bullet3/examples/OpenGLWindow/SimpleOpenGL2App.cpp
erwincoumans ab8f16961e Code-style consistency improvement:
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
2018-09-23 14:17:31 -07:00

565 lines
17 KiB
C++

#include "SimpleOpenGL2App.h"
#define USE_OPENGL2
#include "OpenGLInclude.h"
#include "ShapeData.h"
#include "Bullet3Common/b3Logging.h" //b3Assert?
#include "Bullet3Common/b3Scalar.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Quaternion.h"
#include "../CommonInterfaces/CommonRenderInterface.h"
#include "../OpenGLWindow/GLPrimitiveRenderer.h"
#include "GLInstanceGraphicsShape.h"
#include "stdlib.h"
#include "TwFonts.h"
#include "SimpleOpenGL2Renderer.h"
#ifdef B3_USE_GLFW
#include "GLFWOpenGLWindow.h"
#else
#ifdef __APPLE__
#include "MacOpenGLWindow.h"
#else
//#include "GL/glew.h"
#ifdef _WIN32
#include "Win32OpenGLWindow.h"
#else
//let's cross the fingers it is Linux/X11
#include "X11OpenGLWindow.h"
#ifdef BT_USE_EGL
#include "EGLOpenGLWindow.h"
#else
#endif //BT_USE_EGL
#endif //_WIN32
#endif //__APPLE__
#endif //#ifdef B3_USE_GLFW
#include <stdio.h>
#include "../CommonInterfaces/CommonRenderInterface.h"
static SimpleOpenGL2App* gApp2 = 0;
static void Simple2ResizeCallback(float widthf, float heightf)
{
int width = (int)widthf;
int height = (int)heightf;
if (gApp2->m_renderer && gApp2->m_window)
gApp2->m_renderer->resize(width, height); //*gApp2->m_window->getRetinaScale(),height*gApp2->m_window->getRetinaScale());
}
static void Simple2KeyboardCallback(int key, int state)
{
if (key == B3G_ESCAPE && gApp2 && gApp2->m_window)
{
gApp2->m_window->setRequestExit();
}
else
{
//gApp2->defaultKeyboardCallback(key,state);
}
}
void Simple2MouseButtonCallback(int button, int state, float x, float y)
{
if (gApp2 && gApp2->m_window)
{
gApp2->defaultMouseButtonCallback(button, state, x, y);
}
}
void Simple2MouseMoveCallback(float x, float y)
{
if (gApp2 && gApp2->m_window)
{
gApp2->defaultMouseMoveCallback(x, y);
}
}
void Simple2WheelCallback(float deltax, float deltay)
{
gApp2->defaultWheelCallback(deltax, deltay);
}
struct SimpleOpenGL2AppInternalData
{
GLuint m_fontTextureId;
GLuint m_largeFontTextureId;
int m_upAxis;
SimpleOpenGL2AppInternalData()
: m_upAxis(1)
{
}
};
static GLuint BindFont2(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_LUMINANCE, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_LUMINANCE, 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;
}
SimpleOpenGL2App::SimpleOpenGL2App(const char* title, int width, int height)
{
gApp2 = this;
m_data = new SimpleOpenGL2AppInternalData;
m_window = new b3gDefaultOpenGLWindow();
b3gWindowConstructionInfo ci;
ci.m_title = title;
ci.m_openglVersion = 2;
ci.m_width = width;
ci.m_height = height;
m_window->createWindow(ci);
m_window->setWindowTitle(title);
#ifndef NO_GLEW
#ifndef __APPLE__
#ifndef _WIN32
#ifndef B3_USE_GLFW
//some Linux implementations need the 'glewExperimental' to be true
#endif //B3_USE_GLFW
#endif //_WIN32
#ifndef B3_USE_GLFW
//gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
#if 0
if (glewInit() != GLEW_OK)
{
b3Error("glewInit failed");
exit(1);
}
if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
{
b3Error("GLEW_VERSION_2_1 needs to support 2_1");
exit(1); // or handle the error in a nicer way
}
#endif
#endif //B3_USE_GLFW
#endif //__APPLE__
#endif //NO_GLEW
TwGenerateDefaultFonts();
m_data->m_fontTextureId = BindFont2(g_DefaultNormalFont);
m_data->m_largeFontTextureId = BindFont2(g_DefaultLargeFont);
glGetError(); //don't remove this call, it is needed for Ubuntu
