mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-13 13:20:07 +00:00
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
488 lines
16 KiB
C++
488 lines
16 KiB
C++
#ifndef NO_OPENGL3
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#include "GLPrimitiveRenderer.h"
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#include "GLPrimInternalData.h"
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#include "Bullet3Common/b3Scalar.h"
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#include "LoadShader.h"
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static const char *vertexShader3D =
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"#version 150 \n"
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"\n"
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"uniform mat4 viewMatrix, projMatrix;\n"
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"in vec4 position;\n"
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"in vec4 colour;\n"
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"out vec4 colourV;\n"
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"\n"
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"in vec2 texuv;\n"
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"out vec2 texuvV;\n"
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"\n"
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"\n"
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"void main (void)\n"
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"{\n"
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" colourV = colour;\n"
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" gl_Position = projMatrix * viewMatrix * position ;\n"
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" texuvV=texuv;\n"
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"}\n";
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static const char *fragmentShader3D =
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"#version 150\n"
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"\n"
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"uniform vec2 p;\n"
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"in vec4 colourV;\n"
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"out vec4 fragColour;\n"
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"in vec2 texuvV;\n"
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"\n"
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"uniform sampler2D Diffuse;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" vec4 texcolor = texture(Diffuse,texuvV);\n"
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" if (p.x==0.f)\n"
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" {\n"
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" texcolor = vec4(1,1,1,texcolor.x);\n"
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" }\n"
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" fragColour = colourV*texcolor;\n"
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"}\n";
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static unsigned int s_indexData[6] = {0, 1, 2, 0, 2, 3};
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#define MAX_VERTICES2 8192
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struct PrimInternalData2
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{
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PrimInternalData2()
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: m_numVerticesText(0),
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m_numVerticesRect(0)
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{
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}
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int m_numVerticesText;
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int m_numVerticesRect;
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PrimVertex m_verticesText[MAX_VERTICES2];
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PrimVertex m_verticesRect[MAX_VERTICES2];
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};
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GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight)
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: m_screenWidth(screenWidth),
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m_screenHeight(screenHeight)
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{
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m_data = new PrimInternalData;
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m_data2 = new PrimInternalData2;
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m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D, fragmentShader3D);
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m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg, "viewMatrix");
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if (m_data->m_viewmatUniform < 0)
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{
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b3Assert(0);
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}
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m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg, "projMatrix");
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if (m_data->m_projMatUniform < 0)
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{
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b3Assert(0);
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}
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m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p");
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if (m_data->m_positionUniform < 0)
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{
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b3Assert(0);
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}
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m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour");
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if (m_data->m_colourAttribute < 0)
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{
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b3Assert(0);
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}
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m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position");
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if (m_data->m_positionAttribute < 0)
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{
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b3Assert(0);
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}
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m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg, "texuv");
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if (m_data->m_textureAttribute < 0)
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{
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b3Assert(0);
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}
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loadBufferData();
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}
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void GLPrimitiveRenderer::loadBufferData()
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{
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PrimVertex vertexData[4] = {
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PrimVertex(PrimVec4(-1, -1, 0.0, 1.0), PrimVec4(1.0, 0.0, 0.0, 1.0), PrimVec2(0, 0)),
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PrimVertex(PrimVec4(-1, 1, 0.0, 1.0), PrimVec4(0.0, 1.0, 0.0, 1.0), PrimVec2(0, 1)),
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PrimVertex(PrimVec4(1, 1, 0.0, 1.0), PrimVec4(0.0, 0.0, 1.0, 1.0), PrimVec2(1, 1)),
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PrimVertex(PrimVec4(1, -1, 0.0, 1.0), PrimVec4(1.0, 1.0, 1.0, 1.0), PrimVec2(1, 0))};
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glGenVertexArrays(1, &m_data->m_vertexArrayObject);
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glBindVertexArray(m_data->m_vertexArrayObject);
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glGenBuffers(1, &m_data->m_vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PrimVertex), vertexData, GL_DYNAMIC_DRAW);
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glGenVertexArrays(1, &m_data->m_vertexArrayObject2);
