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https://github.com/bulletphysics/bullet3
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82995a8343
Windows shared memory: allow to use custom key. Improve GUI performance on Windows, submit letters in text as a batch (fewer draw-calls) quadruped.py: first try to connect to SHARED_MEMORY, if it fails (<0) use GUI increase Chrome about://tracing json export capacity (press 'p' in Example Browser) UDP physics server: add --port and --sharedMemoryKey command-line arguments PhysicsServerExample: add --sharedMemoryKey command-line option (for VR example too) ExampleBrowser: sleep a few milliseconds if rendering is too fast, use --minUpdateTimeMicroSecs=0 to disable
87 lines
1.9 KiB
C++
87 lines
1.9 KiB
C++
#ifndef _GL_PRIMITIVE_RENDERER_H
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#define _GL_PRIMITIVE_RENDERER_H
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//#include "OpenGLInclude.h"
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struct PrimVec2
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{
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PrimVec2()
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{}
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PrimVec2(float x, float y)
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{
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p[0] = x;
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p[1] = y;
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}
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float p[2];
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};
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struct PrimVec4
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{
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PrimVec4() {}
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PrimVec4(float x,float y, float z, float w)
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{
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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float p[4];
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};
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struct PrimVertex
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{
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PrimVertex(const PrimVec4 & p, const PrimVec4 & c, const PrimVec2& u)
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:position(p),
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colour(c),
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uv(u)
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{
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}
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PrimVertex()
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{}
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PrimVec4 position;
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PrimVec4 colour;
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PrimVec2 uv;
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} ;
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class GLPrimitiveRenderer
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{
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int m_screenWidth;
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int m_screenHeight;
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struct PrimInternalData* m_data;
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struct PrimInternalData2* m_data2;
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void loadBufferData();
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public:
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GLPrimitiveRenderer(int screenWidth, int screenHeight);
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virtual ~GLPrimitiveRenderer();
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void drawRect(float x0, float y0, float x1, float y1, float color[4]);
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void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
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void drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA = true);
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void drawLine();//float from[4], float to[4], float color[4]);
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void setScreenSize(int width, int height);
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void drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
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void drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
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void flushBatchedRects();
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void drawTexturedRect3D2Text(bool useRGBA = true);
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void drawTexturedRect3D2(PrimVertex* vertices, int numVertices, bool useRGBA = true);
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PrimInternalData* getData()
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{
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return m_data;
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}
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};
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#endif//_GL_PRIMITIVE_RENDERER_H
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