bullet3/examples/OpenGLWindow/SimpleOpenGL3App.cpp

1109 lines
33 KiB
C++

#ifndef NO_OPENGL3
#include "SimpleOpenGL3App.h"
#include "ShapeData.h"
#ifdef B3_USE_GLFW
#include "GLFWOpenGLWindow.h"
#else
#ifdef __APPLE__
#include "MacOpenGLWindow.h"
#else
#ifdef _WIN32
#include "Win32OpenGLWindow.h"
#else
//let's cross the fingers it is Linux/X11
#ifdef BT_USE_EGL
#include "EGLOpenGLWindow.h"
#else
#include "X11OpenGLWindow.h"
#endif //BT_USE_EGL
#endif //_WIN32
#endif//__APPLE__
#endif //B3_USE_GLFW
#include <stdio.h>
#include "GLPrimitiveRenderer.h"
#include "GLInstancingRenderer.h"
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Logging.h"
#include "fontstash.h"
#include "TwFonts.h"
#include "opengl_fontstashcallbacks.h"
#include <assert.h>
#include "GLRenderToTexture.h"
#include "Bullet3Common/b3Quaternion.h"
#include <string.h>//memset
#ifdef _WIN32
#define popen _popen
#define pclose _pclose
#endif // _WIN32
struct SimpleInternalData
{
GLuint m_fontTextureId;
GLuint m_largeFontTextureId;
struct sth_stash* m_fontStash;
struct sth_stash* m_fontStash2;
RenderCallbacks* m_renderCallbacks;
RenderCallbacks* m_renderCallbacks2;
int m_droidRegular;
int m_droidRegular2;
const char* m_frameDumpPngFileName;
FILE* m_ffmpegFile;
GLRenderToTexture* m_renderTexture;
void* m_userPointer;
int m_upAxis;//y=1 or z=2 is supported
};
static SimpleOpenGL3App* gApp=0;
static void SimpleResizeCallback( float widthf, float heightf)
{
int width = (int)widthf;
int height = (int)heightf;
if (gApp && gApp->m_instancingRenderer)
gApp->m_instancingRenderer->resize(width,height);
if (gApp && gApp->m_primRenderer)
gApp->m_primRenderer->setScreenSize(width,height);
}
static void SimpleKeyboardCallback(int key, int state)
{
if (key==B3G_ESCAPE && gApp && gApp->m_window)
{
gApp->m_window->setRequestExit();
} else
{
//gApp->defaultKeyboardCallback(key,state);
}
}
void SimpleMouseButtonCallback( int button, int state, float x, float y)
{
gApp->defaultMouseButtonCallback(button,state,x,y);
}
void SimpleMouseMoveCallback( float x, float y)
{
gApp->defaultMouseMoveCallback(x,y);
}
void SimpleWheelCallback( float deltax, float deltay)
{
gApp->defaultWheelCallback(deltax,deltay);
}
static GLuint BindFont(const CTexFont *_Font)
{
GLuint TexID = 0;
glGenTextures(1, &TexID);
glBindTexture(GL_TEXTURE_2D, TexID);
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, _Font->m_TexBytes);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return TexID;
}
//static unsigned int s_indexData[INDEX_COUNT];
//static GLuint s_indexArrayObject, s_indexBuffer;
//static GLuint s_vertexArrayObject,s_vertexBuffer;
extern unsigned char OpenSansData[];
struct MyRenderCallbacks : public RenderCallbacks
{
GLInstancingRenderer* m_instancingRenderer;
b3AlignedObjectArray<unsigned char> m_rgbaTexture;
float m_color[4];
float m_worldPosition[3];
float m_worldOrientation[4];
int m_textureIndex;
MyRenderCallbacks(GLInstancingRenderer* instancingRenderer)
:m_instancingRenderer(instancingRenderer),
m_textureIndex(-1)
{
for (int i=0;i<4;i++)
{
m_color[i] = 1;
m_worldOrientation[i]=0;
}
m_worldPosition[0]=0;
m_worldPosition[1]=0;
m_worldPosition[2]=0;
m_worldOrientation[0] = 0;
m_worldOrientation[1] = 0;
m_worldOrientation[2] = 0;
m_worldOrientation[3] = 1;
}
virtual ~MyRenderCallbacks()
{
m_rgbaTexture.clear();
}
virtual void setWorldPosition(float pos[3])
{
for (int i=0;i<3;i++)
{
m_worldPosition[i] = pos[i];
}
}
virtual void setWorldOrientation(float orn[4])
{
for (int i=0;i<4;i++)
{
m_worldOrientation[i] = orn[i];
}
}
virtual void setColorRGBA(float color[4])
{
for (int i=0;i<4;i++)
{
m_color[i] = color[i];
}
}
