add basic debug drawing interface for btMultiBodyPoint2Point constraint
add basic debug drawing drawText3D in SimpleOpenGL3App remove a few warnings add drawTexturedRect3D to GLPrimitiveRenderer to support debug drawing
This commit is contained in:
@@ -5,11 +5,10 @@
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#include <assert.h>
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static const char* vertexShader= \
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static const char* vertexShader3D= \
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"#version 150 \n"
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"\n"
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"\n"
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"uniform mat4 viewMatrix, projMatrix;\n"
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"in vec4 position;\n"
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"in vec4 colour;\n"
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"out vec4 colourV;\n"
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@@ -21,11 +20,11 @@ static const char* vertexShader= \
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"void main (void)\n"
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"{\n"
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" colourV = colour;\n"
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" gl_Position = vec4(position.x, position.y,0.f,1.f);\n"
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" gl_Position = projMatrix * viewMatrix * position ;\n"
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" texuvV=texuv;\n"
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"}\n";
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static const char* fragmentShader= \
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static const char* fragmentShader3D= \
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"#version 150\n"
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"\n"
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"uniform vec2 p;\n"
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@@ -42,42 +41,12 @@ static const char* fragmentShader= \
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" {\n"
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" texcolor = vec4(1,1,1,texcolor.x);\n"
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" }\n"
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"\n"
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" fragColour = colourV*texcolor;\n"
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" fragColour = colourV*texcolor;\n"
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"}\n";
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static unsigned int s_indexData[6] = {0,1,2,0,2,3};
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struct vec2
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{
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vec2(float x, float y)
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{
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p[0] = x;
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p[1] = y;
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}
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float p[2];
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};
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struct vec4
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{
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vec4(float x,float y, float z, float w)
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{
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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float p[4];
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};
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typedef struct
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{
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vec4 position;
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vec4 colour;
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vec2 uv;
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} Vertex;
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@@ -90,9 +59,16 @@ m_screenHeight(screenHeight)
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m_data = new PrimInternalData;
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m_data->m_shaderProg = gltLoadShaderPair(vertexShader,fragmentShader);
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m_data->m_shaderProg = gltLoadShaderPair(vertexShader3D,fragmentShader3D);
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m_data->m_viewmatUniform = glGetUniformLocation(m_data->m_shaderProg,"viewMatrix");
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if (m_data->m_viewmatUniform < 0) {
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assert(0);
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}
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m_data->m_projMatUniform = glGetUniformLocation(m_data->m_shaderProg,"projMatrix");
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if (m_data->m_projMatUniform < 0) {
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assert(0);
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}
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m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p");
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if (m_data->m_positionUniform < 0) {
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assert(0);
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@@ -117,11 +93,11 @@ m_screenHeight(screenHeight)
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void GLPrimitiveRenderer::loadBufferData()
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{
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Vertex vertexData[4] = {
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{ vec4(-1, -1, 0.0, 1.0 ), vec4( 1.0, 0.0, 0.0, 1.0 ) ,vec2(0,0)},
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{ vec4(-1, 1, 0.0, 1.0 ), vec4( 0.0, 1.0, 0.0, 1.0 ) ,vec2(0,1)},
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{ vec4( 1, 1, 0.0, 1.0 ), vec4( 0.0, 0.0, 1.0, 1.0 ) ,vec2(1,1)},
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{ vec4( 1, -1, 0.0, 1.0 ), vec4( 1.0, 1.0, 1.0, 1.0 ) ,vec2(1,0)}
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PrimVertex vertexData[4] = {
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{ PrimVec4(-1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 0.0, 0.0, 1.0 ) ,PrimVec2(0,0)},
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{ PrimVec4(-1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 1.0, 0.0, 1.0 ) ,PrimVec2(0,1)},
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{ PrimVec4( 1, 1, 0.0, 1.0 ), PrimVec4( 0.0, 0.0, 1.0, 1.0 ) ,PrimVec2(1,1)},
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{ PrimVec4( 1, -1, 0.0, 1.0 ), PrimVec4( 1.0, 1.0, 1.0, 1.0 ) ,PrimVec2(1,0)}
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};
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@@ -130,7 +106,7 @@ void GLPrimitiveRenderer::loadBufferData()
