FreeType2
This commit is contained in:
@@ -38,6 +38,17 @@ CPMAddPackage(
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NAME Event
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URL https://git.redacted.cc/josh/Event/archive/Release-6.zip
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)
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if (WIN32)
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#CPMAddPackage(
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#NAME harfbuzz
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#URL https://github.com/harfbuzz/harfbuzz/archive/refs/tags/9.0.0.zip
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#)
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CPMAddPackage(
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NAME freetype
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URL https://github.com/freetype/freetype/archive/refs/tags/VER-2-13-2.zip
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)
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endif()
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file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
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file(GLOB_RECURSE ASSETS "assets/*")
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@@ -47,13 +58,11 @@ file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp" )
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find_package(OpenGL REQUIRED)
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if (UNIX AND NOT APPLE)
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file(GLOB_RECURSE SOURCES "src/linux/*.c" "src/linux/*.cpp" "src/shared/*.cpp" "src/shared/*.c")
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find_package(Freetype REQUIRED)
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add_library(JGL SHARED ${SOURCES})
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endif()
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if (WIN32)
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file(GLOB_RECURSE SOURCES "src/windows/*.c" "src/windows/*.cpp" "src/shared/*.cpp" "src/shared/*.c")
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add_library(JGL STATIC ${SOURCES})
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endif()
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@@ -79,6 +88,8 @@ if (UNIX AND NOT APPLE)
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endif()
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if (WIN32)
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target_include_directories(JGL PRIVATE ${freetype_SOURCE_DIR}/include)
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target_link_libraries(JGL PRIVATE freetype)
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target_link_libraries(JGL PUBLIC ${OPENGL_LIBRARIES} J3ML ReWindowLibrary glad jlog Event)
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endif()
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2
main.cpp
2
main.cpp
@@ -105,7 +105,7 @@ int main(int argc, char** argv)
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window->setRenderer(RenderingAPI::OPENGL);
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window->Open();
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window->initGL();
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window->setResizable(true);
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window->setResizable(false);
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while (window->isAlive())
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{
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window->pollEvents();
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@@ -3,12 +3,19 @@
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//
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#include <vector>
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#include <../cmake-build-debug/_deps/glad-src/include/glad/glad.h>
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#include <glad/glad.h>
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#include <JGL/JGL.h>
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#include <../include/JGL/Color3.h>
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#include <iostream>
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#include <JGL/Color3.h>
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#if __linux__
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#endif
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#if _WIN32
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#include <ft2build.h>
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#include FT_FREETYPE_H
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#endif
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GLuint program;
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@@ -38,6 +45,113 @@ namespace JGL
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namespace J2D
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{
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void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_QUADS);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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void OutlineRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_LINE_LOOP);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
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auto vp_a = A;
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auto vp_b = B;
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_a.x, vp_a.y);
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glVertex2f(vp_b.x, vp_b.y);
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glEnd();
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}
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void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness) {
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DrawLine2D(color, {x, y}, {w, h}, thickness);
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}
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void DrawPixel2D(const Color3 &color, float x, float y) {
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DrawPixel2D(color, {x, y});
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}
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void DrawPixel2D(const Color3 &color, const Vector2 &coordinates) {
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auto vp_pos = coordinates;
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glBegin(GL_POINT);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glEnd();
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}
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void
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OutlineCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions, float thickness) {
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glBegin(GL_LINE_LOOP);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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float step = (2.f * M_PI) / (float)subdivisions;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
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{
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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}
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glEnd();
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}
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void FillCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions) {
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glBegin(GL_POLYGON);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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float step = (2.f * M_PI) / (float)subdivisions;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
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{
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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}
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glEnd();
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}
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void OutlineTriangle2D(const Color3& color, const Triangle2D& tri)
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{
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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}
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void FillTriangle2D(const Color3& color, const Triangle2D& tri)
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{
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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}
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void DrawString2D(const Color3& color, std::string text, float x, float y, float scale, u32 size) {
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glUseProgram(0); // Fixed-function pipeline.