virtual void updateTexture(sth_texture* texture, sth_glyph* glyph, int textureWidth, int textureHeight)
{
if (glyph)
{
m_rgbaTexture.resize(textureWidth*textureHeight*3);
for (int i=0;i<textureWidth*textureHeight;i++)
{
m_rgbaTexture[i*3+0] = texture->m_texels[i];
m_rgbaTexture[i*3+1] = texture->m_texels[i];
m_rgbaTexture[i*3+2] = texture->m_texels[i];
}
bool flipPixelsY = false;
m_instancingRenderer->updateTexture(m_textureIndex, &m_rgbaTexture[0], flipPixelsY);
} else
{
if (textureWidth && textureHeight)
{
texture->m_texels = (unsigned char*)malloc(textureWidth*textureHeight);
memset(texture->m_texels,0,textureWidth*textureHeight);
if (m_textureIndex<0)
{
m_rgbaTexture.resize(textureWidth*textureHeight*3);
bool flipPixelsY = false;
m_textureIndex = m_instancingRenderer->registerTexture(&m_rgbaTexture[0],textureWidth,textureHeight,flipPixelsY);
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
float halfExtentsX=1;
float halfExtentsY=1;
float halfExtentsZ=1;
float textureScaling = 4;
b3AlignedObjectArray<GfxVertexFormat1> verts;
verts.resize(numVertices);
for (int i=0;i<numVertices;i++)
{
verts[i].x = halfExtentsX*cube_vertices_textured[i*9];
verts[i].y = halfExtentsY*cube_vertices_textured[i*9+1];
verts[i].z = halfExtentsZ*cube_vertices_textured[i*9+2];
verts[i].w = cube_vertices_textured[i*9+3];
verts[i].nx = cube_vertices_textured[i*9+4];
verts[i].ny = cube_vertices_textured[i*9+5];
verts[i].nz = cube_vertices_textured[i*9+6];
verts[i].u = cube_vertices_textured[i*9+7]*textureScaling;
verts[i].v = cube_vertices_textured[i*9+8]*textureScaling;
}
int shapeId = m_instancingRenderer->registerShape(&verts[0].x,numVertices,cube_indices,numIndices,B3_GL_TRIANGLES,m_textureIndex);
b3Vector3 pos = b3MakeVector3(0, 0, 0);
b3Quaternion orn(0, 0, 0, 1);
b3Vector4 color = b3MakeVector4(1, 1, 1,1);
b3Vector3 scaling = b3MakeVector3 (.1, .1, .1);
//m_instancingRenderer->registerGraphicsInstance(shapeId, pos, orn, color, scaling);
m_instancingRenderer->writeTransforms();
} else
{
b3Assert(0);
}
} else
{
delete texture->m_texels;
texture->m_texels = 0;
//there is no m_instancingRenderer->freeTexture (yet), all textures are released at reset/deletion of the renderer
}
}
}
virtual void render(sth_texture* texture)
{
int index=0;
float width = 1;
b3AlignedObjectArray< unsigned int> indices;
indices.resize(texture->nverts);
for (int i=0;i<indices.size();i++)
{
indices[i] = i;
}
m_instancingRenderer->drawTexturedTriangleMesh(m_worldPosition,m_worldOrientation, &texture->newverts[0].position.p[0],texture->nverts,&indices[0],indices.size(),m_color,m_textureIndex);
}
};
SimpleOpenGL3App::SimpleOpenGL3App( const char* title, int width,int height, bool allowRetina)
{
gApp = this;
m_data = new SimpleInternalData;
m_data->m_frameDumpPngFileName = 0;
m_data->m_renderTexture = 0;
m_data->m_ffmpegFile = 0;
m_data->m_userPointer = 0;
m_data->m_upAxis = 1;
m_window = new b3gDefaultOpenGLWindow();
m_window->setAllowRetina(allowRetina);
b3gWindowConstructionInfo ci;
ci.m_title = title;
ci.m_width = width;
ci.m_height = height;
m_window->createWindow(ci);
m_window->setWindowTitle(title);
b3Assert(glGetError() ==GL_NO_ERROR);
glClearColor( m_backgroundColorRGB[0],
m_backgroundColorRGB[1],
m_backgroundColorRGB[2],
1.f);
m_window->startRendering();
width = m_window->getWidth();
height = m_window->getHeight();
b3Assert(glGetError() ==GL_NO_ERROR);
#ifndef NO_GLEW
#ifndef __APPLE__
#ifndef _WIN32
//some Linux implementations need the 'glewExperimental' to be true
glewExperimental = GL_TRUE;
#endif //_WIN32
#ifndef B3_USE_GLFW
if (glewInit() != GLEW_OK)
exit(1); // or handle the error in a nicer way
