bullet3/examples/OpenGLWindow/SimpleOpenGL3App.cpp
2018-10-27 11:38:38 -07:00

1141 lines
35 KiB
C++

#ifndef NO_OPENGL3
#include "SimpleOpenGL3App.h"
#include "ShapeData.h"
#ifdef BT_USE_EGL
#include "EGLOpenGLWindow.h"
#else
#endif //BT_USE_EGL
#ifdef B3_USE_GLFW
#include "GLFWOpenGLWindow.h"
#else
#ifdef __APPLE__
#include "MacOpenGLWindow.h"
#else
#ifdef _WIN32
#include "Win32OpenGLWindow.h"
#else
//let's cross the fingers it is Linux/X11
#include "X11OpenGLWindow.h"
#define BT_USE_X11 // for runtime backend selection, move to build?
#endif //_WIN32
#endif //__APPLE__
#endif //B3_USE_GLFW
#include <stdio.h>
#include "GLPrimitiveRenderer.h"
#include "GLInstancingRenderer.h"
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Logging.h"
#include "fontstash.h"
#include "TwFonts.h"
#include "opengl_fontstashcallbacks.h"
#include <assert.h>
#include "GLRenderToTexture.h"
#include "Bullet3Common/b3Quaternion.h"
#include <string.h> //memset
#ifdef _WIN32
#define popen _popen
#define pclose _pclose
#endif // _WIN32
struct SimpleInternalData
{
GLuint m_fontTextureId;
GLuint m_largeFontTextureId;
struct sth_stash* m_fontStash;
struct sth_stash* m_fontStash2;
RenderCallbacks* m_renderCallbacks;
RenderCallbacks* m_renderCallbacks2;
int m_droidRegular;
int m_droidRegular2;
const char* m_frameDumpPngFileName;
FILE* m_ffmpegFile;
GLRenderToTexture* m_renderTexture;
void* m_userPointer;
int m_upAxis; //y=1 or z=2 is supported
int m_customViewPortWidth;
int m_customViewPortHeight;
SimpleInternalData()
: m_fontTextureId(0),
m_largeFontTextureId(0),
m_fontStash(0),
m_fontStash2(0),
m_renderCallbacks(0),
m_renderCallbacks2(0),
m_droidRegular(0),
m_droidRegular2(0),
m_frameDumpPngFileName(0),
m_ffmpegFile(0),
m_renderTexture(0),
m_userPointer(0),
m_upAxis(1),
m_customViewPortWidth(-1),
m_customViewPortHeight(-1)
{
}
};
static SimpleOpenGL3App* gApp = 0;
static void SimpleResizeCallback(float widthf, float heightf)
{
int width = (int)widthf;
int height = (int)heightf;
if (gApp && gApp->m_instancingRenderer)
gApp->m_instancingRenderer->resize(width, height);
if (gApp && gApp->m_primRenderer)
gApp->m_primRenderer->setScreenSize(width, height);
}
static void SimpleKeyboardCallback(int key, int state)
{
if (key == B3G_ESCAPE && gApp && gApp->m_window)
{
gApp->m_window->setRequestExit();
}
else
{
//gApp->defaultKeyboardCallback(key,state);
}
}
void SimpleMouseButtonCallback(int button, int state, float x, float y)
{
gApp->defaultMouseButtonCallback(button, state, x, y);
}
void SimpleMouseMoveCallback(float x, float y)
{
gApp->defaultMouseMoveCallback(x, y);
}
void SimpleWheelCallback(float deltax, float deltay)
{
gApp->defaultWheelCallback(deltax, deltay);
}
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_LINEAR_MIPMAP_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return TexID;
}
//static unsigned int s_indexData[INDEX_COUNT];
//static GLuint s_indexArrayObject, s_indexBuffer;
//static GLuint s_vertexArrayObject,s_vertexBuffer;
extern unsigned char OpenSansData[];
struct MyRenderCallbacks : public RenderCallbacks
{
GLInstancingRenderer* m_instancingRenderer;
b3AlignedObjectArray<unsigned char> m_rgbaTexture;
float m_color[4];
float m_worldPosition[3];
float m_worldOrientation[4];
int m_textureIndex;
MyRenderCallbacks(GLInstancingRenderer* instancingRenderer)
: m_instancingRenderer(instancingRenderer),
m_textureIndex(-1)
{
for (int i = 0; i < 4; i++)
{
m_color[i] = 1;
m_worldOrientation[i] = 0;
}
m_worldPosition[0] = 0;
m_worldPosition[1] = 0;
m_worldPosition[2] = 0;
m_worldOrientation[0] = 0;
m_worldOrientation[1] = 0;
m_worldOrientation[2] = 0;
m_worldOrientation[3] = 1;
}
virtual ~MyRenderCallbacks()
{
m_rgbaTexture.clear();
}
virtual void setWorldPosition(float pos[3])
{
for (int i = 0; i < 3; i++)
{
m_worldPosition[i] = pos[i];
}
}
virtual void setWorldOrientation(float orn[4])
{
for (int i = 0; i < 4; i++)
{
m_worldOrientation[i] = orn[i];
}
}
virtual void setColorRGBA(float color[4])
{
for (int i = 0; i < 4; i++)
{
m_color[i] = color[i];
}
