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https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
373 lines
9.1 KiB
C++
373 lines
9.1 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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}
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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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