Compare commits
12 Commits
Prerelease
...
Prerelease
Author | SHA1 | Date | |
---|---|---|---|
cf72d92c28 | |||
5d99f8ec1f | |||
a388ee8021 | |||
41916a4089 | |||
222dd346fb | |||
e6e567725b | |||
93612bb816 | |||
9ac22a8a87 | |||
1eaa9c6574 | |||
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f5f590164a | ||
c45485cabd | |||
143703dea3 |
125
CMakeLists.txt
125
CMakeLists.txt
@@ -1,67 +1,58 @@
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cmake_minimum_required(VERSION 3.25)
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project(JGL
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VERSION 1.0
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LANGUAGES CXX
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)
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if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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message(FATAL_ERROR "In-source builds are not allowed")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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if (WIN32)
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set(CMAKE_CXX_FLAGS "-municode")
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endif(WIN32)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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# Enable Package Managers
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include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.19.zip
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)
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CPMAddPackage(
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NAME GLAD
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URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
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)
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file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
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file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
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file(GLOB_RECURSE ASSETS "content/*")
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add_library(JGL SHARED ${SOURCES}
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include/JGL/JGL.h
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src/JGL/JGL.cpp
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include/LearnOpenGL/Shader.h
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include/LearnOpenGL/Texture2D.h
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include/JGL/Color3.h
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include/JGL/Colors.h
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include/JGL/Color4.h
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)
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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find_package(Freetype REQUIRED)
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add_executable(JGL_Demo main.cpp)
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set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
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include_directories(${PROJECT_SOURCE_DIR}/include)
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include_directories(${OPENGL_INCLUDE_DIRS})
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include_directories(${GLUT_INCLUDE_DIRS})
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include_directories(${J3ML_SOURCE_DIR}/include)
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include_directories(${ReWindow_SOURCE_DIR}/include)
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include_directories(${glad_SOURCE_DIR}/include)
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target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} J3ML ReWindowLibrary GLEW glad)
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cmake_minimum_required(VERSION 3.25)
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project(JGL
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VERSION 1.0
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LANGUAGES CXX
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)
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if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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message(FATAL_ERROR "In-source builds are not allowed")
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endif()
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set(CMAKE_CXX_STANDARD 20)
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if (WIN32)
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set(CMAKE_CXX_FLAGS "-municode")
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endif(WIN32)
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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# Enable Package Managers
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include(cmake/CPM.cmake)
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CPMAddPackage(
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NAME J3ML
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URL https://git.redacted.cc/josh/j3ml/archive/Release-6.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.30.zip
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)
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CPMAddPackage(
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NAME GLAD
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URL https://git.redacted.cc/Redacted/glad/archive/v2.1ext_mt.zip
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)
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file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
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file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
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file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
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file(GLOB_RECURSE ASSETS "assets/*")
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add_library(JGL SHARED ${SOURCES})
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set_target_properties(JGL PROPERTIES LINKER_LANGUAGE CXX)
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find_package(OpenGL REQUIRED)
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find_package(Freetype REQUIRED)
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add_executable(JGL_Demo main.cpp)
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set_target_properties(JGL_Demo PROPERTIES LINK_FLAGS "-Wl,-rpath,./lib")
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include_directories(${PROJECT_SOURCE_DIR}/include)
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include_directories(${OPENGL_INCLUDE_DIRS})
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include_directories(${J3ML_SOURCE_DIR}/include)
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include_directories(${ReWindow_SOURCE_DIR}/include)
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include_directories(${glad_SOURCE_DIR}/include)
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL PRIVATE ${FREETYPE_LIBRARIES})
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target_include_directories(JGL PRIVATE ${FREETYPE_INCLUDE_DIRS})
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target_link_libraries(JGL_Demo PUBLIC JGL ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad)
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|
@@ -54,7 +54,6 @@ namespace JGL {