}
virtual void updateTexture(sth_texture* texture, sth_glyph* glyph, int textureWidth, int textureHeight)
{
if (glyph)
{
m_rgbaTexture.resize(textureWidth * textureHeight * 3);
for (int i = 0; i < textureWidth * textureHeight; i++)
{
m_rgbaTexture[i * 3 + 0] = texture->m_texels[i];
m_rgbaTexture[i * 3 + 1] = texture->m_texels[i];
m_rgbaTexture[i * 3 + 2] = texture->m_texels[i];
}
bool flipPixelsY = false;
m_instancingRenderer->updateTexture(m_textureIndex, &m_rgbaTexture[0], flipPixelsY);
}
else
{
if (textureWidth && textureHeight)
{
texture->m_texels = (unsigned char*)malloc(textureWidth * textureHeight);
memset(texture->m_texels, 0, textureWidth * textureHeight);
if (m_textureIndex < 0)
{
m_rgbaTexture.resize(textureWidth * textureHeight * 3);
bool flipPixelsY = false;
m_textureIndex = m_instancingRenderer->registerTexture(&m_rgbaTexture[0], textureWidth, textureHeight, flipPixelsY);
int strideInBytes = 9 * sizeof(float);
int numVertices = sizeof(cube_vertices_textured) / strideInBytes;
int numIndices = sizeof(cube_indices) / sizeof(int);
float halfExtentsX = 1;
float halfExtentsY = 1;
float halfExtentsZ = 1;
float textureScaling = 4;
b3AlignedObjectArray<GfxVertexFormat1> verts;
verts.resize(numVertices);
for (int i = 0; i < numVertices; i++)
{
verts[i].x = halfExtentsX * cube_vertices_textured[i * 9];
verts[i].y = halfExtentsY * cube_vertices_textured[i * 9 + 1];
verts[i].z = halfExtentsZ * cube_vertices_textured[i * 9 + 2];
verts[i].w = cube_vertices_textured[i * 9 + 3];
verts[i].nx = cube_vertices_textured[i * 9 + 4];
verts[i].ny = cube_vertices_textured[i * 9 + 5];
verts[i].nz = cube_vertices_textured[i * 9 + 6];
verts[i].u = cube_vertices_textured[i * 9 + 7] * textureScaling;
verts[i].v = cube_vertices_textured[i * 9 + 8] * textureScaling;
}
int shapeId = m_instancingRenderer->registerShape(&verts[0].x, numVertices, cube_indices, numIndices, B3_GL_TRIANGLES, m_textureIndex);
b3Vector3 pos = b3MakeVector3(0, 0, 0);
b3Quaternion orn(0, 0, 0, 1);
b3Vector4 color = b3MakeVector4(1, 1, 1, 1);
b3Vector3 scaling = b3MakeVector3(.1, .1, .1);
//m_instancingRenderer->registerGraphicsInstance(shapeId, pos, orn, color, scaling);
m_instancingRenderer->writeTransforms();
}
else
{
b3Assert(0);
}
}
else
{
delete texture->m_texels;
texture->m_texels = 0;
//there is no m_instancingRenderer->freeTexture (yet), all textures are released at reset/deletion of the renderer
}
}
}
virtual void render(sth_texture* texture)
{
int index = 0;
float width = 1;
b3AlignedObjectArray<unsigned int> indices;
indices.resize(texture->nverts);
for (int i = 0; i < indices.size(); i++)
{
indices[i] = i;
}
m_instancingRenderer->drawTexturedTriangleMesh(m_worldPosition, m_worldOrientation, &texture->newverts[0].position.p[0], texture->nverts, &indices[0], indices.size(), m_color, m_textureIndex);
}
};
static void printGLString(const char* name, GLenum s)
{
const char* v = (const char*)glGetString(s);
printf("%s = %s\n", name, v);
}
bool sOpenGLVerbose = true;
SimpleOpenGL3App::SimpleOpenGL3App(const char* title, int width, int height, bool allowRetina, int windowType, int renderDevice, int maxNumObjectCapacity, int maxShapeCapacityInBytes)
{
gApp = this;
m_data = new SimpleInternalData;
if (windowType == 0)
{
m_window = new b3gDefaultOpenGLWindow();
}
else if (windowType == 1)
{
#ifdef BT_USE_X11
m_window = new X11OpenGLWindow();
#else
b3Warning("X11 requires Linux. Loading default window instead. \n");
m_window = new b3gDefaultOpenGLWindow();
#endif
}
else if (windowType == 2)
{
#ifdef BT_USE_EGL
m_window = new EGLOpenGLWindow();
#else
b3Warning("EGL window requires compilation with BT_USE_EGL.\n");
b3Warning("Loading default window instead. \n");
m_window = new b3gDefaultOpenGLWindow();
#endif
}
else
{
b3Warning("Unknown window type %d must be (0=default, 1=X11, 2=EGL).\n", windowType);
b3Warning("Loading default window instead. \n");
m_window = new b3gDefaultOpenGLWindow();
}
m_window->setAllowRetina(allowRetina);
b3gWindowConstructionInfo ci;
ci.m_title = title;
