true;
|
||||
}
|
||||
|
||||
GLuint current_fbo = GetActiveGLFramebufferHandle();
|
||||
@@ -250,32 +220,31 @@ void JGL::RenderTarget::SetMSAAEnabled(JGL::MSAA_SAMPLE_RATE sample_rate) {
|
||||
glGetIntegerv(GL_RENDERBUFFER_BINDING, ¤t_renderbuffer);
|
||||
glGenRenderbuffers(1, &msaa_render_buffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, msaa_render_buffer);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, JGL::to_int(sample_rate), GL_RGBA, size.x, size.y);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, to_int(sample_rate), GL_RGBA, size.x, size.y);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaa_render_buffer);
|
||||
|
||||
if (using_depth) {
|
||||
glGenRenderbuffers(1, &msaa_depth_buffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, msaa_depth_buffer);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, JGL::to_int(sample_rate), GL_DEPTH_COMPONENT, size.x, size.y);
|
||||
glRenderbufferStorageMultisample(GL_RENDERBUFFER, to_int(sample_rate), GL_DEPTH_COMPONENT, size.x, size.y);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, msaa_depth_buffer);
|
||||
}
|
||||
|
||||
bool failure = false;
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
failure = true,
|
||||
Logger::Fatal("A new MSAA " + std::to_string(to_int(sample_rate)) + "x framebuffer couldn't be allocated.");
|
||||
failure = true, Logger::Fatal("A new " + to_string(sample_rate) + " framebuffer couldn't be allocated.");
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, current_renderbuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
msaa_sample_rate = sample_rate;
|
||||
|
||||
if (failure)
|
||||
SetMSAAEnabled(MSAA_SAMPLE_RATE::MSAA_NONE);
|
||||
SetMSAAEnabled(SampleRate::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;
|
||||
@@ -293,25 +262,11 @@ void JGL::RenderTarget::Blit() const {
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, current_draw_fbo);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
}
|
||||
|
||||
// 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) {
|
||||
GLint current_texture = 0;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, GetJGLTexture()->GetGLTextureHandle());
|
||||
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 +278,7 @@ 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);
|
||||
@@ -331,9 +286,15 @@ void JGL::RenderTarget::Blit(const JGL::RenderTarget& source, JGL::RenderTarget*
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::Blit(const Texture* source, RenderTarget* destination, const Vector2i& position) {
|
||||
auto temp = new RenderTarget(source);
|
||||
Blit(*temp, destination, position);
|
||||
delete temp;
|
||||
}
|
||||
|
||||
// To avoid repeatedly allocating and deallocating.
|
||||
JGL::RenderTarget* pixel = nullptr;
|
||||
void JGL::RenderTarget::Blit(const Color4& color, const Vector2& position, JGL::RenderTarget* destination) {
|
||||
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.");
|
||||
|
||||
@@ -386,3 +347,22 @@ JGL::RenderTarget::RenderTarget(const JGL::RenderTarget& rhs) {
|
||||
|
||||
operator delete(this_render_target);
|
||||
}
|
||||
|
||||
Vector2i JGL::RenderTarget::MaxSize() {
|
||||
return Texture::MaxSize();
|
||||
}
|
||||
|
||||
void JGL::RenderTarget::RegenerateMipMaps() {
|
||||
// Fixes using render targets on a texture that has mipmaps.
|
||||
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, GetTexture()->GetHandle());
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
}
|
||||
}
|
||||
|
269
src/types/Shader.cpp
Normal file
269
src/types/Shader.cpp
Normal file
@@ -0,0 +1,269 @@
|
||||
#include <JGL/types/Shader.h>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace JGL {
|
||||
|
||||
class ShaderPreprocessor {
|
||||
public:
|
||||
std::string include_keyword = "#include";
|
||||
ShaderPreprocessor() {}
|
||||
std::string LoadShaderFile(const std::filesystem::path& filepath)
|
||||
{
|
||||
// if size is 0, it indicates, that we are at the top of the recursive load stack
|
||||
bool stack_top = (already_included.size() == 0);
|
||||
|
||||
if (stack_top) {
|
||||
already_included.emplace_back(filepath.string());
|
||||
}
|
||||
|
||||
std::string ret_data = "";
|
||||
std::ifstream file(filepath);
|
||||
|
||||
if (!file.good())
|
||||
{
|
||||
std::cout << "ERROR [ ShaderLoader::load_shader ]: Failed to start fstream, check if '" << filepath << "' exists\n";
|
||||
return ret_data;
|
||||
}
|
||||
|
||||
if (file.is_open()) {
|
||||
std::string line;
|
||||
while (getline(file, line)) {
|
||||
if (line.find(include_keyword) == 0)
|
||||
{
|
||||
// Get path between double quotes
|
||||
std::string rel_include_path = extract_first_between(line.substr(include_keyword.length()), '"', '"');
|
||||
|
||||
// Modify path according to os
|
||||
// TODO: Use std::filesystem dummy...