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bool InitTextEngine();
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// TODO: implement correct coloring
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using J3ML::u32;
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namespace J2D {
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void DrawPixel2D(const Color3 &color, const Vector2 &coordinates);
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|
@@ -1,149 +0,0 @@
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/// @file Mesh.h
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/// @description
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/// @author LearnOpenGL - Updated Josh O'Leary
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/// @lastedit 2024-02-22
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// Original Source:
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// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/mesh.h
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#pragma once
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#include <glad/glad.h>
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#include <GL/glew.h>
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#include <GL/glext.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <J3ML/LinearAlgebra/Vector2.h>
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#include <string>
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#include "Shader.h"
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using J3ML::LinearAlgebra::Vector2;
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using J3ML::LinearAlgebra::Vector3;
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using J3ML::u32;
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constexpr int MAX_BONE_INFLUENCE = 4;
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namespace LearnOpenGL
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{
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struct Vertex
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{
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Vector3 Position;
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Vector3 Normal;
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Vector2 TexCoords;
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Vector3 Tangent;
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Vector3 BiTangent;
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int BoneIDs[MAX_BONE_INFLUENCE];
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float BoneWeights[MAX_BONE_INFLUENCE];
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};
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// Different from Texture2D in purpose
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struct Texture {
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unsigned int id;
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std::string type;
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std::string path;
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};
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class Mesh {
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public:
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std::vector<Vertex> vertices;
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std::vector<uint> indices;
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std::vector<Texture> textures;
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uint VAO;
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Mesh(std::vector<Vertex> verts, std::vector<uint> indices, std::vector<Texture> textures)
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{
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this->vertices = verts;
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this->indices = indices;
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this->textures = textures;
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setupMesh();
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}
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void Draw(Shader &shader)
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{
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uint diffuse = 1;
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uint specular = 1;
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uint normal = 1;
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uint height = 1;
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for (uint i = 0; i < textures.size(); i++)
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{
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// activate proper texture unit before binding
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glActiveTexture(GL_TEXTURE0 + i);
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// retrieve texture number (the N in diffuse_textureN)
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std::string number;
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std::string name = textures[i].type;
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if (name == "texture_diffuse")
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number = std::to_string(diffuse++);
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else if (name == "texture_specular")
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number = std::to_string(specular++);
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else if (name == "texture_normal")
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number = std::to_string(normal++);
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else if (name == "texture_height")
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number = std::to_string(height++);
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// now set the sampler to the correct texture unit
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glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
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// and finally bind the texture
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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// draw mesh
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<uint>(indices.size()), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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// always good practice to set everything back to defaults once configured.
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glActiveTexture(GL_TEXTURE0);
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}
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private:
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// render data
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unsigned int VBO, EBO;
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// initializes all the buffer objects/arrays
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void setupMesh()
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{
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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// load data into vertex buffers
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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// A great thing about structs is that their memory layout is sequential for all member items
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// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/vec2 array
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// which again translates to 3/2 floats which translates to a byte array