ci.m_width = width;
ci.m_height = height;
ci.m_renderDevice = renderDevice;
m_window->createWindow(ci);
m_window->setWindowTitle(title);
b3Assert(glGetError() == GL_NO_ERROR);
{
printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
}
glClearColor(m_backgroundColorRGB[0],
m_backgroundColorRGB[1],
m_backgroundColorRGB[2],
1.f);
m_window->startRendering();
width = m_window->getWidth();
height = m_window->getHeight();
b3Assert(glGetError() == GL_NO_ERROR);
//gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
#ifdef USE_GLEW
#ifndef __APPLE__
#ifndef _WIN32
#ifndef B3_USE_GLFW
//some Linux implementations need the 'glewExperimental' to be true
glewExperimental = GL_TRUE;
#endif //B3_USE_GLFW
#endif //_WIN32
#ifndef B3_USE_GLFW
if (glewInit() != GLEW_OK)
exit(1); // or handle the error in a nicer way
if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
exit(1); // or handle the error in a nicer way
#endif //B3_USE_GLFW
#endif //__APPLE__
#endif //USE_GLEW
glGetError(); //don't remove this call, it is needed for Ubuntu
b3Assert(glGetError() == GL_NO_ERROR);
m_parameterInterface = 0;
b3Assert(glGetError() == GL_NO_ERROR);
m_instancingRenderer = new GLInstancingRenderer(maxNumObjectCapacity, maxShapeCapacityInBytes);
m_primRenderer = new GLPrimitiveRenderer(width, height);
m_renderer = m_instancingRenderer;
m_window->setResizeCallback(SimpleResizeCallback);
m_instancingRenderer->init();
m_instancingRenderer->resize(width, height);
m_primRenderer->setScreenSize(width, height);
b3Assert(glGetError() == GL_NO_ERROR);
m_instancingRenderer->InitShaders();
m_window->setMouseMoveCallback(SimpleMouseMoveCallback);
m_window->setMouseButtonCallback(SimpleMouseButtonCallback);
m_window->setKeyboardCallback(SimpleKeyboardCallback);
m_window->setWheelCallback(SimpleWheelCallback);
TwGenerateDefaultFonts();
m_data->m_fontTextureId = BindFont(g_DefaultNormalFont);
m_data->m_largeFontTextureId = BindFont(g_DefaultLargeFont);
{
m_data->m_renderCallbacks = new OpenGL2RenderCallbacks(m_primRenderer);
m_data->m_renderCallbacks2 = new MyRenderCallbacks(m_instancingRenderer);
m_data->m_fontStash2 = sth_create(512, 512, m_data->m_renderCallbacks2);
m_data->m_fontStash = sth_create(512, 512, m_data->m_renderCallbacks); //256,256);//,1024);//512,512);
b3Assert(glGetError() == GL_NO_ERROR);
if (!m_data->m_fontStash)
{
b3Warning("Could not create stash");
//fprintf(stderr, "Could not create stash.\n");
}
if (!m_data->m_fontStash2)
{
b3Warning("Could not create fontStash2");
}
unsigned char* data2 = OpenSansData;
unsigned char* data = (unsigned char*)data2;
if (!(m_data->m_droidRegular = sth_add_font_from_memory(m_data->m_fontStash, data)))
{
b3Warning("error!\n");
}
if (!(m_data->m_droidRegular2 = sth_add_font_from_memory(m_data->m_fontStash2, data)))
{
b3Warning("error!\n");
}
b3Assert(glGetError() == GL_NO_ERROR);
}
}
struct sth_stash* SimpleOpenGL3App::getFontStash()
{
return m_data->m_fontStash;
}
void SimpleOpenGL3App::drawText3D(const char* txt, float position[3], float orientation[4], float color[4], float size, int optionFlag)
{
B3_PROFILE("SimpleOpenGL3App::drawText3D");
float viewMat[16];
float projMat[16];
CommonCameraInterface* cam = m_instancingRenderer->getActiveCamera();
cam->getCameraViewMatrix(viewMat);
cam->getCameraProjectionMatrix(projMat);
float camPos[4];
cam->getCameraPosition(camPos);
//b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
//b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
//float dist = (cp-p).length();
//float dv = 0;//dist/1000.f;
//
//printf("str = %s\n",unicodeText);
float dx = 0;
//int measureOnly=0;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
int viewport[4] = {0, 0, m_instancingRenderer->getScreenWidth(), m_instancingRenderer->getScreenHeight()};
float posX = position[0];
float posY = position[1];
float posZ = position[2];
float winx, winy, winz;
if (optionFlag & CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
if (!projectWorldCoordToScreen(position[0], position[1], position[2], viewMat, projMat, viewport, &winx, &winy, &winz))
