bullet3/examples/OpenGLWindow/GLFWOpenGLWindow.cpp

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#ifdef B3_USE_GLFW
#include "GLFWOpenGLWindow.h"
#include <glad/gl.h>
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
#include "LinearMath/btScalar.h"
struct GLFWOpenGLWindowInternalData
{
bool m_requestedExit;
bool m_hasCursorPos;
bool m_altPressed;
bool m_shiftPressed;
bool m_ctrlPressed;
float m_cursorXPos;
float m_cursorYPos;
b3MouseMoveCallback m_mouseMoveCallback;
b3MouseButtonCallback m_mouseButtonCallback;
b3ResizeCallback m_resizeCallback;
b3WheelCallback m_wheelCallback;
b3KeyboardCallback m_keyboardCallback;
b3RenderCallback m_renderCallback;
int m_width;
int m_height;
float m_retinaScaleFactor;
GLFWwindow* m_glfwWindow;
GLFWOpenGLWindowInternalData()
: m_requestedExit(false),
m_hasCursorPos(false),
m_altPressed(false),
m_shiftPressed(false),
m_ctrlPressed(false),
m_cursorXPos(0),
m_cursorYPos(0),
m_mouseMoveCallback(0),
m_mouseButtonCallback(0),
m_resizeCallback(0),
m_wheelCallback(0),
m_keyboardCallback(0),
m_renderCallback(0),
m_width(0),
m_height(0),
m_retinaScaleFactor(1),
m_glfwWindow(0)
{
}
};
static void GLFWErrorCallback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
static void GLFWMouseButtonCallback(GLFWwindow* window, int button, int glfwState, int)
{
GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*)glfwGetWindowUserPointer(window);
if (wnd && wnd->getMouseButtonCallback())
{
int state = (glfwState == GLFW_PRESS) ? 1 : 0;
wnd->mouseButtonCallbackInternal(button, state);
}
}
static void GLFWScrollCallback(GLFWwindow* window, double deltaX, double deltaY)
{
GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*)glfwGetWindowUserPointer(window);
if (wnd && wnd->getWheelCallback())
{
wnd->getWheelCallback()(deltaX * 100, deltaY * 100);
}
}
static void GLFWCursorPosCallback(GLFWwindow* window, double xPos, double yPos)
{
GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*)glfwGetWindowUserPointer(window);
if (wnd && wnd->getMouseMoveCallback())
{
wnd->mouseCursorCallbackInternal(xPos, yPos);
}
}
static void GLFWKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*)glfwGetWindowUserPointer(window);
if (wnd)
{
wnd->keyboardCallbackInternal(key, action);
}
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
static void GLFWSizeCallback(GLFWwindow* window, int width, int height)
{
GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*)glfwGetWindowUserPointer(window);
{
wnd->resizeInternal(width, height);
}
}
GLFWOpenGLWindow::GLFWOpenGLWindow()
{
m_data = new GLFWOpenGLWindowInternalData();
}
GLFWOpenGLWindow::~GLFWOpenGLWindow()
{
if (m_data->m_glfwWindow)
{
closeWindow();
}
delete m_data;
}
int getBulletKeyFromGLFWKeycode(int glfwKeyCode)
{
int keycode = -1;
if (glfwKeyCode >= 'A' && glfwKeyCode <= 'Z')
{
return glfwKeyCode + 32; //todo: fix the ascii A vs a input
}
if (glfwKeyCode >= '0' && glfwKeyCode <= '9')
{
return glfwKeyCode;
}
switch (glfwKeyCode)
{
case GLFW_KEY_ENTER:
{
keycode = B3G_RETURN;
break;
};
case GLFW_KEY_ESCAPE:
{
keycode = B3G_ESCAPE;
break;
};
case GLFW_KEY_F1:
{
keycode = B3G_F1;
break;
}
case GLFW_KEY_F2:
{
keycode = B3G_F2;
break;
}
case GLFW_KEY_F3:
{
keycode = B3G_F3;
break;
}
case GLFW_KEY_F4:
{
keycode = B3G_F4;
break;
}
case GLFW_KEY_F5:
{
keycode = B3G_F5;
break;
}
case GLFW_KEY_F6:
{
keycode = B3G_F6;
break;
}
case GLFW_KEY_F7:
{
keycode = B3G_F7;
break;
}
case GLFW_KEY_F8:
{
keycode = B3G_F8;
break;
}
case GLFW_KEY_F9:
{
keycode = B3G_F9;
break;
}
case GLFW_KEY_F10:
{
keycode = B3G_F10;
break;
}
//case GLFW_KEY_SPACE: {keycode= ' '; break;}
case GLFW_KEY_PAGE_DOWN:
