#ifndef NO_OPENGL3 #include "GLPrimitiveRenderer.h" #include "GLPrimInternalData.h" //#include "Bullet3Common/b3Logging.h" #include "LoadShader.h" #include static const char* vertexShader3D= \ "#version 150 \n" "\n" "uniform mat4 viewMatrix, projMatrix;\n" "in vec4 position;\n" "in vec4 colour;\n" "out vec4 colourV;\n" "\n" "in vec2 texuv;\n" "out vec2 texuvV;\n" "\n" "\n" "void main (void)\n" "{\n" " colourV = colour;\n" " gl_Position = projMatrix * viewMatrix * position ;\n" " texuvV=texuv;\n" "}\n"; static const char* fragmentShader3D= \ "#version 150\n" "\n" "uniform vec2 p;\n" "in vec4 colourV;\n" "out vec4 fragColour;\n" "in vec2 texuvV;\n" "\n" "uniform sampler2D Diffuse;\n" "\n" "void main(void)\n" "{\n" " vec4 texcolor = texture(Diffuse,texuvV);\n" " if (p.x==0.f)\n" " {\n" " texcolor = vec4(1,1,1,texcolor.x);\n" " }\n" " fragColour = colourV*texcolor;\n" "}\n"; static unsigned int s_indexData[6] = {0,1,2,0,2,3}; GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight) :m_screenWidth(screenWidth), m_screenHeight(screenHeight) { m_data = new PrimInternalData; m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D,fragmentShader3D); m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg,"viewMatrix"); if (m_data->m_viewmatUniform < 0) { assert(0); } m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg,"projMatrix"); if (m_data->m_projMatUniform < 0) { assert(0); } m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p"); if (m_data->m_positionUniform < 0) { assert(0); } m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour"); if (m_data->m_colourAttribute < 0) { assert(0); } m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position"); if (m_data->m_positionAttribute < 0) { assert(0); } m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg,"texuv"); if (m_data->m_textureAttribute < 0) { assert(0); } loadBufferData(); } void GLPrimitiveRenderer::loadBufferData() { PrimVertex vertexData[4] = { { PrimVec4(-1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 0.0, 0.0, 1.0 ) ,PrimVec2(0,0)}, { PrimVec4(-1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 1.0, 0.0, 1.0 ) ,PrimVec2(0,1)}, { PrimVec4( 1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 0.0, 1.0, 1.0 ) ,PrimVec2(1,1)}, { PrimVec4( 1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 1.0, 1.0, 1.0 ) ,PrimVec2(1,0)} }; glGenVertexArrays(1, &m_data->m_vertexArrayObject); glBindVertexArray(m_data->m_vertexArrayObject); glGenBuffers(1, &m_data->m_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer); glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PrimVertex), vertexData, GL_DYNAMIC_DRAW); assert(glGetError()==GL_NO_ERROR); glGenBuffers(1, &m_data->m_indexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER,6*sizeof(int), s_indexData,GL_STATIC_DRAW); glEnableVertexAttribArray(m_data->m_positionAttribute); glEnableVertexAttribArray(m_data->m_colourAttribute); assert(glGetError()==GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_textureAttribute); glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0); glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4)); glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4))); assert(glGetError()==GL_NO_ERROR); glActiveTexture(GL_TEXTURE0); GLubyte* image=new GLubyte[256*256*3]; for(int y=0;y<256;++y) { // const int t=y>>5; GLubyte* pi=image+y*256*3; for(int x=0;x<256;++x) { if (x253||y>253) { pi[0]=255; pi[1]=0; pi[2]=0; } else { pi[0]=255; pi[1]=255; pi[2]=255; } pi+=3; } } glGenTextures(1,(GLuint*)&m_data->m_texturehandle); glBindTexture(GL_TEXTURE_2D,m_data->m_texturehandle); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256,256,0,GL_RGB,GL_UNSIGNED_BYTE,image); glGenerateMipmap(GL_TEXTURE_2D); assert(glGetError()==GL_NO_ERROR); delete[] image; } GLPrimitiveRenderer::~GLPrimitiveRenderer() { glBindTexture(GL_TEXTURE_2D,0); glUseProgram(0); glBindTexture(GL_TEXTURE_2D,0); glDeleteProgram(m_data->m_shaderProg); delete m_data; } void GLPrimitiveRenderer::drawLine() { } void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float color[4]) { assert(glGetError()==GL_NO_ERROR); glActiveTexture(GL_TEXTURE0); assert(glGetError()==GL_NO_ERROR); glBindTexture(GL_TEXTURE_2D,m_data->m_texturehandle); assert(glGetError()==GL_NO_ERROR); drawTexturedRect(x0,y0,x1,y1,color,0,0,1,1); assert(glGetError()==GL_NO_ERROR); } void GLPrimitiveRenderer::drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA) { //B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D"); assert(glGetError()==GL_NO_ERROR); glUseProgram(m_data->m_shaderProg); glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, viewMat); glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, projMat); assert(glGetError()==GL_NO_ERROR); glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer); glBindVertexArray(m_data->m_vertexArrayObject); bool useFiltering = false; if (useFiltering) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } PrimVertex vertexData[4] = { v0,v1,v2,v3 }; glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(PrimVertex), vertexData); assert(glGetError()==GL_NO_ERROR); PrimVec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) ); if (useRGBA) { p.p[0] = 1.f; p.p[1] = 1.f; } glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); assert(glGetError()==GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_positionAttribute); assert(glGetError()==GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_colourAttribute); assert(glGetError()==GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_textureAttribute); glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0); glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4)); glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4))); assert(glGetError()==GL_NO_ERROR); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer); //glDrawArrays(GL_TRIANGLE_FAN, 0, 4); int indexCount = 6; assert(glGetError()==GL_NO_ERROR); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0); assert(glGetError()==GL_NO_ERROR); glBindVertexArray(0); assert(glGetError()==GL_NO_ERROR); glBindBuffer(GL_ARRAY_BUFFER, 0); assert(glGetError()==GL_NO_ERROR); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); assert(glGetError()==GL_NO_ERROR); //glDisableVertexAttribArray(m_data->m_textureAttribute); assert(glGetError()==GL_NO_ERROR); glUseProgram(0); assert(glGetError()==GL_NO_ERROR); } void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA) { float identity[16]={1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; PrimVertex vertexData[4] = { { PrimVec4(-1.f+2.f*x0/float(m_screenWidth), 1.f-2.f*y0/float(m_screenHeight), 0.f, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v0)}, { PrimVec4(-1.f+2.f*x0/float(m_screenWidth), 1.f-2.f*y1/float(m_screenHeight), 0.f, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u0,v1)}, { PrimVec4( -1.f+2.f*x1/float(m_screenWidth), 1.f-2.f*y1/float(m_screenHeight), 0.f, 1.f ), PrimVec4(color[0], color[1], color[2], color[3]) ,PrimVec2(u1,v1)}, { PrimVec4( -1.f+2.f*x1/float(m_screenWidth), 1.f-2.f*y0/float(m_screenHeight), 0.f, 1.f ), PrimVec4( color[0], color[1], color[2], color[3] ) ,PrimVec2(u1,v0)} }; drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],identity,identity,useRGBA); } void GLPrimitiveRenderer::setScreenSize(int width, int height) { m_screenWidth = width; m_screenHeight = height; } #endif