bullet3/examples/OpenGLWindow/GLPrimitiveRenderer.h
Erwin Coumans 82995a8343 pybullet, more robust multi-server connections
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
2016-12-28 21:51:54 -08:00

87 lines
1.9 KiB
C++

#ifndef _GL_PRIMITIVE_RENDERER_H
#define _GL_PRIMITIVE_RENDERER_H
//#include "OpenGLInclude.h"
struct PrimVec2
{
PrimVec2()
{}
PrimVec2(float x, float y)
{
p[0] = x;
p[1] = y;
}
float p[2];
};
struct PrimVec4
{
PrimVec4() {}
PrimVec4(float x,float y, float z, float w)
{
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
float p[4];
};
struct PrimVertex
{
PrimVertex(const PrimVec4 & p, const PrimVec4 & c, const PrimVec2& u)
:position(p),
colour(c),
uv(u)
{
}
PrimVertex()
{}
PrimVec4 position;
PrimVec4 colour;
PrimVec2 uv;
} ;
class GLPrimitiveRenderer
{
int m_screenWidth;
int m_screenHeight;
struct PrimInternalData* m_data;
struct PrimInternalData2* m_data2;
void loadBufferData();
public:
GLPrimitiveRenderer(int screenWidth, int screenHeight);
virtual ~GLPrimitiveRenderer();
void drawRect(float x0, float y0, float x1, float y1, float color[4]);
void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
void drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA = true);
void drawLine();//float from[4], float to[4], float color[4]);
void setScreenSize(int width, int height);
void drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
void drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
void flushBatchedRects();
void drawTexturedRect3D2Text(bool useRGBA = true);
void drawTexturedRect3D2(PrimVertex* vertices, int numVertices, bool useRGBA = true);
PrimInternalData* getData()
{
return m_data;
}
};
#endif//_GL_PRIMITIVE_RENDERER_H