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- #define USE_OPENGL2
- #ifdef USE_OPENGL2
- #include "OpenGLWindow/SimpleOpenGL2App.h"
- typedef SimpleOpenGL2App SimpleOpenGLApp;
- #else
- #include "OpenGLWindow/SimpleOpenGL3App.h"
- typedef SimpleOpenGL3App SimpleOpenGLApp;
- #endif //USE_OPENGL2
- #include "Bullet3Common/b3Quaternion.h"
- #include "Bullet3Common/b3CommandLineArgs.h"
- #include "assert.h"
- #include <stdio.h>
- char* gVideoFileName = 0;
- char* gPngFileName = 0;
- static b3WheelCallback sOldWheelCB = 0;
- static b3ResizeCallback sOldResizeCB = 0;
- static b3MouseMoveCallback sOldMouseMoveCB = 0;
- static b3MouseButtonCallback sOldMouseButtonCB = 0;
- static b3KeyboardCallback sOldKeyboardCB = 0;
- //static b3RenderCallback sOldRenderCB = 0;
- float gWidth = 1024;
- float gHeight = 768;
- SimpleOpenGLApp* app = 0;
- float gMouseX = 0;
- float gMouseY = 0;
- float g_MouseWheel = 0.0f;
- int g_MousePressed[3] = {0};
- int g_MousePressed2[3] = {0};
- #define B3_USE_IMGUI
- #ifdef B3_USE_IMGUI
- #include "OpenGLWindow/OpenGLInclude.h"
- #include "ThirdPartyLibs/imgui/imgui.h"
- static GLuint g_FontTexture = 0;
- void ImGui_ImplBullet_CreateDeviceObjects()
- {
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
- // Upload texture to graphics system
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- glGenTextures(1, &g_FontTexture);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- glBindTexture(GL_TEXTURE_2D, g_FontTexture);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // Store our identifier
- io.Fonts->TexID = (void*)(intptr_t)g_FontTexture;
- // Restore state
- glBindTexture(GL_TEXTURE_2D, last_texture);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- }
- void ImGui_ImplBullet_RenderDrawLists(ImDrawData* draw_data)
- {
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- glEnable(GL_COLOR_MATERIAL);
- // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
- ImGuiIO& io = ImGui::GetIO();
- int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
- int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
- if (fb_width == 0 || fb_height == 0)
- return;
- draw_data->ScaleClipRects(io.DisplayFramebufferScale);
- // We are using the OpenGL fixed pipeline to make the example code simpler to read!
- // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
- GLint last_texture;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
- GLint last_viewport[4];
- glGetIntegerv(GL_VIEWPORT, last_viewport);
- GLint last_scissor_box[4];
- glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
- glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
- glEnable(GL_TEXTURE_2D);
- glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- // Setup viewport, orthographic projection matrix
- glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- // Render command lists
- #define OFFSETOF(TYPE, ELEMENT) ((size_t) & (((TYPE*)0)->ELEMENT))
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
- const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
- glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
- glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
- glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
- glScissor((int)pcmd->ClipRect.x, (int)(fb_height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
- glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
- }
- idx_buffer += pcmd->ElemCount;
- }
- }
- #undef OFFSETOF
- // Restore modified state
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glPopAttrib();
- glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
- glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
- }
- #endif //B3_USE_IMGUI
- void MyWheelCallback(float deltax, float deltay)
- {
- g_MouseWheel += deltax + deltay;
- if (sOldWheelCB)
- sOldWheelCB(deltax, deltay);
- }
- void MyResizeCallback(float width, float height)
- {
- gWidth = width;
- gHeight = height;
- if (sOldResizeCB)
- sOldResizeCB(width, height);
- }
- void MyMouseMoveCallback(float x, float y)
- {
- printf("Mouse Move: %f, %f\n", x, y);
- gMouseX = x;
- gMouseY = y;
- if (sOldMouseMoveCB)
- sOldMouseMoveCB(x, y);
- }
- void MyMouseButtonCallback(int button, int state, float x, float y)
- {
- gMouseX = x;
- gMouseY = y;
- {
- if (button >= 0 && button < 3)
- {
- if (state)
- {
- g_MousePressed[button] = state;
- }
- g_MousePressed2[button] = state;
- }
- }
- if (sOldMouseButtonCB)
- sOldMouseButtonCB(button, state, x, y);
- }
- void MyKeyboardCallback(int keycode, int state)
- {
- //keycodes are in examples/CommonInterfaces/CommonWindowInterface.h
- //for example B3G_ESCAPE for escape key
- //state == 1 for pressed, state == 0 for released.
