mirror of
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
243 lines
7.0 KiB
C++
243 lines
7.0 KiB
C++
#ifndef NO_OPENGL3
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#include "opengl_fontstashcallbacks.h"
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#include "../OpenGLWindow/GLPrimitiveRenderer.h"
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#include "../OpenGLWindow/GLPrimInternalData.h"
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#include "fontstash.h"
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#include "../OpenGLWindow/OpenGLInclude.h"
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#include <assert.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "stb_image/stb_image_write.h"
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static unsigned int s_indexData[INDEX_COUNT];
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static GLuint s_indexArrayObject, s_indexBuffer;
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static GLuint s_vertexArrayObject, s_vertexBuffer;
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OpenGL2RenderCallbacks::OpenGL2RenderCallbacks(GLPrimitiveRenderer* primRender)
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: m_primRender2(primRender)
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{
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}
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OpenGL2RenderCallbacks::~OpenGL2RenderCallbacks()
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{
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}
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PrimInternalData* OpenGL2RenderCallbacks::getData()
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{
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return m_primRender2->getData();
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}
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InternalOpenGL2RenderCallbacks::~InternalOpenGL2RenderCallbacks()
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{
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}
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void InternalOpenGL2RenderCallbacks::display2()
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{
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assert(glGetError() == GL_NO_ERROR);
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// glViewport(0,0,10,10);
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//const float timeScale = 0.008f;
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PrimInternalData* data = getData();
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glUseProgram(data->m_shaderProg);
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glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
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glBindVertexArray(s_vertexArrayObject);
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assert(glGetError() == GL_NO_ERROR);
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// glBindTexture(GL_TEXTURE_2D,m_texturehandle);
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assert(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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glUniformMatrix4fv(data->m_viewmatUniform, 1, false, identity);
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glUniformMatrix4fv(data->m_projMatUniform, 1, false, identity);
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vec2 p(0.f, 0.f); //?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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glUniform2fv(data->m_positionUniform, 1, (const GLfloat*)&p);
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assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(data->m_positionAttribute);
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assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(data->m_colourAttribute);
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assert(glGetError() == GL_NO_ERROR);
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glEnableVertexAttribArray(data->m_textureAttribute);
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glVertexAttribPointer(data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)0);
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glVertexAttribPointer(data->m_colourAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)sizeof(vec4));
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glVertexAttribPointer(data->m_textureAttribute, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)(sizeof(vec4) + sizeof(vec4)));
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assert(glGetError() == GL_NO_ERROR);
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/*
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);
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//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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int indexCount = 6;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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*/
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// glutSwapBuffers();
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}
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void InternalOpenGL2RenderCallbacks::updateTexture(sth_texture* texture, sth_glyph* glyph, int textureWidth, int textureHeight)
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{
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assert(glGetError() == GL_NO_ERROR);
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if (glyph)
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{
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// Update texture (entire texture, could use glyph to update partial texture using glTexSubImage2D)
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GLuint* gltexture = (GLuint*)texture->m_userData;
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glBindTexture(GL_TEXTURE_2D, *gltexture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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assert(glGetError() == GL_NO_ERROR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, textureWidth, textureHeight, 0, GL_RED, GL_UNSIGNED_BYTE, texture->m_texels);
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assert(glGetError() == GL_NO_ERROR);
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}
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else
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{
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if (textureWidth && textureHeight)
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{
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GLuint* texId = new GLuint;
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texture->m_userData = texId;
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//create new texture
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glGenTextures(1, texId);
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assert(glGetError() == GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, *texId);
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texture->m_texels = (unsigned char*)malloc(textureWidth * textureHeight);
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memset(texture->m_texels, 0, textureWidth * textureHeight);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, textureWidth, textureHeight, 0, GL_RED, GL_UNSIGNED_BYTE, texture->m_texels);
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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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assert(glGetError() == GL_NO_ERROR);
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////////////////////////////
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//create the other data
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{
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glGenVertexArrays(1, &s_vertexArrayObject);
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glBindVertexArray(s_vertexArrayObject);
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glGenBuffers(1, &s_vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, VERT_COUNT * sizeof(Vertex), texture->newverts, GL_DYNAMIC_DRAW);
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assert(glGetError() == GL_NO_ERROR);
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for (int i = 0; i < INDEX_COUNT; i++)
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{
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s_indexData[i] = i;
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}
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glGenBuffers(1, &s_indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s_indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, INDEX_COUNT * sizeof(int), s_indexData, GL_STATIC_DRAW);
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assert(glGetError() == GL_NO_ERROR);
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}
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}
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else
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{
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//delete texture
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if (texture->m_userData)
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{
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GLuint* id = (GLuint*)texture->m_userData;
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glDeleteTextures(1, id);
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//delete id;
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delete id; //texture->m_userData;
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texture->m_userData = 0;
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}
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}
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}
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}
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void InternalOpenGL2RenderCallbacks::render(sth_texture* texture)
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{
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display2();
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GLuint* texId = (GLuint*)texture->m_userData;
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assert(glGetError() == GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE0);
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assert(glGetError() == GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, *texId);
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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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assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, s_vertexBuffer);
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glBindVertexArray(s_vertexArrayObject);
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glBufferData(GL_ARRAY_BUFFER, texture->nverts * sizeof(Vertex), &texture->newverts[0].position.p[0], GL_DYNAMIC_DRAW);
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assert(glGetError() == GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s_indexBuffer);
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//glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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int indexCount = texture->nverts;
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assert(glGetError() == GL_NO_ERROR);
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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assert(glGetError() == GL_NO_ERROR);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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// glDisableVertexAttribArray(m_textureAttribute);
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glUseProgram(0);
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}
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void dumpTextureToPng(int textureWidth, int textureHeight, const char* fileName)
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{
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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unsigned char* pixels = (unsigned char*)malloc(textureWidth * textureHeight);
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glReadPixels(0, 0, textureWidth, textureHeight, GL_RED, GL_UNSIGNED_BYTE, pixels);
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//swap the pixels
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unsigned char* tmp = (unsigned char*)malloc(textureWidth);
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for (int j = 0; j < textureHeight; j++)
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{
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pixels[j * textureWidth + j] = 255;
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}
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if (0)
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{
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for (int j = 0; j < textureHeight / 2; j++)
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{
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for (int i = 0; i < textureWidth; i++)
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{
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tmp[i] = pixels[j * textureWidth + i];
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pixels[j * textureWidth + i] = pixels[(textureHeight - j - 1) * textureWidth + i];
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pixels[(textureHeight - j - 1) * textureWidth + i] = tmp[i];
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}
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}
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}
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int comp = 1; //1=Y
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stbi_write_png(fileName, textureWidth, textureHeight, comp, pixels, textureWidth);
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free(pixels);
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}
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#endif
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