glClearColor(m_backgroundColorRGB[0],
m_backgroundColorRGB[1],
m_backgroundColorRGB[2],
1.f);
b3Assert(glGetError() == GL_NO_ERROR);
//m_primRenderer = new GLPrimitiveRenderer(width,height);
m_parameterInterface = 0;
b3Assert(glGetError() == GL_NO_ERROR);
//m_renderer = new GLInstancingRenderer(128*1024,32*1024*1024);
//m_renderer->init();
//m_renderer->resize(width,height);
b3Assert(glGetError() == GL_NO_ERROR);
//m_renderer->InitShaders();
m_window->setMouseMoveCallback(Simple2MouseMoveCallback);
m_window->setMouseButtonCallback(Simple2MouseButtonCallback);
m_window->setKeyboardCallback(Simple2KeyboardCallback);
m_window->setWheelCallback(Simple2WheelCallback);
m_window->setResizeCallback(Simple2ResizeCallback);
m_renderer = new SimpleOpenGL2Renderer(width, height);
}
SimpleOpenGL2App::~SimpleOpenGL2App()
{
gApp2 = 0;
delete m_data;
}
void SimpleOpenGL2App::setBackgroundColor(float red, float green, float blue)
{
CommonGraphicsApp::setBackgroundColor(red, green, blue);
glClearColor(m_backgroundColorRGB[0], m_backgroundColorRGB[1], m_backgroundColorRGB[2], 1.f);
}
void SimpleOpenGL2App::drawGrid(DrawGridData data)
{
glEnable(GL_COLOR_MATERIAL);
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_renderer->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_renderer->drawLine(from,to,gridColor);
}
}
m_renderer->drawLines(&vertices[0].x,
gridColor,
vertices.size(), sizeof(b3Vector3), &indices[0], indices.size(), 1);
m_renderer->drawLine(b3MakeVector3(0, 0, 0), b3MakeVector3(1, 0, 0), b3MakeVector3(1, 0, 0), 3);
m_renderer->drawLine(b3MakeVector3(0, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 1, 0), 3);
m_renderer->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_renderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
}
void SimpleOpenGL2App::setUpAxis(int axis)
{
this->m_data->m_upAxis = axis;
}
int SimpleOpenGL2App::getUpAxis() const
{
return this->m_data->m_upAxis;
}
void SimpleOpenGL2App::swapBuffer()
{
m_window->endRendering();
m_window->startRendering();
}
void SimpleOpenGL2App::drawText(const char* txt, int posXi, int posYi, float size, float colorRGBA[4])
{
}
static void restoreOpenGLState()
{
glPopClientAttrib();
glPopAttrib();
}
static void saveOpenGLState(int screenWidth, int screenHeight)
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_LINE_SMOOTH);
// glDisable(GL_LINE_STIPPLE);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
}
void SimpleOpenGL2App::drawText3D(const char* txt, float position[3], float orientation[4], float color[4], float size, int optionFlag)
{
}
void SimpleOpenGL2App::drawText3D(const char* txt, float worldPosX, float worldPosY, float worldPosZ, float size1)
{
saveOpenGLState(gApp2->m_renderer->getScreenWidth(), gApp2->m_renderer->getScreenHeight());
float viewMat[16];
float projMat[16];
CommonCameraInterface* cam = gApp2->m_renderer->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);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 1.0f);
int viewport[4] = {0, 0, gApp2->m_renderer->getScreenWidth(), gApp2->m_renderer->getScreenHeight()};
float posX = 450.f;
float posY = 100.f;
float winx, winy, winz;
if (!projectWorldCoordToScreen(worldPosX, worldPosY, worldPosZ, viewMat, projMat, viewport, &winx, &winy, &winz))
{
return;
}
posX = winx;
posY = gApp2->m_renderer->getScreenHeight() / 2 + (gApp2->m_renderer->getScreenHeight() / 2) - winy;
{
//float width = 0.f;
int pos = 0;
//float color[]={0.2f,0.2,0.2f,1.f};
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, m_data->m_largeFontTextureId);