if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
exit(1); // or handle the error in a nicer way
#endif //B3_USE_GLFW
#endif //__APPLE__
#endif //NO_GLEW
glGetError();//don't remove this call, it is needed for Ubuntu
b3Assert(glGetError() ==GL_NO_ERROR);
m_parameterInterface = 0;
b3Assert(glGetError() ==GL_NO_ERROR);
m_instancingRenderer = new GLInstancingRenderer(128*1024,128*1024*1024);
m_primRenderer = new GLPrimitiveRenderer(width,height);
m_renderer = m_instancingRenderer ;
m_window->setResizeCallback(SimpleResizeCallback);
m_instancingRenderer->init();
m_instancingRenderer->resize(width,height);
m_primRenderer->setScreenSize(width,height);
b3Assert(glGetError() ==GL_NO_ERROR);
m_instancingRenderer->InitShaders();
m_window->setMouseMoveCallback(SimpleMouseMoveCallback);
m_window->setMouseButtonCallback(SimpleMouseButtonCallback);
m_window->setKeyboardCallback(SimpleKeyboardCallback);
m_window->setWheelCallback(SimpleWheelCallback);
TwGenerateDefaultFonts();
m_data->m_fontTextureId = BindFont(g_DefaultNormalFont);
m_data->m_largeFontTextureId = BindFont(g_DefaultLargeFont);
{
m_data->m_renderCallbacks = new OpenGL2RenderCallbacks(m_primRenderer);
m_data->m_renderCallbacks2 = new MyRenderCallbacks(m_instancingRenderer);
m_data->m_fontStash2 = sth_create(512,512, m_data->m_renderCallbacks2);
m_data->m_fontStash = sth_create(512,512,m_data->m_renderCallbacks);//256,256);//,1024);//512,512);
b3Assert(glGetError() ==GL_NO_ERROR);
if (!m_data->m_fontStash)
{
b3Warning("Could not create stash");
//fprintf(stderr, "Could not create stash.\n");
}
if (!m_data->m_fontStash2)
{
b3Warning("Could not create fontStash2");
}
unsigned char* data2 = OpenSansData;
unsigned char* data = (unsigned char*) data2;
if (!(m_data->m_droidRegular = sth_add_font_from_memory(m_data->m_fontStash, data)))
{
b3Warning("error!\n");
}
if (!(m_data->m_droidRegular2 = sth_add_font_from_memory(m_data->m_fontStash2, data)))
{
b3Warning("error!\n");
}
b3Assert(glGetError() ==GL_NO_ERROR);
}
}
struct sth_stash* SimpleOpenGL3App::getFontStash()
{
return m_data->m_fontStash;
}
void SimpleOpenGL3App::drawText3D( const char* txt, float position[3], float orientation[4], float color[4], float size, int optionFlag)
{
B3_PROFILE("SimpleOpenGL3App::drawText3D");
float viewMat[16];
float projMat[16];
CommonCameraInterface* cam = m_instancingRenderer->getActiveCamera();
cam->getCameraViewMatrix(viewMat);
cam->getCameraProjectionMatrix(projMat);
float camPos[4];
cam->getCameraPosition(camPos);
//b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
//b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
//float dist = (cp-p).length();
//float dv = 0;//dist/1000.f;
//
//printf("str = %s\n",unicodeText);
float dx=0;
//int measureOnly=0;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int viewport[4]={0,0,m_instancingRenderer->getScreenWidth(),m_instancingRenderer->getScreenHeight()};
float posX = position[0];
float posY = position[1];
float posZ = position[2];
float winx,winy, winz;
if (optionFlag&CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
if (!projectWorldCoordToScreen(position[0], position[1], position[2],viewMat,projMat,viewport,&winx, &winy, &winz))
{
return;
}
posX = winx;
posY = m_instancingRenderer->getScreenHeight()/2+(m_instancingRenderer->getScreenHeight()/2)-winy;
posZ = 0.f;
}
if (optionFlag&CommonGraphicsApp::eDrawText3D_TrueType)
{
bool measureOnly = false;
float fontSize= 64;//512;//128;
if (optionFlag&CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
sth_draw_text(m_data->m_fontStash,
m_data->m_droidRegular,fontSize,posX,posY,
