OpenSubdiv/examples/common/glHud.cpp
Takahito Tejima 85bb0a156e examples cleanup: remove framebuffer class
- 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)
2015-05-31 20:52:20 -07:00

309 lines
9.6 KiB
C++

//
// 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 "glHud.h"
#include "glUtils.h"
#include "font_image.h"
#include "simple_math.h"
#include <cstdlib>
#include <cstring>
#include <cstdio>
#include <cassert>
#include <iostream>
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
static const char *s_BG_VS =
#if defined(GL_VERSION_3_1)
"#version 150\n"
"out vec2 uv;\n"
"void main() {\n"
" vec4 pos[4] = vec4[] (vec4(-1,-1,0,1), vec4(1,-1,0,1), \n"
" vec4(-1,1,0,1), vec4(1,1,0,1)); \n"
" uv = pos[gl_VertexID].xy;\n"
" gl_Position = pos[gl_VertexID];\n"
"}\n";
#else
"varying vec2 uv;\n"
"void main() {\n"
" vec4 pos[4] = vec4[] (vec4(-1,-1,0,1), vec4(1,-1,0,1), \n"
" vec4(-1,1,0,1), vec4(1,1,0,1)); \n"
" uv = pos[gl_VertexID].xy;\n"
" gl_Position = pos[gl_VertexID];\n"
"}\n";
#endif
static const char *s_BG_FS =
#if defined(GL_VERSION_3_1)
"#version 150\n"
"in vec2 uv;\n"
"out vec4 color;\n"
"void main() {\n"
" color = vec4(mix(0.1, 0.5, sin((uv.y*0.5+0.5)*3.14159)));\n"
" color.a = 1.0;\n"
"}\n";
#else
"varying vec2 uv;\n"
"void main() {\n"
" gl_FragColor = vec4(mix(0.1, 0.5, sin((uv.y*0.5+0.5)*3.14159)));\n"
" gl_FragColor.a = 1.0;\n";
"}\n";
#endif
GLhud::GLhud() : _fontTexture(0), _vbo(0), _staticVbo(0),
_vao(0), _staticVao(0), _program(0),
_aPosition(0), _aColor(0), _aUV(0), _bgProgram(0) {
}
GLhud::~GLhud() {
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);
if (_bgVao)
glDeleteVertexArrays(1, &_bgVao);
if (_bgProgram)
glDeleteProgram(_bgProgram);
}
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);
glGenVertexArrays(1, &_bgVao);
GLuint vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, s_VS);
GLuint fragmentShader = GLUtils::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);
// ------ create bg program
vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, s_BG_VS);
fragmentShader = GLUtils::CompileShader(GL_FRAGMENT_SHADER, s_BG_FS);
_bgProgram = glCreateProgram();
glAttachShader(_bgProgram, vertexShader);
glAttachShader(_bgProgram, fragmentShader);
glLinkProgram(_bgProgram);
GLUtils::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);
}
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;
}
void
GLhud::FillBackground() {
glUseProgram(_bgProgram);
glBindVertexArray(_bgVao);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glUseProgram(0);
glBindVertexArray(0);
}