bullet3/test/GwenOpenGLTest/OpenGLSample.cpp
erwin coumans 27227e5e4a add SoftDemo examples
add example description for all examples (with word-wrap)
add the VoronoiFractureDemo, note that the collision are disabled after breaking constraints.
add optional GwenOpenGLTest, to make it easier to see Gwen user interface features.
2015-04-27 18:35:07 -07:00

535 lines
10 KiB
C++

#include "Gwen/Gwen.h"
#include "Gwen/Skins/Simple.h"
#include "UnitTest.h"
extern unsigned char OpenSansData[];
#include "Gwen/Renderers/OpenGL_DebugFont.h"
#ifdef __APPLE__
#include "OpenGLWindow/MacOpenGLWindow.h"
#else
#include "CustomGL/glew.h"
#ifdef _WIN32
#include "OpenGLWindow/Win32OpenGLWindow.h"
#else
//let's cross the fingers it is Linux/X11
#include "OpenGLWindow/X11OpenGLWindow.h"
#endif //_WIN32
#endif//__APPLE__
#include "OpenGLWindow/opengl_fontstashcallbacks.h"
#include "OpenGLWindow/GwenOpenGL3CoreRenderer.h"
#include "OpenGLWindow/GLPrimitiveRenderer.h"
#include <assert.h>
Gwen::Controls::Canvas* pCanvas = NULL;
Gwen::Skin::Simple skin;
void MyMouseMoveCallback( float x, float y)
{
//b3DefaultMouseCallback(button,state,x,y);
static int m_lastmousepos[2] = {0,0};
static bool isInitialized = false;
if (pCanvas)
{
if (!isInitialized)
{
isInitialized = true;
m_lastmousepos[0] = x+1;
m_lastmousepos[1] = y+1;
}
bool handled = pCanvas->InputMouseMoved(x,y,m_lastmousepos[0],m_lastmousepos[1]);
}
}
void MyMouseButtonCallback(int button, int state, float x, float y)
{
//b3DefaultMouseCallback(button,state,x,y);
if (pCanvas)
{
bool handled = pCanvas->InputMouseMoved(x,y,x, y);
if (button>=0)
{
handled = pCanvas->InputMouseButton(button,state);
if (handled)
{
if (!state)
return;
}
}
}
}
int sWidth = 800;//1050;
int sHeight = 600;//768;
GLPrimitiveRenderer* primRenderer=0;
//GwenOpenGL3CoreRenderer* gwenRenderer=0;
Gwen::Renderer::Base* gwenRenderer =0;
static void MyResizeCallback( float width, float height)
{
sWidth = width;
sHeight = height;
// printf("resize(%d,%d)\n",sWidth,sHeight);
if (primRenderer)
{
primRenderer->setScreenSize(width,height);
}
if (gwenRenderer)
{
gwenRenderer->Resize(width,height);
}
if (pCanvas)
{
pCanvas->SetSize( sWidth, sHeight);
}
}
int droidRegular;//, droidItalic, droidBold, droidJapanese, dejavu;
sth_stash* initFont(GLPrimitiveRenderer* primRenderer)
{
GLint err;
struct sth_stash* stash = 0;
OpenGL2RenderCallbacks* renderCallbacks = new OpenGL2RenderCallbacks(primRenderer);
stash = sth_create(512,512,renderCallbacks);//256,256);//,1024);//512,512);
err = glGetError();
assert(err==GL_NO_ERROR);
if (!stash)
{
fprintf(stderr, "Could not create stash.\n");
return 0;
}
#ifdef LOAD_FONTS_FROM_FILE
int datasize;
unsigned char* data;
float sx,sy,dx,dy,lh;
GLuint texture;
const char* fontPaths[]={
"./",
"../../bin/",
"../bin/",
"bin/"
};
int numPaths=sizeof(fontPaths)/sizeof(char*);
// Load the first truetype font from memory (just because we can).