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@@ -48,7 +162,7 @@ namespace JGL
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FT_Set_Pixel_Sizes(face, 0, size);
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GLuint textures[text.size()];
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std::vector<GLuint> textures(text.length());
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for (int i = 0; i < text.length(); i++)
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{
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if (FT_Load_Char(face, text.c_str()[i], FT_LOAD_RENDER))
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@@ -59,7 +173,7 @@ namespace JGL
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &textures[i]);
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glGenTextures(1, &textures.at(i));
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@@ -99,8 +213,8 @@ namespace JGL
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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}
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for (auto& t : textures)
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glDeleteTextures(1, &t);
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for (unsigned int& texture : textures)
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glDeleteTextures(1, &texture);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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@@ -108,15 +222,27 @@ namespace JGL
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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}
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}
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namespace J3D
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{
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void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size)
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void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
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{
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex3f(A.x, A.y, A.z);
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glVertex3f(B.x, B.y, B.z);
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glEnd();
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}
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void DrawString3D(const Color3& color, const std::string& text, const Vector3& pos, float scale, u32 size)
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{
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float x = pos.x;
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float y = pos.y;
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float z = pos.z;
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GLfloat currentColor[4];
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GLuint textures[text.size()];
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std::vector<GLuint> textures(text.length());;
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glGetFloatv(GL_CURRENT_COLOR, currentColor);
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glUseProgram(0); // Fixed-function pipeline.
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glColor4f(color.r, color.g, color.b, 1.0f);
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@@ -134,7 +260,7 @@ namespace JGL
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &textures[i]);
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glGenTextures(1, &textures.at(i));
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@@ -174,15 +300,17 @@ namespace JGL
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x += (g->advance.x >> 6) * scale;
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y += (g->advance.y >> 6) * scale;
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}
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for (auto& t : textures)
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glDeleteTextures(1, &t);
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for (unsigned int& texture : textures)
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glDeleteTextures(1, &texture);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, 0); // Unbind texture
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glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]); //Set draw color back to whatever it was before.
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}
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}
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}
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@@ -1,128 +0,0 @@
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#include <JGL/JGL.h>
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#include <glad/glad.h>
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namespace JGL
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{
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namespace J2D
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{
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void FillRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_QUADS);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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void OutlineRect2D(const Color3 &color, const Vector2 &pos, const Vector2 &size, float thickness) {
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auto vp_pos = pos;
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auto vp_size = size;
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glBegin(GL_LINE_LOOP);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glVertex2f(vp_pos.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y + vp_size.y);
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glVertex2f(vp_pos.x + vp_size.x, vp_pos.y);
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glEnd();
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}
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void DrawLine2D(const Color3 &color, const Vector2 &A, const Vector2 &B, float thickness) {
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auto vp_a = A;
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auto vp_b = B;
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_a.x, vp_a.y);
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glVertex2f(vp_b.x, vp_b.y);
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glEnd();
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}
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void DrawLine2D(const Color3 &color, float x, float y, float w, float h, float thickness) {
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DrawLine2D(color, {x, y}, {w, h}, thickness);
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}
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void DrawPixel2D(const Color3 &color, float x, float y) {
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DrawPixel2D(color, {x, y});
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}
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void DrawPixel2D(const Color3 &color, const Vector2 &coordinates) {
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auto vp_pos = coordinates;
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glBegin(GL_POINT);
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glColor3f(color.r, color.g, color.b);
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glVertex2f(vp_pos.x, vp_pos.y);
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glEnd();
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}
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void
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OutlineCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions, float thickness) {
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glBegin(GL_LINE_LOOP);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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float step = (2.f * M_PI) / (float)subdivisions;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
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{
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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}
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glEnd();
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}
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void FillCircle2D(const Color3 &color, const Vector2 ¢er, float radius, int subdivisions) {
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glBegin(GL_POLYGON);
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GLfloat angle;
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glColor3f(color.r, color.g, color.b);
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float step = (2.f * M_PI) / (float)subdivisions;
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for (angle = 0.0f; angle < (2.f * M_PI); angle += step)
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{
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GLfloat x = radius * sin(angle);
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GLfloat y = radius * cos(angle);
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x += center.x;
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y += center.y;
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glVertex2f(x, y);
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}
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glEnd();
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}
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void OutlineTriangle2D(const Color3& color, const Triangle2D& tri)
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{
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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}
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void FillTriangle2D(const Color3& color, const Triangle2D& tri)
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{
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glBegin(GL_LINE_LOOP);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex2f(tri.A.x, tri.A.y);
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glVertex2f(tri.B.x, tri.B.y);
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glVertex2f(tri.C.x, tri.C.y);
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glEnd();
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}
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}
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namespace J3D
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{
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void DrawLine3D(const Color3& color, const Vector3& A, const Vector3& B, float thickness)
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{
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glBegin(GL_LINES);
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glLineWidth(thickness);
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glColor3f(color.r/255.f, color.g/255.f, color.b/255.f);
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glVertex3f(A.x, A.y, A.z);
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glVertex3f(B.x, B.y, B.z);
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glEnd();
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}
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}
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}
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