bullet3/examples/OpenGLWindow/GwenOpenGL3CoreRenderer.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

404 lines
9.4 KiB
C++

#ifndef __GWEN_OPENGL3_CORE_RENDERER_H
#define __GWEN_OPENGL3_CORE_RENDERER_H
#include "Gwen/Gwen.h"
#include "Gwen/BaseRender.h"
#include "GLPrimitiveRenderer.h"
#include "../OpenGLWindow/OpenGLInclude.h"
struct sth_stash;
#include "fontstash.h"
#include "Gwen/Texture.h"
#include "TwFonts.h"
static float extraSpacing = 0.;//6f;
#include <assert.h>
#include <math.h>
template <class T>
inline void MyClamp(T& a, const T& lb, const T& ub)
{
if (a < lb)
{
a = lb;
}
else if (ub < a)
{
a = ub;
}
}
static GLuint BindFont(const CTexFont *_Font)
{
GLuint TexID = 0;
glGenTextures(1, &TexID);
glBindTexture(GL_TEXTURE_2D, TexID);
glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, _Font->m_TexBytes);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
return TexID;
}
struct MyTextureLoader
{
virtual ~MyTextureLoader()
{
}
virtual void LoadTexture( Gwen::Texture* pTexture ) = 0;
virtual void FreeTexture( Gwen::Texture* pTexture )=0;
};
class GwenOpenGL3CoreRenderer : public Gwen::Renderer::Base
{
GLPrimitiveRenderer* m_primitiveRenderer;
float m_currentColor[4];
float m_yOffset;
sth_stash* m_font;
float m_screenWidth;
float m_screenHeight;
float m_fontScaling;
float m_retinaScale;
bool m_useTrueTypeFont;
const CTexFont* m_currentFont;
GLuint m_fontTextureId;
MyTextureLoader* m_textureLoader;
public:
GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale, MyTextureLoader* loader=0)
:m_primitiveRenderer(primRender),
m_font(font),
m_screenWidth(screenWidth),
m_screenHeight(screenHeight),
m_retinaScale(retinaScale),
m_useTrueTypeFont(false),
m_textureLoader(loader)
{
///only enable true type fonts on Macbook Retina, it looks gorgeous
if (retinaScale==2.0f)
{
m_useTrueTypeFont = true;
}
m_currentColor[0] = 1;
m_currentColor[1] = 1;
m_currentColor[2] = 1;
m_currentColor[3] = 1;
m_fontScaling = 16.f*m_retinaScale;
TwGenerateDefaultFonts();
m_currentFont = g_DefaultNormalFont;
//m_currentFont = g_DefaultNormalFontAA;
//m_currentFont = g_DefaultLargeFont;
m_fontTextureId = BindFont(m_currentFont);
}
virtual ~GwenOpenGL3CoreRenderer()
{
TwDeleteDefaultFonts();
}
virtual void Resize(int width, int height)
{
m_screenWidth = width;
m_screenHeight = height;
}
virtual void Begin()
{
m_yOffset=0;
glEnable(GL_BLEND);
assert(glGetError()==GL_NO_ERROR);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
assert(glGetError()==GL_NO_ERROR);
assert(glGetError()==GL_NO_ERROR);
glDisable(GL_DEPTH_TEST);
assert(glGetError()==GL_NO_ERROR);
//glColor4ub(255,0,0,255);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// saveOpenGLState(width,height);//m_glutScreenWidth,m_glutScreenHeight);
assert(glGetError()==GL_NO_ERROR);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
assert(glGetError()==GL_NO_ERROR);
glEnable(GL_BLEND);
assert(glGetError()==GL_NO_ERROR);
}
virtual void End()
{
glDisable(GL_BLEND);
}
virtual void StartClip()
{
if (m_useTrueTypeFont)
sth_flush_draw(m_font);
Gwen::Rect rect = ClipRegion();
// OpenGL's coords are from the bottom left
// so we need to translate them here.
