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- #ifndef NO_OPENGL3
- #include "GLPrimitiveRenderer.h"
- #include "GLPrimInternalData.h"
- //#include "Bullet3Common/b3Logging.h"
- #include "LoadShader.h"
- #include <assert.h>
- 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 (x<y)//x<2||y<2||x>253||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
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