GLPrimitiveRenderer.cpp 9.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324
  1. #ifndef NO_OPENGL3
  2. #include "GLPrimitiveRenderer.h"
  3. #include "GLPrimInternalData.h"
  4. #include "LoadShader.h"
  5. #include <assert.h>
  6. static const char* vertexShader3D= \
  7. "#version 150 \n"
  8. "\n"
  9. "uniform mat4 viewMatrix, projMatrix;\n"
  10. "in vec4 position;\n"
  11. "in vec4 colour;\n"
  12. "out vec4 colourV;\n"
  13. "\n"
  14. "in vec2 texuv;\n"
  15. "out vec2 texuvV;\n"
  16. "\n"
  17. "\n"
  18. "void main (void)\n"
  19. "{\n"
  20. " colourV = colour;\n"
  21. " gl_Position = projMatrix * viewMatrix * position ;\n"
  22. " texuvV=texuv;\n"
  23. "}\n";
  24. static const char* fragmentShader3D= \
  25. "#version 150\n"
  26. "\n"
  27. "uniform vec2 p;\n"
  28. "in vec4 colourV;\n"
  29. "out vec4 fragColour;\n"
  30. "in vec2 texuvV;\n"
  31. "\n"
  32. "uniform sampler2D Diffuse;\n"
  33. "\n"
  34. "void main(void)\n"
  35. "{\n"
  36. " vec4 texcolor = texture(Diffuse,texuvV);\n"
  37. " if (p.x==0.f)\n"
  38. " {\n"
  39. " texcolor = vec4(1,1,1,texcolor.x);\n"
  40. " }\n"
  41. " fragColour = colourV*texcolor;\n"
  42. "}\n";
  43. static unsigned int s_indexData[6] = {0,1,2,0,2,3};
  44. GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight)
  45. :m_screenWidth(screenWidth),
  46. m_screenHeight(screenHeight)
  47. {
  48. m_data = new PrimInternalData;
  49. m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D,fragmentShader3D);
  50. m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg,"viewMatrix");
  51. if (m_data->m_viewmatUniform < 0) {
  52. assert(0);
  53. }
  54. m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg,"projMatrix");
  55. if (m_data->m_projMatUniform < 0) {
  56. assert(0);
  57. }
  58. m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p");
  59. if (m_data->m_positionUniform < 0) {
  60. assert(0);
  61. }
  62. m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour");
  63. if (m_data->m_colourAttribute < 0) {
  64. assert(0);
  65. }
  66. m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position");
  67. if (m_data->m_positionAttribute < 0) {
  68. assert(0);
  69. }
  70. m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg,"texuv");
  71. if (m_data->m_textureAttribute < 0) {
  72. assert(0);
  73. }
  74. loadBufferData();
  75. }
  76. void GLPrimitiveRenderer::loadBufferData()
  77. {
  78. PrimVertex vertexData[4] = {
  79. { PrimVec4(-1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 0.0, 0.0, 1.0 ) ,PrimVec2(0,0)},
  80. { PrimVec4(-1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 1.0, 0.0, 1.0 ) ,PrimVec2(0,1)},
  81. { PrimVec4( 1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 0.0, 1.0, 1.0 ) ,PrimVec2(1,1)},
  82. { PrimVec4( 1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 1.0, 1.0, 1.0 ) ,PrimVec2(1,0)}
  83. };
  84. glGenVertexArrays(1, &m_data->m_vertexArrayObject);
  85. glBindVertexArray(m_data->m_vertexArrayObject);
  86. glGenBuffers(1, &m_data->m_vertexBuffer);
  87. glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
  88. glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PrimVertex), vertexData, GL_DYNAMIC_DRAW);
  89. assert(glGetError()==GL_NO_ERROR);
  90. glGenBuffers(1, &m_data->m_indexBuffer);
  91. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
  92. glBufferData(GL_ELEMENT_ARRAY_BUFFER,6*sizeof(int), s_indexData,GL_STATIC_DRAW);
  93. glEnableVertexAttribArray(m_data->m_positionAttribute);
  94. glEnableVertexAttribArray(m_data->m_colourAttribute);
  95. assert(glGetError()==GL_NO_ERROR);
  96. glEnableVertexAttribArray(m_data->m_textureAttribute);
  97. glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
  98. glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
  99. glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4)));
  100. assert(glGetError()==GL_NO_ERROR);
  101. glActiveTexture(GL_TEXTURE0);
  102. GLubyte* image=new GLubyte[256*256*3];
  103. for(int y=0;y<256;++y)
  104. {
  105. // const int t=y>>5;
  106. GLubyte* pi=image+y*256*3;
  107. for(int x=0;x<256;++x)
  108. {
  109. if (x<y)//x<2||y<2||x>253||y>253)
  110. {
  111. pi[0]=255;
  112. pi[1]=0;
  113. pi[2]=0;
  114. } else
  115. {
  116. pi[0]=255;
  117. pi[1]=255;
  118. pi[2]=255;
  119. }
  120. pi+=3;
  121. }
  122. }