|
||||
// later, let me get this stolen code to work first.
|
||||
#ifdef _WIN32
|
||||
std::replace(rel_include_path.begin(), rel_include_path.end(), '/', '\\');
|
||||
#elif __linux__
|
||||
std::replace(rel_include_path.begin(), rel_include_path.end(), '\\', '/');
|
||||
#endif
|
||||
std::string full_include_path = extract_path(filepath.string()) + rel_include_path;
|
||||
|
||||
// Avoid including self
|
||||
if (filepath == full_include_path) {
|
||||
std::cout << "WARNING [ ShaderLoader::load_shader ]: '"<< filepath <<"' tried to include itself\n";
|
||||
continue;
|
||||
} else {
|
||||
bool include_flag = true;
|
||||
// check if the current file is already included
|
||||
for (const auto& file_to_check : already_included) {
|
||||
// Avoid duplicate includes
|
||||
if (file_to_check == full_include_path) {
|
||||
include_flag = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If not yet included, push path to include vector and replace line with file contents
|
||||
if (include_flag) {
|
||||
already_included.push_back(full_include_path);
|
||||
// Repeat recursively.
|
||||
ret_data += LoadShaderFile(full_include_path) + '\n';
|
||||
}
|
||||
}
|
||||
} else {
|
||||
ret_data += line + "\n";
|
||||
}
|
||||
}
|
||||
file.close();
|
||||
} else {
|
||||
std::cout << "ERROR [ ShaderLoader::load_shader ]: Unable to open file '" << filepath << "'\n";
|
||||
}
|
||||
|
||||
// We are back to the first call
|
||||
if (stack_top) {
|
||||
already_included.clear();
|
||||
}
|
||||
return ret_data;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
std::string PreprocessShaderSource(const std::string& source);
|
||||
private:
|
||||
std::vector<std::string> already_included;
|
||||
/// Helper function that strips filename from a path, basically getting the path to the directory containing the file.
|
||||
std::string extract_path(const std::string& path)
|
||||
{
|
||||
// find the position of the last directory separator.
|
||||
std::size_t pos = path.find_last_of("\\/");
|
||||
|
||||
// strip fname from path
|
||||
if (pos != std::string::npos) {
|
||||
return path.substr(0, pos+1);
|
||||
}
|
||||
return "";
|
||||
}
|
||||
std::string extract_first_between(const std::string& input, char start_symbol, char end_symbol)
|
||||
{
|
||||
size_t start_index = input.find(start_symbol);
|
||||
size_t end_index = input.find(end_symbol, start_index+1);
|
||||
|
||||
std::string extracted = "";
|
||||
if (start_index != std::string::npos && end_index != std::string::npos) {
|
||||
extracted = input.substr(start_index + 1, end_index - start_index - 1);
|
||||
} else {
|
||||
std::cout << "ERROR [ ShaderLoader::extract_first_between ]: Start '" << start_symbol << "' or end symbol '" << end_symbol << "' not found" << std::endl;
|
||||
}
|
||||
return extracted;
|
||||
}
|
||||
};
|
||||
|
||||
Shader::Shader(const std::filesystem::path& vertex_source_path, const std::filesystem::path& fragment_source_path, const std::vector<std::pair<std::string, GLint>>& attribute_bindings) :
|
||||
Shader(ReadFile(vertex_source_path), ReadFile(fragment_source_path), attribute_bindings) {
|
||||
vertexPath = vertex_source_path.string();
|
||||
fragmentPath = fragment_source_path.string();
|
||||
}
|
||||
|
||||
void Shader::checkCompileErrors(GLuint shader, const std::string& type) {
|
||||
GLint success;
|
||||
GLchar infoLog[1024];
|
||||
|
||||
if (type != "PROGRAM") {
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(shader, 1024, nullptr, infoLog);
|
||||
OnCompilationErrorMessage.Invoke( std::format("COMPILATION_ERROR: {}", type), infoLog);
|
||||
}
|
||||
} else {
|
||||
glGetProgramiv(shader, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(shader, 1024, nullptr, infoLog);
|
||||
OnCompilationErrorMessage.Invoke(std::format("COMPILATION_ERROR: {}", type), infoLog);
|
||||
}
|
||||
}
|
||||
|
||||
if (success)
|
||||
std::cout << "Shader compiled successfully" << std::endl;
|
||||
}
|
||||
|
||||
GLint Shader::Uniform(const std::string &name) const {
|
||||
auto it = uniform_location_cache.find(name);
|
||||
if (it == uniform_location_cache.end()) {
|
||||
auto location = glGetUniformLocation(id, name.c_str());
|
||||
uniform_location_cache[name] = location;
|
||||
return location;
|
||||
}
|
||||
return it->second;
|
||||
}
|
||||
|
||||
GLint Shader::Attribute(const std::string &name) const {
|
||||
return glGetAttribLocation(id, name.c_str());
|
||||
}
|
||||
|
||||
Shader::Shader(const std::string &vertex_code, const std::string &fragment_code, const std::vector<std::pair<std::string, GLint>>& attribute_bindings) {
|
||||
vertexSource = vertex_code;
|
||||
fragmentSource = fragment_code;
|
||||
|
||||
const char* vShaderCode = vertex_code.c_str();
|
||||
const char* fShaderCode = fragment_code.c_str();
|
||||
|
||||
// 2. Compile shaders.
