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Run ReCI Build Test / Explore-Gitea-Actions (push) Failing after 26m34s
Reviewed-on: #43
1527 lines
65 KiB
C++
1527 lines
65 KiB
C++
#include <JGL/JGL.h>
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#include <JGL/logger/logger.h>
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#include <JGL/types/Instance.h>
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#include <J3ML/Algorithm/Bezier.hpp>
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#include "internals/internals.h"
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void JGL::ClearScreen(const Color4& clear_color) {
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GLuint current_framebuffer = 0;
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GLint current_viewport[4] = {0, 0, 0, 0};
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GLfloat current_clear_color[4];
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glGetIntegerv(GL_VIEWPORT, current_viewport);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, current_clear_color);
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current_framebuffer = RenderTarget::GetActiveGLFramebufferHandle();
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if (current_framebuffer)
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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bool changed_viewport = false;
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if (current_viewport[2] != window_size.x || current_viewport[3] != window_size.y)
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glViewport(0, 0, window_size.x, window_size.y),
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changed_viewport = true;
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GLint has_depth = 0;
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glGetIntegerv(GL_DEPTH_BITS, &has_depth);
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glClearColor(clear_color.RN(), clear_color.GN(), clear_color.BN(), clear_color.AN());
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if (has_depth)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(current_clear_color[0], current_clear_color[1], current_clear_color[2], current_clear_color[3]);
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if (current_framebuffer)
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glBindFramebuffer(GL_FRAMEBUFFER, current_framebuffer);
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if (changed_viewport)
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glViewport(current_viewport[0], current_viewport[1], current_viewport[2], current_viewport[3]);
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}
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void J2D::Begin(RenderTarget* render_target, Shader* shader, bool clear_buffers) {
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State new_state = default_state;
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state_stack.Push(State::SaveState(current_state));
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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if (render_target) {
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if (!render_target->GetTexture()->Inverted())
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Logger::Warning("You're rendering onto a texture that is upside-down. Your draw commands won't work how you'd expect.");
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new_state.current_fbo = render_target->GetGLFramebufferObjectHandle();
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new_state.viewport[2] = render_target->GetDimensions().x;
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new_state.viewport[3] = render_target->GetDimensions().y;
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new_state.clear_color[0] = render_target->GetClearColor().RN();
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new_state.clear_color[1] = render_target->GetClearColor().GN();
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new_state.clear_color[2] = render_target->GetClearColor().BN();
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new_state.clear_color[3] = render_target->GetClearColor().AN();
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new_state.current_render_target = render_target;
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}
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else {
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new_state.viewport[2] = window_size.x;
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new_state.viewport[3] = window_size.y;
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}
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if (shader) {
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new_state.current_shader = shader;
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new_state.current_shader_handle = shader->Handle();
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}
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State::RestoreState(new_state);
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current_state = new_state;
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if (current_state.current_render_target)
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RenderTarget::SetActiveGLRenderTarget(*current_state.current_render_target);
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if (render_target != nullptr && clear_buffers) {
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glClearColor(render_target->GetClearColor().RedChannelNormalized(), render_target->GetClearColor().GreenChannelNormalized(), render_target->GetClearColor().BlueChannelNormalized(), render_target->GetClearColor().AlphaChannelNormalized());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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glOrtho(0, new_state.viewport[2], new_state.viewport[3], 0, -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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}
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void J2D::End() {
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if (current_state.current_render_target) {
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current_state.current_render_target->MSAABlit();
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FilteringMode filtering_mode = current_state.current_render_target->GetTexture()->GetFilteringMode();
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if (filtering_mode == FilteringMode::MIPMAP_NEAREST ||
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filtering_mode == FilteringMode::MIPMAP_BILINEAR ||
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filtering_mode == FilteringMode::MIPMAP_TRILINEAR)
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current_state.current_render_target->RegenerateMipMaps();
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}
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//Change back to the previous projection.
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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auto previous_state = state_stack.PreviousState();
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if (!previous_state)
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Logger::Fatal("Calling J2D::End before J2D::Begin.");
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State::RestoreState(*previous_state);
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if (previous_state->current_render_target)
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JGL::RenderTarget::SetActiveGLRenderTarget(*current_state.current_render_target);
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current_state = *previous_state;
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state_stack.Pop();
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}
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void J2D::DrawPoint(const Color4& color, const Vector2& coordinates, float radius) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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glPointSize(radius);
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glColor4ubv(color.ptr());
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), coordinates.ptr());
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawPoint);
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glDrawArrays(GL_POINTS, 0, 1);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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glColor4fv(default_state.draw_color);
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}
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void J2D::DrawPoint(const Color4& color, float x, float y, float radius) {
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DrawPoint(color, {x, y}, radius);
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}
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void J2D::DrawLine(const Color4& color, const Vector2& A, const Vector2& B, float thickness) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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Vector2 vertices[] = {A, B};
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glLineWidth(thickness);
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glColor4ubv(color.ptr());
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawLine);
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glDrawArrays(GL_LINES, 0, 2);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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glColor4fv(default_state.draw_color);
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}
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void J2D::DrawLine(const Color4& color, float x, float y, float w, float h, float thickness) {
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J2D::DrawLine(color, {x, y}, {w, h}, thickness);
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}
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void J2D::DrawLines(const Color4& color, const Vector2* points, const size_t& point_count, float thickness) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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glLineWidth(thickness);
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glColor3ubv(color.ptr());
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), points);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawLines);
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glDrawArrays(GL_LINE_STRIP, 0, point_count);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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glColor4fv(default_state.draw_color);
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}
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void J2D::DrawDottedLine(const Color4& color, const Vector2& A, const Vector2& B, float spacing, float thickness) {
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float distance = Vector2::Distance(A, B);
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Vector2 direction = (B - A).Normalized();
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unsigned int point_count = distance / spacing;
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std::vector<Vector2> points(point_count);
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if (spacing > distance)
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Logger::Error("Drawing a dotted line that would have no dots?");
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for (unsigned int i = 0; i < point_count; ++i)
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points[i] = A + direction * (i * spacing);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawDottedLine);
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J2D::DrawPoints(color, points.data(), points.size(), thickness);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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}
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void J2D::DrawDottedLine(const Color4& color, float x1, float y1, float x2, float y2, float spacing, float thickness) {
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return J2D::DrawDottedLine(color, {x1, y1}, {x2, y2}, spacing, thickness);
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}
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void J2D::DrawDashedLine(const Color4& color, const Vector2& A, const Vector2& B, float spacing, float dash_length, float thickness) {
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float distance = Vector2::Distance(A, B);
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Vector2 direction = (B - A).Normalized();
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float length_of_dash_and_gap = dash_length + spacing;
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unsigned int dash_count = distance / length_of_dash_and_gap;
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if (spacing > distance)
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Logger::Error("Drawing a dashed line that would have no dashes?");
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Vector2 A_current, B_current;
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawDashedLine);
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for (unsigned int i = 0; i < dash_count; i++) {
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A_current = A + direction * (i * length_of_dash_and_gap);
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B_current = A_current + (direction * dash_length);
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J2D::DrawLine(color, A_current, B_current, thickness);
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}
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// For the little piece at the end.