{
GLint view[4];
glGetIntegerv( GL_VIEWPORT, &view[0] );
rect.y = view[3]/m_retinaScale - (rect.y + rect.h);
}
glScissor( m_retinaScale * rect.x * Scale(), m_retinaScale * rect.y * Scale(), m_retinaScale * rect.w * Scale(), m_retinaScale * rect.h * Scale() );
glEnable( GL_SCISSOR_TEST );
//glDisable( GL_SCISSOR_TEST );
};
virtual void EndClip()
{
if (m_useTrueTypeFont)
sth_flush_draw(m_font);
glDisable( GL_SCISSOR_TEST );
};
virtual void SetDrawColor( Gwen::Color color )
{
m_currentColor[0] = color.r/256.f;
m_currentColor[1] = color.g/256.f;
m_currentColor[2] = color.b/256.f;
m_currentColor[3] = color.a/256.f;
}
virtual void DrawFilledRect( Gwen::Rect rect )
{
// BT_PROFILE("GWEN_DrawFilledRect");
Translate( rect );
m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset,
rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor);
// m_primitiveRenderer->drawTexturedRect2a(rect.x, rect.y+m_yOffset,
// rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,0,0,1,1);
// m_yOffset+=rect.h+10;
}
void RenderText( Gwen::Font* pFont, Gwen::Point rasterPos, const Gwen::UnicodeString& text )
{
// BT_PROFILE("GWEN_RenderText");
Gwen::String str = Gwen::Utility::UnicodeToString(text);
const char* unicodeText = (const char*)str.c_str();
Gwen::Rect r;
r.x = rasterPos.x;
r.y = rasterPos.y;
r.w = 0;
r.h = 0;
//
//printf("str = %s\n",unicodeText);
//int xpos=0;
//int ypos=0;
float dx;
int measureOnly=0;
if (m_useTrueTypeFont)
{
float yoffset = 0.f;
if (m_retinaScale==2.0f)
{
yoffset = -12;
}
Translate(r);
sth_draw_text(m_font,
1,m_fontScaling,
r.x,r.y+yoffset,
unicodeText,&dx, m_screenWidth,m_screenHeight,measureOnly,m_retinaScale);
} else
{
//float width = 0.f;
int pos=0;
//float color[]={0.2f,0.2,0.2f,1.f};
glBindTexture(GL_TEXTURE_2D,m_fontTextureId);
float width = r.x;
while (unicodeText[pos])
{
int c = unicodeText[pos];
r.h = m_currentFont->m_CharHeight;
r.w = m_currentFont->m_CharWidth[c]+extraSpacing;
Gwen::Rect rect = r;
Translate( rect );
m_primitiveRenderer->drawTexturedRect2(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, m_currentColor,m_currentFont->m_CharU0[c],m_currentFont->m_CharV0[c],m_currentFont->m_CharU1[c],m_currentFont->m_CharV1[c]);
width += r.w;
r.x = width;
pos++;
}
{
m_primitiveRenderer->drawTexturedRect3D2Text(false);
}
glBindTexture(GL_TEXTURE_2D,0);
}
}
Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text )
{
// BT_PROFILE("GWEN_MeasureText");
Gwen::String str = Gwen::Utility::UnicodeToString(text);
const char* unicodeText = (const char*)str.c_str();
// printf("str = %s\n",unicodeText);
int xpos=0;
int ypos=0;
int measureOnly=1;
float dx=0;
if (m_useTrueTypeFont)
{
sth_draw_text(m_font,
1,m_fontScaling,
xpos,ypos,
unicodeText,&dx, m_screenWidth,m_screenHeight,measureOnly);
Gwen::Point pt;
if (m_retinaScale==2.0f)
{
pt.x = dx*Scale()/2.f;
pt.y = m_fontScaling/2*Scale()+1;
}
else
{
pt.x = dx*Scale();
pt.y = m_fontScaling*Scale()+1;
}
return pt;
}
else
{
float width = 0.f;
int pos=0;
while (unicodeText[pos])
{
width += m_currentFont->m_CharWidth[(int)unicodeText[pos]]+extraSpacing;
pos++;
}
Gwen::Point pt;
int fontHeight = m_currentFont->m_CharHeight;
pt.x = width*Scale();
pt.y = (fontHeight+2) * Scale();
return pt;
}
return Gwen::Renderer::Base::MeasureText(pFont,text);
}
virtual void LoadTexture( Gwen::Texture* pTexture )
{
if (m_textureLoader)
m_textureLoader->LoadTexture(pTexture);
}
virtual void FreeTexture( Gwen::Texture* pTexture )
{
if (m_textureLoader)
m_textureLoader->FreeTexture(pTexture);
}
virtual void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect rect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f )
{
// BT_PROFILE("DrawTexturedRect");
Translate( rect );
//float eraseColor[4] = {0,0,0,0};
//m_primitiveRenderer->drawRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, eraseColor);
GLint texHandle = (GLint) pTexture->m_intData;
//if (!texHandle)
// return;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,texHandle);
// glDisable(GL_DEPTH_TEST);
assert(glGetError()==GL_NO_ERROR);
/* bool useFiltering = true;
if (useFiltering)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_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);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
*/
//glEnable(GL_TEXTURE_2D);
// glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
static float add=0.0;
//add+=1./512.;//0.01;
float color[4]={1,1,1,1};
m_primitiveRenderer->drawTexturedRect(rect.x, rect.y+m_yOffset, rect.x+rect.w, rect.y+rect.h+m_yOffset, color,0+add,0,1+add,1,true);
assert(glGetError()==GL_NO_ERROR);
}
};
#endif //__GWEN_OPENGL3_CORE_RENDERER_H