|
||||
unsigned int vertex, fragment;
|
||||
|
||||
// vertex shader.
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, nullptr);
|
||||
glCompileShader(vertex);
|
||||
checkCompileErrors(vertex, "VERTEX");
|
||||
|
||||
// fragment shader
|
||||
fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, nullptr);
|
||||
glCompileShader(fragment);
|
||||
checkCompileErrors(fragment, "FRAGMENT");
|
||||
|
||||
// shader Program
|
||||
id = glCreateProgram();
|
||||
|
||||
// bind attribute locations.
|
||||
for (auto& a: attribute_bindings)
|
||||
glBindAttribLocation(id, a.second, a.first.c_str());
|
||||
|
||||
glAttachShader(id, vertex);
|
||||
glAttachShader(id, fragment);
|
||||
glLinkProgram(id);
|
||||
checkCompileErrors(id, "PROGRAM");
|
||||
|
||||
// delete the shaders as they're linked into our program now and are no longer necessary
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
}
|
||||
|
||||
bool Shader::Loaded() const { return id != 0; }
|
||||
|
||||
unsigned int Shader::Handle() const { return id;}
|
||||
|
||||
void Shader::SetBool(const std::string &name, bool value) const { glUniform1i(Uniform(name), (int)value); }
|
||||
|
||||
void Shader::SetInt(const std::string &name, int value) const { glUniform1i(Uniform(name), value); }
|
||||
|
||||
void Shader::SetFloat(const std::string &name, float value) const { glUniform1f(Uniform(name), value); }
|
||||
|
||||
void Shader::SetVector2(const std::string &name, const Vector2 &value) const { glUniform2f(Uniform(name), value.x, value.y); }
|
||||
|
||||
void Shader::SetVector2(const std::string &name, float x, float y) const { glUniform2f(Uniform(name), x, y); }
|
||||
|
||||
void Shader::SetVector3(const std::string &name, const Vector3 &value) const { glUniform3f(Uniform(name), value.x, value.y, value.z); }
|
||||
|
||||
void Shader::SetVector3(const std::string &name, float x, float y, float z) const { glUniform3f(Uniform(name), x, y, z); }
|
||||
|
||||
void Shader::SetVector4(const std::string &name, const Vector4 &value) const { glUniform4f(Uniform(name), value.x, value.y, value.z, value.w); }
|
||||
|
||||
void Shader::SetVector4(const std::string &name, float x, float y, float z, float w) const { glUniform4f(Uniform(name), x, y, z, w); }
|
||||
|
||||
void Shader::SetMatrix2x2(const std::string &name, const Matrix2x2 &value) const {
|
||||
/// TODO: Verify if glsl expects row-major or col-major!!
|
||||
bool transpose = false;
|
||||
glUniformMatrix2fv(Uniform(name), 4, transpose, value.ptr());
|
||||
}
|
||||
|
||||
void Shader::SetMatrix3x3(const std::string &name, const Matrix3x3 &value) const {
|
||||
/// TODO: Verify if glsl expects row-major or col-major!!
|
||||
bool transpose = false;
|
||||
glUniformMatrix3fv(Uniform(name), 9, transpose, value.ptr());
|
||||
}
|
||||
|
||||
void Shader::SetMatrix4x4(const std::string &name, const Matrix4x4 &value) const {
|
||||
/// TODO: Verify if glsl expects row-major or col-major!!