{
return;
}
posX = winx;
posY = m_instancingRenderer->getScreenHeight() / 2 + (m_instancingRenderer->getScreenHeight() / 2) - winy;
posZ = 0.f;
}
if (optionFlag & CommonGraphicsApp::eDrawText3D_TrueType)
{
bool measureOnly = false;
float fontSize = 64; //512;//128;
if (optionFlag & CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
sth_draw_text(m_data->m_fontStash,
m_data->m_droidRegular, fontSize, posX, posY,
txt, &dx, this->m_instancingRenderer->getScreenWidth(), this->m_instancingRenderer->getScreenHeight(), measureOnly, m_window->getRetinaScale(), color);
sth_end_draw(m_data->m_fontStash);
sth_flush_draw(m_data->m_fontStash);
}
else
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_data->m_renderCallbacks2->setColorRGBA(color);
m_data->m_renderCallbacks2->setWorldPosition(position);
m_data->m_renderCallbacks2->setWorldOrientation(orientation);
sth_draw_text3D(m_data->m_fontStash2,
m_data->m_droidRegular2, fontSize, 0, 0, 0,
txt, &dx, size, color, 0);
sth_end_draw(m_data->m_fontStash2);
sth_flush_draw(m_data->m_fontStash2);
glDisable(GL_BLEND);
}
}
else
{
//float width = 0.f;
int pos = 0;
//float color[]={0.2f,0.2,0.2f,1.f};
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_data->m_largeFontTextureId);
//float width = r.x;
//float extraSpacing = 0.;
float startX = posX;
float startY = posY + g_DefaultLargeFont->m_CharHeight * size;
float z = position[2]; //2.f*winz-1.f;//*(far
if (optionFlag & CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
posX = winx;
posY = m_instancingRenderer->getScreenHeight() / 2 + (m_instancingRenderer->getScreenHeight() / 2) - winy;
z = 2.f * winz - 1.f;
startY = posY - g_DefaultLargeFont->m_CharHeight * size;
}
while (txt[pos])
{
int c = txt[pos];
//r.h = g_DefaultNormalFont->m_CharHeight;
//r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing;
float endX = startX + g_DefaultLargeFont->m_CharWidth[c] * size;
if (optionFlag & CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
endX = startX + g_DefaultLargeFont->m_CharWidth[c] * size;
}
float endY = posY;
//float currentColor[]={1.f,1.,0.2f,1.f};
// m_primRenderer->drawTexturedRect(startX, startY, endX, endY, currentColor,g_DefaultLargeFont->m_CharU0[c],g_DefaultLargeFont->m_CharV0[c],g_DefaultLargeFont->m_CharU1[c],g_DefaultLargeFont->m_CharV1[c]);
float u0 = g_DefaultLargeFont->m_CharU0[c];
float u1 = g_DefaultLargeFont->m_CharU1[c];
float v0 = g_DefaultLargeFont->m_CharV0[c];
float v1 = g_DefaultLargeFont->m_CharV1[c];
//float color[4] = {currentColor[0],currentColor[1],currentColor[2],currentColor[3]};
float x0 = startX;
float x1 = endX;
float y0 = startY;
float y1 = endY;
int screenWidth = m_instancingRenderer->getScreenWidth();
int screenHeight = m_instancingRenderer->getScreenHeight();
float identity[16] = {1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1};
if (optionFlag & CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera)
{
PrimVertex vertexData[4] = {
PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(screenWidth), 1.f - 2.f * y0 / float(screenHeight), z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
PrimVertex(PrimVec4(-1.f + 2.f * x0 / float(screenWidth), 1.f - 2.f * y1 / float(screenHeight), z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(screenWidth), 1.f - 2.f * y1 / float(screenHeight), z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
PrimVertex(PrimVec4(-1.f + 2.f * x1 / float(screenWidth), 1.f - 2.f * y0 / float(screenHeight), z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
m_primRenderer->drawTexturedRect3D(vertexData[0], vertexData[1], vertexData[2], vertexData[3], identity, identity, false);
}
else
{
PrimVertex vertexData[4] = {
PrimVertex(PrimVec4(x0, y0, z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v0)),
PrimVertex(PrimVec4(x0, y1, z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u0, v1)),
PrimVertex(PrimVec4(x1, y1, z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v1)),