  123. glGenTextures(1,(GLuint*)&m_data->m_texturehandle);
  124. glBindTexture(GL_TEXTURE_2D,m_data->m_texturehandle);
  125. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256,256,0,GL_RGB,GL_UNSIGNED_BYTE,image);
  126. glGenerateMipmap(GL_TEXTURE_2D);
  127. assert(glGetError()==GL_NO_ERROR);
  128. delete[] image;
  129. }
  130. GLPrimitiveRenderer::~GLPrimitiveRenderer()
  131. {
  132. glBindTexture(GL_TEXTURE_2D,0);
  133. glUseProgram(0);
  134. glBindTexture(GL_TEXTURE_2D,0);
  135. glDeleteProgram(m_data->m_shaderProg);
  136. delete m_data;
  137. }
  138. void GLPrimitiveRenderer::drawLine()
  139. {
  140. }
  141. void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float color[4])
  142. {
  143. assert(glGetError()==GL_NO_ERROR);
  144. glActiveTexture(GL_TEXTURE0);
  145. assert(glGetError()==GL_NO_ERROR);
  146. glBindTexture(GL_TEXTURE_2D,m_data->m_texturehandle);
  147. assert(glGetError()==GL_NO_ERROR);
  148. drawTexturedRect(x0,y0,x1,y1,color,0,0,1,1);
  149. assert(glGetError()==GL_NO_ERROR);
  150. }
  151. void GLPrimitiveRenderer::drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA)
  152. {
  153. assert(glGetError()==GL_NO_ERROR);
  154. glUseProgram(m_data->m_shaderProg);
  155. glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, viewMat);
  156. glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, projMat);
  157. assert(glGetError()==GL_NO_ERROR);
  158. glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
  159. glBindVertexArray(m_data->m_vertexArrayObject);
  160. bool useFiltering = false;
  161. if (useFiltering)
  162. {
  163. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  164. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  165. } else
  166. {
  167. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  168. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  169. }
  170. PrimVertex vertexData[4] = {
  171. v0,v1,v2,v3
  172. };
  173. glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(PrimVertex), vertexData);
  174. assert(glGetError()==GL_NO_ERROR);
  175. PrimVec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
  176. if (useRGBA)
  177. {
  178. p.p[0] = 1.f;
  179. p.p[1] = 1.f;
  180. }
  181. glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
  182. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  183. assert(glGetError()==GL_NO_ERROR);
  184. glEnableVertexAttribArray(m_data->m_positionAttribute);
  185. assert(glGetError()==GL_NO_ERROR);
  186. glEnableVertexAttribArray(m_data->m_colourAttribute);
  187. assert(glGetError()==GL_NO_ERROR);
  188. glEnableVertexAttribArray(m_data->m_textureAttribute);
  189. glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
  190. glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
  191. glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4)));
  192. assert(glGetError()==GL_NO_ERROR);
  193. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
  194. //glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  195. int indexCount = 6;
  196. assert(glGetError()==GL_NO_ERROR);
  197. glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
  198. assert(glGetError()==GL_NO_ERROR);
  199. glBindVertexArray(0);
  200. assert(glGetError()==GL_NO_ERROR);
  201. glBindBuffer(GL_ARRAY_BUFFER, 0);
  202. assert(glGetError()==GL_NO_ERROR);
  203. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  204. assert(glGetError()==GL_NO_ERROR);
  205. //glDisableVertexAttribArray(m_data->m_textureAttribute);
  206. assert(glGetError()==GL_NO_ERROR);
  207. glUseProgram(0);
  208. assert(glGetError()==GL_NO_ERROR);
  209. }
  210. void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA)
  211. {
  212. float identity[16]={1,0,0,0,
  213. 0,1,0,0,
  214. 0,0,1,0,
  215. 0,0,0,1};
  216. PrimVertex vertexData[4] = {
  217. { 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)},
  218. { 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)},
  219. { 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)},
  220. { 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)}
  221. };
  222. drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],identity,identity,useRGBA);
  223. }
  224. void GLPrimitiveRenderer::setScreenSize(int width, int height)
  225. {
  226. m_screenWidth = width;
  227. m_screenHeight = height;
  228. }
  229. #endif