|
||||
bool transpose = false;
|
||||
glUniformMatrix4fv(Uniform(name), 16, transpose, value.ptr());
|
||||
}
|
||||
|
||||
std::string Shader::ReadFile(const std::filesystem::path &path) {
|
||||
/*std::string contents;
|
||||
|
||||
std::ifstream file;
|
||||
|
||||
file.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
|
||||
try {
|
||||
// Open Files
|
||||
file.open(path);
|
||||
std::stringstream stream;
|
||||
|
||||
// Read file's buffer contents into streams
|
||||
stream << file.rdbuf();
|
||||
|
||||
// close file handlers
|
||||
file.close();
|
||||
|
||||
// convert stream into string
|
||||
contents = stream.str();
|
||||
|
||||
return contents;
|
||||
} catch (std::ifstream::failure& e) {
|
||||
std::cout << "ERROR::FILE_READ_FAILURE: " << e.what() << std::endl;
|
||||
return "";
|
||||
}*/
|
||||
|
||||
ShaderPreprocessor processor;
|
||||
return processor.LoadShaderFile(path);
|
||||
}
|
||||
}
|
@@ -1,192 +1,328 @@
|
||||
#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, SampleRate anisotropy, WrappingMode wrapping_mode, bool invert_y) :
|
||||
invert_y(invert_y), filtering_mode(filtering_mode), anisotropy(anisotropy), 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);
|
||||
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.string().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, FilteringMode filtering_mode) : invert_y(true), format(ColorFormat::RGBA), size(size), filtering_mode(filtering_mode), 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, use Texture::MaximumSize() to check for this beforehand.");
|
||||
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);
|
||||
|
||||
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);
|
||||
//Clamp
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
//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) {
|
||||
// TODO a static member function to query for this.
|
||||
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::MIPMAP_NEAREST ||
|
||||
filtering_mode == FilteringMode::MIPMAP_BILINEAR ||
|
||||
filtering_mode == FilteringMode::MIPMAP_TRILINEAR) {
|
||||
|
||||
void Texture::load(Image* software_texture, const Vector2& size, const TextureFormat& format,
|
||||
TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode) {
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
|
||||
GLuint previous_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*) &previous_texture);
|
||||
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);
|
||||
|
||||
glGenTextures(1, &texture_handle);
|
||||
glBindTexture(GL_TEXTURE_2D, texture_handle);
|
||||
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);
|
||||
|
||||
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 (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);
|
||||
|
||||
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 (anisotropy != SampleRate::NONE) {
|
||||
if (anisotropy > MaxAnisotropySampleRate())
|
||||
Logger::Error("Anisotropy set higher than the maximum value for this system, disabled, use Texture::MaxAnisotropy()."),
|
||||
anisotropy = SampleRate::NONE;
|
||||
else
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, (int) anisotropy);
|
||||
}
|
||||
}
|
||||
|
||||
//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);
|
||||
else if (filtering_mode == FilteringMode::NEAREST || filtering_mode == FilteringMode::BILINEAR) {
|
||||
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);
|
||||
|
||||
if (anisotropy != SampleRate::NONE)
|
||||
Logger::Error("Anisotropy only applies when using mipmaps with a 3D perspective, disabled."),
|
||||
anisotropy = SampleRate::NONE;
|
||||
}
|
||||
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) (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);
|
||||
|
||||
GLuint Texture::GetGLTextureHandle() const {
|
||||
return texture_handle;
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, current_texture);
|
||||
return result;
|
||||
}
|
||||
|
||||
Vector2 Texture::GetDimensions() const {
|
||||
return texture_size;
|
||||
}
|
||||
GLuint Texture::GetHandle() const {
|
||||
return texture_handle;
|
||||
}
|
||||
|
||||
TextureFlag Texture::GetFlags() const {
|
||||
return texture_flags;
|
||||
}
|
||||
Vector2i Texture::GetDimensions() const {
|
||||
return size;
|
||||
}
|
||||
|
||||
TextureFormat Texture::GetFormat() const {
|
||||
return texture_format;
|
||||
}
|
||||
bool Texture::Inverted() const {
|
||||
return invert_y;
|
||||
}
|
||||
|
||||
TextureFilteringMode Texture::GetFilteringMode() const {
|
||||
return texture_filtering_mode;
|
||||
}
|
||||
ColorFormat Texture::GetFormat() const {
|
||||
return format;
|
||||
}
|
||||
|
||||
TextureWrappingMode Texture::GetWrappingMode() const {
|
||||
return texture_wrapping_mode;
|
||||
}
|
||||
