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JGL/main.cpp
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#include <JGL/JGL.h>
#include <rewindow/types/window.h>
#include <Colors.hpp>
#include <chrono>
#include <J3ML/LinearAlgebra/Vector2.hpp>
#include <JGL/logger/logger.h>
using J3ML::LinearAlgebra::Vector2;
using namespace JGL;
JGL::Font FreeSans;
JGL::Font Jupiteroid;
float fps = 0.0f;
class Gizmo
{
public:
Gizmo() {}
Gizmo(const Vector2& pos) : position(pos) {}
bool dragging = false;
bool hovered = false;
Vector2 position;
float range = 6.f;
void Grab() {
if (hovered)
dragging = true;
}
void Release() {
dragging = false;
}
void Update(const Vector2& mouse) {
if (dragging)
position = position.Lerp(mouse, 0.25f);
hovered = mouse.Distance(position) < range;
}
void Draw() {
if (dragging)
J2D::DrawPoint(Colors::White, position, 4.f);
else if (hovered)
J2D::DrawPoint(Colors::Reds::Crimson, position, 6.f);
else
J2D::DrawPoint(Colors::Reds::Salmon, position, 3.f);
J2D::DrawString(Colors::White, std::format("{:.1f},{:.1f}", position.x, position.y), position.x, position.y, 1.f, 10, FreeSans);
}
};
class Camera {
public:
Vector3 position = {0,0,0};
Vector3 angle = {0,0,0};
std::vector<GLfloat> lookAt(const Vector3& eye, const Vector3& center, const Vector3& up) {
Vector3 f = Vector3::Normalized((center - eye));
Vector3 upN = Vector3::Normalized(up);
Vector3 s = Vector3::Normalized(f.Cross(upN));
Vector3 u = Vector3::Normalized(s.Cross(f));
std::vector<GLfloat> result = {
s.x, u.x, -f.x, 0.0f,
s.y, u.y, -f.y, 0.0f,
s.z, u.z, -f.z, 0.0f,
-s.Dot(eye), -u.Dot(eye), f.Dot(eye), 1.0f
};
return result;
}
void render() {
glRotatef(angle.x,1.0f, 0.0f, 0.0f);
glRotatef(angle.y,0.0f, 1.0f, 0.0f);
glRotatef(angle.z,0.0f, 0.0f, 1.0f);
glMultMatrixf(lookAt({position.x, position.y, position.z}, {position.x, position.y, 100.f + position.z}, {0,1,0}).data());
}
};
Camera* camera;
using J3ML::LinearAlgebra::Matrix4x4;
struct point {
GLfloat x;
GLfloat y;
GLfloat s;
GLfloat t;
};
Gizmo a({250, 150});
Gizmo b({200, 250});
Gizmo c({350, 300});
Gizmo d({450, 250});
Texture* image;
RenderTarget* j2d_render_target;
class JGLDemoWindow : public ReWindow::RWindow
{
public:
void initGL() {
camera = new Camera;
gladLoadGL();
if (!JGL::MeetsRequirements()) {
Logger::Fatal("The graphics driver does not meet the minimum requirements to run this program.");
exit(-1);
}
JGL::InitTextEngine();
JGL::Update(getSize());
J3D::Init(getSize(), 90, 100);
FreeSans = JGL::Font("assets/fonts/FreeSans.ttf");
Jupiteroid = JGL::Font("assets/fonts/Jupiteroid.ttf");
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
image = new Texture("assets/sprites/Re3D.png", TextureFilteringMode::BILINEAR);
j2d_render_target = new RenderTarget({500, 500}, {255,0,0,0});
}
Vector3 textAngle = {0,0,0};
float fov = 90;
float sprite_radians = 0;
bool fov_increasing = true;
void display() {
JGL::Update(getSize());
if (fov_increasing)
fov += 0.25;
else
fov -= 0.50;
if (fov >= 120)
fov_increasing = false;
else if (fov <= 75)
fov_increasing = true;
J3D::ChangeFOV(fov);
sprite_radians += 0.05;
textAngle.y += 2.0f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
camera->render();
// All 3D elements of the scene and JGL elements *must* be rendered before the 2D stuff
/* if rendering to screen space directly. */
J3D::Begin();
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-1,-0.125,1});
J3D::DrawLine(Colors::Red, {-0.33,-0.125,1}, {-0.33,0.25,1});
J3D::DrawString(Colors::Red, "JGL Sample Text", {-0.33, -0.1, 1.0f}, 1.f, 32, FreeSans, textAngle, true);
J3D::End();
J2D::Begin();
J2D::FillRect(Colors::Blue, {0,52}, {100,100});
