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82995a8343
Windows shared memory: allow to use custom key. Improve GUI performance on Windows, submit letters in text as a batch (fewer draw-calls) quadruped.py: first try to connect to SHARED_MEMORY, if it fails (<0) use GUI increase Chrome about://tracing json export capacity (press 'p' in Example Browser) UDP physics server: add --port and --sharedMemoryKey command-line arguments PhysicsServerExample: add --sharedMemoryKey command-line option (for VR example too) ExampleBrowser: sleep a few milliseconds if rendering is too fast, use --minUpdateTimeMicroSecs=0 to disable
404 lines
9.4 KiB
C++
404 lines
9.4 KiB
C++
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#ifndef __GWEN_OPENGL3_CORE_RENDERER_H
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#define __GWEN_OPENGL3_CORE_RENDERER_H
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#include "Gwen/Gwen.h"
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#include "Gwen/BaseRender.h"
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#include "GLPrimitiveRenderer.h"
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#include "../OpenGLWindow/OpenGLInclude.h"
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struct sth_stash;
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#include "fontstash.h"
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#include "Gwen/Texture.h"
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#include "TwFonts.h"
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static float extraSpacing = 0.;//6f;
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#include <assert.h>
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#include <math.h>
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template <class T>
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inline void MyClamp(T& a, const T& lb, const T& ub)
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{
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if (a < lb)
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{
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a = lb;
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}
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else if (ub < a)
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{
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a = ub;
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}
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}
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static GLuint BindFont(const CTexFont *_Font)
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{
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GLuint TexID = 0;
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glGenTextures(1, &TexID);
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glBindTexture(GL_TEXTURE_2D, TexID);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, _Font->m_TexBytes);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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return TexID;
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}
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struct MyTextureLoader
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{
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virtual ~MyTextureLoader()
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{
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}
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virtual void LoadTexture( Gwen::Texture* pTexture ) = 0;
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virtual void FreeTexture( Gwen::Texture* pTexture )=0;
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};
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class GwenOpenGL3CoreRenderer : public Gwen::Renderer::Base
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{
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GLPrimitiveRenderer* m_primitiveRenderer;
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float m_currentColor[4];
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float m_yOffset;
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sth_stash* m_font;
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float m_screenWidth;
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float m_screenHeight;
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float m_fontScaling;
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float m_retinaScale;
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bool m_useTrueTypeFont;
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const CTexFont* m_currentFont;
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GLuint m_fontTextureId;
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MyTextureLoader* m_textureLoader;
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public:
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GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale, MyTextureLoader* loader=0)
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:m_primitiveRenderer(primRender),
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m_font(font),
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m_screenWidth(screenWidth),
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m_screenHeight(screenHeight),
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m_retinaScale(retinaScale),
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m_useTrueTypeFont(false),
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m_textureLoader(loader)
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{
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///only enable true type fonts on Macbook Retina, it looks gorgeous
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if (retinaScale==2.0f)
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{
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m_useTrueTypeFont = true;
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}
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m_currentColor[0] = 1;
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m_currentColor[1] = 1;
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m_currentColor[2] = 1;
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m_currentColor[3] = 1;
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m_fontScaling = 16.f*m_retinaScale;
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TwGenerateDefaultFonts();
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m_currentFont = g_DefaultNormalFont;
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//m_currentFont = g_DefaultNormalFontAA;
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//m_currentFont = g_DefaultLargeFont;
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m_fontTextureId = BindFont(m_currentFont);
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}
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virtual ~GwenOpenGL3CoreRenderer()
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{
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TwDeleteDefaultFonts();
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}
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virtual void Resize(int width, int height)
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{
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m_screenWidth = width;
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m_screenHeight = height;
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}
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virtual void Begin()
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{
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m_yOffset=0;
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glEnable(GL_BLEND);
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assert(glGetError()==GL_NO_ERROR);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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assert(glGetError()==GL_NO_ERROR);
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assert(glGetError()==GL_NO_ERROR);
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glDisable(GL_DEPTH_TEST);
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assert(glGetError()==GL_NO_ERROR);
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//glColor4ub(255,0,0,255);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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// saveOpenGLState(width,height);//m_glutScreenWidth,m_glutScreenHeight);
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assert(glGetError()==GL_NO_ERROR);
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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assert(glGetError()==GL_NO_ERROR);
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glEnable(GL_BLEND);
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assert(glGetError()==GL_NO_ERROR);
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}
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virtual void End()
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{
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glDisable(GL_BLEND);
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}
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virtual void StartClip()
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{
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if (m_useTrueTypeFont)
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sth_flush_draw(m_font);
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Gwen::Rect rect = ClipRegion();
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// OpenGL's coords are from the bottom left
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// so we need to translate them here.