txt,&dx, this->m_instancingRenderer->getScreenWidth(),this->m_instancingRenderer->getScreenHeight(),measureOnly,m_window->getRetinaScale(),color);
sth_end_draw(m_data->m_fontStash);
sth_flush_draw(m_data->m_fontStash);
} else
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_data->m_renderCallbacks2->setColorRGBA(color);
m_data->m_renderCallbacks2->setWorldPosition(position);
m_data->m_renderCallbacks2->setWorldOrientation(orientation);
sth_draw_text3D(m_data->m_fontStash2,
m_data->m_droidRegular2,fontSize,0,0,0,
txt,&dx,size,color,0);
sth_end_draw(m_data->m_fontStash2);
sth_flush_draw(m_data->m_fontStash2);
glDisable(GL_BLEND);
}
} else
{
//float width = 0.f;
int pos=0;
//float color[]={0.2f,0.2,0.2f,1.f};
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_data->m_largeFontTextureId);
//float width = r.x;
//float extraSpacing = 0.;
float startX = posX;
float startY = posY+g_DefaultLargeFont->m_CharHeight*size;
float z = position[2];//2.f*winz-1.f;//*(far
if (optionFlag&CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
posX = winx;
posY = m_instancingRenderer->getScreenHeight()/2+(m_instancingRenderer->getScreenHeight()/2)-winy;
z = 2.f*winz-1.f;
startY = posY-g_DefaultLargeFont->m_CharHeight*size;
}
while (txt[pos])
{
int c = txt[pos];
//r.h = g_DefaultNormalFont->m_CharHeight;
//r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing;
float endX = startX+g_DefaultLargeFont->m_CharWidth[c]*size;
if (optionFlag&CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
endX = startX+g_DefaultLargeFont->m_CharWidth[c]*size;
}
float endY = posY;
//float currentColor[]={1.f,1.,0.2f,1.f};
// m_primRenderer->drawTexturedRect(startX, startY, endX, endY, currentColor,g_DefaultLargeFont->m_CharU0[c],g_DefaultLargeFont->m_CharV0[c],g_DefaultLargeFont->m_CharU1[c],g_DefaultLargeFont->m_CharV1[c]);
float u0 = g_DefaultLargeFont->m_CharU0[c];
float u1 = g_DefaultLargeFont->m_CharU1[c];
float v0 = g_DefaultLargeFont->m_CharV0[c];
float v1 = g_DefaultLargeFont->m_CharV1[c];
//float color[4] = {currentColor[0],currentColor[1],currentColor[2],currentColor[3]};
float x0 = startX;
float x1 = endX;
float y0 = startY;
float y1 = endY;
int screenWidth = m_instancingRenderer->getScreenWidth();
int screenHeight = m_instancingRenderer->getScreenHeight();
float identity[16]={1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1};
if (optionFlag&CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
PrimVertex vertexData[4] = {
PrimVertex(PrimVec4(-1.f+2.f*x0/float(screenWidth), 1.f-2.f*y0/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v0)),
PrimVertex(PrimVec4(-1.f+2.f*x0/float(screenWidth), 1.f-2.f*y1/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v1)),
PrimVertex(PrimVec4( -1.f+2.f*x1/float(screenWidth), 1.f-2.f*y1/float(screenHeight), z, 1.f ), PrimVec4(color[0], color[1], color[2], color[3]) ,PrimVec2(u1,v1)),
PrimVertex(PrimVec4( -1.f+2.f*x1/float(screenWidth), 1.f-2.f*y0/float(screenHeight), z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u1,v0))
};
m_primRenderer->drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],identity,identity,false);
} else
{
PrimVertex vertexData[4] = {
PrimVertex(PrimVec4(x0, y0, z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v0)),
PrimVertex(PrimVec4(x0, y1, z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v1)),
PrimVertex(PrimVec4( x1, y1, z, 1.f ), PrimVec4(color[0], color[1], color[2], color[3]) ,PrimVec2(u1,v1)),
PrimVertex(PrimVec4( x1, y0, z, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u1,v0))
};
m_primRenderer->drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],viewMat,projMat,false);
}
//DrawTexturedRect(0,r,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]);