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float distance_left = distance - (dash_count * length_of_dash_and_gap);
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if (distance_left > 0) {
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A_current = A + direction * (dash_count * length_of_dash_and_gap);
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B_current = A_current + direction * std::min(dash_length, distance_left);
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J2D::DrawLine(color, A_current, B_current, thickness);
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}
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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}
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void J2D::DrawDashedLine(const Color4& color, float x1, float y1, float x2, float y2, float spacing, float dash_length, float thickness) {
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return J2D::DrawDashedLine(color, {x1, y1}, {x2, y2}, spacing, dash_length, thickness);
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}
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void J2D::DrawGradientLine(const Color4& color1, const Color4& color2, const Vector2& A, const Vector2& B, float thickness) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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Vector2 vertices[] = {A, B};
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GLfloat colors[8] = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(),
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color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized() };
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glEnableClientState(GL_COLOR_ARRAY);
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glLineWidth(thickness);
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glColorPointer(4,GL_FLOAT,sizeof(Color4), colors);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawGradientLine);
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glDrawArrays(GL_LINES, 0, 2);
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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glDisableClientState(GL_COLOR_ARRAY);
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glColor4fv(default_state.draw_color);
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}
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void DrawGradientLine(const Color4& color1, const Color4& color2, float x, float y, float w, float h, float thickness) {
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J2D::DrawGradientLine(color1, color2, {x, y}, {w, h}, thickness);
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}
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void J2D::OutlineRect(const Color4& color, const Vector2& pos, const Vector2& size, float thickness) {
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Instance2D rect(color, pos, size);
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J2D::BatchOutlineRect(&rect, thickness, 1);
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}
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void J2D::BatchOutlineRect(const Instance2D* instances, float thickness, const size_t& instance_count) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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if (instance_count <= 0)
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return;
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineRect);
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glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::square_origin_topleft_vertex_data->Handle());
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glLineWidth(thickness);
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if (instance_count == 1 || !supports_instanced || !current_state.current_shader) {
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), nullptr);
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for (size_t i = 0; i < instance_count; i++) {
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glPushMatrix();
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glColor4ubv(instances[i].color.ptr());
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glTranslatef(instances[i].position.x, instances[i].position.y, 0);
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glScalef(instances[i].size.x, instances[i].size.y, 1);
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glDrawArrays(GL_LINE_LOOP, 0, 4);
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glPopMatrix();
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else {
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current_state.current_shader->SetBool("JGL_INSTANCED_RENDERING", true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), nullptr);
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glVertexAttribDivisorARB(0, 0);
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VRamList instance_buffer((GLfloat*) instances, instance_count * (sizeof(Instance2D) / sizeof(GLfloat)), Stream);
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glBindBuffer(GL_ARRAY_BUFFER, instance_buffer.Handle());
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, position));
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glVertexAttribDivisorARB(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, size));
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glVertexAttribDivisorARB(2, 1);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, color));
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glVertexAttribDivisorARB(3, 1);
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glDrawArraysInstancedARB(GL_LINE_LOOP, 0, 4, instance_count);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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current_state.current_shader->SetBool("JGL_INSTANCED_RENDERING", false);
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}
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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glColor4fv(default_state.draw_color);
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}
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void J2D::FillRect(const Color4& color, const Vector2& pos, const Vector2& size) {
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Instance2D rect(color, pos, size);
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BatchFillRect(&rect, 1);
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}
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void J2D::BatchFillRect(const Instance2D* instances, const size_t& instance_count) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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if (instance_count <= 0)
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return;
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillRect);
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glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::square_origin_topleft_vertex_data->Handle());
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if (instance_count == 1 || !supports_instanced || !current_state.current_shader) {
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), nullptr);
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for (size_t i = 0; i < instance_count; i++) {
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glPushMatrix();
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glColor4ubv(instances[i].color.ptr());
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glTranslatef(instances[i].position.x, instances[i].position.y, 0);
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glScalef(instances[i].size.x, instances[i].size.y, 1);
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glDrawArrays(GL_QUADS, 0, 4);
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glPopMatrix();
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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else {
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current_state.current_shader->SetBool("JGL_INSTANCED_RENDERING", true);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), nullptr);
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glVertexAttribDivisorARB(0, 0);
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VRamList instance_buffer((GLfloat*) instances, instance_count * (sizeof(Instance2D) / sizeof(GLfloat)), Stream);
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glBindBuffer(GL_ARRAY_BUFFER, instance_buffer.Handle());
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, position));
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glVertexAttribDivisorARB(1, 1);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, size));