{
keycode = B3G_PAGE_DOWN;
break;
}
case GLFW_KEY_PAGE_UP:
{
keycode = B3G_PAGE_UP;
break;
}
case GLFW_KEY_INSERT:
{
keycode = B3G_INSERT;
break;
}
case GLFW_KEY_BACKSPACE:
{
keycode = B3G_BACKSPACE;
break;
}
case GLFW_KEY_DELETE:
{
keycode = B3G_DELETE;
break;
}
case GLFW_KEY_END:
{
keycode = B3G_END;
break;
}
case GLFW_KEY_HOME:
{
keycode = B3G_HOME;
break;
}
case GLFW_KEY_LEFT:
{
keycode = B3G_LEFT_ARROW;
break;
}
case GLFW_KEY_UP:
{
keycode = B3G_UP_ARROW;
break;
}
case GLFW_KEY_RIGHT:
{
keycode = B3G_RIGHT_ARROW;
break;
}
case GLFW_KEY_DOWN:
{
keycode = B3G_DOWN_ARROW;
break;
}
case GLFW_KEY_RIGHT_SHIFT:
{
keycode = B3G_SHIFT;
break;
}
case GLFW_KEY_LEFT_SHIFT:
{
keycode = B3G_SHIFT;
break;
}
case GLFW_KEY_MENU:
{
keycode = B3G_ALT;
break;
}
case GLFW_KEY_RIGHT_CONTROL:
{
keycode = B3G_CONTROL;
break;
}
case GLFW_KEY_LEFT_CONTROL:
{
keycode = B3G_CONTROL;
break;
}
default:
{
//keycode = MapVirtualKey( virtualKeyCode, MAPGLFW_KEY_GLFW_KEY_TO_CHAR ) & 0x0000FFFF;
}
};
return keycode;
}
void GLFWOpenGLWindow::keyboardCallbackInternal(int key, int state)
{
if (getKeyboardCallback())
{
//convert keyboard codes from glfw to bullet
int btcode = getBulletKeyFromGLFWKeycode(key);
int btstate = (state == GLFW_RELEASE) ? 0 : 1;
switch (btcode)
{
case B3G_SHIFT:
{
m_data->m_shiftPressed = state != 0;
break;
}
case B3G_ALT:
{
m_data->m_altPressed = state != 0;
break;
}
case B3G_CONTROL:
{
m_data->m_ctrlPressed = state != 0;
break;
}
default:
{
}
}
getKeyboardCallback()(btcode, btstate);
}
}
void GLFWOpenGLWindow::mouseButtonCallbackInternal(int button, int state)
{
if (getMouseButtonCallback() && m_data->m_hasCursorPos)
{
getMouseButtonCallback()(button, state, m_data->m_cursorXPos, m_data->m_cursorYPos);
}
}
void GLFWOpenGLWindow::mouseCursorCallbackInternal(double xPos, double yPos)
{
if (getMouseMoveCallback())
{
m_data->m_hasCursorPos = true;
m_data->m_cursorXPos = xPos;
m_data->m_cursorYPos = yPos;
getMouseMoveCallback()(xPos, yPos);
}
}
void GLFWOpenGLWindow::resizeInternal(int width, int height)
{
glfwGetFramebufferSize(m_data->m_glfwWindow, &m_data->m_width, &m_data->m_height);
glViewport(0, 0, m_data->m_width, m_data->m_height);
if (getResizeCallback())
{
getResizeCallback()(m_data->m_width / m_data->m_retinaScaleFactor, m_data->m_height / m_data->m_retinaScaleFactor);
}
}
void GLFWOpenGLWindow::createDefaultWindow(int width, int height, const char* title)
{
b3gWindowConstructionInfo ci;
ci.m_width = width;
ci.m_height = height;
ci.m_title = title;
createWindow(ci);
}
void GLFWOpenGLWindow::createWindow(const b3gWindowConstructionInfo& ci)
{
btAssert(m_data->m_glfwWindow == 0);
if (m_data->m_glfwWindow == 0)
{
glfwSetErrorCallback(GLFWErrorCallback);
if (!glfwInit())
exit(EXIT_FAILURE);
if (ci.m_openglVersion == 2)
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
}
else
{
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
}
m_data->m_glfwWindow = glfwCreateWindow(ci.m_width, ci.m_height, ci.m_title, NULL, NULL);
if (!m_data->m_glfwWindow)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(m_data->m_glfwWindow, GLFWKeyCallback);
glfwSetMouseButtonCallback(m_data->m_glfwWindow, GLFWMouseButtonCallback);
glfwSetCursorPosCallback(m_data->m_glfwWindow, GLFWCursorPosCallback);
glfwSetScrollCallback(m_data->m_glfwWindow, GLFWScrollCallback);
glfwSetWindowSizeCallback(m_data->m_glfwWindow, GLFWSizeCallback);
glfwSetWindowUserPointer(m_data->m_glfwWindow, this);
glfwMakeContextCurrent(m_data->m_glfwWindow);
gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
glfwSwapInterval(0); //1);