FilteringMode Texture::GetFilteringMode() const {
|
||||
return filtering_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);
|
||||
}
|
||||
WrappingMode Texture::GetWrappingMode() const {
|
||||
return wrapping_mode;
|
||||
}
|
||||
|
||||
Texture::~Texture() {
|
||||
Erase();
|
||||
}
|
||||
Texture::Texture(const Color4* pixels, const Vector2i& size, FilteringMode filtering_mode, SampleRate anisotropy, WrappingMode wrapping_mode) :
|
||||
size(size), format(ColorFormat::RGBA), filtering_mode(filtering_mode), anisotropy(anisotropy), wrapping_mode(wrapping_mode) {
|
||||
load((unsigned char*) pixels);
|
||||
}
|
||||
|
||||
Texture::Texture(const Texture& rhs) {
|
||||
auto* this_texture = new Texture(rhs.GetDimensions());
|
||||
auto this_render_target = RenderTarget(this);
|
||||
auto rhs_render_target = RenderTarget(&rhs);
|
||||
Texture::Texture(const Color3* pixels, const Vector2i& size, FilteringMode filtering_mode, SampleRate anisotropy, WrappingMode wrapping_mode) :
|
||||
size(size), format(ColorFormat::RGB), filtering_mode(filtering_mode), anisotropy(anisotropy), wrapping_mode(wrapping_mode) {
|
||||
load((unsigned char*) pixels);
|
||||
}
|
||||
|
||||
RenderTarget::Blit(rhs_render_target, &this_render_target);
|
||||
Texture::~Texture() {
|
||||
if (texture_handle != 0)
|
||||
glDeleteTextures(1, &texture_handle);
|
||||
texture_handle = 0;
|
||||
}
|
||||
|
||||
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;
|
||||
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);
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
bool Texture::SizeExceedsMaximum(const Vector2i& s) {
|
||||
|
||||
auto max_size = Texture::MaxSize();
|
||||
return s.x > max_size.x || s.y > max_size.y;
|
||||
}
|
||||
|
||||
Vector2i Texture::MaxSize() {
|
||||
GLint max_size;
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_size);
|
||||
|
||||
return { max_size, max_size };
|
||||
}
|
||||
|
||||
SampleRate Texture::MaxAnisotropySampleRate() {
|
||||
if (!GLAD_GL_ARB_texture_filter_anisotropic)
|
||||
return SampleRate::NONE;
|
||||
|
||||
float anisotropy;
|
||||
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &anisotropy);
|
||||
|
||||
if (anisotropy == 2)
|
||||
return SampleRate::X2;
|
||||
else if (anisotropy == 4)
|
||||
return SampleRate::X4;
|
||||
else if (anisotropy == 8)
|
||||
return SampleRate::X8;
|
||||
else
|
||||
return SampleRate::X16;
|
||||
}
|
||||
|
||||
SampleRate Texture::GetAnisotropySampleRate() const {
|
||||
return anisotropy;
|
||||
}
|
||||
|
63
src/types/TextureAtlas.cpp
Normal file
63
src/types/TextureAtlas.cpp
Normal file
@@ -0,0 +1,63 @@
|
||||
#include <JGL/types/TextureAtlas.h>
|
||||
#include <JGL/types/RenderTarget.h>
|
||||
#include <JGL/logger/logger.h>
|
||||
|
||||
using namespace JGL;
|
||||
AtlasRegion TextureAtlas::GetRegion(unsigned int region) const {
|
||||
if (region >= regions.size()) {
|
||||
Logger::Error("Requesting region " + std::to_string(region) + "but it's outside of the texture atlas?");
|
||||
return { {0, 0},{0, 0} };
|
||||
}
|
||||
return regions[region];
|
||||
}
|
||||
|
||||
TextureAtlas::TextureAtlas(const Color4** pixels, const Vector2i** sizes, unsigned int texture_count, FilteringMode filtering_mode) {
|
||||
std::vector<Texture> textures(texture_count);
|
||||
|
||||
int x_length = 0; int largest_height = 0;
|
||||
for (unsigned int i = 0; i < texture_count; i++) {
|
||||
textures[i] = Texture(pixels[i], *sizes[i], FilteringMode::NEAREST);
|
||||
x_length += sizes[i]->x;
|
||||
|
||||
if (sizes[i]->y > largest_height)
|
||||
largest_height = sizes[i]->y;
|
||||
}
|
||||
|
||||
int rows = 1;
|
||||
while (x_length > Texture::MaxSize().x)
|
||||
x_length /= 2, rows += 1;
|
||||
|
||||
auto* result = new Texture(Vector2i(x_length, largest_height * rows), filtering_mode);
|
||||
auto* render_target = new RenderTarget(result);
|
||||
|
||||
int current_x = 0; int current_y = 0;
|
||||
for (unsigned int i = 0; i < texture_count; i++) {
|
||||
if (current_x + sizes[i]->x > x_length)
|
||||
current_x = 0, current_y += largest_height;
|
||||
|
||||
RenderTarget::Blit(&textures[i], render_target, Vector2i(current_x, current_y));
|
||||
regions.emplace_back(AtlasRegion({ current_x, current_y }, { sizes[i]->x, sizes[i]->y }));
|
||||
current_x += sizes[i]->x;
|
||||
}
|
||||
|
||||
render_target->RegenerateMipMaps();
|
||||
delete render_target;
|
||||
|
||||
this->texture_handle = result->GetHandle();
|
||||
this->size = result->GetDimensions();
|
||||
this->invert_y = result->Inverted();
|
||||
this->filtering_mode = result->GetFilteringMode();
|
||||
this->wrapping_mode = result->GetWrappingMode();
|
||||
this->anisotropy = result->GetAnisotropySampleRate();
|
||||
this->format = result->GetFormat();
|
||||
|
||||
// Don't call destructor so the v-ram isn't cleared.
