Clean opengl rendering.
This commit is contained in:
parent
4849d83fcf
commit
798cb365d7
19 changed files with 483 additions and 274 deletions
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@ -33,7 +33,7 @@ public:
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std::vector<double> getAsVectorDouble() const
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{
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return {mR/255.0, mG/255.0, mB/255.0, mAlpha/255.0};
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return {mR/255.0, mG/255.0, mB/255.0, mAlpha};
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}
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uint32_t getAsUInt32() const
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@ -1,21 +1,24 @@
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#include "Point.h"
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Point::Point(double x, double y)
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Point::Point(double x, double y, double z)
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: mX(x),
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mY(y)
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mY(y),
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mZ(z)
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{
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}
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Point::Point(const DiscretePoint& point)
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: mX(point.GetX()),
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mY(point.GetY())
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mY(point.GetY()),
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mZ(0)
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{
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}
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Point::Point(const Point& reference, double offSetX, double offSetY)
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Point::Point(const Point& reference, double offSetX, double offSetY, double offSetZ)
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: mX(reference.getX() + offSetX),
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mY(reference.getY() + offSetY)
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mY(reference.getY() + offSetY),
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mZ(reference.getZ() + offSetZ)
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{
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}
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@ -24,9 +27,9 @@ Point::~Point()
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{
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};
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std::shared_ptr<Point> Point::Create(double x, double y)
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std::shared_ptr<Point> Point::Create(double x, double y, double z)
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{
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return std::make_shared<Point>(x, y);
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return std::make_shared<Point>(x, y, z);
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}
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double Point::getX() const
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@ -39,14 +42,19 @@ double Point::getY() const
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return mY;
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}
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double Point::getZ() const
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{
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return mZ;
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}
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double Point::getDistance(const Point& point) const
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{
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return std::sqrt(mX*point.getX() + mY*point.getY());
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return std::sqrt(mX*point.getX() + mY*point.getY() + mZ*point.getZ());
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}
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double Point::getDistance(Point* point) const
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{
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return std::sqrt(mX*point->getX() + mY*point->getY());
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return std::sqrt(mX*point->getX() + mY*point->getY() + mZ*point->getZ());
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}
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double Point::getDeltaX(const Point& point) const
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@ -9,20 +9,22 @@ class Point
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{
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public:
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Point(double x, double y);
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Point(double x, double y, double z = 0);
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Point(const DiscretePoint& point);
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Point(const Point& reference, double offSetX, double offSetY);
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Point(const Point& reference, double offSetX, double offSetY, double offSetZ = 0);
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~Point();
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static std::shared_ptr<Point> Create(double x, double y);
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static std::shared_ptr<Point> Create(double x, double y, double z = 0);
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double getX() const;
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double getY() const;
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double getZ() const;
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double getDistance(const Point& point) const;
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double getDistance(Point* point) const;
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@ -7,12 +7,14 @@ list(APPEND graphics_LIB_INCLUDES
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DrawingContext.cpp
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DrawingSurface.cpp
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RasterPainter.cpp
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PainterFactory.cpp
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${platform_LIB_INCLUDES}
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)
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list(APPEND graphics_HEADERS
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${platform_HEADERS}
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RasterPainter.h
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PainterFactory.h
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)
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set(OpenGL_GL_PREFERENCE "GLVND")
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@ -21,10 +23,15 @@ if (OpenGL_FOUND)
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list(APPEND platform_LIBS OpenGL::GL OpenGL::GLU)
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list(APPEND graphics_LIB_INCLUDES
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opengl/OpenGlPainter.cpp
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opengl/OpenGlTextPainter.cpp