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glVertexAttribDivisorARB(2, 1);
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, color));
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glVertexAttribDivisorARB(3, 1);
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glDrawArraysInstancedARB(GL_QUADS, 0, 4, instance_count);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(2);
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glDisableVertexAttribArray(3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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current_state.current_shader->SetBool("JGL_INSTANCED_RENDERING", false);
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}
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if (current_state.current_shader)
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current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
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glColor4fv(default_state.draw_color);
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}
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void J2D::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) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
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std::vector<GLfloat> colors {
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top_left_color.RN(), top_left_color.GN(), top_left_color.BN(), top_left_color.AN(),
|
|
bottom_left_color.RN(), bottom_left_color.GN(), bottom_left_color.BN(), bottom_left_color.AN(),
|
|
bottom_right_color.RN(), bottom_right_color.GN(), bottom_right_color.BN(), bottom_right_color.AN(),
|
|
top_right_color.RN(), top_right_color.GN(), top_right_color.BN(), top_right_color.AN()
|
|
};
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
|
glColorPointer(4, GL_FLOAT, 0, colors.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillGradientRect);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::BatchFillRoundedRect(const Color4* colors, const Vector2* positions, const Vector2* sizes, float radius, unsigned int subdivisions, const size_t& count) {
|
|
std::vector<Instance2D> rect_instances(count * 2);
|
|
std::vector<Instance2D> circle_instances(count * 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillRoundedRect);
|
|
|
|
for (unsigned int i = 0; i < count; i++) {
|
|
unsigned int rect_i = i * 2;
|
|
unsigned int circle_i = i * 4;
|
|
|
|
rect_instances[rect_i] = Instance2D(colors[i], Vector2(positions[i].x + radius, positions[i].y), Vector2(sizes[i].x - 2 * radius, sizes[i].y));
|
|
rect_instances[rect_i + 1] = Instance2D(colors[i], Vector2(positions[i].x, positions[i].y + radius), Vector2(sizes[i].x, sizes[i].y - 2 * radius));
|
|
|
|
circle_instances[circle_i] = Instance2D(colors[i], Vector2(positions[i].x + radius, positions[i].y + radius), Vector2::One, Vector2(radius, radius));
|
|
circle_instances[circle_i + 1] = Instance2D(colors[i], Vector2(positions[i].x + sizes[i].x - radius, positions[i].y + radius), Vector2::One, Vector2(radius, radius));
|
|
circle_instances[circle_i + 2] = Instance2D(colors[i], Vector2(positions[i].x + radius, positions[i].y + sizes[i].y - radius), Vector2::One, Vector2(radius, radius));
|
|
circle_instances[circle_i + 3] = Instance2D(colors[i], Vector2(positions[i].x + sizes[i].x - radius, positions[i].y + sizes[i].y - radius), Vector2::One, Vector2(radius, radius));
|
|
}
|
|
|
|
J2D::BatchFillRect(rect_instances.data(), rect_instances.size());
|
|
J2D::BatchFillCircle(circle_instances.data(), subdivisions, circle_instances.size());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
}
|
|
|
|
void J2D::FillRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius, unsigned int subdivisions) {
|
|
J2D::BatchFillRoundedRect(&color, &pos, &size, radius, subdivisions, 1);
|
|
}
|
|
|
|
void J2D::DrawSprite(const Texture* texture, float positionX, float positionY, float rad_rotation,
|
|
float originX, float originY,float scaleX, float scaleY,
|
|
const Color4& color, Direction inversion) {
|
|
DrawSprite(*texture, {positionX, positionY}, rad_rotation, {originX, originY}, {scaleX, scaleY}, color, inversion);
|
|
}
|
|
void J2D::DrawSprite(const Texture* texture, const Vector2& position, float rad_rotation, const Vector2& origin,
|
|
const Vector2& scale, const Color4& color, Direction inversion) {
|
|
|
|
DrawSprite(*texture, position, rad_rotation, origin, scale, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawPartialSprite(const Texture* texture, const Vector2& position, const Vector2& sub_texture_position,
|
|
const Vector2& sub_texture_size, float rad_rotation, const Vector2& origin,
|
|
const Vector2& scale, const Color4& color, Direction inversion) {
|
|
DrawPartialSprite(*texture, position, sub_texture_position, sub_texture_size, rad_rotation, origin, scale, color, inversion);
|
|
|
|
}
|
|
|
|
void J2D::DrawPartialSprite(const Texture* texture, float positionX, float positionY, float sub_texture_positionX,
|
|
float sub_texture_positionY, unsigned int sub_texture_sizeX,
|
|
unsigned int sub_texture_sizeY, float rad_rotation, float originX, float originY,
|
|
float scaleX, float scaleY, const Color4& color, Direction inversion) {
|
|
DrawPartialSprite(*texture, {positionX, positionY}, {sub_texture_positionX, sub_texture_positionY}, {(float) sub_texture_sizeX, (float) sub_texture_sizeY},
|
|
rad_rotation, {originX, originY}, {scaleX, scaleY}, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawMirrorSprite(const Texture* texture, const Vector2& position, Direction mirror_axis, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale, const Color4& color) {
|
|
DrawMirrorSprite(*texture, position, mirror_axis, rad_rotation, origin, scale, color);
|
|
}
|
|
|
|
void J2D::DrawSprite(const RenderTarget* render_target, const Vector2& position, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale, const Color4& color, Direction inversion) {
|
|
DrawSprite(*render_target, position, rad_rotation, origin, scale, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawRenderTarget(const RenderTarget* render_target, const Vector2& position, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale, const Color4& color, Direction inversion) {
|
|
DrawSprite(*render_target, position, rad_rotation, origin, scale, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawRenderTarget(const RenderTarget& render_target, const Vector2& position, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale, const Color4& color, Direction inversion) {
|
|
DrawSprite(render_target, position, rad_rotation, origin, scale, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawSprite(const RenderTarget& rt, const Vector2& position, float rad_rotation, const Vector2& origin,
|
|
const Vector2& scale, const Color4& color, Direction inversion) {
|
|
|
|
//Correct for the render-target being upside-down.
|
|
Direction d{};
|
|
if (inversion == Direction::None && !rt.GetTexture()->Inverted())
|
|
d = Direction::Vertical;
|
|
else if (inversion == Direction::Horizontal) {
|
|
d = Direction::Horizontal;
|
|
if (!rt.GetTexture()->Inverted())
|
|
d = Direction::Horizontal | Direction::Vertical;
|
|
}
|
|
else if (inversion& Direction::Horizontal && inversion& Direction::Vertical) {
|
|
d = Direction::Horizontal;
|
|
if (!rt.GetTexture()->Inverted())
|
|
d = Direction::Horizontal | Direction::Vertical;
|
|
}
|
|
|
|
//Change the blending mode such that the alpha doesn't get multiplied again.
|
|
if (rt.OwnsTexture())
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
auto r_position = Vector2(Math::Floor(position.x), Math::Floor(position.y));
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawRenderTarget);
|
|
|
|
J2D::DrawPartialSprite(*rt.GetTexture(), r_position, {0, 0}, Vector2(rt.GetDimensions()), rad_rotation, origin, scale, color, d);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
if (rt.OwnsTexture())
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
void J2D::DrawSprite(const Texture& texture, const Texture& alpha_mask, const Vector2& position, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale,const Color4& color, Direction inversion) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
if (texture.GetDimensions() != alpha_mask.GetDimensions())
|
|
Logger::Warning("The alpha mask and the texture are not the same size.");
|
|
|
|
const Vector2 size = Vector2(texture.GetDimensions());
|
|
|
|
std::array<Vector2, 4> textureCoordinates = { Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0) };
|
|
if (texture.Inverted())
|
|
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
|
|
|
|
// TODO: Kind of a mess, refactor to be more sensible later.
|
|
// Factors in scaling and origin correctly.
|
|
// i.e. to render at 2x size, from the center, at coords XY, use {2, 2} scale, and {0.5, 0.5} offset.
