mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
85bb0a156e
- the framebuffer class in examples/common is unstable in certain drivers. removing offscreen rendering for now. - move screenshot function to GLUtils. - fix vertex attrib binding bug (not showing control mesh on osx)
309 lines
9.6 KiB
C++
309 lines
9.6 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "glHud.h"
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#include "glUtils.h"
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#include "font_image.h"
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#include "simple_math.h"
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#include <cstdlib>
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#include <cstring>
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#include <cstdio>
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#include <cassert>
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#include <iostream>
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static const char *s_VS =
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#if defined(GL_VERSION_3_1)
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"#version 150\n"
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"in vec2 position;\n"
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"in vec3 color;\n"
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"in vec2 uv;\n"
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"out vec4 fragColor;\n"
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"out vec2 fragUV;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"void main() {\n"
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" fragColor = vec4(color, 1);\n"
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" fragUV = uv;\n"
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" gl_Position = ModelViewProjectionMatrix * "
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" vec4(position.x, position.y, 0, 1);\n"
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"}\n";
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#else
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"attribute vec2 position;\n"
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"attribute vec3 color;\n"
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"attribute vec2 uv;\n"
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"varying vec4 fragColor;\n"
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"varying vec2 fragUV;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"void main() {\n"
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" fragColor = vec4(color, 1);\n"
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" fragUV = uv;\n"
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" gl_Position = ModelViewProjectionMatrix * "
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" vec4(position.x, position.y, 0, 1);\n"
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"}\n";
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#endif
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static const char *s_FS =
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#if defined(GL_VERSION_3_1)
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"#version 150\n"
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"in vec4 fragColor;\n"
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"in vec2 fragUV;\n"
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"out vec4 color;\n"
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"uniform sampler2D fontTexture;\n"
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"void main() {\n"
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" vec4 c = texture(fontTexture, fragUV);\n"
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" if (c.a == 0.0) discard;\n"
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" color = c*fragColor;\n"
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"}\n";
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#else
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"varying vec4 fragColor;\n"
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"varying vec2 fragUV;\n"
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"uniform sampler2D fontTexture;\n"
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"void main()\n"
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"{\n"
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" vec4 c = texture2D(fontTexture, fragUV);\n"
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" if (c.a == 0.0) discard;\n"
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" gl_FragColor = c*fragColor;\n"
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"}\n";
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#endif
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static const char *s_BG_VS =
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#if defined(GL_VERSION_3_1)
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"#version 150\n"
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"out vec2 uv;\n"
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"void main() {\n"
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" vec4 pos[4] = vec4[] (vec4(-1,-1,0,1), vec4(1,-1,0,1), \n"
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" vec4(-1,1,0,1), vec4(1,1,0,1)); \n"
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" uv = pos[gl_VertexID].xy;\n"
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" gl_Position = pos[gl_VertexID];\n"
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"}\n";
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#else
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"varying vec2 uv;\n"
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"void main() {\n"
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" vec4 pos[4] = vec4[] (vec4(-1,-1,0,1), vec4(1,-1,0,1), \n"
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" vec4(-1,1,0,1), vec4(1,1,0,1)); \n"
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" uv = pos[gl_VertexID].xy;\n"
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" gl_Position = pos[gl_VertexID];\n"
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"}\n";
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#endif
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static const char *s_BG_FS =
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#if defined(GL_VERSION_3_1)
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"#version 150\n"
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"in vec2 uv;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = vec4(mix(0.1, 0.5, sin((uv.y*0.5+0.5)*3.14159)));\n"
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" color.a = 1.0;\n"
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"}\n";
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#else
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"varying vec2 uv;\n"
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"void main() {\n"
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" gl_FragColor = vec4(mix(0.1, 0.5, sin((uv.y*0.5+0.5)*3.14159)));\n"
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" gl_FragColor.a = 1.0;\n";
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"}\n";
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#endif
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GLhud::GLhud() : _fontTexture(0), _vbo(0), _staticVbo(0),
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_vao(0), _staticVao(0), _program(0),
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_aPosition(0), _aColor(0), _aUV(0), _bgProgram(0) {
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}
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GLhud::~GLhud() {
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if (_program)
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glDeleteProgram(_program);
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if (_fontTexture)
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glDeleteTextures(1, &_fontTexture);
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if (_vbo)
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glDeleteBuffers(1, &_vbo);
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if (_staticVbo)
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glDeleteBuffers(1, &_staticVbo);
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if (_vao)
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glDeleteVertexArrays(1, &_vao);
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if (_staticVao)
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glDeleteVertexArrays(1, &_staticVao);
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if (_bgVao)
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glDeleteVertexArrays(1, &_bgVao);