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glBindVertexArray(m_data->m_vertexArrayObject2);
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glGenBuffers(1, &m_data->m_vertexBuffer2);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer2);
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glBufferData(GL_ARRAY_BUFFER, MAX_VERTICES2 * sizeof(PrimVertex), 0, GL_DYNAMIC_DRAW);
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b3Assert(glGetError() == GL_NO_ERROR);
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glGenBuffers(1, &m_data->m_indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 6 * sizeof(int), s_indexData, GL_STATIC_DRAW);
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unsigned int indexData[MAX_VERTICES2 * 2];
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int count = 0;
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for (int i = 0; i < MAX_VERTICES2; i += 4)
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{
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indexData[count++] = i;
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indexData[count++] = i + 1;
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indexData[count++] = i + 2;
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indexData[count++] = i;
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indexData[count++] = i + 2;
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indexData[count++] = i + 3;
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}
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glGenBuffers(1, &m_data->m_indexBuffer2);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer2);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(int), indexData, GL_STATIC_DRAW);
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glEnableVertexAttribArray(m_data->m_positionAttribute);
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glEnableVertexAttribArray(m_data->m_colourAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_textureAttribute);
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
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glVertexAttribPointer(m_data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4) + sizeof(PrimVec4)));
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b3Assert(glGetError() == GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE0);
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GLubyte *image = new GLubyte[256 * 256 * 3];
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for (int y = 0; y < 256; ++y)
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{
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// const int t=y>>5;
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GLubyte *pi = image + y * 256 * 3;
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for (int x = 0; x < 256; ++x)
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{
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if (x < y) //x<2||y<2||x>253||y>253)
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{
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pi[0] = 255;
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pi[1] = 0;
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pi[2] = 0;
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}
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else
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{
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pi[0] = 255;
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pi[1] = 255;
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pi[2] = 255;
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}
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pi += 3;
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}
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}
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glGenTextures(1, (GLuint *)&m_data->m_texturehandle);
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glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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b3Assert(glGetError() == GL_NO_ERROR);
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delete[] image;
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}
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GLPrimitiveRenderer::~GLPrimitiveRenderer()
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{
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glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgram(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDeleteProgram(m_data->m_shaderProg);
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delete m_data;
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delete m_data2;
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}
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void GLPrimitiveRenderer::drawLine()
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{
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}
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void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float color[4])
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{
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b3Assert(glGetError() == GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle);
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b3Assert(glGetError() == GL_NO_ERROR);
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drawTexturedRect(x0, y0, x1, y1, color, 0, 0, 1, 1);
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b3Assert(glGetError() == GL_NO_ERROR);
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}
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void GLPrimitiveRenderer::drawTexturedRect3D(const PrimVertex &v0, const PrimVertex &v1, const PrimVertex &v2, const PrimVertex &v3, float viewMat[16], float projMat[16], bool useRGBA)
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{
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//B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D");
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b3Assert(glGetError() == GL_NO_ERROR);
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glUseProgram(m_data->m_shaderProg);
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glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, viewMat);
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glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, projMat);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
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glBindVertexArray(m_data->m_vertexArrayObject);
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bool useFiltering = false;
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if (useFiltering)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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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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PrimVertex vertexData[4] = {
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v0, v1, v2, v3};
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glBufferSubData(GL_ARRAY_BUFFER, 0, 4 * sizeof(PrimVertex), vertexData);
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b3Assert(glGetError() == GL_NO_ERROR);
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PrimVec2 p(0.f, 0.f); //?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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if (useRGBA)
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{
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p.p[0] = 1.f;
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p.p[1] = 1.f;
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}
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glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_positionAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_colourAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_textureAttribute);
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
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glVertexAttribPointer(m_data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4) + sizeof(PrimVec4)));
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
