GLPrimitiveRenderer.cpp 9.1 KB

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  1. #ifndef NO_OPENGL3
  2. #include "GLPrimitiveRenderer.h"
  3. #include "GLPrimInternalData.h"
  4. //#include "Bullet3Common/b3Logging.h"
  5. #include "LoadShader.h"
  6. #include <assert.h>
  7. static const char* vertexShader3D= \
  8. "#version 150 \n"
  9. "\n"
  10. "uniform mat4 viewMatrix, projMatrix;\n"
  11. "in vec4 position;\n"
  12. "in vec4 colour;\n"
  13. "out vec4 colourV;\n"
  14. "\n"
  15. "in vec2 texuv;\n"
  16. "out vec2 texuvV;\n"
  17. "\n"
  18. "\n"
  19. "void main (void)\n"
  20. "{\n"
  21. " colourV = colour;\n"
  22. " gl_Position = projMatrix * viewMatrix * position ;\n"
  23. " texuvV=texuv;\n"
  24. "}\n";
  25. static const char* fragmentShader3D= \
  26. "#version 150\n"
  27. "\n"
  28. "uniform vec2 p;\n"
  29. "in vec4 colourV;\n"
  30. "out vec4 fragColour;\n"
  31. "in vec2 texuvV;\n"
  32. "\n"
  33. "uniform sampler2D Diffuse;\n"
  34. "\n"
  35. "void main(void)\n"
  36. "{\n"
  37. " vec4 texcolor = texture(Diffuse,texuvV);\n"
  38. " if (p.x==0.f)\n"
  39. " {\n"
  40. " texcolor = vec4(1,1,1,texcolor.x);\n"
  41. " }\n"
  42. " fragColour = colourV*texcolor;\n"
  43. "}\n";
  44. static unsigned int s_indexData[6] = {0,1,2,0,2,3};
  45. GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight)
  46. :m_screenWidth(screenWidth),
  47. m_screenHeight(screenHeight)
  48. {
  49. m_data = new PrimInternalData;
  50. m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D,fragmentShader3D);
  51. m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg,"viewMatrix");
  52. if (m_data->m_viewmatUniform < 0) {
  53. assert(0);
  54. }
  55. m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg,"projMatrix");
  56. if (m_data->m_projMatUniform < 0) {
  57. assert(0);
  58. }
  59. m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p");
  60. if (m_data->m_positionUniform < 0) {
  61. assert(0);
  62. }
  63. m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour");
  64. if (m_data->m_colourAttribute < 0) {
  65. assert(0);
  66. }
  67. m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position");
  68. if (m_data->m_positionAttribute < 0) {
  69. assert(0);
  70. }
  71. m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg,"texuv");
  72. if (m_data->m_textureAttribute < 0) {
  73. assert(0);
  74. }
  75. loadBufferData();
  76. }
  77. void GLPrimitiveRenderer::loadBufferData()
  78. {
  79. PrimVertex vertexData[4] = {
  80. { PrimVec4(-1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 0.0, 0.0, 1.0 ) ,PrimVec2(0,0)},
  81. { PrimVec4(-1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 1.0, 0.0, 1.0 ) ,PrimVec2(0,1)},
  82. { PrimVec4( 1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 0.0, 1.0, 1.0 ) ,PrimVec2(1,1)},
  83. { PrimVec4( 1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 1.0, 1.0, 1.0 ) ,PrimVec2(1,0)}
  84. };
  85. glGenVertexArrays(1, &m_data->m_vertexArrayObject);
  86. glBindVertexArray(m_data->m_vertexArrayObject);
  87. glGenBuffers(1, &m_data->m_vertexBuffer);
  88. glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
  89. glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PrimVertex), vertexData, GL_DYNAMIC_DRAW);
  90. assert(glGetError()==GL_NO_ERROR);
  91. glGenBuffers(1, &m_data->m_indexBuffer);
  92. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
  93. glBufferData(GL_ELEMENT_ARRAY_BUFFER,6*sizeof(int), s_indexData,GL_STATIC_DRAW);
  94. glEnableVertexAttribArray(m_data->m_positionAttribute);
  95. glEnableVertexAttribArray(m_data->m_colourAttribute);
  96. assert(glGetError()==GL_NO_ERROR);
  97. glEnableVertexAttribArray(m_data->m_textureAttribute);
  98. glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
  99. glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
  100. glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4)));
  101. assert(glGetError()==GL_NO_ERROR);
  102. glActiveTexture(GL_TEXTURE0);
  103. GLubyte* image=new GLubyte[256*256*3];
  104. for(int y=0;y<256;++y)
  105. {
  106. // const int t=y>>5;
  107. GLubyte* pi=image+y*256*3;
  108. for(int x=0;x<256;++x)
  109. {
  110. if (x<y)//x<2||y<2||x>253||y>253)
  111. {
  112. pi[0]=255;
  113. pi[1]=0;
  114. pi[2]=0;
  115. } else
  116. {
  117. pi[0]=255;
  118. pi[1]=255;
  119. pi[2]=255;
  120. }
  121. pi+=3;
  122. }
  123. }