|
|
const Vector2 offset = origin * size;
|
|
Vector2 pos2 = position;
|
|
Vector2 scaled_size = scale * size;
|
|
Vector2 size2 = scaled_size;
|
|
float cos_theta = std::cos(rad_rotation);
|
|
float sin_theta = std::sin(rad_rotation);
|
|
|
|
std::array<Vector2, 4> vertices =
|
|
{
|
|
pos2, // Top-left vertex
|
|
{pos2.x, pos2.y + size2.y}, // Bottom-left
|
|
{pos2.x + size2.x, pos2.y + size2.y}, // Bottom-right
|
|
{pos2.x + size2.x, pos2.y} // Top-right
|
|
};
|
|
|
|
//Rotate the vertices about the origin by float rad_rotation.
|
|
if (rad_rotation != 0)
|
|
for (auto& v: vertices)
|
|
v = {(v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta +
|
|
pos2.x + offset.x * scale.x,
|
|
(v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta +
|
|
pos2.y + offset.y * scale.y
|
|
};
|
|
|
|
if (inversion == Direction::Vertical)
|
|
std::swap(textureCoordinates[0], textureCoordinates[1]),
|
|
std::swap(textureCoordinates[3], textureCoordinates[2]);
|
|
if (inversion == Direction::Horizontal)
|
|
std::swap(textureCoordinates[0], textureCoordinates[3]),
|
|
std::swap(textureCoordinates[1], textureCoordinates[2]);
|
|
|
|
|
|
glColor4ubv(color.ptr());
|
|
|
|
// Texture 0.
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glBindTexture(GL_TEXTURE_2D, texture.GetHandle());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
|
|
|
|
// Texture 1.
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glClientActiveTexture(GL_TEXTURE1);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, alpha_mask.GetHandle());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 2),
|
|
current_state.current_shader->SetInt("GL_TEXTURE1", 1);
|
|
|
|
// Draw.
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawAlphaMaskSprite);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 0),
|
|
current_state.current_shader->SetInt("GL_TEXTURE1", 0);
|
|
|
|
// Reset Texture 1.
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
// Reset Texture 0.
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::DrawSprite(const Texture* texture, const Texture* alpha_mask, const Vector2& position, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale,const Color4& color, Direction inversion) {
|
|
DrawSprite(*texture, *alpha_mask, position, rad_rotation, origin, scale, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawSprite(const Texture& texture, const Texture& alpha_mask, float positionX, float positionY, float rad_rotation,
|
|
float originX, float originY,float scaleX, float scaleY,const Color4& color, Direction inversion) {
|
|
DrawSprite(texture, alpha_mask, {positionX, positionY}, rad_rotation, {originX, originY}, {scaleX, scaleY}, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawSprite(const Texture* texture, const Texture* alpha_mask, float positionX, float positionY, float rad_rotation,
|
|
float originX, float originY,float scaleX, float scaleY,const Color4& color, Direction inversion) {
|
|
DrawSprite(*texture, *alpha_mask, {positionX, positionY}, rad_rotation, {originX, originY}, {scaleX, scaleY}, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawPartialRenderTarget(const RenderTarget& rt, const Vector2& position, const Vector2& sub_texture_position, const Vector2& sub_texture_size,
|
|
float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color, Direction inversion) {
|
|
|
|
//Correct for the render-target being upside-down.
|
|
Direction d{};
|
|
if (inversion == Direction::None && !rt.GetTexture()->Inverted())
|
|
d = Direction::Vertical;
|
|
|
|
else if (inversion == Direction::Horizontal) {
|
|
d = Direction::Horizontal;
|
|
if (!rt.GetTexture()->Inverted())
|
|
d = Direction::Horizontal | Direction::Vertical;
|
|
}
|
|
else if (inversion& Direction::Horizontal && inversion& Direction::Vertical) {
|
|
d = Direction::Horizontal;
|
|
if (!rt.GetTexture()->Inverted())
|
|
d = Direction::Horizontal | Direction::Vertical;
|
|
}
|
|
|
|
//Change the blending mode such that the alpha doesn't get multiplied again.
|
|
if (rt.OwnsTexture())
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
auto r_position = Vector2(Math::Floor(position.x), Math::Floor(position.y));
|
|
auto r_sub_texture_position = Vector2(Math::Floor(sub_texture_position.x), Math::Floor(sub_texture_position.y));
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawPartialRenderTarget);
|
|
|
|
J2D::DrawPartialSprite(*rt.GetTexture(), r_position, r_sub_texture_position, sub_texture_size, rad_rotation, origin, scale, color, d);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
if (rt.OwnsTexture())
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
void J2D::DrawPartialRenderTarget(const RenderTarget* rt, const Vector2& position,const Vector2& sub_texture_position,const Vector2& sub_texture_size, float rad_rotation,
|
|
const Vector2& origin, const Vector2& scale, const Color4& color, Direction inversion) {
|
|
DrawPartialRenderTarget(*rt, position, sub_texture_position, sub_texture_size, rad_rotation, origin, scale, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawSprite(const Texture& texture, const Vector2& pos, float rad_rotation, const Vector2& origin,
|
|
const Vector2& scale, const Color4& color, Direction inversion) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
|
|
const Vector2 size = Vector2(texture.GetDimensions());
|
|
|
|
std::array<Vector2, 4> textureCoordinates{};
|
|
if (texture.Inverted())
|
|
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(1, 0), Vector2(1, 1)};
|
|
else
|
|
textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};
|
|
|
|
const Vector2 offset = origin * size;
|
|
Vector2 pos2 = pos;
|
|
Vector2 scaled_size = scale * size;
|
|
Vector2 size2 = scaled_size;
|
|
float cos_theta = std::cos(rad_rotation);
|
|
float sin_theta = std::sin(rad_rotation);
|
|
|
|
std::array<Vector2, 4> vertices =
|
|
{
|
|
pos2, // Top-left vertex
|
|
{pos2.x, pos2.y + size2.y}, // Bottom-left
|
|
{pos2.x + size2.x, pos2.y + size2.y}, // Bottom-right
|
|
{pos2.x + size2.x, pos2.y} // Top-right
|
|
};
|
|
|
|
//Rotate the vertices about the origin by float rad_rotation.