// DrawFilledRect(r);
startX = endX;
//startY = endY;
pos++;
}
glBindTexture(GL_TEXTURE_2D,0);
}
glDisable(GL_BLEND);
}
void SimpleOpenGL3App::drawText3D( const char* txt, float worldPosX, float worldPosY, float worldPosZ, float size1)
{
float position[3] = {worldPosX,worldPosY,worldPosZ};
float orientation[4] = {0,0,0,1};
float color[4] = {0,0,0,1};
int optionFlags = CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera;
drawText3D(txt,position,orientation,color,size1,optionFlags);
}
void SimpleOpenGL3App::drawText( const char* txt, int posXi, int posYi, float size, float colorRGBA[4])
{
float posX = (float)posXi;
float posY = (float) posYi;
//
//printf("str = %s\n",unicodeText);
float dx=0;
//int measureOnly=0;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (1)//m_useTrueTypeFont)
{
bool measureOnly = false;
float fontSize= 64*size;//512;//128;
sth_draw_text(m_data->m_fontStash,
m_data->m_droidRegular,fontSize,posX,posY,
txt,&dx, this->m_instancingRenderer->getScreenWidth(),
this->m_instancingRenderer->getScreenHeight(),
measureOnly,
m_window->getRetinaScale(),colorRGBA);
sth_end_draw(m_data->m_fontStash);
sth_flush_draw(m_data->m_fontStash);
} else
{
//float width = 0.f;
int pos=0;
//float color[]={0.2f,0.2,0.2f,1.f};
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,m_data->m_largeFontTextureId);
//float width = r.x;
//float extraSpacing = 0.;
float startX = posX;
float startY = posY;
while (txt[pos])
{
int c = txt[pos];
//r.h = g_DefaultNormalFont->m_CharHeight;
//r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing;
float endX = startX+g_DefaultLargeFont->m_CharWidth[c];
float endY = startY+g_DefaultLargeFont->m_CharHeight;
float currentColor[]={0.2f,0.2,0.2f,1.f};
m_primRenderer->drawTexturedRect(startX, startY, endX, endY, currentColor,g_DefaultLargeFont->m_CharU0[c],g_DefaultLargeFont->m_CharV0[c],g_DefaultLargeFont->m_CharU1[c],g_DefaultLargeFont->m_CharV1[c]);
//DrawTexturedRect(0,r,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]);
// DrawFilledRect(r);
startX = endX;
//startY = endY;
pos++;
}
glBindTexture(GL_TEXTURE_2D,0);
}
glDisable(GL_BLEND);
}
void SimpleOpenGL3App::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_primRenderer->drawTexturedRect(x0,y0,x1,y1,color,u0,v0,u1,v1,useRGBA);
glDisable(GL_BLEND);
}
int SimpleOpenGL3App::registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ, int textureIndex, float textureScaling)
{
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
b3AlignedObjectArray<GfxVertexFormat1> verts;
verts.resize(numVertices);
for (int i=0;i<numVertices;i++)
{
verts[i].x = halfExtentsX*cube_vertices_textured[i*9];
verts[i].y = halfExtentsY*cube_vertices_textured[i*9+1];
verts[i].z = halfExtentsZ*cube_vertices_textured[i*9+2];
verts[i].w = cube_vertices_textured[i*9+3];
verts[i].nx = cube_vertices_textured[i*9+4];
verts[i].ny = cube_vertices_textured[i*9+5];
verts[i].nz = cube_vertices_textured[i*9+6];
verts[i].u = cube_vertices_textured[i*9+7]*textureScaling;
verts[i].v = cube_vertices_textured[i*9+8]*textureScaling;
}
int shapeId = m_instancingRenderer->registerShape(&verts[0].x,numVertices,cube_indices,numIndices,B3_GL_TRIANGLES,textureIndex);
return shapeId;
}
void SimpleOpenGL3App::registerGrid(int cells_x, int cells_z, float color0[4], float color1[4])
{
b3Vector3 cubeExtents=b3MakeVector3(0.5,0.5,0.5);
double halfHeight=0.1;
cubeExtents[m_data->m_upAxis] = halfHeight;
int cubeId = registerCubeShape(cubeExtents[0],cubeExtents[1],cubeExtents[2]);
b3Quaternion orn(0,0,0,1);
b3Vector3 center=b3MakeVector3(0,0,0,1);
b3Vector3 scaling=b3MakeVector3(1,1,1,1);
