bullet3/examples/OpenGLWindow/GLPrimitiveRenderer.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
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
2018-09-23 14:17:31 -07:00

488 lines
16 KiB
C++

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