PrimVertex(PrimVec4(x1, y0, z, 1.f), PrimVec4(color[0], color[1], color[2], color[3]), PrimVec2(u1, v0))};
m_primRenderer->drawTexturedRect3D(vertexData[0], vertexData[1], vertexData[2], vertexData[3], viewMat, projMat, false);
}
//DrawTexturedRect(0,r,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]);
// DrawFilledRect(r);
startX = endX;
//startY = endY;
pos++;
}
glBindTexture(GL_TEXTURE_2D, 0);
}
glDisable(GL_BLEND);
}
void SimpleOpenGL3App::drawText3D(const char* txt, float worldPosX, float worldPosY, float worldPosZ, float size1)
{
float position[3] = {worldPosX, worldPosY, worldPosZ};
float orientation[4] = {0, 0, 0, 1};
float color[4] = {0, 0, 0, 1};
int optionFlags = CommonGraphicsApp::eDrawText3D_OrtogonalFaceCamera;
drawText3D(txt, position, orientation, color, size1, optionFlags);
}
void SimpleOpenGL3App::drawText(const char* txt, int posXi, int posYi, float size, float colorRGBA[4])
{
float posX = (float)posXi;
float posY = (float)posYi;
//
//printf("str = %s\n",unicodeText);
float dx = 0;
//int measureOnly=0;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if (1) //m_useTrueTypeFont)
{
bool measureOnly = false;
float fontSize = 64 * size; //512;//128;
sth_draw_text(m_data->m_fontStash,
m_data->m_droidRegular, fontSize, posX, posY,
txt, &dx, this->m_instancingRenderer->getScreenWidth(),
this->m_instancingRenderer->getScreenHeight(),
measureOnly,
m_window->getRetinaScale(), colorRGBA);
sth_end_draw(m_data->m_fontStash);
sth_flush_draw(m_data->m_fontStash);
}
else
{
//float width = 0.f;
int pos = 0;
//float color[]={0.2f,0.2,0.2f,1.f};
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_data->m_largeFontTextureId);
//float width = r.x;
//float extraSpacing = 0.;
float startX = posX;
float startY = posY;
while (txt[pos])
{
int c = txt[pos];
//r.h = g_DefaultNormalFont->m_CharHeight;
//r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing;
float endX = startX + g_DefaultLargeFont->m_CharWidth[c];
float endY = startY + g_DefaultLargeFont->m_CharHeight;
float currentColor[] = {0.2f, 0.2, 0.2f, 1.f};
m_primRenderer->drawTexturedRect(startX, startY, endX, endY, currentColor, g_DefaultLargeFont->m_CharU0[c], g_DefaultLargeFont->m_CharV0[c], g_DefaultLargeFont->m_CharU1[c], g_DefaultLargeFont->m_CharV1[c]);
//DrawTexturedRect(0,r,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]);
// DrawFilledRect(r);
startX = endX;
//startY = endY;
pos++;
}
glBindTexture(GL_TEXTURE_2D, 0);
}
glDisable(GL_BLEND);
}
void SimpleOpenGL3App::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_primRenderer->drawTexturedRect(x0, y0, x1, y1, color, u0, v0, u1, v1, useRGBA);
glDisable(GL_BLEND);
}
int SimpleOpenGL3App::registerCubeShape(float halfExtentsX, float halfExtentsY, float halfExtentsZ, int textureIndex, float textureScaling)
{
int strideInBytes = 9 * sizeof(float);
int numVertices = sizeof(cube_vertices_textured) / strideInBytes;
int numIndices = sizeof(cube_indices) / sizeof(int);
b3AlignedObjectArray<GfxVertexFormat1> verts;
verts.resize(numVertices);
for (int i = 0; i < numVertices; i++)
{
verts[i].x = halfExtentsX * cube_vertices_textured[i * 9];
verts[i].y = halfExtentsY * cube_vertices_textured[i * 9 + 1];
verts[i].z = halfExtentsZ * cube_vertices_textured[i * 9 + 2];
verts[i].w = cube_vertices_textured[i * 9 + 3];
verts[i].nx = cube_vertices_textured[i * 9 + 4];
verts[i].ny = cube_vertices_textured[i * 9 + 5];
verts[i].nz = cube_vertices_textured[i * 9 + 6];
verts[i].u = cube_vertices_textured[i * 9 + 7] * textureScaling;
verts[i].v = cube_vertices_textured[i * 9 + 8] * textureScaling;
}
int shapeId = m_instancingRenderer->registerShape(&verts[0].x, numVertices, cube_indices, numIndices, B3_GL_TRIANGLES, textureIndex);
return shapeId;
}
void SimpleOpenGL3App::registerGrid(int cells_x, int cells_z, float color0[4], float color1[4])
{
b3Vector3 cubeExtents = b3MakeVector3(0.5, 0.5, 0.5);
double halfHeight = 0.1;
cubeExtents[m_data->m_upAxis] = halfHeight;
int cubeId = registerCubeShape(cubeExtents[0], cubeExtents[1], cubeExtents[2]);
b3Quaternion orn(0, 0, 0, 1);