|
||||
operator delete(result);
|
||||
}
|
||||
|
||||
TextureAtlas::TextureAtlas(const Color4* pixels, const Vector2i& size, AtlasRegion** regions, unsigned int region_count, FilteringMode filtering_mode, SampleRate anisotropy) : Texture(pixels, size, filtering_mode, anisotropy) {
|
||||
this->regions.resize(region_count);
|
||||
for (unsigned int i = 0; i < region_count; ++i)
|
||||
this->regions[i] = *regions[i];
|
||||
}
|
||||
|
@@ -2,44 +2,39 @@
|
||||
#include <JGL/logger/logger.h>
|
||||
#include <cstring>
|
||||
|
||||
// TODO combine the two load functions.
|
||||
|
||||
void JGL::VRamList::load(const GLfloat* data, const long& size) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
GLint current_array_buffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_array_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, list_handle);
|
||||
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, size, data, usage_hint);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_array_buffer);
|
||||
element_array_buffer = false;
|
||||
num_elements = size / sizeof(GLfloat);
|
||||
byte_count = size;
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
|
||||
void JGL::VRamList::load(const GLuint* data, const long& size) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
GLint current_element_array_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_element_array_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, list_handle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, data, usage_hint);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, current_element_array_buffer);
|
||||
element_array_buffer = true;
|
||||
num_elements = size / sizeof(GLuint);
|
||||
byte_count = size;
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
void JGL::VRamList::Erase() {
|
||||
if (list_handle == 0)
|
||||
return;
|
||||
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
GLint current_element_array_buffer = 0;
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_element_array_buffer);
|
||||
@@ -55,36 +50,27 @@ void JGL::VRamList::Erase() {
|
||||
glDeleteBuffers(1, &list_handle);
|
||||
list_handle = 0;
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
GLuint JGL::VRamList::GetHandle() const {
|
||||
GLuint JGL::VRamList::Handle() const {
|
||||
return list_handle;
|
||||
}
|
||||
|
||||
bool JGL::VRamList::IsFloatArray() const {
|
||||
return !element_array_buffer;
|
||||
long JGL::VRamList::Length() const {
|
||||
// sizeof(GLfloat) & sizeof(GLuint) are both 4 - Redacted.
|
||||
return byte_count / 4;
|
||||
}
|
||||
|
||||
long JGL::VRamList::GetLength() const {
|
||||
return num_elements;
|
||||
}
|
||||
|
||||
size_t JGL::VRamList::GetDataSize() const {
|
||||
if (element_array_buffer)
|
||||
return sizeof(GLuint) * num_elements;
|
||||
return sizeof(GLfloat) * num_elements;
|
||||
size_t JGL::VRamList::Size() const {
|
||||
return byte_count;
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(void* data, const long& length) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
bool should_resize = (this->num_elements != length);
|
||||
bool should_resize = (this->byte_count != length * 4);
|
||||
if (should_resize) {
|
||||
glDeleteBuffers(1, &list_handle);
|
||||
list_handle = 0;
|
||||
spin_lock = false;
|
||||
element_array_buffer ? load((GLuint*) data, sizeof(GLuint) * length) : load((GLfloat*) data, sizeof(GLfloat) * length);
|
||||
return;
|
||||
}
|
||||
@@ -100,33 +86,22 @@ void JGL::VRamList::SetData(void* data, const long& length) {
|
||||
glGetIntegerv(buffer_binding, ¤t_buffer);
|
||||
glBindBuffer(buffer_type, list_handle);
|
||||
|
||||
void* vram = glMapBuffer(buffer_type, GL_WRITE_ONLY);
|
||||
if (!vram)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
memcpy(vram, data, (element_array_buffer ? sizeof(GLuint) : sizeof(GLfloat)) * length);
|
||||
|
||||
if (!glUnmapBuffer(buffer_type))
|
||||
JGL::Logger::Fatal("We couldn't unmap the buffer?");
|
||||
size_t element_size = element_array_buffer ? sizeof(GLuint) : sizeof(GLfloat);
|
||||
|
||||
glBufferSubData(buffer_type, 0, length * element_size, data);
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(void* data, const long& offset, const long& length) {
|
||||
while (spin_lock) {}
|
||||
spin_lock = true;
|
||||
|
||||
if (offset + length > num_elements) {
|
||||
JGL::Logger::Warning("Using UpdateData to out-of-bounds write the VRamList? I'll resize it for you, But this is slow.");
|
||||
unsigned long oob_delta = (offset + length) - num_elements;
|
||||
if (offset + length > Length()) {
|
||||
unsigned long oob_delta = (offset + length) - Length();
|
||||
|
||||
if (element_array_buffer) {
|
||||
auto list_data = GetDataUI();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLuint)), data, length * sizeof(GLuint));
|
||||
spin_lock = false; // This is going unlock and relock really fast, But this code fixes something considered wrong anyway - Redacted.