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// Except we use J3ML instead of glm, but the concept applies nonetheless
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint), &indices[0], GL_STATIC_DRAW);
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// set the vertex attribute pointers
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// vertex positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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// vertex normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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// vertex texture coords
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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// vertex tangent
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
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// vertex bitangent
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BiTangent));
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// ids
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glEnableVertexAttribArray(5);
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glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, BoneIDs));
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// weights
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glEnableVertexAttribArray(6);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneWeights));
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glBindVertexArray(0);
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}
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};
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}
|
@@ -1,58 +0,0 @@
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#pragma once
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|
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// LearnOpenGL::Shader
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// OpenGL Shader Class Wrapper
|
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// Updated by dawsh
|
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// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
|
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|
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#include <filesystem>
|
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#include <string>
|
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#include <iostream>
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#include <fstream>
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#include <glad/glad.h>
|
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#include <J3ML/LinearAlgebra/Vector2.h>
|
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#include <J3ML/LinearAlgebra/Vector3.h>
|
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#include <J3ML/LinearAlgebra/Vector4.h>
|
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#include <J3ML/LinearAlgebra/Matrix2x2.h>
|
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#include <J3ML/LinearAlgebra/Matrix3x3.h>
|
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
|
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|
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namespace LearnOpenGL {
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using J3ML::LinearAlgebra::Vector2;
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using J3ML::LinearAlgebra::Vector3;
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using J3ML::LinearAlgebra::Vector4;
|
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using J3ML::LinearAlgebra::Matrix2x2;
|
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using J3ML::LinearAlgebra::Matrix3x3;
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using J3ML::LinearAlgebra::Matrix4x4;
|
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|
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class Shader
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{
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public:
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unsigned int ID{};
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Shader();
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Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath);
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Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc);
|
||||
|
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void use();
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// Utility uniform functions
|
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void setBool(const std::string& name, bool value) const;
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void setInt(const std::string& name, int value) const;
|
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void setFloat(const std::string& name, float value) const;
|
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void setVec2(const std::string& name, const Vector2& value) const;
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void setVec2(const std::string& name, float x, float y) const;
|
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void setVec3(const std::string& name, const Vector3& value) const;
|
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void setVec3(const std::string& name, float x, float y, float z) const;
|
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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;
|
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void setMat2(const std::string& name, const Matrix2x2 &mat) const;
|
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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);
|
||||
};
|
||||
}
|
@@ -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;
|
||||
};
|
||||
}
|
21
main.cpp
21
main.cpp
@@ -1,9 +1,6 @@
|
||||
//#include <GL/glew.h>
|
||||
#include <glad/glad.h>
|
||||
#include <JGL/JGL.h>
|
||||
#include <rewindow/types/window.h>
|
||||
#include <iostream>
|
||||
#include <LearnOpenGL/Shader.h>
|
||||
#include <JGL/Colors.h>
|
||||
#include <J3ML/LinearAlgebra/Vector2.h>
|
||||
|
||||
@@ -23,21 +20,6 @@ struct Character
|
||||
|
||||
std::map<char, Character> Characters;
|
||||
GLuint VAO, VBO;
|
||||
const std::string vertexShader = "attribute vec4 coord;\n"
|
||||
"varying vec2 texpos;\n"
|
||||
"\n"
|
||||
"void main(void) {\n"
|
||||
" gl_Position = vec4(coord.xy, 0, 1);\n"
|
||||
" texpos = coord.zw;\n"
|
||||
"}\n"
|
||||
"";
|
||||
const std::string fragmentShader = "varying vec2 texpos;\n"
|
||||
"uniform sampler2D tex;\n"
|
||||
"uniform vec4 color;\n"
|
||||
"\n"
|
||||
"void main(void) {\n"
|
||||
" gl_FragColor = vec4(1, 1, 1, texture2D(tex, texpos).a) * color;\n"
|
||||
"}";
|
||||
|
||||
using J3ML::LinearAlgebra::Matrix4x4;
|
||||
|
||||
@@ -51,7 +33,6 @@ struct point {
|
||||
class JGLDemoWindow : public ReWindow::RWindow
|
||||
{
|
||||
public:
|
||||
LearnOpenGL::Shader shader;
|
||||
|
||||
JGLDemoWindow() : ReWindow::RWindow() {}
|
||||
JGLDemoWindow(const std::string& title, int width, int height) :
|
||||
@@ -101,7 +82,7 @@ public:
|
||||
JGL::J2D::FillTriangle2D(JGL::Colors::Yellow, tri);
|
||||
|
||||
|
||||
JGL::J3D::DrawString3D(JGL::Colors::White, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
|
||||
JGL::J3D::DrawString3D(JGL::Colors::Red, "JGL Sample Text", {1, -120, 0.5f}, 2.f);
|
||||
JGL::J2D::DrawString2D(JGL::Colors::Green, "William J. Tomasine II ", 0.f, -120.f, 1.f);
|
||||
|
||||
JGL::J2D::DrawLine2D(JGL::Colors::Greens::DarkGreen, {10, 10}, {200, 300});
|
||||
|
@@ -2,17 +2,15 @@
|
||||
// Created by dawsh on 1/17/24.
