OpenSubdiv/examples/common/gl_hud.cpp

332 lines
11 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
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// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
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// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
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//
#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#endif
#include <string.h>
#include <stdio.h>
#include "gl_hud.h"
#include "font_image.h"
#include "simple_math.h"
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
GLhud::GLhud() : _fontTexture(0), _vbo(0), _staticVbo(0),
_vao(0), _staticVao(0), _program(0),
_aPosition(0), _aColor(0), _aUV(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);
}
static GLuint compileShader(GLenum shaderType, const char *source)
{
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
return shader;
}
void
GLhud::Init(int width, int height)
{
Hud::Init(width, height);
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);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, s_VS);
GLuint fragmentShader = 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);
}
void
GLhud::Rebuild(int width, int height)
{
Hud::Rebuild(width, height);
if (not _staticVbo)
return;
std::vector<float> vboSource;
// add UI elements
for (std::vector<RadioButton>::const_iterator it = getRadioButtons().begin();
it != getRadioButtons().end(); ++it) {
int x = it->x > 0 ? it->x : GetWidth() + it->x;
int y = it->y > 0 ? it->y : GetHeight() + it->y;
if (it->checked) {
x = drawChar(vboSource, x, y, 1, 1, 1, FONT_RADIO_BUTTON_ON);
drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
} else {
x = drawChar(vboSource, x, y, 1, 1, 1, ' ');
drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
}
}
for (std::vector<CheckBox>::const_iterator it = getCheckBoxes().begin();
it != getCheckBoxes().end(); ++it) {
int x = it->x > 0 ? it->x : GetWidth() + it->x;
int y = it->y > 0 ? it->y : GetHeight() + it->y;
if( it->checked) {
x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_ON);
drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
} else {
x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_OFF);
drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
}
}
drawString(vboSource, GetWidth()-80, GetHeight()-48, .5, .5, .5, "\x08\x09\x0a\x0b\x0c\x0d\x0e\x0f");
drawString(vboSource, GetWidth()-80, GetHeight()-32, .5, .5, .5, "\x18\x19\x1a\x1b\x1c\x1d\x1e\x1f");
_staticVboSize = (int)vboSource.size();
glBindBuffer(GL_ARRAY_BUFFER, _staticVbo);
glBufferData(GL_ARRAY_BUFFER, _staticVboSize * sizeof(float),
&vboSource[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;
}