// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #include "gl_hud.h" #include "gl_common.h" #include "font_image.h" #include "simple_math.h" #include #include #include #include #include static const char *s_VS = #if defined(GL_VERSION_3_1) "#version 150\n" "in vec2 position;\n" "in vec3 color;\n" "in vec2 uv;\n" "out vec4 fragColor;\n" "out vec2 fragUV;\n" "uniform mat4 ModelViewProjectionMatrix;\n" "void main() {\n" " fragColor = vec4(color, 1);\n" " fragUV = uv;\n" " gl_Position = ModelViewProjectionMatrix * " " vec4(position.x, position.y, 0, 1);\n" "}\n"; #else "attribute vec2 position;\n" "attribute vec3 color;\n" "attribute vec2 uv;\n" "varying vec4 fragColor;\n" "varying vec2 fragUV;\n" "uniform mat4 ModelViewProjectionMatrix;\n" "void main() {\n" " fragColor = vec4(color, 1);\n" " fragUV = uv;\n" " gl_Position = ModelViewProjectionMatrix * " " vec4(position.x, position.y, 0, 1);\n" "}\n"; #endif static const char *s_FS = #if defined(GL_VERSION_3_1) "#version 150\n" "in vec4 fragColor;\n" "in vec2 fragUV;\n" "out vec4 color;\n" "uniform sampler2D fontTexture;\n" "void main() {\n" " vec4 c = texture(fontTexture, fragUV);\n" " if (c.a == 0.0) discard;\n" " color = c*fragColor;\n" "}\n"; #else "varying vec4 fragColor;\n" "varying vec2 fragUV;\n" "uniform sampler2D fontTexture;\n" "void main()\n" "{\n" " vec4 c = texture2D(fontTexture, fragUV);\n" " if (c.a == 0.0) discard;\n" " gl_FragColor = c*fragColor;\n" "}\n"; #endif GLhud::GLhud() : _frameBuffer(0), _fontTexture(0), _vbo(0), _staticVbo(0), _vao(0), _staticVao(0), _program(0), _aPosition(0), _aColor(0), _aUV(0) { } GLhud::~GLhud() { if (_frameBuffer) delete _frameBuffer; if (_program) glDeleteProgram(_program); if (_fontTexture) glDeleteTextures(1, &_fontTexture); if (_vbo) glDeleteBuffers(1, &_vbo); if (_staticVbo) glDeleteBuffers(1, &_staticVbo); if (_vao) glDeleteVertexArrays(1, &_vao); if (_staticVao) glDeleteVertexArrays(1, &_staticVao); } void GLhud::Init(int width, int height, int frameBufferWidth, int frameBufferHeight) { Hud::Init(width, height, frameBufferWidth, frameBufferHeight); glGenTextures(1, &_fontTexture); glBindTexture(GL_TEXTURE_2D, _fontTexture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, font_image); glGenBuffers(1, &_vbo); glGenBuffers(1, &_staticVbo); glGenVertexArrays(1, &_vao); glGenVertexArrays(1, &_staticVao); GLuint vertexShader = compileShader(GL_VERTEX_SHADER, s_VS); GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, s_FS); _program = glCreateProgram(); glAttachShader(_program, vertexShader); glAttachShader(_program, fragmentShader); glLinkProgram(_program); glDeleteShader(vertexShader); glDeleteShader(fragmentShader); GLint status; glGetProgramiv(_program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint infoLogLength; glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength); char *infoLog = new char[infoLogLength]; glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog); printf("%s\n", infoLog); delete[] infoLog; } _mvpMatrix = glGetUniformLocation(_program, "ModelViewProjectionMatrix"); _aPosition = glGetAttribLocation(_program, "position"); _aColor = glGetAttribLocation(_program, "color"); _aUV = glGetAttribLocation(_program, "uv"); glBindVertexArray(_vao); glEnableVertexAttribArray(_aPosition); glEnableVertexAttribArray(_aColor); glEnableVertexAttribArray(_aUV); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glVertexAttribPointer(_aPosition, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*7, (void*)0); glVertexAttribPointer(_aColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*2)); glVertexAttribPointer(_aUV, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*5)); glBindVertexArray(_staticVao); glEnableVertexAttribArray(_aPosition); glEnableVertexAttribArray(_aColor); glEnableVertexAttribArray(_aUV); glBindBuffer(GL_ARRAY_BUFFER, _staticVbo); glVertexAttribPointer(_aPosition, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*7, (void*)0); glVertexAttribPointer(_aColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*2)); glVertexAttribPointer(_aUV, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*5)); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); checkGLErrors("GLhud::Init"); } void GLhud::Rebuild(int width, int height, int framebufferWidth, int framebufferHeight) { Hud::Rebuild(width, height, framebufferWidth, framebufferHeight); if (not _staticVbo) return; _staticVboSize = (int)getStaticVboSource().size(); glBindBuffer(GL_ARRAY_BUFFER, _staticVbo); glBufferData(GL_ARRAY_BUFFER, _staticVboSize * sizeof(float), &getStaticVboSource()[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); if (GetFrameBuffer()) { GetFrameBuffer()->Reshape(framebufferWidth, framebufferHeight); } } bool GLhud::Flush() { if (!Hud::Flush()) return false; // update dynamic text glBindVertexArray(_vao); glBindBuffer(GL_ARRAY_BUFFER, _vbo); glBufferData(GL_ARRAY_BUFFER, getVboSource().size() * sizeof(float), &getVboSource()[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // (x, y, r, g, b, u, v) = 7 int numVertices = (int)getVboSource().size()/7; // reserved space of the vector remains for the next frame. getVboSource().clear(); glUseProgram(_program); float proj[16]; ortho(proj, 0, 0, float(GetWidth()), float(GetHeight())); glUniformMatrix4fv(_mvpMatrix, 1, GL_FALSE, proj); { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, _fontTexture); glBindVertexArray(_vao); glDrawArrays(GL_TRIANGLES, 0, numVertices); glBindVertexArray(_staticVao); glDrawArrays(GL_TRIANGLES, 0, _staticVboSize/7); glBindTexture(GL_TEXTURE_2D, 0); } return true; }