FILE* fp = 0;
const char* fontPath ="./";
char fullFontFileName[1024];
for (int i=0;i<numPaths;i++)
{
fontPath = fontPaths[i];
//sprintf(fullFontFileName,"%s%s",fontPath,"OpenSans.ttf");//"DroidSerif-Regular.ttf");
sprintf(fullFontFileName,"%s%s",fontPath,"DroidSerif-Regular.ttf");//OpenSans.ttf");//"DroidSerif-Regular.ttf");
fp = fopen(fullFontFileName, "rb");
if (fp)
break;
}
err = glGetError();
assert(err==GL_NO_ERROR);
assert(fp);
if (fp)
{
fseek(fp, 0, SEEK_END);
datasize = (int)ftell(fp);
fseek(fp, 0, SEEK_SET);
data = (unsigned char*)malloc(datasize);
if (data == NULL)
{
assert(0);
return 0;
}
else
fread(data, 1, datasize, fp);
fclose(fp);
fp = 0;
}
if (!(droidRegular = sth_add_font_from_memory(stash, data)))
{
assert(0);
return 0;
}
err = glGetError();
assert(err==GL_NO_ERROR);
// Load the remaining truetype fonts directly.
sprintf(fullFontFileName,"%s%s",fontPath,"DroidSerif-Italic.ttf");
if (!(droidItalic = sth_add_font(stash,fullFontFileName)))
{
assert(0);
return 0;
}
sprintf(fullFontFileName,"%s%s",fontPath,"DroidSerif-Bold.ttf");
if (!(droidBold = sth_add_font(stash,fullFontFileName)))
{
assert(0);
return 0;
}
err = glGetError();
assert(err==GL_NO_ERROR);
sprintf(fullFontFileName,"%s%s",fontPath,"DroidSansJapanese.ttf");
if (!(droidJapanese = sth_add_font(stash,fullFontFileName)))
{
assert(0);
return 0;
}
#else
unsigned char* data = OpenSansData;
if (!(droidRegular = sth_add_font_from_memory(stash, data)))
{
printf("error!\n");
}
#endif
err = glGetError();
assert(err==GL_NO_ERROR);
return stash;
}
void keyCallback(int key, int value)
{
printf("key = %d, value = %d\n", key,value);
//pCanvas->InputKey(key,value==1);
int gwenKey = -1;
switch (key)
{
case B3G_LEFT_ARROW:
{
gwenKey = Gwen::Key::Left;
break;
}
case B3G_RIGHT_ARROW:
{
gwenKey = Gwen::Key::Right;
break;
}
case B3G_UP_ARROW:
{
gwenKey = Gwen::Key::Up;
break;
}
case B3G_DOWN_ARROW:
{
gwenKey = Gwen::Key::Down;
break;
}
case B3G_BACKSPACE:
{
gwenKey = Gwen::Key::Backspace;
break;
}
case B3G_DELETE:
{
gwenKey = Gwen::Key::Delete;
break;
}
case B3G_HOME:
{
gwenKey = Gwen::Key::Home;
break;
}
case B3G_END:
{
gwenKey = Gwen::Key::End;
break;
}
case B3G_SHIFT:
{
gwenKey = Gwen::Key::Shift;
break;
}
case B3G_CONTROL:
{
gwenKey = Gwen::Key::Control;
break;
}
default:
{
}
};
if (gwenKey>=0)
{
pCanvas->InputKey(gwenKey,value==1);
} else
{
if (key<256 && value)
{
Gwen::UnicodeChar c = ( Gwen::UnicodeChar ) key;
pCanvas->InputCharacter(c);
}
}
}
extern int avoidUpdate;
int main()
{
b3gDefaultOpenGLWindow* window = new b3gDefaultOpenGLWindow();
window->setKeyboardCallback(keyCallback);
b3gWindowConstructionInfo wci;
wci.m_openglVersion = 2;
wci.m_width = sWidth;
wci.m_height = sHeight;
// wci.m_resizeCallback = MyResizeCallback;
window->createWindow(wci);
window->setResizeCallback(MyResizeCallback);
int majorGlVersion, minorGlVersion;
if (!sscanf((const char*)glGetString(GL_VERSION), "%d.%d", &majorGlVersion, &minorGlVersion)==2)
{
printf("Exit: Error cannot extract OpenGL version from GL_VERSION string\n");
exit(0);
}
char title[1024];
if (wci.m_openglVersion>2)
{
sprintf(title,"Gwen with OpenGL %d.%d\n",majorGlVersion,minorGlVersion);
} else
{
sprintf(title,"Gwen with OpenGL %d\n",wci.m_openglVersion);
}
window->setWindowTitle(title);
if (majorGlVersion>=3 && wci.m_openglVersion>=3)