b3Vector3 center = b3MakeVector3(0, 0, 0, 1);
b3Vector3 scaling = b3MakeVector3(1, 1, 1, 1);
for (int i = 0; i < cells_x; i++)
{
for (int j = 0; j < cells_z; j++)
{
float* color = 0;
if ((i + j) % 2 == 0)
{
color = (float*)color0;
}
else
{
color = (float*)color1;
}
if (this->m_data->m_upAxis == 1)
{
center = b3MakeVector3((i + 0.5f) - cells_x * 0.5f, -halfHeight, (j + 0.5f) - cells_z * 0.5f);
}
else
{
center = b3MakeVector3((i + 0.5f) - cells_x * 0.5f, (j + 0.5f) - cells_z * 0.5f, -halfHeight);
}
m_instancingRenderer->registerGraphicsInstance(cubeId, center, orn, color, scaling);
}
}
}
int SimpleOpenGL3App::registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId)
{
int strideInBytes = 9 * sizeof(float);
int graphicsShapeIndex = -1;
switch (lod)
{
case SPHERE_LOD_POINT_SPRITE:
{
int numVertices = sizeof(point_sphere_vertices) / strideInBytes;
int numIndices = sizeof(point_sphere_indices) / sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&point_sphere_vertices[0], numVertices, point_sphere_indices, numIndices, B3_GL_POINTS, textureId);
break;
}
case SPHERE_LOD_LOW:
{
int numVertices = sizeof(low_sphere_vertices) / strideInBytes;
int numIndices = sizeof(low_sphere_indices) / sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&low_sphere_vertices[0], numVertices, low_sphere_indices, numIndices, B3_GL_TRIANGLES, textureId);
break;
}
case SPHERE_LOD_MEDIUM:
{
int numVertices = sizeof(medium_sphere_vertices) / strideInBytes;
int numIndices = sizeof(medium_sphere_indices) / sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&medium_sphere_vertices[0], numVertices, medium_sphere_indices, numIndices, B3_GL_TRIANGLES, textureId);
break;
}
case SPHERE_LOD_HIGH:
default:
{
int numVertices = sizeof(detailed_sphere_vertices) / strideInBytes;
int numIndices = sizeof(detailed_sphere_indices) / sizeof(int);
graphicsShapeIndex = m_instancingRenderer->registerShape(&detailed_sphere_vertices[0], numVertices, detailed_sphere_indices, numIndices, B3_GL_TRIANGLES, textureId);
break;
}
};
return graphicsShapeIndex;
}
void SimpleOpenGL3App::drawGrid(DrawGridData data)
{
int gridSize = data.gridSize;
float upOffset = data.upOffset;
int upAxis = data.upAxis;
float gridColor[4];
gridColor[0] = data.gridColor[0];
gridColor[1] = data.gridColor[1];
gridColor[2] = data.gridColor[2];
gridColor[3] = data.gridColor[3];
int sideAxis = -1;
int forwardAxis = -1;
switch (upAxis)
{
case 1:
forwardAxis = 2;
sideAxis = 0;
break;
case 2:
forwardAxis = 1;
sideAxis = 0;
break;
default:
b3Assert(0);
};
//b3Vector3 gridColor = b3MakeVector3(0.5,0.5,0.5);
b3AlignedObjectArray<unsigned int> indices;
b3AlignedObjectArray<b3Vector3> vertices;
int lineIndex = 0;
for (int i = -gridSize; i <= gridSize; i++)
{
{
b3Assert(glGetError() == GL_NO_ERROR);
b3Vector3 from = b3MakeVector3(0, 0, 0);
from[sideAxis] = float(i);
from[upAxis] = upOffset;
from[forwardAxis] = float(-gridSize);
b3Vector3 to = b3MakeVector3(0, 0, 0);
to[sideAxis] = float(i);
to[upAxis] = upOffset;
to[forwardAxis] = float(gridSize);
vertices.push_back(from);
indices.push_back(lineIndex++);
vertices.push_back(to);
indices.push_back(lineIndex++);
// m_instancingRenderer->drawLine(from,to,gridColor);
}
b3Assert(glGetError() == GL_NO_ERROR);
{
b3Assert(glGetError() == GL_NO_ERROR);
b3Vector3 from = b3MakeVector3(0, 0, 0);
from[sideAxis] = float(-gridSize);
from[upAxis] = upOffset;
from[forwardAxis] = float(i);
b3Vector3 to = b3MakeVector3(0, 0, 0);
to[sideAxis] = float(gridSize);
to[upAxis] = upOffset;
to[forwardAxis] = float(i);
vertices.push_back(from);
indices.push_back(lineIndex++);
vertices.push_back(to);
indices.push_back(lineIndex++);
// m_instancingRenderer->drawLine(from,to,gridColor);
}
}
m_instancingRenderer->drawLines(&vertices[0].x,
gridColor,
vertices.size(), sizeof(b3Vector3), &indices[0], indices.size(), 1);
m_instancingRenderer->drawLine(b3MakeVector3(0, 0, 0), b3MakeVector3(1, 0, 0), b3MakeVector3(1, 0, 0), 3);
m_instancingRenderer->drawLine(b3MakeVector3(0, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 1, 0), 3);