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opengl/OpenGlMeshPainter.cpp
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opengl/OpenGlFontTexture.cpp
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opengl/OpenGlShaderProgram.cpp)
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opengl/OpenGlShaderProgram.cpp
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)
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list(APPEND graphics_HEADERS
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opengl/OpenGlPainter.h
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opengl/OpenGlTextPainter.h
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opengl/OpenGlMeshPainter.h
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opengl/OpenGlFontTexture.h
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opengl/OpenGlShaderProgram.h)
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else()
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@ -1,10 +1,8 @@
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#include "DrawingContext.h"
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#include "AbstractPainter.h"
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#include "OpenGlPainter.h"
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#include "OpenGlShaderProgram.h"
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#include "OpenGlFontTexture.h"
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#include "RasterPainter.h"
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#include "PainterFactory.h"
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#include "Grid.h"
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#include "TriMesh.h"
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@ -17,14 +15,7 @@ DrawingContext::DrawingContext(DrawingSurface* surface, FontsManager* fontsManag
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mScene(std::make_unique<Scene>()),
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mFontsManager(fontsManager)
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{
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if (mDrawingMode == DrawingMode::GRAPH)
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{
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mPainter = std::make_unique<OpenGlPainter>();
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}
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else
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{
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mPainter = std::make_unique<RasterPainter>();
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}
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mPainter = PainterFactory::Create(mDrawingMode);
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}
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std::unique_ptr<DrawingContext> DrawingContext::Create(DrawingSurface* surface, FontsManager* fontsManager, DrawingMode requestedDrawingMode)
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27
src/graphics/PainterFactory.cpp
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src/graphics/PainterFactory.cpp
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#include "PainterFactory.h"
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#include "OpenGlPainter.h"
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#include "OpenGlMeshPainter.h"
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#include "OpenGlTextPainter.h"
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#include "OpenGlShaderProgram.h"
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#include "OpenGlFontTexture.h"
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#include "Grid.h"
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#include "RasterPainter.h"
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#include "DrawingContext.h"
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std::unique_ptr<AbstractPainter> PainterFactory::Create(DrawingMode drawMode)
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{
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if (drawMode == DrawingMode::GRAPH)
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{
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return std::make_unique<OpenGlPainter>();
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}
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else
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{
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return std::make_unique<RasterPainter>();
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}
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}
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src/graphics/PainterFactory.h
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13
src/graphics/PainterFactory.h
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#pragma once
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#include "AbstractPainter.h"
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#include <memory>
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enum class DrawingMode;
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class PainterFactory
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{
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public:
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static std::unique_ptr<AbstractPainter> Create(DrawingMode drawMode);
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};
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111
src/graphics/opengl/OpenGlMeshPainter.cpp
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src/graphics/opengl/OpenGlMeshPainter.cpp
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#include "OpenGlMeshPainter.h"
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#include "DrawingContext.h"
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#include "DrawingSurface.h"
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#include "TriMesh.h"
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#include "OpenGlShaderProgram.h"
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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OpenGlMeshPainter::OpenGlMeshPainter()
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{
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}
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void OpenGlMeshPainter::initializeShader()
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{
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auto vert_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/default.vert";
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auto frag_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/default.frag";
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mShaderProgram = std::make_unique<OpenGlShaderProgram>(vert_shader_path, frag_shader_path);
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}
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void OpenGlMeshPainter::initializeBuffers()
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{
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glGenBuffers(1, &mVertexBuffer);
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glGenBuffers(1, &mElementBuffer);
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glGenVertexArrays(1, &mVertexArray);
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}
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void OpenGlMeshPainter::paint(const std::vector<float>& verts, const std::vector<unsigned>& elements, const std::vector<float>& color)
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{