for ( int i = 0; i < cells_x; i++)
{
for (int j = 0; j < cells_z; j++)
{
float* color =0;
if ((i + j) % 2 == 0)
{
color = (float*)color0;
} else {
color = (float*)color1;
}
if (this->m_data->m_upAxis==1)
{
center =b3MakeVector3((i + 0.5f) - cells_x * 0.5f, -halfHeight, (j + 0.5f) - cells_z * 0.5f);
} else
{
center =b3MakeVector3((i + 0.5f) - cells_x * 0.5f, (j + 0.5f) - cells_z * 0.5f,-halfHeight );
}
m_instancingRenderer->registerGraphicsInstance(cubeId,center,orn,color,scaling);
}
}
}
int SimpleOpenGL3App::registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId)
{
int strideInBytes = 9*sizeof(float);
int graphicsShapeIndex = -1;
switch (lod)
{
case SPHERE_LOD_POINT_SPRITE:
{
int numVertices = sizeof(point_sphere_vertices)/strideInBytes;
int numIndices = sizeof(point_sphere_indices)/sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&point_sphere_vertices[0],numVertices,point_sphere_indices,numIndices,B3_GL_POINTS,textureId);
break;
}
case SPHERE_LOD_LOW:
{
int numVertices = sizeof(low_sphere_vertices)/strideInBytes;
int numIndices = sizeof(low_sphere_indices)/sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&low_sphere_vertices[0],numVertices,low_sphere_indices,numIndices,B3_GL_TRIANGLES,textureId);
break;
}
case SPHERE_LOD_MEDIUM:
{
int numVertices = sizeof(medium_sphere_vertices)/strideInBytes;
int numIndices = sizeof(medium_sphere_indices)/sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&medium_sphere_vertices[0],numVertices,medium_sphere_indices,numIndices,B3_GL_TRIANGLES,textureId);
break;
}
case SPHERE_LOD_HIGH:
default:
{
int numVertices = sizeof(detailed_sphere_vertices)/strideInBytes;
int numIndices = sizeof(detailed_sphere_indices)/sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&detailed_sphere_vertices[0],numVertices,detailed_sphere_indices,numIndices,B3_GL_TRIANGLES,textureId);
break;
}
};
return graphicsShapeIndex;
}
void SimpleOpenGL3App::drawGrid(DrawGridData data)
{
int gridSize = data.gridSize;
float upOffset = data.upOffset;
int upAxis = data.upAxis;
float gridColor[4];
gridColor[0] = data.gridColor[0];
gridColor[1] = data.gridColor[1];
gridColor[2] = data.gridColor[2];
gridColor[3] = data.gridColor[3];
int sideAxis=-1;
int forwardAxis=-1;
switch (upAxis)
{
case 1:
forwardAxis=2;
sideAxis=0;
break;
case 2:
forwardAxis=1;
sideAxis=0;
break;
default:
b3Assert(0);
};
//b3Vector3 gridColor = b3MakeVector3(0.5,0.5,0.5);
b3AlignedObjectArray<unsigned int> indices;
b3AlignedObjectArray<b3Vector3> vertices;
int lineIndex=0;
for(int i=-gridSize;i<=gridSize;i++)
{
{
b3Assert(glGetError() ==GL_NO_ERROR);
b3Vector3 from = b3MakeVector3(0,0,0);
from[sideAxis] = float(i);
from[upAxis] = upOffset;
from[forwardAxis] = float(-gridSize);
b3Vector3 to=b3MakeVector3(0,0,0);
to[sideAxis] = float(i);
to[upAxis] = upOffset;
to[forwardAxis] = float(gridSize);
vertices.push_back(from);
indices.push_back(lineIndex++);
vertices.push_back(to);
indices.push_back(lineIndex++);
// m_instancingRenderer->drawLine(from,to,gridColor);
}
b3Assert(glGetError() ==GL_NO_ERROR);
{
b3Assert(glGetError() ==GL_NO_ERROR);
b3Vector3 from=b3MakeVector3(0,0,0);
from[sideAxis] = float(-gridSize);
from[upAxis] = upOffset;
from[forwardAxis] = float(i);
b3Vector3 to=b3MakeVector3(0,0,0);
to[sideAxis] = float(gridSize);
to[upAxis] = upOffset;
to[forwardAxis] = float(i);
vertices.push_back(from);
indices.push_back(lineIndex++);
vertices.push_back(to);
indices.push_back(lineIndex++);
// m_instancingRenderer->drawLine(from,to,gridColor);
}
}
m_instancingRenderer->drawLines(&vertices[0].x,
gridColor,
vertices.size(),sizeof(b3Vector3),&indices[0],indices.size(),1);