J2D::DrawSprite(*image, {300, 300}, 0, {0,0}, {1, 1}, Colors::White, Direction::Vertical | Direction::Horizontal);
J2D::DrawMirrorSprite(*image, {400, 300}, Direction::Horizontal | Direction::Vertical, sprite_radians, {0.5,0.5}, {1, 1}, Colors::White);
J2D::DrawPartialSprite(*image, {225, 300}, image->GetDimensions() * 0.25, image->GetDimensions() * 0.75, sprite_radians, {0.5, 0.5});
J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
J2D::FillGradientRect(Colors::Red, Colors::Blue, Direction::Diagonal_SWNE, {100,52}, {100,100});
J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
J2D::FillRoundedRect(Colors::Purples::BlueViolet, {300, 52}, {100, 100}, 8, 4);
J2D::FillCircle(Colors::White, {52, 204}, 50, 24);
J2D::OutlineCircle(Colors::White, {153, 204}, 50, 24);
J2D::FillGradientTriangle(Color4(Colors::Red), Color4(Colors::Green), Color4(Colors::Blue), {{0, 275}, {0, 375}, {100, 375}});
J2D::OutlineTriangle(Colors::Blue, {{100, 275}, {0, 275}, {100, 375}});
J2D::DrawGradientLine(Colors::Red, Colors::Blue, {105, 375}, {200, 275}, 2);
auto result = Jupiteroid.MeasureString("Jupiteroid Font", 16);
J2D::FillRect(Colors::Gray, {0, 0}, result);
J2D::DrawString(Colors::Green, "Jupteroid Font", 0.f, 0, 1.f, 16, Jupiteroid);
J2D::DrawString(Colors::White, "Position: " + std::to_string(camera->position.x) + " " + std::to_string(camera->position.y) + " " + std::to_string(camera->position.z), 0, 16, 1,16, Jupiteroid);
J2D::DrawString(Colors::White, "ViewAngle: " + std::to_string(camera->angle.x) + " " + std::to_string(camera->angle.y) + " " + std::to_string(camera->angle.z), 0, 33, 1,16, Jupiteroid);
J2D::DrawString(Colors::White, "Framerate: " + std::to_string((int) fps), 0, 48, 1, 16, Jupiteroid);
J2D::OutlinePolygon(Colors::White, {{200, 400}, {220, 420}, {220, 430}, {230, 410}, {200, 400}});
//J2D::FillPolygon(Colors::White, {{200, 400}, {220, 420}, {220, 430}, {230, 410}, {200, 400}});
J2D::DrawCubicBezierCurve(Colors::Blues::CornflowerBlue,
a.position,
b.position,
c.position,
d.position
, 20, 1.5f);
a.Draw();
b.Draw();
c.Draw();
d.Draw();
J2D::End();
//Draw the Render Target that we just drew all that stuff onto.
/*
J2D::Begin();
J2D::DrawRenderTargetAsSprite(*j2d_render_target, {0, 0}, 0, {0.5, 0.5}, {1,1}, Colors::White);
J2D::End();
*/
}
void OnRefresh(float elapsed) override {
auto mouse = GetMouseCoordinates();
a.Update(mouse);
b.Update(mouse);
c.Update(mouse);
d.Update(mouse);
display();
int glError = glGetError();
if (glError != GL_NO_ERROR)
std::cout << glError << std::endl;
glSwapBuffers();
}
void OnMouseButtonDown(const ReWindow::WindowEvents::MouseButtonDownEvent & ev) override
{
RWindow::OnMouseButtonDown(ev);
a.Grab();
b.Grab();
c.Grab();
d.Grab();
}
void OnMouseButtonUp(const ReWindow::WindowEvents::MouseButtonUpEvent & ev) override
{
RWindow::OnMouseButtonUp(ev);
a.Release();
b.Release();
c.Release();
d.Release();
}
bool OnResizeRequest(const ReWindow::WindowResizeRequestEvent& e) override {return true;}
JGLDemoWindow() : ReWindow::RWindow() {}
JGLDemoWindow(const std::string& title, int width, int height) : ReWindow::RWindow(title, width, height){}
};
int main(int argc, char** argv) {
auto* window = new JGLDemoWindow("JGL Demo Window", 1280, 720);
window->setRenderer(RenderingAPI::OPENGL);
window->Open();
window->initGL();
window->setResizable(true);
window->setVsyncEnabled(false);
while (window->isAlive()) {
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
window->pollEvents();
window->refresh();
std::chrono::high_resolution_clock::time_point stop = std::chrono::high_resolution_clock::now();
std::chrono::duration<float> frame_time = stop - start;
fps = 1.0f / frame_time.count();
}
return 0;
}