|
||||
//
|
||||
|
||||
#include <vector>
|
||||
#include <glad/glad.h>
|
||||
#include <JGL/JGL.h>
|
||||
#include <J3ML/LinearAlgebra/Transform2D.h>
|
||||
#include <freetype2/ft2build.h>
|
||||
#include FT_FREETYPE_H
|
||||
#include <JGL/Color3.h>
|
||||
#include <iostream>
|
||||
|
||||
|
||||
GLuint program;
|
||||
GLuint texture;
|
||||
|
||||
namespace JGL
|
||||
{
|
||||
@@ -29,7 +27,7 @@ namespace JGL
|
||||
return false;
|
||||
}
|
||||
|
||||
if (FT_New_Face(ft, "content/FreeSans.ttf", 0, &face))
|
||||
if (FT_New_Face(ft, "assets/fonts/FreeSans.ttf", 0, &face))
|
||||
{
|
||||
std::cout << "Error::FREETYPE: Failed to load font!" << std::endl;
|
||||
return false;
|
||||
@@ -149,21 +147,27 @@ namespace JGL
|
||||
|
||||
void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size) {
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
|
||||
GLfloat currentColor[4];
|
||||
glGetFloatv(GL_CURRENT_COLOR, currentColor);
|
||||
|
||||
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
|
||||
|
||||
FT_Set_Pixel_Sizes(face, 0, size);
|
||||
|
||||
const char* c;
|
||||
for (c = text.c_str(); *c; c++)
|
||||
GLuint textures[text.size()];
|
||||
for (int i = 0; i < text.length(); i++)
|
||||
{
|
||||
if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
|
||||
if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
|
||||
continue;
|
||||
|
||||
FT_GlyphSlot g = face->glyph;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glGenTextures(1, &textures[i]);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
@@ -201,9 +205,14 @@ namespace JGL
|
||||
|
||||
x += (g->advance.x >> 6) * scale;
|
||||
y += (g->advance.y >> 6) * scale;
|
||||
|
||||
}
|
||||
for (auto& t : textures)
|
||||
glDeleteTextures(1, &t);
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
|
||||
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
|
||||
}
|
||||
}
|
||||
|
||||
@@ -212,7 +221,6 @@ namespace JGL
|
||||
{
|
||||
void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
|
||||
{
|
||||
|
||||
glBegin(GL_LINES);
|
||||
glLineWidth(thickness);
|
||||
glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
|
||||
@@ -226,22 +234,27 @@ namespace JGL
|
||||
float x = pos.x;
|
||||
float y = pos.y;
|
||||
float z = pos.z;
|
||||
GLfloat currentColor[4];
|
||||
GLuint textures[text.size()];
|
||||
glGetFloatv(GL_CURRENT_COLOR, currentColor);
|
||||
glUseProgram(0); // Fixed-function pipeline.
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
glColor4f(color.r, color.g, color.b, 1.0f);
|
||||
|
||||
FT_Set_Pixel_Sizes(face, 0, size);
|
||||
|
||||
const char* c;
|
||||
for (c = text.c_str(); *c; c++)
|
||||
//for (c = text.c_str(); *c; c++)
|
||||
for (int i = 0; i < text.length(); i++)
|
||||
{
|
||||
if (FT_Load_Char(face, *c, FT_LOAD_RENDER))
|
||||
if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
|
||||
continue;
|
||||
|
||||
FT_GlyphSlot g = face->glyph;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glGenTextures(1, &textures[i]);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
@@ -282,7 +295,13 @@ namespace JGL
|
||||
y += (g->advance.y >> 6) * scale;
|
||||
|
||||
}
|
||||
|
||||
for (auto& t : textures)
|
||||
glDeleteTextures(1, &t);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_BLEND);
|
||||
glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
|
||||
glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
|
||||
}
|
||||
|
||||
}
|
||||
|
@@ -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() {}
|
||||
}
|
@@ -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);
|
||||
}
|
Reference in New Issue
Block a user