|
|
if (rad_rotation != 0)
|
|
for (auto& v: vertices)
|
|
v = {(v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta +
|
|
pos2.x + offset.x * scale.x,
|
|
(v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta +
|
|
pos2.y + offset.y * scale.y
|
|
};
|
|
|
|
if (inversion == Direction::Vertical)
|
|
std::swap(textureCoordinates[0], textureCoordinates[1]),
|
|
std::swap(textureCoordinates[3], textureCoordinates[2]);
|
|
if (inversion == Direction::Horizontal)
|
|
std::swap(textureCoordinates[0], textureCoordinates[3]),
|
|
std::swap(textureCoordinates[1], textureCoordinates[2]);
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor4ubv(color.ptr());
|
|
glBindTexture(GL_TEXTURE_2D, texture.GetHandle());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawSprite),
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 1);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0),
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4fv(default_state.draw_color);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
|
|
void J2D::DrawSprite(const Texture& texture, float positionX, float positionY, float rad_rotation, float originX,
|
|
float originY, float scaleX, float scaleY, const Color4& color, Direction inversion) {
|
|
DrawSprite(texture,
|
|
{positionX, positionY},
|
|
rad_rotation,
|
|
{originX, originY},
|
|
{scaleX, scaleY},
|
|
color, inversion);
|
|
}
|
|
|
|
void J2D::DrawPartialSprite(const Texture& texture, const Vector2& position, const Vector2& sub_texture_position,
|
|
const Vector2& sub_texture_size, float rad_rotation, const Vector2& origin,
|
|
const Vector2& scale, const Color4& color, Direction inversion) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
const Vector2 textureSize = Vector2(texture.GetDimensions());
|
|
std::array<GLfloat, 8> textureCoordinates{};
|
|
// Calculate texture coordinates (relative to the whole texture)
|
|
if (!texture.Inverted())
|
|
textureCoordinates = {
|
|
sub_texture_position.x / textureSize.x,
|
|
sub_texture_position.y / textureSize.y,
|
|
sub_texture_position.x / textureSize.x,
|
|
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
|
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
|
(sub_texture_position.y + sub_texture_size.y) / textureSize.y,
|
|
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
|
sub_texture_position.y / textureSize.y
|
|
};
|
|
|
|
else {
|
|
textureCoordinates = {
|
|
sub_texture_position.x / textureSize.x,
|
|
(textureSize.y - sub_texture_position.y) / textureSize.y,
|
|
sub_texture_position.x / textureSize.x,
|
|
(textureSize.y - (sub_texture_position.y + sub_texture_size.y)) / textureSize.y,
|
|
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
|
(textureSize.y - (sub_texture_position.y + sub_texture_size.y)) / textureSize.y,
|
|
(sub_texture_position.x + sub_texture_size.x) / textureSize.x,
|
|
(textureSize.y - sub_texture_position.y) / textureSize.y
|
|
};
|
|
}
|
|
|
|
if (inversion& Direction::Vertical)
|
|
std::swap(textureCoordinates[1], textureCoordinates[3]),
|
|
std::swap(textureCoordinates[5], textureCoordinates[7]);
|
|
|
|
if (inversion& Direction::Horizontal)
|
|
std::swap(textureCoordinates[0], textureCoordinates[6]),
|
|
std::swap(textureCoordinates[2], textureCoordinates[4]);
|
|
|
|
const Vector2 offset = origin * sub_texture_size;
|
|
Vector2 pos2 = position;
|
|
Vector2 scaled_size = scale * sub_texture_size;
|
|
Vector2 size2 = scaled_size;
|
|
float cos_theta = std::cos(rad_rotation);
|
|
float sin_theta = std::sin(rad_rotation);
|
|
|
|
std::array<Vector2, 4> vertices =
|
|
{
|
|
pos2, // Top-left
|
|
{pos2.x, pos2.y + size2.y}, // Bottom-left
|
|
{pos2.x + size2.x, pos2.y + size2.y},// Bottom-right
|
|
{pos2.x + size2.x, pos2.y} // Top-right
|
|
};
|
|
|
|
//Rotate the vertices about the origin by float rad_rotation.
|
|
if (rad_rotation != 0)
|
|
for (auto& v: vertices)
|
|
v = {(v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta +
|
|
pos2.x + offset.x * scale.x,
|
|
(v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta +
|
|
pos2.y + offset.y * scale.y};
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor4ubv(color.ptr());
|
|
glBindTexture(GL_TEXTURE_2D, texture.GetHandle());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawPartialSprite),
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 1);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0),
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4fv(default_state.draw_color);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
void J2D::DrawPartialSprite(const Texture& texture, float positionX, float positionY, float sub_texture_positionX,
|
|
float sub_texture_positionY, unsigned int sub_texture_sizeX,
|
|
unsigned int sub_texture_sizeY, float originX, float originY, float rad_rotation,
|
|
float scaleX, float scaleY, const Color4& color, Direction inversion) {
|
|
|
|
J2D::DrawPartialSprite(texture, {positionX, positionY}, {sub_texture_positionX, sub_texture_positionY},
|
|
{(float) sub_texture_sizeX, (float) sub_texture_sizeY}, rad_rotation, {originX, originY},
|
|
{scaleX, scaleY}, color, inversion);
|
|
}
|
|
|
|
void J2D::DrawMirrorSprite(const Texture& texture, const Vector2& position, Direction mirror_axis, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
if (mirror_axis == Direction::None)
|
|
Logger::Warning("Drawing non-mirrored sprite with J2D::DrawMirrorSprite?");
|
|
|
|
glBindTexture(GL_TEXTURE_2D, texture.GetHandle());
|
|
Vector2 size = Vector2(texture.GetDimensions());
|
|
|
|
std::array<Vector2, 4> textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0)};
|
|
if (mirror_axis == Direction::Horizontal) {
|
|
size.x *= 2;
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
|
if (texture.Inverted())
|
|
textureCoordinates = {Vector2(0, 1), Vector2(0, 0), Vector2(2, 0), Vector2(2, 1)};
|
|
else
|
|
textureCoordinates = {Vector2(0, 0), Vector2(0, 1), Vector2(2, 1), Vector2(2, 0)};
|
|
}
|
|
|
|
else if (mirror_axis == Direction::Vertical) {
|
|
size.y *= 2;
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
|
if (texture.Inverted())
|
|
textureCoordinates = {Vector2(0, 2), Vector2(0, 0), Vector2(1, 0), Vector2(1, 2)};
|
|
else
|
|
textureCoordinates = {Vector2(0, 0), Vector2(0, 2), Vector2(1, 2), Vector2(1, 0)};
|
|
}
|
|
|
|
else if ((mirror_axis& Direction::Horizontal) && (mirror_axis& Direction::Vertical)) {
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
|
|
size *= 2;
|
|
if (texture.Inverted())
|
|
textureCoordinates = {Vector2(0, 2), Vector2(0, 0), Vector2(2, 0), Vector2(2, 2)};
|
|
else
|
|
textureCoordinates = {Vector2(0, 0), Vector2(0, 2), Vector2(2, 2), Vector2(2, 0)};
|
|
}
|
|
|
|
const Vector2 offset = origin * size;
|
|
Vector2 pos2 = position;
|
|
Vector2 size2 = scale * size;
|
|
float cos_theta = std::cos(rad_rotation);
|
|
float sin_theta = std::sin(rad_rotation);
|
|
|
|
std::array<Vector2, 4> vertices =
|
|
{
|
|
pos2,
|
|
{pos2.x, pos2.y + size2.y},
|
|
{pos2.x + size2.x, pos2.y + size2.y},
|
|
{pos2.x + size2.x, pos2.y}
|
|
};
|
|
|
|
if (rad_rotation != 0)
|
|
for (auto& v : vertices)
|
|
v = {
|
|
(v.x - pos2.x - offset.x * scale.x) * cos_theta - (v.y - pos2.y - offset.y * scale.y) * sin_theta + pos2.x + offset.x * scale.x,
|
|
(v.x - pos2.x - offset.x * scale.x) * sin_theta + (v.y - pos2.y - offset.y * scale.y) * cos_theta + pos2.y + offset.y * scale.y
|
|
};
|
|
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(Vector2), textureCoordinates.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawMirrorSprite),
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 1);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0),
|
|
current_state.current_shader->SetInt("TEXTURE_UNIT_SET_COUNT", 0);
|
|
|
|
//Reset the wrapping mode.