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if (_bgProgram)
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glDeleteProgram(_bgProgram);
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}
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void
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GLhud::Init(int width, int height, int frameBufferWidth, int frameBufferHeight) {
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Hud::Init(width, height, frameBufferWidth, frameBufferHeight);
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glGenTextures(1, &_fontTexture);
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glBindTexture(GL_TEXTURE_2D, _fontTexture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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FONT_TEXTURE_WIDTH, FONT_TEXTURE_HEIGHT,
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0, GL_RGBA, GL_UNSIGNED_BYTE, font_image);
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glGenBuffers(1, &_vbo);
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glGenBuffers(1, &_staticVbo);
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glGenVertexArrays(1, &_vao);
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glGenVertexArrays(1, &_staticVao);
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glGenVertexArrays(1, &_bgVao);
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GLuint vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, s_VS);
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GLuint fragmentShader = GLUtils::CompileShader(GL_FRAGMENT_SHADER, s_FS);
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_program = glCreateProgram();
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glAttachShader(_program, vertexShader);
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glAttachShader(_program, fragmentShader);
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glLinkProgram(_program);
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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GLint status;
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char *infoLog = new char[infoLogLength];
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glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
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printf("%s\n", infoLog);
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delete[] infoLog;
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}
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_mvpMatrix = glGetUniformLocation(_program, "ModelViewProjectionMatrix");
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_aPosition = glGetAttribLocation(_program, "position");
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_aColor = glGetAttribLocation(_program, "color");
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_aUV = glGetAttribLocation(_program, "uv");
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glBindVertexArray(_vao);
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glEnableVertexAttribArray(_aPosition);
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glEnableVertexAttribArray(_aColor);
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glEnableVertexAttribArray(_aUV);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glVertexAttribPointer(_aPosition, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)0);
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glVertexAttribPointer(_aColor, 3, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*2));
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glVertexAttribPointer(_aUV, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*5));
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glBindVertexArray(_staticVao);
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glEnableVertexAttribArray(_aPosition);
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glEnableVertexAttribArray(_aColor);
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glEnableVertexAttribArray(_aUV);
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glBindBuffer(GL_ARRAY_BUFFER, _staticVbo);
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glVertexAttribPointer(_aPosition, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)0);
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glVertexAttribPointer(_aColor, 3, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*2));
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glVertexAttribPointer(_aUV, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat)*7, (void*)(sizeof(GLfloat)*5));
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// ------ create bg program
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vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, s_BG_VS);
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fragmentShader = GLUtils::CompileShader(GL_FRAGMENT_SHADER, s_BG_FS);
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_bgProgram = glCreateProgram();
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glAttachShader(_bgProgram, vertexShader);
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glAttachShader(_bgProgram, fragmentShader);
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glLinkProgram(_bgProgram);
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GLUtils::CheckGLErrors("GLhud::Init");
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}
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void
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GLhud::Rebuild(int width, int height,
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int framebufferWidth, int framebufferHeight) {
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Hud::Rebuild(width, height, framebufferWidth, framebufferHeight);
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if (not _staticVbo)
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return;
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_staticVboSize = (int)getStaticVboSource().size();
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glBindBuffer(GL_ARRAY_BUFFER, _staticVbo);
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glBufferData(GL_ARRAY_BUFFER, _staticVboSize * sizeof(float),
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&getStaticVboSource()[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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bool
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GLhud::Flush() {
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if (!Hud::Flush())
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return false;
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// update dynamic text
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glBindVertexArray(_vao);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, getVboSource().size() * sizeof(float),
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&getVboSource()[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// (x, y, r, g, b, u, v) = 7
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int numVertices = (int)getVboSource().size()/7;
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// reserved space of the vector remains for the next frame.
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getVboSource().clear();
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glUseProgram(_program);
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float proj[16];
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ortho(proj, 0, 0, float(GetWidth()), float(GetHeight()));
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glUniformMatrix4fv(_mvpMatrix, 1, GL_FALSE, proj);
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _fontTexture);
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glBindVertexArray(_vao);
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glDrawArrays(GL_TRIANGLES, 0, numVertices);
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glBindVertexArray(_staticVao);
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glDrawArrays(GL_TRIANGLES, 0, _staticVboSize/7);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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return true;
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}
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void
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GLhud::FillBackground() {
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glUseProgram(_bgProgram);
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glBindVertexArray(_bgVao);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glUseProgram(0);
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glBindVertexArray(0);
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}
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