glEnable(GL_TEXTURE_2D); //BindTexture
//float width = r.x;
//float extraSpacing = 0.;
float startX = posX;
float startY = posY - g_DefaultLargeFont->m_CharHeight * size1;
glEnable(GL_COLOR_MATERIAL);
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] * size1;
float endY = posY;
float currentColor[] = {1.f, 0.2, 0.2f, 1.f};
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 = gApp2->m_renderer->getScreenWidth();
int screenHeight = gApp2->m_renderer->getScreenHeight();
float z = 2.f * winz - 1.f; //*(far
/*float identity[16]={1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1};
*/
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))};
glBegin(GL_TRIANGLES);
//use red colored text for now
glColor4f(1, 0, 0, 1);
float scaling = 1;
glTexCoord2f(vertexData[0].uv.p[0], vertexData[0].uv.p[1]);
glVertex3d(vertexData[0].position.p[0] * scaling, vertexData[0].position.p[1] * scaling, vertexData[0].position.p[2] * scaling);
glTexCoord2f(vertexData[1].uv.p[0], vertexData[1].uv.p[1]);
glVertex3d(vertexData[1].position.p[0] * scaling, vertexData[1].position.p[1] * scaling, vertexData[1].position.p[2] * scaling);
glTexCoord2f(vertexData[2].uv.p[0], vertexData[2].uv.p[1]);
glVertex3d(vertexData[2].position.p[0] * scaling, vertexData[2].position.p[1] * scaling, vertexData[2].position.p[2] * scaling);
glTexCoord2f(vertexData[0].uv.p[0], vertexData[0].uv.p[1]);
glVertex3d(vertexData[0].position.p[0] * scaling, vertexData[0].position.p[1] * scaling, vertexData[0].position.p[2] * scaling);
glTexCoord2f(vertexData[2].uv.p[0], vertexData[2].uv.p[1]);
glVertex3d(vertexData[2].position.p[0] * scaling, vertexData[2].position.p[1] * scaling, vertexData[2].position.p[2] * scaling);
glTexCoord2f(vertexData[3].uv.p[0], vertexData[3].uv.p[1]);
glVertex3d(vertexData[3].position.p[0] * scaling, vertexData[3].position.p[1] * scaling, vertexData[3].position.p[2] * scaling);
glEnd();
startX = endX;
pos++;
}
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
restoreOpenGLState();
}
void SimpleOpenGL2App::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_renderer->registerGraphicsInstance(cubeId, center, orn, color, scaling);
}
}
}
int SimpleOpenGL2App::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_renderer->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_renderer->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_renderer->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_renderer->registerShape(&detailed_sphere_vertices[0], numVertices, detailed_sphere_indices, numIndices, B3_GL_TRIANGLES, textureId);
break;
}
};
return graphicsShapeIndex;
}
int SimpleOpenGL2App::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<GLInstanceVertex> verts;
verts.resize(numVertices);
for (int i = 0; i < numVertices; i++)
{
verts[i].xyzw[0] = halfExtentsX * cube_vertices_textured[i * 9];
verts[i].xyzw[1] = halfExtentsY * cube_vertices_textured[i * 9 + 1];
verts[i].xyzw[2] = halfExtentsZ * cube_vertices_textured[i * 9 + 2];
verts[i].xyzw[3] = cube_vertices_textured[i * 9 + 3];
verts[i].normal[0] = cube_vertices_textured[i * 9 + 4];
verts[i].normal[1] = cube_vertices_textured[i * 9 + 5];
verts[i].normal[2] = cube_vertices_textured[i * 9 + 6];
verts[i].uv[0] = cube_vertices_textured[i * 9 + 7] * textureScaling;
verts[i].uv[1] = cube_vertices_textured[i * 9 + 8] * textureScaling;
}
int shapeId = m_renderer->registerShape(&verts[0].xyzw[0], numVertices, cube_indices, numIndices, B3_GL_TRIANGLES, textureIndex);
return shapeId;
}