mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-13 21:30:09 +00:00
1be6a1d16b
remove duplicate code (formerly Windows ffpmeg needed different settings?)
1180 lines
36 KiB
C++
1180 lines
36 KiB
C++
#ifndef NO_OPENGL3
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#include "SimpleOpenGL3App.h"
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#include "ShapeData.h"
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#ifdef BT_USE_EGL
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#include "EGLOpenGLWindow.h"
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#else
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#endif //BT_USE_EGL
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#ifdef B3_USE_GLFW
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#include "GLFWOpenGLWindow.h"
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#else
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#ifdef __APPLE__
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#include "MacOpenGLWindow.h"
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#else
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#ifdef _WIN32
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#include "Win32OpenGLWindow.h"
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#else
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//let's cross the fingers it is Linux/X11
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#include "X11OpenGLWindow.h"
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#define BT_USE_X11 // for runtime backend selection, move to build?
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#endif //_WIN32
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#endif //__APPLE__
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#endif //B3_USE_GLFW
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#include <stdio.h>
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#include "GLPrimitiveRenderer.h"
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#include "GLInstancingRenderer.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "Bullet3Common/b3Logging.h"
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#include "fontstash.h"
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#include "TwFonts.h"
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#include "opengl_fontstashcallbacks.h"
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#include <assert.h>
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#include "GLRenderToTexture.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include <string.h> //memset
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#ifdef _WIN32
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#define popen _popen
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#define pclose _pclose
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#endif // _WIN32
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struct SimpleInternalData
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{
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GLuint m_fontTextureId;
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GLuint m_largeFontTextureId;
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struct sth_stash* m_fontStash;
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struct sth_stash* m_fontStash2;
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RenderCallbacks* m_renderCallbacks;
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RenderCallbacks* m_renderCallbacks2;
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int m_droidRegular;
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int m_droidRegular2;
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int m_textureId;
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const char* m_frameDumpPngFileName;
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FILE* m_ffmpegFile;
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GLRenderToTexture* m_renderTexture;
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void* m_userPointer;
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int m_upAxis; //y=1 or z=2 is supported
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int m_customViewPortWidth;
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int m_customViewPortHeight;
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int m_mp4Fps;
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SimpleInternalData()
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: m_fontTextureId(0),
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m_largeFontTextureId(0),
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m_fontStash(0),
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m_fontStash2(0),
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m_renderCallbacks(0),
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m_renderCallbacks2(0),
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m_droidRegular(0),
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m_droidRegular2(0),
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m_textureId(-1),
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m_frameDumpPngFileName(0),
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m_ffmpegFile(0),
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m_renderTexture(0),
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m_userPointer(0),
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m_upAxis(1),
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m_customViewPortWidth(-1),
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m_customViewPortHeight(-1),
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m_mp4Fps(60)
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{
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}
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};
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static SimpleOpenGL3App* gApp = 0;
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static void SimpleResizeCallback(float widthf, float heightf)
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{
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int width = (int)widthf;
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int height = (int)heightf;
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if (gApp && gApp->m_instancingRenderer)
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gApp->m_instancingRenderer->resize(width, height);
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if (gApp && gApp->m_primRenderer)
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gApp->m_primRenderer->setScreenSize(width, height);
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}
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static void SimpleKeyboardCallback(int key, int state)
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{
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if (key == B3G_ESCAPE && gApp && gApp->m_window)
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{
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gApp->m_window->setRequestExit();
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}
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else
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{
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//gApp->defaultKeyboardCallback(key,state);
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}
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}
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void SimpleMouseButtonCallback(int button, int state, float x, float y)
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{
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gApp->defaultMouseButtonCallback(button, state, x, y);
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}
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void SimpleMouseMoveCallback(float x, float y)
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{
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gApp->defaultMouseMoveCallback(x, y);
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}
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void SimpleWheelCallback(float deltax, float deltay)
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{
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gApp->defaultWheelCallback(deltax, deltay);
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}
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static GLuint BindFont(const CTexFont* _Font)
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{
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GLuint TexID = 0;
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glGenTextures(1, &TexID);
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glBindTexture(GL_TEXTURE_2D, TexID);
