mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 12:00:11 +00:00
1ba1f048e6
fixes #100
332 lines
11 KiB
C++
332 lines
11 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#endif
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#include <string.h>
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#include <stdio.h>
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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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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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std::vector<float> vboSource;
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// add UI elements
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for (std::vector<RadioButton>::const_iterator it = getRadioButtons().begin();
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it != getRadioButtons().end(); ++it) {
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int x = it->x > 0 ? it->x : GetWidth() + it->x;
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int y = it->y > 0 ? it->y : GetHeight() + it->y;
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if (it->checked) {
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x = drawChar(vboSource, x, y, 1, 1, 1, FONT_RADIO_BUTTON_ON);
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drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
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} else {
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x = drawChar(vboSource, x, y, 1, 1, 1, ' ');
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drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
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}
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}
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for (std::vector<CheckBox>::const_iterator it = getCheckBoxes().begin();
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it != getCheckBoxes().end(); ++it) {
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int x = it->x > 0 ? it->x : GetWidth() + it->x;
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int y = it->y > 0 ? it->y : GetHeight() + it->y;
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if( it->checked) {
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x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_ON);
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drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
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} else {
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x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_OFF);
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drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
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}
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}
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drawString(vboSource, GetWidth()-80, GetHeight()-48, .5, .5, .5, "\x08\x09\x0a\x0b\x0c\x0d\x0e\x0f");
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drawString(vboSource, GetWidth()-80, GetHeight()-32, .5, .5, .5, "\x18\x19\x1a\x1b\x1c\x1d\x1e\x1f");
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_staticVboSize = (int)vboSource.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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&vboSource[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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