{
float retinaScale = 1.f;
#ifndef __APPLE__
#ifndef _WIN32
//we need glewExperimental on Linux
glewExperimental = GL_TRUE;
#endif // _WIN32
glewInit();
#endif
//we ned to call glGetError twice, because of some Ubuntu/Intel/OpenGL issue
GLuint err = glGetError();
err = glGetError();
assert(err==GL_NO_ERROR);
retinaScale = window->getRetinaScale();
primRenderer = new GLPrimitiveRenderer(sWidth,sHeight);
sth_stash* font = initFont(primRenderer );
gwenRenderer = new GwenOpenGL3CoreRenderer(primRenderer,font,sWidth,sHeight,retinaScale);
} else
{
//OpenGL 2.x
gwenRenderer = new Gwen::Renderer::OpenGL_DebugFont();
skin.SetRender( gwenRenderer );
glClearColor(1,0,0,1);
}
//
// Create a GWEN OpenGL Renderer
//
// Gwen::Renderer::OpenGL_DebugFont * pRenderer = new Gwen::Renderer::OpenGL_DebugFont();
//
// Create a GWEN skin
//
#ifdef USE_TEXTURED_SKIN
Gwen::Skin::TexturedBase skin;
skin.SetRender( pRenderer );
skin.Init("DefaultSkin.png");
#else
skin.SetRender( gwenRenderer );
#endif
//
// Create a Canvas (it's root, on which all other GWEN panels are created)
//
pCanvas = new Gwen::Controls::Canvas( &skin );
pCanvas->SetSize( sWidth, sHeight);
pCanvas->SetDrawBackground( true );
pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) );
window->setMouseButtonCallback(MyMouseButtonCallback);
window->setMouseMoveCallback(MyMouseMoveCallback);
//
// Create our unittest control (which is a Window with controls in it)
//
UnitTest* pUnit = new UnitTest( pCanvas );
pUnit->SetPos( 10, 10 );
//
// Create a Windows Control helper
// (Processes Windows MSG's and fires input at GWEN)
//
//Gwen::Input::Windows GwenInput;
//GwenInput.Initialize( pCanvas );
//
// Begin the main game loop
//
// MSG msg;
while( !window->requestedExit() )
{
if (majorGlVersion<3 || wci.m_openglVersion<3)
{
saveOpenGLState(sWidth,sHeight);
}
// Skip out if the window is closed
//if ( !IsWindowVisible( g_pHWND ) )
//break;
// If we have a message from windows..
// if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
// .. give it to the input handler to process
// GwenInput.ProcessMessage( msg );
// if it's QUIT then quit..
// if ( msg.message == WM_QUIT )
// break;
// Handle the regular window stuff..
// TranslateMessage(&msg);
// DispatchMessage(&msg);
}
window->startRendering();
// Main OpenGL Render Loop
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glEnable(GL_BLEND);
GLint err = glGetError();
assert(err==GL_NO_ERROR);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
err = glGetError();
assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
glDisable(GL_DEPTH_TEST);
err = glGetError();
assert(err==GL_NO_ERROR);
//glColor4ub(255,0,0,255);
err = glGetError();
assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
// saveOpenGLState(width,height);//m_glutScreenWidth,m_glutScreenHeight);
err = glGetError();
assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
err = glGetError();
assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
glEnable(GL_BLEND);
err = glGetError();
assert(err==GL_NO_ERROR);
pCanvas->RenderCanvas();
if (avoidUpdate<=0)
avoidUpdate++;
// SwapBuffers( GetDC( g_pHWND ) );
}
window->endRendering();
if (majorGlVersion<3 || wci.m_openglVersion<3)
{
restoreOpenGLState();
}
}
window->closeWindow();
delete window;
}