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),3);
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),3);
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),3);
// void GLInstancingRenderer::drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize)
//we don't use drawPoints because all points would have the same color
// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
m_instancingRenderer->drawPoint(b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),6);
m_instancingRenderer->drawPoint(b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),6);
m_instancingRenderer->drawPoint(b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),6);
}
void SimpleOpenGL3App::setBackgroundColor(float red, float green, float blue)
{
CommonGraphicsApp::setBackgroundColor(red,green,blue);
glClearColor(m_backgroundColorRGB[0],m_backgroundColorRGB[1],m_backgroundColorRGB[2],1.f);
}
SimpleOpenGL3App::~SimpleOpenGL3App()
{
delete m_instancingRenderer;
delete m_primRenderer ;
sth_delete(m_data->m_fontStash);
delete m_data->m_renderCallbacks;
sth_delete(m_data->m_fontStash2);
delete m_data->m_renderCallbacks2;
TwDeleteDefaultFonts();
m_window->closeWindow();
delete m_window;
delete m_data ;
}
void SimpleOpenGL3App::getScreenPixels(unsigned char* rgbaBuffer, int bufferSizeInBytes, float* depthBuffer, int depthBufferSizeInBytes)
{
int width = (int)m_window->getRetinaScale()*m_instancingRenderer->getScreenWidth();
int height = (int)m_window->getRetinaScale()*m_instancingRenderer->getScreenHeight();
if ((width*height*4) == bufferSizeInBytes)
{
glReadPixels(0,0,width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgbaBuffer);
int glstat;
glstat = glGetError();
b3Assert(glstat==GL_NO_ERROR);
}
if ((width*height*sizeof(float)) == depthBufferSizeInBytes)
{
glReadPixels(0,0,width, height, GL_DEPTH_COMPONENT, GL_FLOAT, depthBuffer);
int glstat;
glstat = glGetError();
b3Assert(glstat==GL_NO_ERROR);
}
}
//#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image/stb_image_write.h"
static void writeTextureToFile(int textureWidth, int textureHeight, const char* fileName, FILE* ffmpegVideo)
{
int numComponents = 4;
//glPixelStorei(GL_PACK_ALIGNMENT,1);
b3Assert(glGetError()==GL_NO_ERROR);
//glReadBuffer(GL_BACK);//COLOR_ATTACHMENT0);
float* orgPixels = (float*)malloc(textureWidth*textureHeight*numComponents*4);
glReadPixels(0,0,textureWidth, textureHeight, GL_RGBA, GL_FLOAT, orgPixels);
//it is useful to have the actual float values for debugging purposes
//convert float->char
char* pixels = (char*)malloc(textureWidth*textureHeight*numComponents);
assert(glGetError()==GL_NO_ERROR);
for (int j=0;j<textureHeight;j++)
{
for (int i=0;i<textureWidth;i++)
{
pixels[(j*textureWidth+i)*numComponents] = char(orgPixels[(j*textureWidth+i)*numComponents]*255.f);
pixels[(j*textureWidth+i)*numComponents+1]=char(orgPixels[(j*textureWidth+i)*numComponents+1]*255.f);
pixels[(j*textureWidth+i)*numComponents+2]=char(orgPixels[(j*textureWidth+i)*numComponents+2]*255.f);
pixels[(j*textureWidth+i)*numComponents+3]=char(orgPixels[(j*textureWidth+i)*numComponents+3]*255.f);
}
}
if (ffmpegVideo)
{
fwrite(pixels, textureWidth*textureHeight*numComponents, 1, ffmpegVideo);
//fwrite(pixels, 100,1,ffmpegVideo);//textureWidth*textureHeight*numComponents, 1, ffmpegVideo);
} else
{
if (1)
{
//swap the pixels
unsigned char tmp;
for (int j=0;j<textureHeight/2;j++)
{
for (int i=0;i<textureWidth;i++)
{
for (int c=0;c<numComponents;c++)
{
tmp = pixels[(j*textureWidth+i)*numComponents+c];
pixels[(j*textureWidth+i)*numComponents+c]=
pixels[((textureHeight-j-1)*textureWidth+i)*numComponents+c];
