minor fix in GL3+ rendering

This commit is contained in:
Erwin Coumans
2014-04-12 19:53:44 -07:00
parent 5dafea7c06
commit a3369e2d14
3 changed files with 96 additions and 42 deletions

View File

@@ -29,7 +29,11 @@ void drawCloth(class GLInstancingRenderer* renderer)
err = glGetError();
assert(err==GL_NO_ERROR);
float pointColor[4]={1,0.4,0.4,1};
renderer->drawPoints(&cloth->X[0].x,pointColor,total_points,sizeof(float3),6);
glDisable(GL_DEPTH_TEST);
renderer->drawPoints(&cloth->X[0].x,pointColor,total_points,sizeof(float3),3);
glEnable(GL_DEPTH_TEST);
err = glGetError();
assert(err==GL_NO_ERROR);

View File

@@ -21,6 +21,9 @@ float shadowMapHeight=8192;
float shadowMapWorldSize=100;
float WHEEL_MULTIPLIER=0.01f;
float MOUSE_MOVE_MULTIPLIER = 0.4f;
#define MAX_POINTS_IN_BATCH 1024
#define MAX_LINES_IN_BATCH 1024
#include "OpenGLInclude.h"
#include "b3gWindowInterface.h"
@@ -324,6 +327,9 @@ GLuint lineVertexBufferObject=0;
GLuint lineVertexArrayObject=0;
GLuint lineIndexVbo = 0;
GLuint linesVertexBufferObject=0;
GLuint linesVertexArrayObject=0;
GLuint linesIndexVbo = 0;
static GLint useShadow_ModelViewMatrix=0;
@@ -735,21 +741,35 @@ void GLInstancingRenderer::InitShaders()
lines_position=glGetAttribLocation(linesShader, "position");
glLinkProgram(linesShader);
glUseProgram(linesShader);
glGenVertexArrays(1, &lineVertexArrayObject);
glBindVertexArray(lineVertexArrayObject);
glGenBuffers(1, &lineVertexBufferObject);
glGenBuffers(1, &lineIndexVbo);
{
glGenVertexArrays(1, &linesVertexArrayObject);
glBindVertexArray(linesVertexArrayObject);
glGenBuffers(1, &linesVertexBufferObject);
glGenBuffers(1, &linesIndexVbo);
int sz = 8*sizeof(float);
glBindVertexArray(lineVertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sz, 0, GL_DYNAMIC_DRAW);
int sz = MAX_LINES_IN_BATCH*sizeof(b3Vector3);
glBindVertexArray(linesVertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, linesVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sz, 0, GL_DYNAMIC_DRAW);
glBindVertexArray(0);
glBindVertexArray(0);
}
{
glGenVertexArrays(1, &lineVertexArrayObject);
glBindVertexArray(lineVertexArrayObject);
glGenBuffers(1, &lineVertexBufferObject);
glGenBuffers(1, &lineIndexVbo);
int sz = MAX_POINTS_IN_BATCH*sizeof(b3Vector3);
glBindVertexArray(lineVertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sz, 0, GL_DYNAMIC_DRAW);
glBindVertexArray(0);
}
//glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, range);
glGetIntegerv(GL_SMOOTH_LINE_WIDTH_RANGE, lineWidthRange);
@@ -1333,13 +1353,30 @@ void GLInstancingRenderer::drawPoints(const float* positions, const float color[
glBindVertexArray(lineVertexArrayObject);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, numPoints*pointStrideInBytes, positions, GL_STATIC_DRAW);
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glEnableVertexAttribArray(0);
int numFloats = pointStrideInBytes/sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POINTS, 0, numPoints);
int maxPointsInBatch = MAX_POINTS_IN_BATCH;
int remainingPoints = numPoints;
int offsetNumPoints= 0;
while (1)
{
int curPointsInBatch = b3Min(maxPointsInBatch, remainingPoints);
if (curPointsInBatch)
{
glBufferSubData(GL_ARRAY_BUFFER, 0, curPointsInBatch*pointStrideInBytes, positions + offsetNumPoints*(pointStrideInBytes / sizeof(float)));
glEnableVertexAttribArray(0);
int numFloats = 3;// pointStrideInBytes / sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, pointStrideInBytes, 0);
glDrawArrays(GL_POINTS, 0, curPointsInBatch);
remainingPoints -= curPointsInBatch;
offsetNumPoints += curPointsInBatch;
}
else
{
break;
}
}
glBindVertexArray(0);
glPointSize(1);
}
@@ -1365,36 +1402,43 @@ void GLInstancingRenderer::drawLines(const float* positions, const float color[4
glUniform4f(lines_colour,color[0],color[1],color[2],color[3]);
// glPointSize(pointDrawSize);
glBindVertexArray(lineVertexArrayObject);
glBindVertexArray(linesVertexArrayObject);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, numPoints*pointStrideInBytes, positions, GL_STATIC_DRAW);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, linesVertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glEnableVertexAttribArray(0);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
{
int numFloats = pointStrideInBytes/sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, 0, 0);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBufferData(GL_ARRAY_BUFFER, numPoints*pointStrideInBytes, 0,GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, numPoints*pointStrideInBytes, positions);
err = glGetError();
b3Assert(err == GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, linesVertexBufferObject);
glEnableVertexAttribArray(0);
err = glGetError();
b3Assert(err == GL_NO_ERROR);
int numFloats = pointStrideInBytes / sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, 0, 0);
err = glGetError();
b3Assert(err == GL_NO_ERROR);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, linesIndexVbo);
int indexBufferSizeInBytes = numIndices*sizeof(int);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBufferSizeInBytes, NULL, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexBufferSizeInBytes, indices);
glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_INT, 0);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lineIndexVbo);
int indexBufferSizeInBytes = numIndices*sizeof(int);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBufferSizeInBytes, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,indexBufferSizeInBytes,indices);
glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_INT,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// for (int i=0;i<numIndices;i++)

View File

@@ -280,6 +280,12 @@ void SimpleOpenGL3App::drawGrid(int gridSize, float yOffset)
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),3);
m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),3);
// void GLInstancingRenderer::drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize)
//we don't use drawPoints because all points would have the same color
// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
m_instancingRenderer->drawPoint(b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),6);
m_instancingRenderer->drawPoint(b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),6);
m_instancingRenderer->drawPoint(b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),6);