|
|
if (texture.GetWrappingMode() == 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);
|
|
else if (texture.GetWrappingMode() == WrappingMode::REPEAT)
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT),
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
else if (texture.GetWrappingMode() == 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);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glColor4fv(default_state.draw_color);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
void J2D::OutlineCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions, float thickness) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
float step = (2.f * Math::Pi) / (float) subdivisions;
|
|
std::vector<Vector2> vertices(subdivisions);
|
|
GLfloat angle, x, y;
|
|
|
|
int i = 0;
|
|
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step)
|
|
{
|
|
x = radius * std::sin(angle) + center.x;
|
|
y = radius * std::cos(angle) + center.y;
|
|
if (i < subdivisions)
|
|
vertices[i] = {x, y};
|
|
else
|
|
vertices.emplace_back(x, y);
|
|
i++;
|
|
}
|
|
|
|
glLineWidth(thickness);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineCircle);
|
|
|
|
glDrawArrays(GL_LINE_LOOP, 0, (int) vertices.size());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::FillCircle(const Color4& color, const Vector2& center, float radius, unsigned int subdivisions) {
|
|
Instance2D circle(color, center, Vector2(1, 1), Vector2(radius, radius));
|
|
BatchFillCircle(&circle, subdivisions, 1);
|
|
}
|
|
|
|
void J2D::BatchFillCircle(const JGL::Instance2D* instances, float subdivisions, const size_t &instance_count) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
if (instance_count <= 0)
|
|
return;
|
|
|
|
GLfloat angle, x, y;
|
|
float step = (2.f * Math::Pi) / (float) subdivisions;
|
|
std::vector<Vector2> vertices(subdivisions);
|
|
|
|
/* Most of the time the vector "vertices" is either the same size or size + 1 of the number of subdivisions.
|
|
* Because a float is a decimal, It'd take too long to get rid of the emplace-back making us
|
|
* wait around for the container to resize. This gets rid of it for what we can guarantee. */
|
|
int i = 0;
|
|
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step) {
|
|
x = std::sin(angle);
|
|
y = std::cos(angle);
|
|
if (i < subdivisions)
|
|
vertices[i] = {x, y};
|
|
else
|
|
vertices.emplace_back(x, y);
|
|
i++;
|
|
}
|
|
|
|
auto vertex_buffer = VRamList(vertices.data(), vertices.size(), Stream);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer.Handle());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillCircle);
|
|
|
|
if (instance_count == 1 || !supports_instanced || !current_state.current_shader) {
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), nullptr);
|
|
|
|
for (size_t j = 0; j < instance_count; j++) {
|
|
glPushMatrix();
|
|
glColor4ubv(instances[j].color.ptr());
|
|
glTranslatef(instances[j].position.x, instances[j].position.y, 0);
|
|
glScalef(instances[j].scale.x, instances[j].scale.y, 0);
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, (int) vertices.size());
|
|
glPopMatrix();
|
|
}
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
else {
|
|
current_state.current_shader->SetBool("JGL_INSTANCED_RENDERING", true);
|
|
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), nullptr);
|
|
glVertexAttribDivisorARB(0, 0);
|
|
|
|
VRamList instance_buffer((GLfloat*) instances, instance_count * (sizeof(Instance2D) / sizeof(GLfloat)), Stream);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, instance_buffer.Handle());
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, position));
|
|
glVertexAttribDivisorARB(1, 1);
|
|
|
|
glEnableVertexAttribArray(2);
|
|
// Swapped scale with size in this path because we always render a unit circle scaled up to the given size.
|
|
// TODO implement scaling attribute in vertex shader.
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, scale));
|
|
glVertexAttribDivisorARB(2, 1);
|
|
|
|
glEnableVertexAttribArray(3);
|
|
glVertexAttribPointer(3, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Instance2D), (GLvoid*) offsetof(Instance2D, color));
|
|
glVertexAttribDivisorARB(3, 1);
|
|
|
|
glDrawArraysInstancedARB(GL_TRIANGLE_FAN, 0, vertices.size(), instance_count);
|
|
|
|
glDisableVertexAttribArray(0);
|
|
glDisableVertexAttribArray(1);
|
|
glDisableVertexAttribArray(2);
|
|
glDisableVertexAttribArray(3);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
current_state.current_shader->SetBool("JGL_INSTANCED_RENDERING", false);
|
|
}
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::OutlineTriangle(const Color4& color, const Triangle2D& tri, float thickness) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
|
|
|
glLineWidth(thickness);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineTriangle);
|
|
|
|
glDrawArrays(GL_LINE_LOOP, 0, 3);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::FillTriangle(const Color4& color, const Triangle2D& tri) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
|
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillTriangle);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Triangle2D& tri) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
Vector2 vertices[] = {{tri.A.x, tri.A.y}, {tri.B.x, tri.B.y}, {tri.C.x, tri.C.y}};
|
|
GLfloat colors[] = {a_color.RedChannelNormalized(), a_color.GreenChannelNormalized(), a_color.BlueChannelNormalized(), a_color.AlphaChannelNormalized(),