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glBindVertexArray(mVertexArray);
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glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, verts.size() * sizeof(float), verts.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mElementBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(unsigned), elements.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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//glm::mat4 projection = glm::ortho(0.0f, width, 0.0f, height);
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//glUniformMatrix4fv(glGetUniformLocation(mShaderProgram->getHandle(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glUseProgram(mShaderProgram->getHandle());
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glBindVertexArray(mVertexArray);
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int vertexColorLocation = glGetUniformLocation(mShaderProgram->getHandle(), "ourColor");
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glUniform4f(vertexColorLocation, float(color[0]), float(color[1]), float(color[2]), float(color[3]));
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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void OpenGlMeshPainter::paint(TriMesh* mesh, DrawingContext* context)
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{
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if (!mShaderProgram)
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{
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initializeShader();
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}
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if (mVertexArray == 0)
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{
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initializeBuffers();
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}
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auto surface = context->getSurface();
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const auto width = float(surface->getWidth());
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const auto height = float(surface->getHeight());
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auto vertices = mesh->getVerticesFlat<float>();
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for (std::size_t idx = 0; idx<vertices.size(); idx++)
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{
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if (idx % 3 == 0)
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{
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vertices[idx] = 2*vertices[idx]/width - 1.0;
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}
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else if(idx%3 == 1)
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{
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vertices[idx] = 1.0 - 2*vertices[idx]/height;
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}
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}
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const auto indices = mesh->getFaceNodeIds();
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std::vector<float> color(4, 1.0f);
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if (mesh->hasVectorAttribute("Color"))
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{
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auto mesh_color = mesh->getVectorAttribute("Color");
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color = {float(mesh_color[0]), float(mesh_color[1]), float(mesh_color[2]), float(mesh_color[3])};
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}
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paint(vertices, indices, color);
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}
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27
src/graphics/opengl/OpenGlMeshPainter.h
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27
src/graphics/opengl/OpenGlMeshPainter.h
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#pragma once
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#include <memory>
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#include <vector>
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class DrawingContext;
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class OpenGlShaderProgram;
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class TriMesh;
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class OpenGlMeshPainter
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{
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public:
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OpenGlMeshPainter();
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void paint(TriMesh* mesh, DrawingContext* context);
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private:
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void initializeShader();
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void initializeBuffers();
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void paint(const std::vector<float>& verts, const std::vector<unsigned>& elements, const std::vector<float>& color);
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unsigned mVertexBuffer{0};
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unsigned mElementBuffer{0};
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unsigned mVertexArray{0};
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std::unique_ptr<OpenGlShaderProgram> mShaderProgram;
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};
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#include "DrawingContext.h"
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#include "DrawingSurface.h"
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#include "Scene.h"
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#include "TriMesh.h"
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#include "FontsManager.h"
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#include "FontGlyph.h"
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#include "OpenGlFontTexture.h"
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#include "OpenGlShaderProgram.h"
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#include "TextData.h"
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#include "OpenGlShaderProgram.h"
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#include "OpenGlMeshPainter.h"
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#include "OpenGlTextPainter.h"
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#include "OpenGlFontTexture.h"
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#include "File.h"
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#ifdef _WIN32
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#include <iostream>
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OpenGlPainter::OpenGlPainter()
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: mMeshPainter(std::make_unique<OpenGlMeshPainter>()),
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mTextPainter(std::make_unique<OpenGlTextPainter>())
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{
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}
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void OpenGlPainter::initializeMeshShader()
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{
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if (auto context = glXGetCurrentContext())
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{
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std::cout << "has valid context" << std::endl;