m_instancingRenderer->drawLine(b3MakeVector3(0, 0, 0), b3MakeVector3(0, 0, 1), b3MakeVector3(0, 0, 1), 3);
// void GLInstancingRenderer::drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize)
//we don't use drawPoints because all points would have the same color
// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
m_instancingRenderer->drawPoint(b3MakeVector3(1, 0, 0), b3MakeVector3(1, 0, 0), 6);
m_instancingRenderer->drawPoint(b3MakeVector3(0, 1, 0), b3MakeVector3(0, 1, 0), 6);
m_instancingRenderer->drawPoint(b3MakeVector3(0, 0, 1), b3MakeVector3(0, 0, 1), 6);
}
void SimpleOpenGL3App::setBackgroundColor(float red, float green, float blue)
{
CommonGraphicsApp::setBackgroundColor(red, green, blue);
glClearColor(m_backgroundColorRGB[0], m_backgroundColorRGB[1], m_backgroundColorRGB[2], 1.f);
}
SimpleOpenGL3App::~SimpleOpenGL3App()
{
delete m_instancingRenderer;
delete m_primRenderer;
sth_delete(m_data->m_fontStash);
delete m_data->m_renderCallbacks;
sth_delete(m_data->m_fontStash2);
delete m_data->m_renderCallbacks2;
TwDeleteDefaultFonts();
m_window->closeWindow();
delete m_window;
delete m_data;
}
void SimpleOpenGL3App::setViewport(int width, int height)
{
m_data->m_customViewPortWidth = width;
m_data->m_customViewPortHeight = height;
if (width >= 0)
{
glViewport(0, 0, width, height);
}
else
{
glViewport(0, 0, m_window->getRetinaScale() * m_instancingRenderer->getScreenWidth(), m_window->getRetinaScale() * m_instancingRenderer->getScreenHeight());
}
}
void SimpleOpenGL3App::getScreenPixels(unsigned char* rgbaBuffer, int bufferSizeInBytes, float* depthBuffer, int depthBufferSizeInBytes)
{
int width = m_data->m_customViewPortWidth >= 0 ? m_data->m_customViewPortWidth : (int)m_window->getRetinaScale() * m_instancingRenderer->getScreenWidth();
int height = m_data->m_customViewPortHeight >= 0 ? m_data->m_customViewPortHeight : (int)m_window->getRetinaScale() * m_instancingRenderer->getScreenHeight();
b3Assert((width * height * 4) == bufferSizeInBytes);
if ((width * height * 4) == bufferSizeInBytes)
{
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgbaBuffer);
int glstat;
glstat = glGetError();
b3Assert(glstat == GL_NO_ERROR);
}
b3Assert((width * height * sizeof(float)) == depthBufferSizeInBytes);
if ((width * height * sizeof(float)) == depthBufferSizeInBytes)
{
glReadPixels(0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, depthBuffer);
int glstat;
glstat = glGetError();
b3Assert(glstat == GL_NO_ERROR);
}
}
//#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image/stb_image_write.h"
static void writeTextureToFile(int textureWidth, int textureHeight, const char* fileName, FILE* ffmpegVideo)
{
int numComponents = 4;
//glPixelStorei(GL_PACK_ALIGNMENT,1);
b3Assert(glGetError() == GL_NO_ERROR);
//glReadBuffer(GL_BACK);//COLOR_ATTACHMENT0);
float* orgPixels = (float*)malloc(textureWidth * textureHeight * numComponents * 4);
glReadPixels(0, 0, textureWidth, textureHeight, GL_RGBA, GL_FLOAT, orgPixels);
//it is useful to have the actual float values for debugging purposes
//convert float->char
char* pixels = (char*)malloc(textureWidth * textureHeight * numComponents);
assert(glGetError() == GL_NO_ERROR);
for (int j = 0; j < textureHeight; j++)
{
for (int i = 0; i < textureWidth; i++)
{
pixels[(j * textureWidth + i) * numComponents] = char(orgPixels[(j * textureWidth + i) * numComponents] * 255.f);
pixels[(j * textureWidth + i) * numComponents + 1] = char(orgPixels[(j * textureWidth + i) * numComponents + 1] * 255.f);
pixels[(j * textureWidth + i) * numComponents + 2] = char(orgPixels[(j * textureWidth + i) * numComponents + 2] * 255.f);
pixels[(j * textureWidth + i) * numComponents + 3] = char(orgPixels[(j * textureWidth + i) * numComponents + 3] * 255.f);
}
}
if (ffmpegVideo)
{
fwrite(pixels, textureWidth * textureHeight * numComponents, 1, ffmpegVideo);
//fwrite(pixels, 100,1,ffmpegVideo);//textureWidth*textureHeight*numComponents, 1, ffmpegVideo);
}
else
{
if (1)
{
//swap the pixels
unsigned char tmp;