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{
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GLint view[4];
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glGetIntegerv( GL_VIEWPORT, &view[0] );
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rect.y = view[3]/m_retinaScale - (rect.y + rect.h);
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}
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glScissor( m_retinaScale * rect.x * Scale(), m_retinaScale * rect.y * Scale(), m_retinaScale * rect.w * Scale(), m_retinaScale * rect.h * Scale() );
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glEnable( GL_SCISSOR_TEST );
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//glDisable( GL_SCISSOR_TEST );
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};
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virtual void EndClip()
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{
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if (m_useTrueTypeFont)
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sth_flush_draw(m_font);
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glDisable( GL_SCISSOR_TEST );
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};
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virtual void SetDrawColor( Gwen::Color color )
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{
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m_currentColor[0] = color.r/256.f;
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m_currentColor[1] = color.g/256.f;
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m_currentColor[2] = color.b/256.f;
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m_currentColor[3] = color.a/256.f;
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}
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virtual void DrawFilledRect( Gwen::Rect rect )
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{
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// BT_PROFILE("GWEN_DrawFilledRect");
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Translate( rect );
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m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset,
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rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor);
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// m_primitiveRenderer->drawTexturedRect2a(rect.x, rect.y+m_yOffset,
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// rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,0,0,1,1);
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// m_yOffset+=rect.h+10;
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}
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void RenderText( Gwen::Font* pFont, Gwen::Point rasterPos, const Gwen::UnicodeString& text )
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{
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// BT_PROFILE("GWEN_RenderText");
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Gwen::String str = Gwen::Utility::UnicodeToString(text);
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const char* unicodeText = (const char*)str.c_str();
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Gwen::Rect r;
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r.x = rasterPos.x;
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r.y = rasterPos.y;
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r.w = 0;
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r.h = 0;
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//
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//printf("str = %s\n",unicodeText);
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//int xpos=0;
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//int ypos=0;
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float dx;
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int measureOnly=0;
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if (m_useTrueTypeFont)
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{
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float yoffset = 0.f;
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if (m_retinaScale==2.0f)
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{
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yoffset = -12;
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}
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Translate(r);
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sth_draw_text(m_font,
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1,m_fontScaling,
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r.x,r.y+yoffset,
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unicodeText,&dx, m_screenWidth,m_screenHeight,measureOnly,m_retinaScale);
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} else
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{
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//float width = 0.f;
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int pos=0;
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//float color[]={0.2f,0.2,0.2f,1.f};
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glBindTexture(GL_TEXTURE_2D,m_fontTextureId);
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float width = r.x;
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while (unicodeText[pos])
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{
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int c = unicodeText[pos];
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r.h = m_currentFont->m_CharHeight;
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r.w = m_currentFont->m_CharWidth[c]+extraSpacing;
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Gwen::Rect rect = r;
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Translate( rect );
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m_primitiveRenderer->drawTexturedRect2(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,m_currentFont->m_CharU0[c],m_currentFont->m_CharV0[c],m_currentFont->m_CharU1[c],m_currentFont->m_CharV1[c]);
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width += r.w;
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r.x = width;
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pos++;
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}
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{
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m_primitiveRenderer->drawTexturedRect3D2Text(false);
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}
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glBindTexture(GL_TEXTURE_2D,0);
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}
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}
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Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text )
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{
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// BT_PROFILE("GWEN_MeasureText");
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Gwen::String str = Gwen::Utility::UnicodeToString(text);
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const char* unicodeText = (const char*)str.c_str();
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// printf("str = %s\n",unicodeText);
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int xpos=0;
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int ypos=0;
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int measureOnly=1;
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float dx=0;
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if (m_useTrueTypeFont)
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{
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sth_draw_text(m_font,
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1,m_fontScaling,
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xpos,ypos,
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unicodeText,&dx, m_screenWidth,m_screenHeight,measureOnly);
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Gwen::Point pt;
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if (m_retinaScale==2.0f)
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{
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pt.x = dx*Scale()/2.f;
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pt.y = m_fontScaling/2*Scale()+1;
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}
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else
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{
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pt.x = dx*Scale();
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pt.y = m_fontScaling*Scale()+1;
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}
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return pt;
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}
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else
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{
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float width = 0.f;
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int pos=0;
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while (unicodeText[pos])
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{
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width += m_currentFont->m_CharWidth[(int)unicodeText[pos]]+extraSpacing;
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pos++;
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}
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Gwen::Point pt;
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int fontHeight = m_currentFont->m_CharHeight;
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pt.x = width*Scale();
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pt.y = (fontHeight+2) * Scale();
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return pt;
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}
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return Gwen::Renderer::Base::MeasureText(pFont,text);
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}
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virtual void LoadTexture( Gwen::Texture* pTexture )
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{
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if (m_textureLoader)
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m_textureLoader->LoadTexture(pTexture);
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}
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virtual void FreeTexture( Gwen::Texture* pTexture )
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{
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if (m_textureLoader)
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m_textureLoader->FreeTexture(pTexture);
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}
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virtual void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect rect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f )
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{
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// BT_PROFILE("DrawTexturedRect");
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Translate( rect );
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//float eraseColor[4] = {0,0,0,0};
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//m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, eraseColor);
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GLint texHandle = (GLint) pTexture->m_intData;
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//if (!texHandle)
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// return;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,texHandle);
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// glDisable(GL_DEPTH_TEST);
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assert(glGetError()==GL_NO_ERROR);
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/* bool useFiltering = true;
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if (useFiltering)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else
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{
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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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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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*/
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//glEnable(GL_TEXTURE_2D);
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// glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
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static float add=0.0;
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//add+=1./512.;//0.01;
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float color[4]={1,1,1,1};
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m_primitiveRenderer->drawTexturedRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, color,0+add,0,1+add,1,true);
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assert(glGetError()==GL_NO_ERROR);
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}
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};
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#endif //__GWEN_OPENGL3_CORE_RENDERER_H
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