glfwGetFramebufferSize(m_data->m_glfwWindow, &m_data->m_width, &m_data->m_height);
int windowWidth, windowHeight;
glfwGetWindowSize(m_data->m_glfwWindow, &windowWidth, &windowHeight);
m_data->m_retinaScaleFactor = float(m_data->m_width) / float(windowWidth);
glViewport(0, 0, m_data->m_width, m_data->m_height);
}
}
void GLFWOpenGLWindow::closeWindow()
{
if (m_data->m_glfwWindow)
{
glfwDestroyWindow(m_data->m_glfwWindow);
glfwTerminate();
m_data->m_glfwWindow = 0;
}
}
void GLFWOpenGLWindow::runMainLoop()
{
}
float GLFWOpenGLWindow::getTimeInSeconds()
{
return 0.f;
}
bool GLFWOpenGLWindow::requestedExit() const
{
bool shouldClose = m_data->m_requestedExit;
if (m_data->m_glfwWindow)
{
shouldClose = shouldClose || glfwWindowShouldClose(m_data->m_glfwWindow);
}
return shouldClose;
}
void GLFWOpenGLWindow::setRequestExit()
{
if (m_data->m_glfwWindow)
{
glfwSetWindowShouldClose(m_data->m_glfwWindow, GLFW_TRUE);
}
m_data->m_requestedExit = true;
}
void GLFWOpenGLWindow::startRendering()
{
if (m_data->m_glfwWindow)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
void GLFWOpenGLWindow::endRendering()
{
glfwPollEvents();
glfwSwapBuffers(m_data->m_glfwWindow);
}
bool GLFWOpenGLWindow::isModifierKeyPressed(int key)
{
bool result = false;
switch (key)
{
case B3G_SHIFT:
{
result = m_data->m_shiftPressed;
break;
}
case B3G_ALT:
{
result = m_data->m_altPressed;
break;
}
case B3G_CONTROL:
{
result = m_data->m_ctrlPressed;
break;
}
default:
{
}
}
return result;
}
void GLFWOpenGLWindow::setMouseMoveCallback(b3MouseMoveCallback mouseCallback)
{
m_data->m_mouseMoveCallback = mouseCallback;
}
b3MouseMoveCallback GLFWOpenGLWindow::getMouseMoveCallback()
{
return m_data->m_mouseMoveCallback;
}
void GLFWOpenGLWindow::setMouseButtonCallback(b3MouseButtonCallback mouseCallback)
{
m_data->m_mouseButtonCallback = mouseCallback;
}
b3MouseButtonCallback GLFWOpenGLWindow::getMouseButtonCallback()
{
return m_data->m_mouseButtonCallback;
}
void GLFWOpenGLWindow::setResizeCallback(b3ResizeCallback resizeCallback)
{
m_data->m_resizeCallback = resizeCallback;
getResizeCallback()(m_data->m_width / getRetinaScale(), m_data->m_height / getRetinaScale());
}
b3ResizeCallback GLFWOpenGLWindow::getResizeCallback()
{
return m_data->m_resizeCallback;
}
void GLFWOpenGLWindow::setWheelCallback(b3WheelCallback wheelCallback)
{
m_data->m_wheelCallback = wheelCallback;
}
b3WheelCallback GLFWOpenGLWindow::getWheelCallback()
{
return m_data->m_wheelCallback;
}
void GLFWOpenGLWindow::setKeyboardCallback(b3KeyboardCallback keyboardCallback)
{
m_data->m_keyboardCallback = keyboardCallback;
}
b3KeyboardCallback GLFWOpenGLWindow::getKeyboardCallback()
{
return m_data->m_keyboardCallback;
}
void GLFWOpenGLWindow::setRenderCallback(b3RenderCallback renderCallback)
{
m_data->m_renderCallback = renderCallback;
}
void GLFWOpenGLWindow::setWindowTitle(const char* title)
{
if (m_data->m_glfwWindow)
{
glfwSetWindowTitle(m_data->m_glfwWindow, title);
}
}
float GLFWOpenGLWindow::getRetinaScale() const
{
return m_data->m_retinaScaleFactor;
}
void GLFWOpenGLWindow::setAllowRetina(bool allow)
{
}
int GLFWOpenGLWindow::getWidth() const
{
if (m_data->m_glfwWindow)
{
glfwGetFramebufferSize(m_data->m_glfwWindow, &m_data->m_width, &m_data->m_height);
}
int width = m_data->m_width / m_data->m_retinaScaleFactor;
return width;
}
int GLFWOpenGLWindow::getHeight() const
{
if (m_data->m_glfwWindow)
{
glfwGetFramebufferSize(m_data->m_glfwWindow, &m_data->m_width, &m_data->m_height);
}
return m_data->m_height / m_data->m_retinaScaleFactor;
}
int GLFWOpenGLWindow::fileOpenDialog(char* fileName, int maxFileNameLength)
{
return 0;
}
#endif //B3_USE_GLFW