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glGenBuffers(1, &m_data->m_vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(Vertex), vertexData, GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PrimVertex), vertexData, GL_DYNAMIC_DRAW);
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assert(glGetError()==GL_NO_ERROR);
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@@ -146,9 +122,9 @@ void GLPrimitiveRenderer::loadBufferData()
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glEnableVertexAttribArray(m_data->m_textureAttribute);
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)sizeof(vec4));
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glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)(sizeof(vec4)+sizeof(vec4)));
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
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glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4)));
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assert(glGetError()==GL_NO_ERROR);
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@@ -225,13 +201,18 @@ void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float
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}
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void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA)
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void GLPrimitiveRenderer::drawTexturedRect3D(const PrimVertex& v0,const PrimVertex& v1,const PrimVertex& v2,const PrimVertex& v3,float viewMat[16],float projMat[16], bool useRGBA)
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{
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assert(glGetError()==GL_NO_ERROR);
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glUseProgram(m_data->m_shaderProg);
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glUniformMatrix4fv(m_data->m_viewmatUniform, 1, false, viewMat);
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glUniformMatrix4fv(m_data->m_projMatUniform, 1, false, projMat);
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assert(glGetError()==GL_NO_ERROR);
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glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vertexBuffer);
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@@ -248,14 +229,11 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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Vertex vertexData[4] = {
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{ vec4(-1.f+2.f*x0/float(m_screenWidth), 1.f-2.f*y0/float(m_screenHeight), 0.f, 0.f ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u0,v0)},
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{ vec4(-1.f+2.f*x0/float(m_screenWidth), 1.f-2.f*y1/float(m_screenHeight), 0.f, 1.f ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u0,v1)},
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{ vec4( -1.f+2.f*x1/float(m_screenWidth), 1.f-2.f*y1/float(m_screenHeight), 1.f, 1.f ), vec4(color[0], color[1], color[2], color[3]) ,vec2(u1,v1)},
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{ vec4( -1.f+2.f*x1/float(m_screenWidth), 1.f-2.f*y0/float(m_screenHeight), 1.f, 0.f ), vec4( color[0], color[1], color[2], color[3] ) ,vec2(u1,v0)}
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};
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PrimVertex vertexData[4] = {
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v0,v1,v2,v3
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};
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glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(Vertex), vertexData);
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glBufferSubData(GL_ARRAY_BUFFER, 0,4 * sizeof(PrimVertex), vertexData);
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@@ -264,7 +242,7 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
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assert(glGetError()==GL_NO_ERROR);
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vec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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PrimVec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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if (useRGBA)
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{
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p.p[0] = 1.f;
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@@ -285,9 +263,9 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
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glEnableVertexAttribArray(m_data->m_textureAttribute);
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)sizeof(vec4));
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glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)(sizeof(vec4)+sizeof(vec4)));
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glVertexAttribPointer(m_data->m_positionAttribute, 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)0);
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glVertexAttribPointer(m_data->m_colourAttribute , 4, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)sizeof(PrimVec4));
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glVertexAttribPointer(m_data->m_textureAttribute , 2, GL_FLOAT, GL_FALSE, sizeof(PrimVertex), (const GLvoid *)(sizeof(PrimVec4)+sizeof(PrimVec4)));
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assert(glGetError()==GL_NO_ERROR);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_data->m_indexBuffer);
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@@ -319,6 +297,23 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
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}
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void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA)
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{
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float identity[16]={1,0,0,0,
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0,1,0,0,
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0,0,1,0,
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0,0,0,1};
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PrimVertex vertexData[4] = {
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{ 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)},
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{ 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)},
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{ 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)},
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{ 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)}
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};
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drawTexturedRect3D(vertexData[0],vertexData[1],vertexData[2],vertexData[3],identity,identity,useRGBA);
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}
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void GLPrimitiveRenderer::setScreenSize(int width, int height)
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{
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m_screenWidth = width;
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