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6 Commits

Author SHA1 Message Date
Redacted
f5f590164a Update CMakeLists.txt
J3ML v20
2024-03-21 15:19:53 -04:00
c45485cabd Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CMakeLists.txt
2024-02-29 02:18:05 -05:00
143703dea3 Migrating Sources to LearnOpenGL 2024-02-29 02:17:42 -05:00
Redacted
48493cb2fc Update CMakeLists.txt 2024-02-24 07:56:25 -05:00
5b7829b1f8 Implement LearnOpenGL::Mesh 2024-02-22 18:39:50 -05:00
868f52464e Fixed broken migration 2024-02-21 23:42:55 -05:00
7 changed files with 83 additions and 392 deletions

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@@ -1,67 +1,77 @@
cmake_minimum_required(VERSION 3.25)
project(JGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed")
endif()
set(CMAKE_CXX_STANDARD 20)
if (WIN32)
set(CMAKE_CXX_FLAGS "-municode")
endif(WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
# Enable Package Managers
include(cmake/CPM.cmake)
CPMAddPackage(
NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.16.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
)
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
file(GLOB_RECURSE ASSETS "content/*")
add_library(JGL SHARED ${SOURCES}
include/JGL/JGL.h
src/JGL/JGL.cpp
include/LearnOpenGL/Shader.h
include/LearnOpenGL/Texture2D.h
include/JGL/Color3.h
include/JGL/Colors.h
include/JGL/Color4.h
)
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(Freetype REQUIRED)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${PROJECT_SOURCE_DIR}/include)
include_directories(${OPENGL_INCLUDE_DIRS})
include_directories(${GLUT_INCLUDE_DIRS})
include_directories(${J3ML_SOURCE_DIR}/include)
include_directories(${ReWindow_SOURCE_DIR}/include)
include_directories(${glad_SOURCE_DIR}/include)
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
cmake_minimum_required(VERSION 3.25)
project(JGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed")
endif()
set(CMAKE_CXX_STANDARD 20)
if (WIN32)
set(CMAKE_CXX_FLAGS "-municode")
endif(WIN32)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
# Enable Package Managers
include(cmake/CPM.cmake)
CPMAddPackage(
NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-20.zip
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.19.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
)
CPMAddPackage(
NAME LearnOpenGL
URL https://git.redacted.cc/josh/LearnOpenGL/archive/Prerelease-2.zip
)
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
file(GLOB_RECURSE ASSETS "content/*")
add_library(JGL SHARED ${SOURCES}
include/JGL/JGL.h
src/JGL/JGL.cpp
include/LearnOpenGL/Shader.h
include/LearnOpenGL/Texture2D.h
include/JGL/Color3.h
include/JGL/Colors.h
include/JGL/Color4.h
)
set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
find_package(Freetype REQUIRED)
add_executable(JGL_Demo main.cpp)
set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
include_directories(${PROJECT_SOURCE_DIR}/include)
include_directories(${OPENGL_INCLUDE_DIRS})
include_directories(${GLUT_INCLUDE_DIRS})
include_directories(${J3ML_SOURCE_DIR}/include)
include_directories(${ReWindow_SOURCE_DIR}/include)
include_directories(${glad_SOURCE_DIR}/include)
target_include_directories(JGL PUBLIC ${LearnOpenGL_SOURCE_DIR}/include)
target_link_libraries(JGL PUBLIC LearnOpenGL)
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)

View File

@@ -1,58 +0,0 @@
#pragma once
// LearnOpenGL::Shader
// OpenGL Shader Class Wrapper
// Updated by dawsh
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
#include <filesystem>
#include <string>
#include <iostream>
#include <fstream>
#include <glad/glad.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra/Vector4.h>
#include <J3ML/LinearAlgebra/Matrix2x2.h>
#include <J3ML/LinearAlgebra/Matrix3x3.h>
#include <J3ML/LinearAlgebra/Matrix4x4.h>
namespace LearnOpenGL {
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector4;
using J3ML::LinearAlgebra::Matrix2x2;
using J3ML::LinearAlgebra::Matrix3x3;
using J3ML::LinearAlgebra::Matrix4x4;
class Shader
{
public:
unsigned int ID{};
Shader();
Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath);
Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc);
void use();
// Utility uniform functions
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec2(const std::string& name, const Vector2& value) const;
void setVec2(const std::string& name, float x, float y) const;
void setVec3(const std::string& name, const Vector3& value) const;
void setVec3(const std::string& name, float x, float y, float z) const;
void setVec4(const std::string& name, const Vector4& value) const;
void setVec4(const std::string& name, float x, float y, float z, float w) const;
void setMat2(const std::string& name, const Matrix2x2 &mat) const;
void setMat3(const std::string& name, const Matrix3x3 &mat) const;
void setMat4(const std::string& name, const Matrix4x4 &mat) const;
GLint getAttribute(const std::string& name) const;
GLint getUniform(const std::string& name) const;
private:
void checkCompileErrors(GLuint shader, std::string type);
};
}

