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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: 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.
251 lines
7.7 KiB
C++
251 lines
7.7 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_hud.h"
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#include "font_image.h"
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#include "simple_math.h"
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#include <string.h>
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#include <stdio.h>
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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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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)
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{
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}
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GLhud::~GLhud()
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{
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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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}
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static GLuint compileShader(GLenum shaderType, const char *source)
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{
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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return shader;
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}
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void
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GLhud::Init(int width, int height)
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{
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Hud::Init(width, height);
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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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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, s_VS);
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GLuint fragmentShader = 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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}
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void
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GLhud::Rebuild(int width, int height)
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{
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Hud::Rebuild(width, height);
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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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{
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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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