#ifndef NO_OPENGL3 #include "GLPrimitiveRenderer.h" #include "GLPrimInternalData.h" #include "Bullet3Common/b3Scalar.h" #include "LoadShader.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}; #define MAX_VERTICES2 8192 struct PrimInternalData2 { PrimInternalData2() : m_numVerticesText(0), m_numVerticesRect(0) { } int m_numVerticesText; int m_numVerticesRect; PrimVertex m_verticesText[MAX_VERTICES2]; PrimVertex m_verticesRect[MAX_VERTICES2]; }; GLPrimitiveRenderer::GLPrimitiveRenderer(int screenWidth, int screenHeight) : m_screenWidth(screenWidth), m_screenHeight(screenHeight) { m_data = new PrimInternalData; m_data2 = new PrimInternalData2; m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D, fragmentShader3D); m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg, "viewMatrix"); if (m_data->m_viewmatUniform < 0) { b3Assert(0); } m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg, "projMatrix"); if (m_data->m_projMatUniform < 0) { b3Assert(0); } m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p"); if (m_data->m_positionUniform < 0) { b3Assert(0); } m_data->m_colourAttribute = glGetAttribLocation(m_data->m_shaderProg, "colour"); if (m_data->m_colourAttribute < 0) { b3Assert(0); } m_data->m_positionAttribute = glGetAttribLocation(m_data->m_shaderProg, "position"); if (m_data->m_positionAttribute < 0) { b3Assert(0); } m_data->m_textureAttribute = glGetAttribLocation(m_data->m_shaderProg, "texuv"); if (m_data->m_textureAttribute < 0) { b3Assert(0); } loadBufferData(); } void GLPrimitiveRenderer::loadBufferData() { PrimVertex vertexData[4] = { PrimVertex(PrimVec4(-1, -1, 0.0, 1.0), PrimVec4(1.0, 0.0, 0.0, 1.0), PrimVec2(0, 0)), PrimVertex(PrimVec4(-1, 1, 0.0, 1.0), PrimVec4(0.0, 1.0, 0.0, 1.0), PrimVec2(0, 1)), PrimVertex(PrimVec4(1, 1, 0.0, 1.0), PrimVec4(0.0, 0.0, 1.0, 1.0), PrimVec2(1, 1)), PrimVertex(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); glGenVertexArrays(1, &m_data->m_vertexArrayObject2); glBindVertexArray(m_data->m_vertexArrayObject2); glGenBuffers(1, &m_data->m_vertexBuffer2); glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer2); glBufferData(GL_ARRAY_BUFFER, MAX_VERTICES2 * sizeof(PrimVertex), 0, GL_DYNAMIC_DRAW); b3Assert(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); unsigned int indexData[MAX_VERTICES2 * 2]; int count = 0; for (int i = 0; i < MAX_VERTICES2; i += 4) { indexData[count++] = i; indexData[count++] = i + 1; indexData[count++] = i + 2; indexData[count++] = i; indexData[count++] = i + 2; indexData[count++] = i + 3; } glGenBuffers(1, &m_data->m_indexBuffer2); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer2); glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(int), indexData, GL_STATIC_DRAW); glEnableVertexAttribArray(m_data->m_positionAttribute); glEnableVertexAttribArray(m_data->m_colourAttribute); b3Assert(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))); b3Assert(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); b3Assert(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; delete m_data2; } void GLPrimitiveRenderer::drawLine() { } void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float color[4]) { b3Assert(glGetError() == GL_NO_ERROR); glActiveTexture(GL_TEXTURE0); b3Assert(glGetError() == GL_NO_ERROR); glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle); b3Assert(glGetError() == GL_NO_ERROR); drawTexturedRect(x0, y0, x1, y1, color, 0, 0, 1, 1); b3Assert(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"); b3Assert(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); b3Assert(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); b3Assert(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); b3Assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_positionAttribute); b3Assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_colourAttribute); b3Assert(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))); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer); //glDrawArrays(GL_TRIANGLE_FAN, 0, 4); int indexCount = 6; b3Assert(glGetError() == GL_NO_ERROR); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0); b3Assert(glGetError() == GL_NO_ERROR); glBindVertexArray(0); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ARRAY_BUFFER, 0); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); b3Assert(glGetError() == GL_NO_ERROR); //glDisableVertexAttribArray(m_data->m_textureAttribute); b3Assert(glGetError() == GL_NO_ERROR); glUseProgram(0); b3Assert(glGetError() == GL_NO_ERROR); } void GLPrimitiveRenderer::drawTexturedRect3D2Text(bool useRGBA) { drawTexturedRect3D2(&m_data2->m_verticesText[0], m_data2->m_numVerticesText, useRGBA); m_data2->m_numVerticesText = 0; } void GLPrimitiveRenderer::drawTexturedRect3D2(PrimVertex *vertices, int numVertices, bool useRGBA) { //B3_PROFILE("drawTexturedRect3D2"); if (numVertices == 0) { return; } //B3_PROFILE("GLPrimitiveRenderer::drawTexturedRect3D"); b3Assert(glGetError() == GL_NO_ERROR); float identity[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}; glUseProgram(m_data->m_shaderProg); glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, identity); glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, identity); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer2); glBindVertexArray(m_data->m_vertexArrayObject2); 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, numVertices * sizeof(PrimVertex), vertices); b3Assert(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); b3Assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_positionAttribute); b3Assert(glGetError() == GL_NO_ERROR); glEnableVertexAttribArray(m_data->m_colourAttribute); b3Assert(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))); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer2); //glDrawArrays(GL_TRIANGLE_FAN, 0, 4); int indexCount = (numVertices / 4) * 6; b3Assert(glGetError() == GL_NO_ERROR); glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0); b3Assert(glGetError() == GL_NO_ERROR); glBindVertexArray(0); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ARRAY_BUFFER, 0); b3Assert(glGetError() == GL_NO_ERROR); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); b3Assert(glGetError() == GL_NO_ERROR); //glDisableVertexAttribArray(m_data->m_textureAttribute); b3Assert(glGetError() == GL_NO_ERROR); glUseProgram(0); b3Assert(glGetError() == GL_NO_ERROR); } void GLPrimitiveRenderer::drawTexturedRect2a(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA) { PrimVertex vertexData[4] = { PrimVertex(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)), PrimVertex(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)), PrimVertex(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)), PrimVertex(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))}; // int sz = m_data2->m_numVerticesText; m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[0]; m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[1]; m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[2]; m_data2->m_verticesRect[m_data2->m_numVerticesRect++] = vertexData[3]; if (m_data2->m_numVerticesRect >= MAX_VERTICES2) { flushBatchedRects(); } } void GLPrimitiveRenderer::flushBatchedRects() { if (m_data2->m_numVerticesRect == 0) return; glActiveTexture(GL_TEXTURE0); b3Assert(glGetError() == GL_NO_ERROR); glBindTexture(GL_TEXTURE_2D, m_data->m_texturehandle); drawTexturedRect3D2(m_data2->m_verticesRect, m_data2->m_numVerticesRect, 0); m_data2->m_numVerticesRect = 0; } void GLPrimitiveRenderer::drawTexturedRect2(float x0, float y0, float x1, float y1, float color[4], float u0, float v0, float u1, float v1, int useRGBA) { PrimVertex vertexData[4] = { PrimVertex(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)), PrimVertex(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)), PrimVertex(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)), PrimVertex(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))}; // int sz = m_data2->m_numVerticesText; m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[0]; m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[1]; m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[2]; m_data2->m_verticesText[m_data2->m_numVerticesText++] = vertexData[3]; if (m_data2->m_numVerticesText >= MAX_VERTICES2) { drawTexturedRect3D2(m_data2->m_verticesText, m_data2->m_numVerticesText, useRGBA); m_data2->m_numVerticesText = 0; } } 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] = { PrimVertex(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)), PrimVertex(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)), PrimVertex(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)), PrimVertex(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