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https://github.com/PixarAnimationStudios/OpenSubdiv
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c3aa00e706
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation method to examples/common/glUtils, which is renamed and namespaced from gl_common.{cpp,h} to be consistent to other files. Same renamings applied to other example files.
214 lines
6.3 KiB
C++
214 lines
6.3 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 "gl_fontutils.h"
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#include <cassert>
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#include <cstdlib>
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#include <cstring>
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//------------------------------------------------------------------------------
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GLFont::GLFont(GLuint fontTexture) :
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_dirty(false),
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_program(0),
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_transformBinding(0),
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_attrPosition(0),
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_attrData(0),
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_fontTexture(fontTexture),
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_scale(0) {
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_chars.reserve(500000);
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glGenVertexArrays(1, &_VAO);
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glGenBuffers(1, &_EAO);
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glGenBuffers(1, &_VBO);
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glBindVertexArray(_VAO);
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glBindBuffer(GL_ARRAY_BUFFER, _VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _EAO);
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glBindVertexArray(0);
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}
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//------------------------------------------------------------------------------
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GLFont::~GLFont() {
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glDeleteVertexArrays(1, &_VAO);
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glGenBuffers(1, &_VBO);
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}
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//------------------------------------------------------------------------------
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void GLFont::bindProgram() {
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static const char *shaderSource =
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#include "fontShader.gen.h"
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;
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// Update and bind transform state
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if (not _program) {
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_program = glCreateProgram();
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static char const versionStr[] = "#version 410\n",
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vtxDefineStr[] = "#define VERTEX_SHADER\n",
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geoDefineStr[] = "#define GEOMETRY_SHADER\n",
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fragDefineStr[] = "#define FRAGMENT_SHADER\n";
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std::string vsSrc = std::string(versionStr) + vtxDefineStr + shaderSource,
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gsSrc = std::string(versionStr) + geoDefineStr + shaderSource,
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fsSrc = std::string(versionStr) + fragDefineStr + shaderSource;
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GLuint vertexShader =
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GLUtils::CompileShader(GL_VERTEX_SHADER, vsSrc.c_str()),
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geometryShader =
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GLUtils::CompileShader(GL_GEOMETRY_SHADER, gsSrc.c_str()),
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fragmentShader =
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GLUtils::CompileShader(GL_FRAGMENT_SHADER, fsSrc.c_str());
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glAttachShader(_program, vertexShader);
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glAttachShader(_program, geometryShader);
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glAttachShader(_program, fragmentShader);
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glLinkProgram(_program);
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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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exit(1);
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}
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}
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glUseProgram(_program);
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if (not _scale) {
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_scale = glGetUniformLocation(_program, "scale");
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}
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if (not _attrPosition) {
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_attrPosition = glGetAttribLocation(_program, "position");
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}
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if (not _attrData) {
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_attrData = glGetAttribLocation(_program, "data");
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}
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}
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//------------------------------------------------------------------------------
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void
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GLFont::SetFontScale(float scale) {
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if (_scale) {
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glProgramUniform1f(_program, _scale, scale);
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}
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}
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//------------------------------------------------------------------------------
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void
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GLFont::Clear() {
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_chars.clear();
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}
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//------------------------------------------------------------------------------
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void
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GLFont::Print3D(float const pos[3], const char * str, int color) {
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int len = (int)strlen(str);
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for (int i=0; i<len; ++i) {
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GLFont::Char c;
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memcpy(&c.pos[0], pos, sizeof(float)*3);
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c.ofs[0]=2.0f*i;
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c.ofs[1]=0.0f;
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c.alpha = (float)str[i];
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c.color = (float)color;
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_chars.push_back(c);
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}
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_dirty=true;
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}
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//------------------------------------------------------------------------------
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void GLFont::Draw(GLuint transformUB) {
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if ((int)_chars.size()==0) {
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return;
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}
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assert(_VAO and _VBO);
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glBindVertexArray(_VAO);
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bindProgram();
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if (not _transformBinding) {
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GLuint uboIndex = glGetUniformBlockIndex(_program, "Transform");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(_program, uboIndex, _transformBinding);
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}
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assert(transformUB);
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glBindBufferBase(GL_UNIFORM_BUFFER, _transformBinding, transformUB);
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glBindBuffer(GL_ARRAY_BUFFER, _VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _EAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, _fontTexture);
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if (_dirty) {
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// generate element array indices for GL_POINTS
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std::vector<int> eao(_chars.size());
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for (int i=0; i<(int)_chars.size(); ++i) {
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eao[i]=i;
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, eao.size()*sizeof(int), &eao[0], GL_STATIC_DRAW);
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// copy character data to VBO
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glBufferData(GL_ARRAY_BUFFER, _chars.size()*sizeof(Char), &_chars[0], GL_STATIC_DRAW);
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_dirty=false;
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}
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glEnableVertexAttribArray(_attrPosition);
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glVertexAttribPointer(_attrPosition, 3, GL_FLOAT, GL_FALSE, sizeof(Char), 0);
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glEnableVertexAttribArray(_attrData);
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glVertexAttribPointer(_attrData, 4, GL_FLOAT, GL_FALSE, sizeof(Char), (void*)12);
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glDrawElements(GL_POINTS, (int)_chars.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glUseProgram(0);
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}
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//------------------------------------------------------------------------------
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