|
||||
// This is going unlock and relock really fast, But this code fixes something considered wrong anyway - Redacted.
|
||||
return SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
|
||||
@@ -134,7 +109,6 @@ void JGL::VRamList::UpdateData(void* data, const long& offset, const long& lengt
|
||||
auto list_data = GetDataF();
|
||||
list_data.resize(list_data.size() + oob_delta);
|
||||
memcpy(list_data.data() + (offset * sizeof(GLfloat)), data, length * sizeof(GLfloat));
|
||||
spin_lock = false;
|
||||
return SetData(list_data.data(), list_data.size());
|
||||
}
|
||||
|
||||
@@ -149,46 +123,41 @@ void JGL::VRamList::UpdateData(void* data, const long& offset, const long& lengt
|
||||
glGetIntegerv(buffer_binding, ¤t_buffer);
|
||||
glBindBuffer(buffer_type, list_handle);
|
||||
|
||||
void* vram = glMapBuffer(buffer_type, GL_WRITE_ONLY);
|
||||
if (!vram)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
size_t element_size = element_array_buffer ? sizeof(GLuint) : sizeof(GLfloat);
|
||||
memcpy(reinterpret_cast<void*>(reinterpret_cast<uintptr_t>(vram) + (offset * element_size)), data, length * element_size);
|
||||
|
||||
if (!glUnmapBuffer(buffer_type))
|
||||
JGL::Logger::Fatal("We couldn't unmap the buffer?");
|
||||
|
||||
glBufferSubData(buffer_type, offset * element_size, length * element_size, data);
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
|
||||
spin_lock = false;
|
||||
}
|
||||
|
||||
std::vector<GLfloat> JGL::VRamList::GetDataF() const {
|
||||
while (spin_lock) {}
|
||||
|
||||
if (element_array_buffer)
|
||||
JGL::Logger::Warning("Getting data as GLfloat but the buffer data is GLuint?");
|
||||
|
||||
bool vertex_array_enabled = glIsEnabled(GL_VERTEX_ARRAY);
|
||||
if (!vertex_array_enabled)
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
GLint current_buffer = 0;
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, list_handle);
|
||||
|
||||
std::vector<GLfloat> data(num_elements);
|
||||
std::vector<GLfloat> data(byte_count / 4);
|
||||
void* vram = glMapBuffer(GL_ARRAY_BUFFER, GL_READ_ONLY);
|
||||
if (vram == nullptr)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
memcpy(data.data(), vram, num_elements * sizeof(GLfloat));
|
||||
memcpy(data.data(), vram, (byte_count / 4) * sizeof(GLfloat));
|
||||
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, current_buffer);
|
||||
|
||||
if (!vertex_array_enabled)
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
return data;
|
||||
}
|
||||
|
||||
std::vector<GLuint> JGL::VRamList::GetDataUI() const {
|
||||
while (spin_lock) {}
|
||||
|
||||
if (!element_array_buffer)
|
||||
JGL::Logger::Warning("Getting data as GLuint but the buffer data is GLfloat?");
|
||||
@@ -197,13 +166,13 @@ std::vector<GLuint> JGL::VRamList::GetDataUI() const {
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, ¤t_buffer);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, list_handle);
|
||||
std::vector<GLuint> data(num_elements);
|
||||
std::vector<GLuint> data(byte_count / 4);
|
||||
|
||||
void* vram = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_READ_ONLY);
|
||||
if (vram == nullptr)
|
||||
JGL::Logger::Fatal("Mapping in a VBO that doesn't exist?");
|
||||
|
||||
memcpy(data.data(), vram, num_elements * sizeof(GLuint));
|
||||
memcpy(data.data(), vram, (byte_count / 4) * sizeof(GLuint));
|
||||
|
||||
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, current_buffer);
|
||||
@@ -211,26 +180,35 @@ std::vector<GLuint> JGL::VRamList::GetDataUI() const {
|
||||
return data;
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const GLfloat* data, const long& length) {
|
||||
JGL::VRamList::VRamList(const GLfloat* data, const long& length, VRamUsageHint hint) {
|
||||
usage_hint = hint;
|
||||
load(data, (long) sizeof(GLfloat) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const GLuint* data, const long& length) {
|
||||
JGL::VRamList::VRamList(const GLuint* data, const long& length, VRamUsageHint hint) {