- // use app->m_window->isModifiedPressed(...) to check for shift, escape and alt keys
- printf("MyKeyboardCallback received key:%c in state %d\n", keycode, state);
- if (sOldKeyboardCB)
- sOldKeyboardCB(keycode, state);
- }
- bool ImGui_ImplGlfw_Init()
- {
- #if 0
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
- io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
- io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
- io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
- io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
- io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
- io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
- io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
- io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
- io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
- io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
- io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
- io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
- io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
- io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
- io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
- io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
- io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
- io.ClipboardUserData = g_Window;
- #ifdef _WIN32
- io.ImeWindowHandle = glfwGetWin32Window(g_Window);
- #endif
- #endif
- return true;
- }
- int main(int argc, char* argv[])
- {
- {
- b3CommandLineArgs myArgs(argc, argv);
- app = new SimpleOpenGLApp("SimpleOpenGLApp", gWidth, gHeight);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- ImGui::CreateContext();
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- app->m_renderer->getActiveCamera()->setCameraDistance(13);
- app->m_renderer->getActiveCamera()->setCameraPitch(0);
- app->m_renderer->getActiveCamera()->setCameraTargetPosition(0, 0, 0);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- sOldKeyboardCB = app->m_window->getKeyboardCallback();
- app->m_window->setKeyboardCallback(MyKeyboardCallback);
- sOldMouseMoveCB = app->m_window->getMouseMoveCallback();
- app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
- sOldMouseButtonCB = app->m_window->getMouseButtonCallback();
- app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
- sOldWheelCB = app->m_window->getWheelCallback();
- app->m_window->setWheelCallback(MyWheelCallback);
- sOldResizeCB = app->m_window->getResizeCallback();
- app->m_window->setResizeCallback(MyResizeCallback);
- myArgs.GetCmdLineArgument("mp4_file", gVideoFileName);
- if (gVideoFileName)
- app->dumpFramesToVideo(gVideoFileName);
- myArgs.GetCmdLineArgument("png_file", gPngFileName);
- char fileName[1024];
- int textureWidth = 128;
- int textureHeight = 128;
- unsigned char* image = new unsigned char[textureWidth * textureHeight * 4];
- int textureHandle = app->m_renderer->registerTexture(image, textureWidth, textureHeight);
- int cubeIndex = app->registerCubeShape(1, 1, 1);
- b3Vector3 pos = b3MakeVector3(0, 0, 0);
- b3Quaternion orn(0, 0, 0, 1);
- b3Vector3 color = b3MakeVector3(1, 0, 0);
- b3Vector3 scaling = b3MakeVector3(1, 1, 1);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- app->m_renderer->registerGraphicsInstance(cubeIndex, pos, orn, color, scaling);
- app->m_renderer->writeTransforms();
- {
- bool dark = false;
- ImGuiStyle& style = ImGui::GetStyle();
- if (dark)
- {
- ImGui::StyleColorsDark(&style);
- }
- else
- {
- ImGui::StyleColorsLight(&style);
- }
- }
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- do
- {
- static int frameCount = 0;
- frameCount++;
- if (gPngFileName)
- {
- printf("gPngFileName=%s\n", gPngFileName);
- sprintf(fileName, "%s%d.png", gPngFileName, frameCount++);
- app->dumpNextFrameToPng(fileName);
- }
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- //update the texels of the texture using a simple pattern, animated using frame index
- for (int y = 0; y < textureHeight; ++y)
- {
- const int t = (y + frameCount) >> 4;
- unsigned char* pi = image + y * textureWidth * 3;
- for (int x = 0; x < textureWidth; ++x)
- {
- const int s = x >> 4;
- const unsigned char b = 180;
- unsigned char c = b + ((s + (t & 1)) & 1) * (255 - b);
- pi[0] = pi[1] = pi[2] = pi[3] = c;
- pi += 3;
- }
- }
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- app->m_renderer->activateTexture(textureHandle);
- app->m_renderer->updateTexture(textureHandle, image);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- //float color[4] = { 255, 1, 1, 1 };
- //app->m_primRenderer->drawTexturedRect(100, 200, gWidth / 2 - 50, gHeight / 2 - 50, color, 0, 0, 1, 1, true);
- app->m_renderer->init();
- app->m_renderer->updateCamera(1);
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- app->m_renderer->renderScene();
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- //app->drawGrid();
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- char bla[1024];
- sprintf(bla, "Simple test frame %d", frameCount);
- //app->drawText(bla, 10, 10);
- #ifdef B3_USE_IMGUI
- {
- bool show_test_window = true;
- bool show_another_window = false;
- ImVec4 clear_color = ImColor(114, 144, 154);
- // Start the frame
- ImGuiIO& io = ImGui::GetIO();
- if (!g_FontTexture)
- ImGui_ImplBullet_CreateDeviceObjects();
- io.DisplaySize = ImVec2((float)gWidth, (float)gHeight);
- io.DisplayFramebufferScale = ImVec2(gWidth > 0 ? ((float)1.) : 0, gHeight > 0 ? ((float)1.) : 0);
- io.DeltaTime = (float)(1.0f / 60.0f);
- io.MousePos = ImVec2((float)gMouseX, (float)gMouseY);
- io.RenderDrawListsFn = ImGui_ImplBullet_RenderDrawLists;
- for (int i = 0; i < 3; i++)
- {
- io.MouseDown[i] = g_MousePressed[i] | g_MousePressed2[i];
- g_MousePressed[i] = false;
- }
- io.MouseWheel = g_MouseWheel;
- ImGui::NewFrame();
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- {
- {static float f = 0.0f;
- static int counter = 0;
- ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
- ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
- //ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
- ImGui::Checkbox("Another Window", &show_another_window);
- if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
- counter++;
- ImGui::SameLine();
- ImGui::Text("counter = %d", counter);
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- }
- //ImGui::ShowTestWindow();
- //ImGui::ShowMetricsWindow();
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- #if 0
- static float f = 0.0f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_color);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- #endif
- ImGui::Render();
- }
- #endif //B3_USE_IMGUI
- {
- GLint err = glGetError();
- assert(err == GL_NO_ERROR);
- }
- app->swapBuffer();
- }
- while (!app->m_window->requestedExit())
- ;
- ImGui::DestroyContext();
- delete app;
- delete[] image;
- }
- return 0;
- }
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