|
|
b_color.RedChannelNormalized(),b_color.GreenChannelNormalized(), b_color.BlueChannelNormalized(), b_color.AlphaChannelNormalized(),
|
|
c_color.RedChannelNormalized(), c_color.GreenChannelNormalized(), c_color.BlueChannelNormalized(),c_color.AlphaChannelNormalized()};
|
|
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_FLOAT, sizeof(Color4), colors);
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillGradientTriangle);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::DrawCubicBezierCurve(const Color4& color, const Vector2& controlA, const Vector2& pointA, const Vector2& pointB, const Vector2& controlB,
|
|
int subdivisions, float thickness) {
|
|
|
|
|
|
Vector2 last = controlA;
|
|
const Vector2& first = controlB;
|
|
|
|
std::vector<Vector2> vertices(2 * subdivisions + 2);
|
|
for (int i = 0; i < subdivisions; ++i) {
|
|
float alpha = (float) i / (float) subdivisions;
|
|
Vector2 step = J3ML::Algorithm::Bezier(alpha, controlA, pointA, pointB, controlB);
|
|
vertices[2 * i] = last;
|
|
vertices[2 * i + 1] = step;
|
|
last = step;
|
|
}
|
|
vertices[2 * subdivisions] = last;
|
|
vertices[2 * subdivisions + 1] = first;
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawCubicBezierCurve);
|
|
|
|
DrawLines(color, vertices.data(), vertices.size(), thickness);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
}
|
|
|
|
void J2D::OutlinePolygon(const Color4& color, const Vector2* points, int points_size, float thickness) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
if (points[0] != points[points_size -1])
|
|
throw std::runtime_error("J2D::OutlinePolygon: The first point and the last point must connect.");
|
|
|
|
glLineWidth(thickness);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), points);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlinePolygon);
|
|
|
|
glDrawArrays(GL_LINE_LOOP, 0, points_size);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::DrawGradientLine(const Color4& color_a, const Color4& color_b, float x, float y, float w, float h,
|
|
float thickness) {
|
|
DrawGradientLine(color_a, color_b, {x, y}, {w, h}, thickness);
|
|
}
|
|
|
|
void J2D::DrawArc(const Color4& color, const Vector2& center, float radius, float arc_begin, float arc_end, unsigned int subdivisions, float thickness)
|
|
{
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
if (arc_begin == arc_end)
|
|
Logger::Error("WTF are you even drawing???");
|
|
|
|
if ( J3ML::Math::Mod(J3ML::Math::Abs(arc_begin-arc_end), J3ML::Math::Pi*2.f) == 0)
|
|
Logger::Error("Use OutlineCircle instead!!");
|
|
|
|
float step = Math::Abs(arc_end-arc_begin) / (float) subdivisions;
|
|
std::vector<Vector2> vertices(subdivisions);
|
|
GLfloat angle, x, y;
|
|
|
|
int i = 0;
|
|
for (angle = arc_begin; angle <= arc_end; angle += step) {
|
|
x = center.x + (radius * std::cos(angle)); // TODO: Why is it fine here, but must be x,y flipped for sin,cos in Circle code?
|
|
y = center.y + (radius * std::sin(angle));
|
|
if (i < subdivisions)
|
|
vertices[i] = {x, y};
|
|
else
|
|
vertices.emplace_back(x, y);
|
|
i++;
|
|
}
|
|
|
|
glLineWidth(thickness);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawArc);
|
|
|
|
glDrawArrays(GL_LINE_STRIP, 0, (int) vertices.size());
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::OutlineRoundedRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius, float thickness)
|
|
{
|
|
// A rounded rectangle of size 2a x 2b with rounding radius r is given by
|
|
// f(x; a, r) + f(y; b, r) = 1
|
|
// where
|
|
// f(x; a, r) = {
|
|
// if |x| >= a - r: (|x| - (a-r) / r )^2
|
|
// otherwise: 0
|
|
// }
|
|
|
|
//std::vector<Vector2> vertices;
|
|
|
|
|
|
// TODO: Calculate vertices for top-left quarter-circle.
|
|
|
|
Vector2 tr = pos + Vector2(size.x, 0);
|
|
Vector2 br = pos + size;
|
|
Vector2 bl = pos + Vector2(0, size.y);
|
|
|
|
// Center-point around which to calculate each 'quarter-circle'.
|
|
Vector2 anchor_tl = pos + Vector2(radius, radius);
|
|
Vector2 anchor_tr = pos + Vector2(size.x-radius, radius);
|
|
Vector2 anchor_br = pos + size - Vector2(radius, radius);
|
|
Vector2 anchor_bl = pos + Vector2(radius, size.y - radius);
|
|
|
|
//J2D::Begin();
|
|
//J2D::DrawPoints(Colors::Red, {tl, tr, br, bl}, 2);
|
|
//J2D::DrawPoints(Colors::Blue, {anchor_tl, anchor_tr, anchor_br, anchor_bl}, 2);
|
|
//J2D::End();
|
|
|
|
Vector2 anchor_topleft_top = pos + Vector2(radius, 0);
|
|
Vector2 anchor_topright_top = pos + Vector2(size.x - radius, 0);
|
|
// TODO: Calculate vertices for top-right quarter-circle.
|
|
Vector2 anchor_topright_right = pos + Vector2(size.x, radius);
|
|
Vector2 anchor_bottomright_right = pos + Vector2(size.x, size.y - radius);
|
|
// TODO: Calculate vertices for bottom-right quarter-circle.
|
|
Vector2 anchor_bottomright_bottom = pos + Vector2(size.x - radius, size.y);
|
|
Vector2 anchor_bottomleft_bottom = pos + Vector2(radius, size.y);
|
|
// TODO: Calculate vertices for bottom-left quarter-circle.
|
|
Vector2 anchor_bottomleft_left = pos + Vector2(0, size.y - radius);
|
|
Vector2 anchor_topleft_left = pos + Vector2(0, radius);
|
|
|
|
//J2D::Begin();
|
|
|
|
// The 3.01f, etc is a tiny-bit of overshoot to compensate for the fact that
|
|
// this is not being plotted as a continuous line-loop.
|
|
// Once i'm done working this out I expect bill will want to make it such.