  124. glGenTextures(1,(GLuint*)&m_data->m_texturehandle);
  125. glBindTexture(GL_TEXTURE_2D,m_data->m_texturehandle);
  126. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256,256,0,GL_RGB,GL_UNSIGNED_BYTE,image);
  127. glGenerateMipmap(GL_TEXTURE_2D);
  128. assert(glGetError()==GL_NO_ERROR);
  129. delete[] image;
  130. }
  131. GLPrimitiveRenderer::~GLPrimitiveRenderer()
  132. {
  133. glBindTexture(GL_TEXTURE_2D,0);
  134. glUseProgram(0);
  135. glBindTexture(GL_TEXTURE_2D,0);
  136. glDeleteProgram(m_data->m_shaderProg);
  137. delete m_data;
  138. }
  139. void GLPrimitiveRenderer::drawLine()
  140. {
  141. }
  142. void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float color[4])
  143. {
  144. assert(glGetError()==GL_NO_ERROR);
  145. glActiveTexture(GL_TEXTURE0);
  146. assert(glGetError()==GL_NO_ERROR);
  147. glBindTexture(GL_TEXTURE_2D,m_data->m_texturehandle);
  148. assert(glGetError()==GL_NO_ERROR);
  149. drawTexturedRect(x0,y0,x1,y1,color,0,0,1,1);
  150. assert(glGetError()==GL_NO_ERROR);
  151. }
  152. void GLPrimitiveRenderer::drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA)
  153. {
  154. //B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D");
  155. assert(glGetError()==GL_NO_ERROR);
  156. glUseProgram(m_data->m_shaderProg);
  157. glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, viewMat);
  158. glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, projMat);
  159. assert(glGetError()==GL_NO_ERROR);
  160. glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
  161. glBindVertexArray(m_data->m_vertexArrayObject);
  162. bool useFiltering = false;
  163. if (useFiltering)
  164. {
  165. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
  166. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  167. } else
  168. {
  169. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  170. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  171. }
  172. PrimVertex vertexData[4] = {
  173. v0,v1,v2,v3
  174. };
  175. glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(PrimVertex), vertexData);
  176. assert(glGetError()==GL_NO_ERROR);
  177. PrimVec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
  178. if (useRGBA)
  179. {
  180. p.p[0] = 1.f;
  181. p.p[1] = 1.f;
  182. }
  183. glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
  184. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  185. assert(glGetError()==GL_NO_ERROR);
  186. glEnableVertexAttribArray(m_data->m_positionAttribute);
  187. assert(glGetError()==GL_NO_ERROR);
  188. glEnableVertexAttribArray(m_data->m_colourAttribute);
  189. assert(glGetError()==GL_NO_ERROR);
  190. glEnableVertexAttribArray(m_data->m_textureAttribute);
  191. glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
  192. glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
  193. glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4)));
  194. assert(glGetError()==GL_NO_ERROR);
  195. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
  196. //glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  197. int indexCount = 6;
  198. assert(glGetError()==GL_NO_ERROR);
  199. glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
  200. assert(glGetError()==GL_NO_ERROR);
  201. glBindVertexArray(0);
  202. assert(glGetError()==GL_NO_ERROR);
  203. glBindBuffer(GL_ARRAY_BUFFER, 0);
  204. assert(glGetError()==GL_NO_ERROR);
  205. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  206. assert(glGetError()==GL_NO_ERROR);
  207. //glDisableVertexAttribArray(m_data->m_textureAttribute);
  208. assert(glGetError()==GL_NO_ERROR);
  209. glUseProgram(0);
  210. assert(glGetError()==GL_NO_ERROR);
  211. }
  212. void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA)
  213. {
  214. float identity[16]={1,0,0,0,
  215. 0,1,0,0,
  216. 0,0,1,0,
  217. 0,0,0,1};
  218. PrimVertex vertexData[4] = {
  219. { 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)},
  220. { 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)},
  221. { 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)},
  222. { 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)}
  223. };
  224. drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],identity,identity,useRGBA);
  225. }
  226. void GLPrimitiveRenderer::setScreenSize(int width, int height)
  227. {
  228. m_screenWidth = width;
  229. m_screenHeight = height;
  230. }
  231. #endif