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//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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int indexCount = 6;
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b3Assert(glGetError() == GL_NO_ERROR);
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindVertexArray(0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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//glDisableVertexAttribArray(m_data->m_textureAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glUseProgram(0);
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b3Assert(glGetError() == GL_NO_ERROR);
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}
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void GLPrimitiveRenderer::drawTexturedRect3D2Text(bool useRGBA)
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{
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drawTexturedRect3D2(&m_data2->m_verticesText[0], m_data2->m_numVerticesText, useRGBA);
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m_data2->m_numVerticesText = 0;
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}
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void GLPrimitiveRenderer::drawTexturedRect3D2(PrimVertex *vertices, int numVertices, bool useRGBA)
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{
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//B3_PROFILE("drawTexturedRect3D2");
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if (numVertices == 0)
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{
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return;
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}
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//B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D");
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b3Assert(glGetError() == GL_NO_ERROR);
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float identity[16] = {1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1};
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glUseProgram(m_data->m_shaderProg);
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glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, identity);
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glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, identity);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer2);
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glBindVertexArray(m_data->m_vertexArrayObject2);
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bool useFiltering = false;
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if (useFiltering)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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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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/* PrimVertex vertexData[4] = {
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v0,v1,v2,v3
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};
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*/
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glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(PrimVertex), vertices);
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b3Assert(glGetError() == GL_NO_ERROR);
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PrimVec2 p(0.f, 0.f); //?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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if (useRGBA)
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{
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p.p[0] = 1.f;
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p.p[1] = 1.f;
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}
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glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_positionAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_colourAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(m_data->m_textureAttribute);
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
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glVertexAttribPointer(m_data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4) + sizeof(PrimVec4)));
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer2);
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//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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int indexCount = (numVertices / 4) * 6;
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b3Assert(glGetError() == GL_NO_ERROR);
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindVertexArray(0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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b3Assert(glGetError() == GL_NO_ERROR);
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//glDisableVertexAttribArray(m_data->m_textureAttribute);
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b3Assert(glGetError() == GL_NO_ERROR);
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glUseProgram(0);
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b3Assert(glGetError() == GL_NO_ERROR);
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}
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void GLPrimitiveRenderer::drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
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{
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PrimVertex vertexData[4] = {
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PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
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PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
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PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
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PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
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// int sz = m_data2->m_numVerticesText;
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m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[0];
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m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[1];
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m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[2];
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m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[3];
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if (m_data2->m_numVerticesRect >= MAX_VERTICES2)
|
|
{
|
|
flushBatchedRects();
|
|
}
|
|
}
|
|
|
|
void GLPrimitiveRenderer::flushBatchedRects()
|
|
{
|
|
if (m_data2->m_numVerticesRect == 0)
|
|
return;
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
b3Assert(glGetError() == GL_NO_ERROR);
|
|
glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle);
|
|
drawTexturedRect3D2(m_data2->m_verticesRect, m_data2->m_numVerticesRect, 0);
|
|
m_data2->m_numVerticesRect = 0;
|
|
}
|
|
void GLPrimitiveRenderer::drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
|
|
{
|
|
PrimVertex vertexData[4] = {
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
|
|
|
|
// int sz = m_data2->m_numVerticesText;
|
|
|
|
m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[0];
|
|
m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[1];
|
|
m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[2];
|
|
m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[3];
|
|
|
|
if (m_data2->m_numVerticesText >= MAX_VERTICES2)
|
|
{
|
|
drawTexturedRect3D2(m_data2->m_verticesText, m_data2->m_numVerticesText, useRGBA);
|
|
m_data2->m_numVerticesText = 0;
|
|
}
|
|
}
|
|
|
|
void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
|
|
{
|
|
float identity[16] = {1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1};
|
|
PrimVertex vertexData[4] = {
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y1 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
|
|
PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(m_screenWidth), 1.f - 2.f * y0 / float(m_screenHeight), 0.f, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
|
|
|
|
drawTexturedRect3D(vertexData[0], vertexData[1], vertexData[2], vertexData[3], identity, identity, useRGBA);
|
|
}
|
|
|
|
void GLPrimitiveRenderer::setScreenSize(int width, int height)
|
|
{
|
|
m_screenWidth = width;
|
|
m_screenHeight = height;
|
|
}
|
|
#endif
|