pixels[((textureHeight-j-1)*textureWidth+i)*numComponents+c] = tmp;
}
}
}
}
stbi_write_png(fileName, textureWidth,textureHeight, numComponents, pixels, textureWidth*numComponents);
}
free(pixels);
free(orgPixels);
}
void SimpleOpenGL3App::swapBuffer()
{
if (m_data->m_frameDumpPngFileName)
{
int width = (int)m_window->getRetinaScale()*m_instancingRenderer->getScreenWidth();
int height = (int) m_window->getRetinaScale()*this->m_instancingRenderer->getScreenHeight();
writeTextureToFile(width,
height,m_data->m_frameDumpPngFileName,
m_data->m_ffmpegFile);
m_data->m_renderTexture->disable();
if (m_data->m_ffmpegFile==0)
{
m_data->m_frameDumpPngFileName = 0;
}
}
m_window->endRendering();
m_window->startRendering();
}
// see also http://blog.mmacklin.com/2013/06/11/real-time-video-capture-with-ffmpeg/
void SimpleOpenGL3App::dumpFramesToVideo(const char* mp4FileName)
{
if (mp4FileName)
{
int width = (int)m_window->getRetinaScale()*m_instancingRenderer->getScreenWidth();
int height = (int)m_window->getRetinaScale()*m_instancingRenderer->getScreenHeight();
char cmd[8192];
#ifdef _WIN32
sprintf(cmd, "ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
"-threads 0 -y -b:v 50000k -c:v libx264 -preset slow -crf 22 -an -pix_fmt yuv420p -vf vflip %s", width, height, mp4FileName);
//sprintf(cmd, "ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
// "-y -crf 0 -b:v 1500000 -an -vcodec h264 -vf vflip %s", width, height, mp4FileName);
#else
sprintf(cmd, "ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
"-threads 0 -y -b 50000k -c:v libx264 -preset slow -crf 22 -an -pix_fmt yuv420p -vf vflip %s", width, height, mp4FileName);
#endif
//sprintf(cmd,"ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
// "-threads 0 -y -crf 0 -b 50000k -vf vflip %s",width,height,mp4FileName);
// sprintf(cmd,"ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
// "-threads 0 -preset fast -y -crf 21 -vf vflip %s",width,height,mp4FileName);
if (m_data->m_ffmpegFile)
{
pclose(m_data->m_ffmpegFile);
}
if (mp4FileName)
{
m_data->m_ffmpegFile = popen(cmd, "w");
m_data->m_frameDumpPngFileName = mp4FileName;
}
} else
{
if (m_data->m_ffmpegFile)
{
fflush(m_data->m_ffmpegFile);
pclose(m_data->m_ffmpegFile);
m_data->m_frameDumpPngFileName = 0;
}
m_data->m_ffmpegFile = 0;
}
}
void SimpleOpenGL3App::dumpNextFrameToPng(const char* filename)
{
// open pipe to ffmpeg's stdin in binary write mode
m_data->m_frameDumpPngFileName = filename;
//you could use m_renderTexture to allow to render at higher resolutions, such as 4k or so
if (!m_data->m_renderTexture)
{
m_data->m_renderTexture = new GLRenderToTexture();
GLuint renderTextureId;
glGenTextures(1, &renderTextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderTextureId);
// Give an empty image to OpenGL ( the last "0" )
//glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_UNSIGNED_BYTE, 0);
//glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA32F, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA32F,
m_instancingRenderer->getScreenWidth()*m_window->getRetinaScale(),m_instancingRenderer->getScreenHeight()*m_window->getRetinaScale()
, 0,GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_data->m_renderTexture->init(m_instancingRenderer->getScreenWidth()*m_window->getRetinaScale(),this->m_instancingRenderer->getScreenHeight()*m_window->getRetinaScale(),renderTextureId, RENDERTEXTURE_COLOR);
}
m_data->m_renderTexture->enable();
}
void SimpleOpenGL3App::setUpAxis(int axis)
{
b3Assert((axis == 1)||(axis==2));//only Y or Z is supported at the moment
m_data->m_upAxis = axis;
}
int SimpleOpenGL3App::getUpAxis() const
{
return m_data->m_upAxis;
}
#endif//#ifndef NO_OPENGL3