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glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE);
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glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, _Font->m_TexBytes);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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return TexID;
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}
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//static unsigned int s_indexData[INDEX_COUNT];
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//static GLuint s_indexArrayObject, s_indexBuffer;
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//static GLuint s_vertexArrayObject,s_vertexBuffer;
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extern unsigned char OpenSansData[];
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struct MyRenderCallbacks : public RenderCallbacks
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{
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GLInstancingRenderer* m_instancingRenderer;
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b3AlignedObjectArray<unsigned char> m_rgbaTexture;
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float m_color[4];
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float m_worldPosition[3];
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float m_worldOrientation[4];
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int m_textureIndex;
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MyRenderCallbacks(GLInstancingRenderer* instancingRenderer)
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: m_instancingRenderer(instancingRenderer),
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m_textureIndex(-1)
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{
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for (int i = 0; i < 4; i++)
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{
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m_color[i] = 1;
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m_worldOrientation[i] = 0;
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}
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m_worldPosition[0] = 0;
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m_worldPosition[1] = 0;
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m_worldPosition[2] = 0;
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m_worldOrientation[0] = 0;
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m_worldOrientation[1] = 0;
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m_worldOrientation[2] = 0;
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m_worldOrientation[3] = 1;
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}
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virtual ~MyRenderCallbacks()
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{
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m_rgbaTexture.clear();
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}
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virtual void setWorldPosition(float pos[3])
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{
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for (int i = 0; i < 3; i++)
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{
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m_worldPosition[i] = pos[i];
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}
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}
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virtual void setWorldOrientation(float orn[4])
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{
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for (int i = 0; i < 4; i++)
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{
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m_worldOrientation[i] = orn[i];
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}
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}
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virtual void setColorRGBA(float color[4])
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{
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for (int i = 0; i < 4; i++)
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{
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m_color[i] = color[i];
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}
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}
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virtual void updateTexture(sth_texture* texture, sth_glyph* glyph, int textureWidth, int textureHeight)
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{
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if (glyph)
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{
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m_rgbaTexture.resize(textureWidth * textureHeight * 3);
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for (int i = 0; i < textureWidth * textureHeight; i++)
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{
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m_rgbaTexture[i * 3 + 0] = texture->m_texels[i];
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m_rgbaTexture[i * 3 + 1] = texture->m_texels[i];
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m_rgbaTexture[i * 3 + 2] = texture->m_texels[i];
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}
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bool flipPixelsY = false;
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m_instancingRenderer->updateTexture(m_textureIndex, &m_rgbaTexture[0], flipPixelsY);
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}
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else
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{
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if (textureWidth && textureHeight)
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{
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texture->m_texels = (unsigned char*)malloc(textureWidth * textureHeight);
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memset(texture->m_texels, 0, textureWidth * textureHeight);
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if (m_textureIndex < 0)
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{
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m_rgbaTexture.resize(textureWidth * textureHeight * 3);
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bool flipPixelsY = false;
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m_textureIndex = m_instancingRenderer->registerTexture(&m_rgbaTexture[0], textureWidth, textureHeight, flipPixelsY);
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int strideInBytes = 9 * sizeof(float);
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int numVertices = sizeof(cube_vertices_textured) / strideInBytes;
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int numIndices = sizeof(cube_indices) / sizeof(int);
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float halfExtentsX = 1;
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float halfExtentsY = 1;
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float halfExtentsZ = 1;
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float textureScaling = 4;
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b3AlignedObjectArray<GfxVertexFormat1> verts;
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verts.resize(numVertices);
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for (int i = 0; i < numVertices; i++)
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{
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verts[i].x = halfExtentsX * cube_vertices_textured[i * 9];
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verts[i].y = halfExtentsY * cube_vertices_textured[i * 9 + 1];
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verts[i].z = halfExtentsZ * cube_vertices_textured[i * 9 + 2];
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verts[i].w = cube_vertices_textured[i * 9 + 3];
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verts[i].nx = cube_vertices_textured[i * 9 + 4];
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verts[i].ny = cube_vertices_textured[i * 9 + 5];
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verts[i].nz = cube_vertices_textured[i * 9 + 6];
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verts[i].u = cube_vertices_textured[i * 9 + 7] * textureScaling;
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verts[i].v = cube_vertices_textured[i * 9 + 8] * textureScaling;
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}
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int shapeId = m_instancingRenderer->registerShape(&verts[0].x, numVertices, cube_indices, numIndices, B3_GL_TRIANGLES, m_textureIndex);