|
|
|
|
unsigned int subdivisions = 9;
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineRoundedRect);
|
|
|
|
J2D::DrawArc(color, anchor_tl, radius, Math::Pi, 3.01f*Math::Pi/2.f, subdivisions, thickness);
|
|
J2D::DrawLine(color, anchor_topleft_top, anchor_topright_top, thickness);
|
|
J2D::DrawArc(color, anchor_tr, radius, 3.f*Math::Pi/2.f, 2.02*Math::Pi, subdivisions, thickness);
|
|
J2D::DrawLine(color, anchor_topright_right, anchor_bottomright_right, thickness);
|
|
J2D::DrawArc(color, anchor_br, radius, 0.0f, 1.01f*Math::Pi/2, subdivisions, thickness);
|
|
J2D::DrawLine(color, anchor_bottomright_bottom, anchor_bottomleft_bottom, thickness);
|
|
J2D::DrawArc(color, anchor_bl, radius, Math::Pi/2, Math::Pi*1.01f, subdivisions, thickness);
|
|
J2D::DrawLine(color, anchor_bottomleft_left, anchor_topleft_left, thickness);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
//J2D::End();
|
|
|
|
|
|
}
|
|
|
|
void J2D::FillChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius) {
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_FillChamferRect);
|
|
|
|
FillRoundedRect(color, pos, size, radius, 4);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
}
|
|
|
|
void J2D::OutlineChamferRect(const Color4& color, const Vector2& pos, const Vector2& size, float radius, float thickness) {
|
|
Vector2 anchor_topleft_top = pos + Vector2(radius, 0);
|
|
Vector2 anchor_topright_top = pos + Vector2(size.x - radius, 0);
|
|
Vector2 anchor_topright_right = pos + Vector2(size.x, radius);
|
|
Vector2 anchor_bottomright_right = pos + Vector2(size.x, size.y - radius);
|
|
Vector2 anchor_bottomright_bottom = pos + Vector2(size.x - radius, size.y);
|
|
Vector2 anchor_bottomleft_bottom = pos + Vector2(radius, size.y);
|
|
Vector2 anchor_bottomleft_left = pos + Vector2(0, size.y - radius);
|
|
Vector2 anchor_topleft_left = pos + Vector2(0, radius);
|
|
|
|
Vector2 vertices[] = {anchor_topleft_top, anchor_topright_top, anchor_topright_right, anchor_bottomright_right, anchor_bottomright_bottom, anchor_bottomleft_bottom, anchor_bottomleft_left, anchor_topleft_left};
|
|
glLineWidth(thickness);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineChamferRect);
|
|
|
|
glDrawArrays(GL_LINE_LOOP, 0, 8);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::DrawPoints(const Color4* colors, const Vector2* points, int point_count, float radius) {
|
|
ShapeCache::draw_points_colors->SetData(colors, point_count);
|
|
ShapeCache::draw_points_positions->SetData(points, point_count);
|
|
|
|
glPointSize(radius);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::draw_points_colors->Handle());
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Color4), nullptr);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::draw_points_positions->Handle());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), nullptr);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawPoints);
|
|
|
|
glDrawArrays(GL_POINTS, 0, point_count);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::DrawPoints(const Color4& color, const Vector2* points, int point_count, float radius) {
|
|
ShapeCache::draw_points_positions->SetData(points, point_count);
|
|
glPointSize(radius);
|
|
glColor4ubv(color.ptr());
|
|
glBindBuffer(GL_ARRAY_BUFFER, ShapeCache::draw_points_positions->Handle());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), nullptr);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_DrawPoints);
|
|
|
|
glDrawArrays(GL_POINTS, 0, point_count);
|
|
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::FillTriangle(const Color4& color, const Vector2& triA, const Vector2& triB, const Vector2& triC) {
|
|
FillTriangle(color, {triA, triB, triC});
|
|
}
|
|
|
|
void J2D::FillGradientTriangle(const Color4& a_color, const Color4& b_color, const Color4& c_color, const Vector2& tri_a,
|
|
const Vector2& tri_b, const Vector2& tri_c) {
|
|
FillGradientTriangle(a_color, b_color, c_color, {tri_a, tri_b, tri_c});
|
|
}
|
|
|
|
void J2D::OutlineEllipse(const Color4& color, const Vector2& position, float radius_x, float radius_y, float thickness,
|
|
int subdivisions) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
float step = (2.f * Math::Pi) / (float) subdivisions;
|
|
std::vector<Vector2> vertices(subdivisions);
|
|
GLfloat angle, x, y;
|
|
|
|
int i = 0;
|
|
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step) {
|
|
x = radius_x * std::sin(angle) + position.x;
|
|
y = radius_y * std::cos(angle) + position.y;
|
|
if (i < subdivisions)
|
|
vertices[i] = {x, y};
|
|
else
|
|
vertices.emplace_back(x, y);
|
|
i++;
|
|
}
|
|
|
|
glLineWidth(thickness);
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
|
|
/*
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineElipse);
|
|
*/
|
|
|
|
glDrawArrays(GL_LINE_LOOP, 0, (int) vertices.size());
|
|
|
|
/*
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
*/
|
|
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::FillEllipse(const Color4& color, const Vector2& position, float radius_x, float radius_y, int subdivisions) {
|
|
if (!state_stack.Size())
|
|
Logger::Error("Drawing J2D element before J2D begin.");
|
|
|
|
GLfloat angle, x, y;
|
|
float step = (2.f * Math::Pi) / (float) subdivisions;
|
|
std::vector<Vector2> vertices(subdivisions);
|
|
|
|
/* Most of the time the vector "vertices" is either the same size or size + 1 of the number of subdivisions.
|
|
* Because a float is a decimal, It'd take too long to get rid of the emplace-back making us
|
|
* wait around for the container to resize. This gets rid of it for what we can guarantee. */
|
|
int i = 0;
|
|
for (angle = 0.0f; angle < (2.f * Math::Pi); angle += step) {
|
|
x = radius_x * std::sin(angle) + position.x;
|
|
y = radius_y * std::cos(angle) + position.y;
|
|
if (i < subdivisions)
|
|
vertices[i] = {x, y};
|
|
else
|
|
vertices.emplace_back(x, y);
|
|
i++;
|
|
}
|
|
|
|
glColor4ubv(color.ptr());
|
|
glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices.data());
|
|
|
|
/*
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", RENDERING_ROUTINE_ID::J2D_OutlineElipse);
|
|
*/
|
|
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, (int) vertices.size());
|
|
|
|
/*
|
|
if (current_state.current_shader)
|
|
current_state.current_shader->SetInt("JGL_RENDERING_ROUTINE", 0);
|
|
*/
|
|
glColor4fv(default_state.draw_color);
|
|
}
|
|
|
|
void J2D::DrawSprite(const TextureAtlas* texture_atlas, const AtlasRegion& atlas_region, const Vector2& position, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color) {
|
|
J2D::DrawPartialSprite(texture_atlas, position, Vector2(atlas_region.position), Vector2(atlas_region.size), rad_rotation, origin, scale, color);
|
|
}
|
|
|
|
void J2D::DrawSprite(const TextureAtlas& texture_atlas, const AtlasRegion& atlas_region, const Vector2& position, float rad_rotation, const Vector2& origin, const Vector2& scale, const Color4& color) {
|
|
J2D::DrawSprite(&texture_atlas, atlas_region, position, rad_rotation, origin, scale, color);
|
|
}
|
|
|
|
void J2D::DrawString(const Color4 &color, const std::string &text, const Vector2 &pos, u32 size, float scale,
|
|
const Font &font) {
|
|
DrawString(color, text, pos.x, pos.y, size, scale, font);
|
|
}
|