add function to CommonRenderInterface to update/activate a texture

add example how to render a texture 2d quad in SimpleOpenGL3
This commit is contained in:
Erwin Coumans
2016-04-20 12:55:21 -07:00
parent da948a0729
commit 4e61f0cab9
5 changed files with 93 additions and 26 deletions

View File

@@ -1,10 +1,8 @@
#include "OpenGLWindow/SimpleOpenGL3App.h"
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3CommandLineArgs.h"
#include "assert.h"
#include <stdio.h>
#include "OpenGLWindow/OpenGLInclude.h"
char* gVideoFileName = 0;
char* gPngFileName = 0;
@@ -16,6 +14,8 @@ static b3MouseButtonCallback sOldMouseButtonCB = 0;
static b3KeyboardCallback sOldKeyboardCB = 0;
//static b3RenderCallback sOldRenderCB = 0;
float gWidth = 0 ;
float gHeight = 0;
void MyWheelCallback(float deltax, float deltay)
{
@@ -24,6 +24,9 @@ void MyWheelCallback(float deltax, float deltay)
}
void MyResizeCallback( float width, float height)
{
gWidth = width;
gHeight = height;
if (sOldResizeCB)
sOldResizeCB(width,height);
}
@@ -59,6 +62,7 @@ int main(int argc, char* argv[])
SimpleOpenGL3App* app = new SimpleOpenGL3App("SimpleOpenGL3App",1024,768,true);
app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13);
app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0);
app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0,0,0);
@@ -74,16 +78,22 @@ int main(int argc, char* argv[])
app->m_window->setResizeCallback(MyResizeCallback);
assert(glGetError()==GL_NO_ERROR);
myArgs.GetCmdLineArgument("mp4_file",gVideoFileName);
if (gVideoFileName)
app->dumpFramesToVideo(gVideoFileName);
myArgs.GetCmdLineArgument("png_file",gPngFileName);
char fileName[1024];
int textureIndex = -1;
int textureWidth = 128;
int textureHeight = 128;
unsigned char* image=new unsigned char[textureWidth*textureHeight*4];
int textureHandle = app->m_renderer->registerTexture(image,textureWidth,textureHeight);
do
{
static int frameCount = 0;
@@ -96,7 +106,29 @@ int main(int argc, char* argv[])
app->dumpNextFrameToPng(fileName);
}
assert(glGetError()==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;
}
}
app->m_renderer->activateTexture(textureHandle);
app->m_renderer->updateTexture(textureHandle,image);
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_instancingRenderer->init();
app->m_instancingRenderer->updateCamera();