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b3Vector3 pos = b3MakeVector3(0, 0, 0);
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector4 color = b3MakeVector4(1, 1, 1, 1);
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b3Vector3 scaling = b3MakeVector3(.1, .1, .1);
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//m_instancingRenderer->registerGraphicsInstance(shapeId, pos, orn, color, scaling);
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m_instancingRenderer->writeTransforms();
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}
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else
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{
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b3Assert(0);
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}
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}
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else
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{
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delete texture->m_texels;
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texture->m_texels = 0;
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//there is no m_instancingRenderer->freeTexture (yet), all textures are released at reset/deletion of the renderer
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}
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}
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}
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virtual void render(sth_texture* texture)
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{
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int index = 0;
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float width = 1;
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b3AlignedObjectArray<unsigned int> indices;
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indices.resize(texture->nverts);
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for (int i = 0; i < indices.size(); i++)
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{
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indices[i] = i;
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}
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m_instancingRenderer->drawTexturedTriangleMesh(m_worldPosition, m_worldOrientation, &texture->newverts[0].position.p[0], texture->nverts, &indices[0], indices.size(), m_color, m_textureIndex);
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}
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};
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static void printGLString(const char* name, GLenum s)
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{
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const char* v = (const char*)glGetString(s);
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printf("%s = %s\n", name, v);
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}
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bool sOpenGLVerbose = true;
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SimpleOpenGL3App::SimpleOpenGL3App(const char* title, int width, int height, bool allowRetina, int windowType, int renderDevice, int maxNumObjectCapacity, int maxShapeCapacityInBytes)
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{
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gApp = this;
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m_data = new SimpleInternalData;
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if (windowType == 0)
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{
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m_window = new b3gDefaultOpenGLWindow();
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}
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else if (windowType == 1)
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{
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#ifdef BT_USE_X11
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m_window = new X11OpenGLWindow();
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#else
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b3Warning("X11 requires Linux. Loading default window instead. \n");
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m_window = new b3gDefaultOpenGLWindow();
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#endif
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}
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else if (windowType == 2)
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{
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#ifdef BT_USE_EGL
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m_window = new EGLOpenGLWindow();
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#else
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b3Warning("EGL window requires compilation with BT_USE_EGL.\n");
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b3Warning("Loading default window instead. \n");
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m_window = new b3gDefaultOpenGLWindow();
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#endif
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}
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else
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{
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b3Warning("Unknown window type %d must be (0=default, 1=X11, 2=EGL).\n", windowType);
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b3Warning("Loading default window instead. \n");
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m_window = new b3gDefaultOpenGLWindow();
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}
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m_window->setAllowRetina(allowRetina);
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b3gWindowConstructionInfo ci;
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ci.m_title = title;
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ci.m_width = width;
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ci.m_height = height;
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ci.m_renderDevice = renderDevice;
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m_window->createWindow(ci);
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m_window->setWindowTitle(title);
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b3Assert(glGetError() == GL_NO_ERROR);
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{
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printGLString("Version", GL_VERSION);
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printGLString("Vendor", GL_VENDOR);
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printGLString("Renderer", GL_RENDERER);
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}
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glClearColor(m_backgroundColorRGB[0],
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m_backgroundColorRGB[1],
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m_backgroundColorRGB[2],
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1.f);
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m_window->startRendering();
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width = m_window->getWidth();
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height = m_window->getHeight();
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b3Assert(glGetError() == GL_NO_ERROR);
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//gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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#ifdef USE_GLEW
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#ifndef __APPLE__
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#ifndef _WIN32
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#ifndef B3_USE_GLFW
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//some Linux implementations need the 'glewExperimental' to be true
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glewExperimental = GL_TRUE;
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#endif //B3_USE_GLFW
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#endif //_WIN32
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#ifndef B3_USE_GLFW
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if (glewInit() != GLEW_OK)
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exit(1); // or handle the error in a nicer way
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if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
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exit(1); // or handle the error in a nicer way
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#endif //B3_USE_GLFW
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#endif //__APPLE__
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#endif //USE_GLEW