View File

@@ -1,23 +0,0 @@
#pragma once
namespace {
// Texture2D is able to store and configure a texture in OpenGL
// It also hosts utility functions for easy management.
class Texture2D {
public:
unsigned int ID; // ID of the texture object
unsigned int Width, Height;
unsigned int InternalFormat;
unsigned int ImageFormat;
unsigned int WrapS;
unsigned int WrapT;
unsigned int Filter_Min;
unsigned int Filter_Max;
Texture2D();
void Generate(unsigned int width, unsigned int height, unsigned char *data);
void Bind() const;
};
}

View File

@@ -53,7 +53,9 @@ class JGLDemoWindow : public ReWindow::RWindow
public:
LearnOpenGL::Shader shader;
JGLDemoWindow() : ReWindow::RWindow()
JGLDemoWindow() : ReWindow::RWindow() {}
JGLDemoWindow(const std::string& title, int width, int height) :
ReWindow::RWindow(title, width, height)
{
}
@@ -122,9 +124,9 @@ public:
int main(int argc, char** argv)
{
auto* window = new JGLDemoWindow();
window->init(RenderingAPI::OPENGL, "Window", 1280, 720, false);
auto* window = new JGLDemoWindow("JGL Demo Window", 1280, 720);
window->setRenderer(RenderingAPI::OPENGL);
window->Open();
window->initGL();
window->setResizable(true);
while (window->isAlive())

View File

@@ -4,9 +4,7 @@
#include <glad/glad.h>
#include <JGL/JGL.h>
#include <GL/glut.h>
#include <J3ML/LinearAlgebra/Transform2D.h>
#include <rewindow/types/window.h>
#include <freetype2/ft2build.h>
#include FT_FREETYPE_H
#include <JGL/Color3.h>

View File

@@ -1,209 +0,0 @@
#include <LearnOpenGL/Shader.h>
namespace LearnOpenGL
{
Shader::Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath) {
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try { // Open Files
vShaderFile.open(vertexProgramPath);
fShaderFile.open(fragmentProgramPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
if (false)
{
gShaderFile.open("");
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
} catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if (false)
{
//const char * gShaderCode = geometryCode.c_str();
//geometry = glCreateShader(GL_GEOMETRY_SHADER);
//glShaderSource(geometry, 1, &gShaderCode, NULL);
//glCompileShader(geometry);
//checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (false) // geometryPath != nullptr)
glAttachShader(ID, geometry);
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);
if (false) //geometryPath != nullptr)
glDeleteShader(geometry);
}
Shader::Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc) {
std::string geometryCode;
const char* vShaderCode = vertexProgramSrc.c_str();
const char* fShaderCode = fragmentProgramSrc.c_str();
// 2. Compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if (false)
{
//const char * gShaderCode = geometryCode.c_str();
//geometry = glCreateShader(GL_GEOMETRY_SHADER);
//glShaderSource(geometry, 1, &gShaderCode, NULL);
//glCompileShader(geometry);
//checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (false) // geometryPath != nullptr)
glAttachShader(ID, geometry);
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);
if (false) //geometryPath != nullptr)
glDeleteShader(geometry);
}
void Shader::use() {
glUseProgram(ID);
}
GLint Shader::getAttribute(const std::string& name) const
{
return glGetAttribLocation(ID, name.c_str());
}
GLint Shader::getUniform(const std::string &name) const {
return glGetUniformLocation(ID, name.c_str());
}
void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const Vector2 &value) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), value.x, value.y);
}
void Shader::setVec2(const std::string &name, float x, float y) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const Vector3 &value) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const Vector4 &value) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z, value.w);
}
void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const Matrix2x2 &mat) const {
//glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat3(const std::string &name, const Matrix3x3 &mat) const {
//glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat4(const std::string &name, const Matrix4x4 &mat) const {
//glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::checkCompileErrors(GLuint shader, std::string type) {
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << std::endl;
}
}
}
Shader::Shader() {}
}

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@@ -1,29 +0,0 @@
#include <LearnOpenGL/Texture2D.h>
#include <glad/glad.h>
#include <GL/glut.h>
Texture2D::Texture2D()
: Width(0), Height(0), InternalFormat(GL_RGB), ImageFormat(GL_RGB), WrapS(GL_REPEAT), WrapT(GL_REPEAT),
Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR) {
glGenTextures(1, &this->ID);
}
void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char *data) {
this->Width = width;
this->Height = height;
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->InternalFormat, width, height, 0, this->ImageFormat, GL_UNSIGNED_BYTE,
data);
// set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->WrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->WrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::Bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}