#include "SimpleOpenGL3App.h" #include "ShapeData.h" #ifdef __APPLE__ #include "OpenGLWindow/MacOpenGLWindow.h" #else #include "GL/glew.h" #ifdef _WIN32 #include "OpenGLWindow/Win32OpenGLWindow.h" #else //let's cross the fingers it is Linux/X11 #include "OpenGLWindow/X11OpenGLWindow.h" #endif //_WIN32 #endif//__APPLE__ #include "OpenGLWindow/GLPrimitiveRenderer.h" #include "OpenGLWindow/GLInstancingRenderer.h" #include "Bullet3Common/b3Vector3.h" #include "Bullet3Common/b3Logging.h" #include "../btgui/OpenGLTrueTypeFont/fontstash.h" #include "../btgui/OpenGLWindow/TwFonts.h" #include "OpenGLTrueTypeFont/opengl_fontstashcallbacks.h" #include struct SimpleInternalData { GLuint m_fontTextureId; struct sth_stash* m_fontStash; OpenGL2RenderCallbacks* m_renderCallbacks; int m_droidRegular; }; static SimpleOpenGL3App* gApp=0; void SimpleResizeCallback( float width, float height) { gApp->m_instancingRenderer->resize(width,height); gApp->m_primRenderer->setScreenSize(width,height); } static GLuint BindFont(const CTexFont *_Font) { GLuint TexID = 0; glGenTextures(1, &TexID); glBindTexture(GL_TEXTURE_2D, TexID); glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_FALSE); glPixelStorei(GL_UNPACK_LSB_FIRST, GL_FALSE); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, _Font->m_TexWidth, _Font->m_TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, _Font->m_TexBytes); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); return TexID; } extern char OpenSansData[]; SimpleOpenGL3App::SimpleOpenGL3App( const char* title, int width,int height) { gApp = this; m_data = new SimpleInternalData; m_window = new b3gDefaultOpenGLWindow(); b3gWindowConstructionInfo ci; ci.m_title = title; ci.m_width = width; ci.m_height = height; m_window->createWindow(ci); m_window->setWindowTitle(title); glClearColor(1,1,1,1); m_window->startRendering(); #ifndef __APPLE__ glewInit(); #endif m_primRenderer = new GLPrimitiveRenderer(width,height); m_instancingRenderer = new GLInstancingRenderer(128*1024,4*1024*1024); m_instancingRenderer->init(); m_instancingRenderer->resize(width,height); m_instancingRenderer->InitShaders(); m_window->setMouseMoveCallback(b3DefaultMouseMoveCallback); m_window->setMouseButtonCallback(b3DefaultMouseButtonCallback); m_window->setKeyboardCallback(b3DefaultKeyboardCallback); m_window->setWheelCallback(b3DefaultWheelCallback); m_window->setResizeCallback(SimpleResizeCallback); TwGenerateDefaultFonts(); m_data->m_fontTextureId = BindFont(g_DefaultNormalFont); { GLint err; int datasize; float sx,sy,dx,dy,lh; GLuint texture; m_data->m_renderCallbacks = new OpenGL2RenderCallbacks(m_primRenderer); m_data->m_fontStash = sth_create(512,512,m_data->m_renderCallbacks);//256,256);//,1024);//512,512); err = glGetError(); assert(err==GL_NO_ERROR); if (!m_data->m_fontStash) { b3Warning("Could not create stash"); //fprintf(stderr, "Could not create stash.\n"); } int droidRegular=0; char* data2 = OpenSansData; unsigned char* data = (unsigned char*) data2; if (!(m_data->m_droidRegular = sth_add_font_from_memory(m_data->m_fontStash, data))) { b3Warning("error!\n"); } err = glGetError(); assert(err==GL_NO_ERROR); } } void SimpleOpenGL3App::drawText( const char* txt, int posX, int posY) { // //printf("str = %s\n",unicodeText); float dx=0; int measureOnly=0; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (1)//m_useTrueTypeFont) { bool measureOnly = false; float fontSize= 64;//512;//128; sth_draw_text(m_data->m_fontStash, m_data->m_droidRegular,fontSize,posX,posY, txt,&dx, this->m_instancingRenderer->getScreenWidth(),this->m_instancingRenderer->getScreenHeight(),measureOnly,m_window->getRetinaScale()); sth_end_draw(m_data->m_fontStash); sth_flush_draw(m_data->m_fontStash); } else { //float width = 0.f; int pos=0; float color[]={0.2f,0.2,0.2f,1.f}; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,m_data->m_fontTextureId); //float width = r.x; float extraSpacing = 0.; int startX = posX; int startY = posY; while (txt[pos]) { int c = txt[pos]; //r.h = g_DefaultNormalFont->m_CharHeight; //r.w = g_DefaultNormalFont->m_CharWidth[c]+extraSpacing; int endX = startX+g_DefaultNormalFont->m_CharWidth[c]; int endY = startY+g_DefaultNormalFont->m_CharHeight; //Gwen::Rect rect = r; //Translate( rect ); float currentColor[]={0.2f,0.2,0.2f,1.f}; m_primRenderer->drawTexturedRect(startX, startY, endX, endY, currentColor,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]); //DrawTexturedRect(0,r,g_DefaultNormalFont->m_CharU0[c],g_DefaultNormalFont->m_CharV0[c],g_DefaultNormalFont->m_CharU1[c],g_DefaultNormalFont->m_CharV1[c]); // DrawFilledRect(r); startX = endX; //startY = endY; pos++; } glBindTexture(GL_TEXTURE_2D,0); } glDisable(GL_BLEND); } int SimpleOpenGL3App::registerCubeShape() { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); int shapeId = m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); return shapeId; } void SimpleOpenGL3App::drawGrid(int gridSize, float yOffset) { b3Vector3 gridColor = b3MakeVector3(0.5,0.5,0.5); for(int i=-gridSize;i<=gridSize;i++) { GLint err = glGetError(); b3Assert(err==GL_NO_ERROR); m_instancingRenderer->drawLine(b3MakeVector3(float(i),yOffset,float(-gridSize)),b3MakeVector3(float(i),yOffset,float(gridSize)),gridColor); err = glGetError(); b3Assert(err==GL_NO_ERROR); m_instancingRenderer->drawLine(b3MakeVector3(float(-gridSize),yOffset,float(i)),b3MakeVector3(float(gridSize),yOffset,float(i)),gridColor); } m_instancingRenderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),3); 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); 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); } SimpleOpenGL3App::~SimpleOpenGL3App() { delete m_primRenderer ; m_window->closeWindow(); delete m_window; delete m_data ; } void SimpleOpenGL3App::swapBuffer() { m_window->endRendering(); m_window->startRendering(); }