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glGetError(); //don't remove this call, it is needed for Ubuntu
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b3Assert(glGetError() == GL_NO_ERROR);
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m_parameterInterface = 0;
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b3Assert(glGetError() == GL_NO_ERROR);
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m_instancingRenderer = new GLInstancingRenderer(maxNumObjectCapacity, maxShapeCapacityInBytes);
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m_primRenderer = new GLPrimitiveRenderer(width, height);
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m_renderer = m_instancingRenderer;
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m_window->setResizeCallback(SimpleResizeCallback);
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m_instancingRenderer->init();
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m_instancingRenderer->resize(width, height);
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m_primRenderer->setScreenSize(width, height);
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b3Assert(glGetError() == GL_NO_ERROR);
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m_instancingRenderer->InitShaders();
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m_window->setMouseMoveCallback(SimpleMouseMoveCallback);
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m_window->setMouseButtonCallback(SimpleMouseButtonCallback);
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m_window->setKeyboardCallback(SimpleKeyboardCallback);
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m_window->setWheelCallback(SimpleWheelCallback);
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TwGenerateDefaultFonts();
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m_data->m_fontTextureId = BindFont(g_DefaultNormalFont);
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m_data->m_largeFontTextureId = BindFont(g_DefaultLargeFont);
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{
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m_data->m_renderCallbacks = new OpenGL2RenderCallbacks(m_primRenderer);
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m_data->m_renderCallbacks2 = new MyRenderCallbacks(m_instancingRenderer);
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m_data->m_fontStash2 = sth_create(512, 512, m_data->m_renderCallbacks2);
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m_data->m_fontStash = sth_create(512, 512, m_data->m_renderCallbacks); //256,256);//,1024);//512,512);
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b3Assert(glGetError() == GL_NO_ERROR);
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if (!m_data->m_fontStash)
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{
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b3Warning("Could not create stash");
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//fprintf(stderr, "Could not create stash.\n");
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}
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if (!m_data->m_fontStash2)
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{
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b3Warning("Could not create fontStash2");
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}
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unsigned char* data2 = OpenSansData;
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unsigned char* data = (unsigned char*)data2;
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if (!(m_data->m_droidRegular = sth_add_font_from_memory(m_data->m_fontStash, data)))
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{
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b3Warning("error!\n");
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}
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if (!(m_data->m_droidRegular2 = sth_add_font_from_memory(m_data->m_fontStash2, data)))
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{
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b3Warning("error!\n");
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}
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b3Assert(glGetError() == GL_NO_ERROR);
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}
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}
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struct sth_stash* SimpleOpenGL3App::getFontStash()
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{
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return m_data->m_fontStash;
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}
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void SimpleOpenGL3App::drawText3D(const char* txt, float position[3], float orientation[4], float color[4], float size, int optionFlag)
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{
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B3_PROFILE("SimpleOpenGL3App::drawText3D");
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float viewMat[16];
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float projMat[16];
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CommonCameraInterface* cam = m_instancingRenderer->getActiveCamera();
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cam->getCameraViewMatrix(viewMat);
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cam->getCameraProjectionMatrix(projMat);
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float camPos[4];
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cam->getCameraPosition(camPos);
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//b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
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//b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
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//float dist = (cp-p).length();
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//float dv = 0;//dist/1000.f;
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//
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//printf("str = %s\n",unicodeText);
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float dx = 0;
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//int measureOnly=0;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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int viewport[4] = {0, 0, m_instancingRenderer->getScreenWidth(), m_instancingRenderer->getScreenHeight()};
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float posX = position[0];
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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 red = 255;
|
|
int green = 0;
|
|
int blue = 128;
|
|
if (textureId<0)
|
|
{
|
|
if (m_data->m_textureId < 0)
|
|
{
|
|
int texWidth = 1024;
|
|
int texHeight = 1024;
|
|
b3AlignedObjectArray<unsigned char> texels;
|
|
texels.resize(texWidth * texHeight * 3);
|
|
for (int i = 0; i < texWidth * texHeight * 3; i++)
|
|
texels[i] = 255;
|
|
|
|
for (int i = 0; i < texWidth; i++)
|
|
{
|
|
for (int j = 0; j < texHeight; j++)
|
|
{
|
|
int a = i < texWidth / 2 ? 1 : 0;
|
|
int b = j < texWidth / 2 ? 1 : 0;
|
|
|
|
if (a == b)
|
|
{
|
|
texels[(i + j * texWidth) * 3 + 0] = red;
|
|
texels[(i + j * texWidth) * 3 + 1] = green;
|
|
texels[(i + j * texWidth) * 3 + 2] = blue;
|
|
// texels[(i+j*texWidth)*4+3] = 255;
|
|
}
|
|
/*else
|
|
{
|
|
texels[i*3+0+j*texWidth] = 255;
|
|
texels[i*3+1+j*texWidth] = 255;
|
|
texels[i*3+2+j*texWidth] = 255;
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
m_data->m_textureId = m_instancingRenderer->registerTexture(&texels[0], texWidth, texHeight);
|
|
|
|
}
|
|
textureId = m_data->m_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(textured_detailed_sphere_vertices) / strideInBytes;
|
|
int numIndices = sizeof(textured_detailed_sphere_indices) / sizeof(int);
|
|
graphicsShapeIndex = m_instancingRenderer->registerShape(&textured_detailed_sphere_vertices[0], numVertices, textured_detailed_sphere_indices, numIndices, B3_GL_TRIANGLES, textureId);
|
|
break;
|
|
}
|
|
case SPHERE_LOD_HIGH:
|
|
default:
|
|
{
|
|
int numVertices = sizeof(textured_detailed_sphere_vertices) / strideInBytes;
|
|
int numIndices = sizeof(textured_detailed_sphere_indices) / sizeof(int);
|
|
graphicsShapeIndex = m_instancingRenderer->registerShape(&textured_detailed_sphere_vertices[0], numVertices, textured_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();
|
|
}
|
|
|
|
void SimpleOpenGL3App::setMp4Fps(int fps)
|
|
{
|
|
m_data->m_mp4Fps = fps;
|
|
}
|
|
|
|
// 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];
|
|
|
|
sprintf(cmd,
|
|
"ffmpeg -r %d -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",
|
|
m_data->m_mp4Fps, 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
|