|
||||
usage_hint = hint;
|
||||
load(data, (long) sizeof(GLuint) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const Vector2* data, const long& length) {
|
||||
JGL::VRamList::VRamList(const Vector2* data, const long& length, VRamUsageHint hint) {
|
||||
usage_hint = hint;
|
||||
load(reinterpret_cast<const GLfloat*>(data), (long) sizeof(Vector2) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const Vector3* data, const long& length) {
|
||||
JGL::VRamList::VRamList(const Vector3* data, const long& length, VRamUsageHint hint) {
|
||||
usage_hint = hint;
|
||||
load(reinterpret_cast<const GLfloat*>(data), (long) sizeof(Vector3) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const Vector4* data, const long& length) {
|
||||
JGL::VRamList::VRamList(const Vector4* data, const long& length, VRamUsageHint hint) {
|
||||
usage_hint = hint;
|
||||
load(reinterpret_cast<const GLfloat*>(data), (long) sizeof(Vector4) * length);
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const Color4* data, const long& count, VRamUsageHint hint) {
|
||||
usage_hint = hint;
|
||||
load(reinterpret_cast<const GLfloat *>(data), (long) sizeof(GLuint) * count);
|
||||
}
|
||||
void JGL::VRamList::SetData(const GLfloat* data, const long& length) {
|
||||
SetData((void*) data, length);
|
||||
}
|
||||
@@ -255,6 +233,10 @@ void JGL::VRamList::SetData(const Vector2i* data, const long& length) {
|
||||
SetData((void*) data, length * 2);
|
||||
}
|
||||
|
||||
void JGL::VRamList::SetData(const Color4* data, const long& count) {
|
||||
SetData((void*) data, count);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const GLfloat* data, const long& offset, const long& length) {
|
||||
UpdateData((void*) data, offset, length);
|
||||
}
|
||||
@@ -279,19 +261,49 @@ void JGL::VRamList::UpdateData(const Vector2i* data, const long& offset, const l
|
||||
UpdateData((void*) data, offset, length * 2);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const Color4* data, const long &offset, const long &count) {
|
||||
UpdateData((void*) data, offset, count);
|
||||
}
|
||||
|
||||
JGL::VRamList::~VRamList() {
|
||||
Erase();
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const JGL::VRamList& rhs) {
|
||||
while (rhs.spin_lock) {}
|
||||
|
||||
if (rhs.element_array_buffer) {
|
||||
auto data_array = rhs.GetDataUI();
|
||||
this->load(data_array.data(), data_array.size());
|
||||
return;
|
||||
}
|
||||
|
||||
auto data_array = rhs.GetDataF();
|
||||
this->load(data_array.data(), data_array.size());
|
||||
}
|
||||
|
||||
JGL::VRamList::VRamList(const size_t& byte_count, bool element_array_buffer, VRamUsageHint hint) {
|
||||
this->element_array_buffer = element_array_buffer;
|
||||
this->byte_count = byte_count;
|
||||
|
||||
GLint current_buffer = 0;
|
||||
GLenum buffer = element_array_buffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
|
||||
GLenum buffer_binding = element_array_buffer ? GL_ELEMENT_ARRAY_BUFFER_BINDING : GL_ARRAY_BUFFER_BINDING;
|
||||
|
||||
glGetIntegerv(buffer_binding, ¤t_buffer);
|
||||
glGenBuffers(1, &list_handle);
|
||||
glBindBuffer(buffer, list_handle);
|
||||
glBufferData(buffer, byte_count, nullptr, hint);
|
||||
|
||||
glBindBuffer(buffer, current_buffer);
|
||||
}
|
||||
|
||||
void JGL::VRamList::UpdateData(const uint8_t* data, const long& offset, const long& count) {
|
||||
GLint current_buffer = 0;
|
||||
GLenum buffer_type = element_array_buffer ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
|
||||
GLenum buffer_binding = element_array_buffer ? GL_ELEMENT_ARRAY_BUFFER_BINDING : GL_ARRAY_BUFFER_BINDING;
|
||||
|
||||
glGetIntegerv(buffer_binding, ¤t_buffer);
|
||||
glBindBuffer(buffer_type, list_handle);
|
||||
|
||||
glBufferSubData(buffer_type, offset, count, data);
|
||||
|
||||
glBindBuffer(buffer_type, current_buffer);
|
||||
}
|
||||
|
@@ -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