for (int j = 0; j < textureHeight / 2; j++)
{
for (int i = 0; i < textureWidth; i++)
{
for (int c = 0; c < numComponents; c++)
{
tmp = pixels[(j * textureWidth + i) * numComponents + c];
pixels[(j * textureWidth + i) * numComponents + c] =
pixels[((textureHeight - j - 1) * textureWidth + i) * numComponents + c];
pixels[((textureHeight - j - 1) * textureWidth + i) * numComponents + c] = tmp;
}
}
}
}
stbi_write_png(fileName, textureWidth, textureHeight, numComponents, pixels, textureWidth * numComponents);
}
free(pixels);
free(orgPixels);
}
void SimpleOpenGL3App::swapBuffer()
{
if (m_data->m_frameDumpPngFileName)
{
int width = (int)m_window->getRetinaScale() * m_instancingRenderer->getScreenWidth();
int height = (int)m_window->getRetinaScale() * this->m_instancingRenderer->getScreenHeight();
writeTextureToFile(width,
height, m_data->m_frameDumpPngFileName,
m_data->m_ffmpegFile);
m_data->m_renderTexture->disable();
if (m_data->m_ffmpegFile == 0)
{
m_data->m_frameDumpPngFileName = 0;
}
}
m_window->endRendering();
m_window->startRendering();
}
// see also http://blog.mmacklin.com/2013/06/11/real-time-video-capture-with-ffmpeg/
void SimpleOpenGL3App::dumpFramesToVideo(const char* mp4FileName)
{
if (mp4FileName)
{
int width = (int)m_window->getRetinaScale() * m_instancingRenderer->getScreenWidth();
int height = (int)m_window->getRetinaScale() * m_instancingRenderer->getScreenHeight();
char cmd[8192];
#ifdef _WIN32
sprintf(cmd,
"ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
"-threads 0 -y -b:v 50000k -c:v libx264 -preset slow -crf 22 -an -pix_fmt yuv420p -vf vflip %s",
width, height, mp4FileName);
//sprintf(cmd, "ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
// "-y -crf 0 -b:v 1500000 -an -vcodec h264 -vf vflip %s", width, height, mp4FileName);
#else
sprintf(cmd,
"ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
"-threads 0 -y -b 50000k -c:v libx264 -preset slow -crf 22 -an -pix_fmt yuv420p -vf vflip %s",
width, height, mp4FileName);
#endif
//sprintf(cmd,"ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
// "-threads 0 -y -crf 0 -b 50000k -vf vflip %s",width,height,mp4FileName);
// sprintf(cmd,"ffmpeg -r 60 -f rawvideo -pix_fmt rgba -s %dx%d -i - "
// "-threads 0 -preset fast -y -crf 21 -vf vflip %s",width,height,mp4FileName);
if (m_data->m_ffmpegFile)
{
pclose(m_data->m_ffmpegFile);
}
if (mp4FileName)
{
m_data->m_ffmpegFile = popen(cmd, "w");
m_data->m_frameDumpPngFileName = mp4FileName;
}
}
else
{
if (m_data->m_ffmpegFile)
{
fflush(m_data->m_ffmpegFile);
pclose(m_data->m_ffmpegFile);
m_data->m_frameDumpPngFileName = 0;
}
m_data->m_ffmpegFile = 0;
}
}
void SimpleOpenGL3App::dumpNextFrameToPng(const char* filename)
{
// open pipe to ffmpeg's stdin in binary write mode
m_data->m_frameDumpPngFileName = filename;
//you could use m_renderTexture to allow to render at higher resolutions, such as 4k or so
if (!m_data->m_renderTexture)
{
m_data->m_renderTexture = new GLRenderToTexture();
GLuint renderTextureId;
glGenTextures(1, &renderTextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderTextureId);
// Give an empty image to OpenGL ( the last "0" )
//glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_UNSIGNED_BYTE, 0);
//glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA32F, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F,
m_instancingRenderer->getScreenWidth() * m_window->getRetinaScale(), m_instancingRenderer->getScreenHeight() * m_window->getRetinaScale(), 0, GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_data->m_renderTexture->init(m_instancingRenderer->getScreenWidth() * m_window->getRetinaScale(), this->m_instancingRenderer->getScreenHeight() * m_window->getRetinaScale(), renderTextureId, RENDERTEXTURE_COLOR);
}
m_data->m_renderTexture->enable();
}
void SimpleOpenGL3App::setUpAxis(int axis)
{
b3Assert((axis == 1) || (axis == 2)); //only Y or Z is supported at the moment
m_data->m_upAxis = axis;
}
int SimpleOpenGL3App::getUpAxis() const
{
return m_data->m_upAxis;
}
#endif //#ifndef NO_OPENGL3