OpenSubdiv/examples/farViewer/gl_fontutils.cpp
Takahito Tejima c3aa00e706 remove SupportsAdaptiveTessellation from OsdDrawContext, and example cleanups
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.
2015-05-19 10:30:16 -07:00

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