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}
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else
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{
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std::cout << "no valid context" << std::endl;
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}
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int major_version{0};
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int minor_version{0};
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glGetIntegerv(GL_MAJOR_VERSION, &major_version);
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glGetIntegerv(GL_MINOR_VERSION, &minor_version);
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std::cout << "Using opengl version " << major_version << "|" << minor_version << std::endl;
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auto vert_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/default.vert";
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auto frag_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/default.frag";
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mMeshShaderProgram = std::make_unique<OpenGlShaderProgram>(vert_shader_path, frag_shader_path);
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}
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void OpenGlPainter::initializeTextShader()
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{
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auto vert_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/text.vert";
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auto frag_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/text.frag";
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mTextShaderProgram = std::make_unique<OpenGlShaderProgram>(vert_shader_path, frag_shader_path);
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}
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void OpenGlPainter::renderTextLayer(const TextData& textData, DrawingContext* context)
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{
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if (!mTextShaderProgram)
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{
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initializeTextShader();
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}
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for (auto c : textData.mContent)
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{
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if (auto iter = mFontTextures.find(c); iter == mFontTextures.end())
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{
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auto glyph = context->getFontsManager()->getGlyph(textData.mFont.getFaceName(), textData.mFont.getSize(), c);
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auto new_texture = std::make_unique<OpenGlFontTexture>(glyph);
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mFontTextures[c] = std::move(new_texture);
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}
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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const auto width = float(context->getSurface()->getWidth());
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const auto height = float(context->getSurface()->getHeight());
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glm::mat4 projection = glm::ortho(0.0f, width, 0.0f, height);
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unsigned int VAO, VBO;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glUseProgram(mTextShaderProgram->getHandle());
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glUniform3f(glGetUniformLocation(mTextShaderProgram->getHandle(), "textColor"), 0.0, 0.0, 0.0);
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glUniformMatrix4fv(glGetUniformLocation(mTextShaderProgram->getHandle(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// iterate through all characters
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float x = textData.mLocation.GetX();
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const float y = textData.mLocation.GetY();
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for (auto c : textData.mContent)
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{
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auto texture = mFontTextures[c].get();
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float xpos = x + texture->getGlyph()->getBearingX();
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float ypos = y - (texture->getGlyph()->getHeight() - texture->getGlyph()->getBearingY());
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float w = texture->getGlyph()->getWidth();
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float h = texture->getGlyph()->getHeight();
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// update VBO for each character
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// render glyph texture over quad
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getHandle());
|
||||
// update content of VBO memory
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
// render quad
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
|
||||
x += (texture->getGlyph()->getAdvanceX() >> 6); // bitshift by 6 to get value in pixels (2^6 = 64)
|
||||
}
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
void OpenGlPainter::renderMeshLayer(TriMesh* mesh, DrawingContext* context)
|
||||
{
|
||||
if (!mMeshShaderProgram)
|
||||
{
|
||||
initializeMeshShader();
|
||||
}
|
||||
|
||||
float vertices[] = {
|
||||
0.5f, 0.5f, 0.0f, // top right
|
||||
0.5f, -0.5f, 0.0f, // bottom right
|
||||
-0.5f, -0.5f, 0.0f, // bottom left
|
||||
-0.5f, 0.5f, 0.0f // top left
|
||||
};
|
||||
|
||||
unsigned int indices[] = { // note that we start from 0!
|
||||
0, 1, 3, // first triangle
|
||||
1, 2, 3 // second triangle
|
||||
};
|
||||
unsigned int vbo{0};
|
||||
glGenBuffers(1, &vbo);
|
||||
|
||||
unsigned int EBO;
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
unsigned int VAO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
int vertexColorLocation = glGetUniformLocation(mMeshShaderProgram->getHandle(), "ourColor");
|
||||
|
||||
glUseProgram(mMeshShaderProgram->getHandle());
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glUniform4f(vertexColorLocation, 0.0f, 1.0, 0.0f, 1.0f);
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
/*
|
||||
std::cout << "Bounds are : " << width << " | " << height << std::endl;
|
||||
|
||||
for (std::size_t idx=0; idx<num_mesh; idx++)
|
||||
{
|
||||
auto mesh = context->getScene()->getMesh(idx);
|
||||
const auto faces = mesh->getFaceVertices();
|
||||
const auto colors = mesh->getFaceVectorAttributes("Color");
|
||||
|
||||
std::size_t counter{0};
|
||||
for (const auto& face : faces)
|
||||
{
|
||||
const auto r = colors[counter][0];
|
||||
const auto g = colors[counter][1];
|
||||
const auto b = colors[counter][2];
|
||||
|
||||
glColor3f(r, g, b);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
double x0 = 2.0*face[0].getX()/width - 1.0;
|
||||
double y0 = 1.0 - 2.0*face[0].getY()/height;
|
||||
|
||||
double x1 = 2.0*face[1].getX()/width - 1.0;
|
||||
double y1 = 1.0 - 2.0*face[1].getY()/height;
|
||||
|
||||
double x2 = 2.0*face[2].getX()/width - 1.0;
|
||||
double y2 = 1.0 - 2.0*face[2].getY()/height;
|
||||
|
||||
glVertex3f(x0, y0, 0);
|
||||
glVertex3f(x1, y1, 0);
|
||||
glVertex3f(x2, y2, 0);
|
||||
|
||||
std::cout << "Verts0| " << x0 << " | " << y0 << " | "<< std::endl;
|
||||
std::cout << "Verts1| " << x1 << " | " << y1 << " | "<< std::endl;
|
||||
std::cout << "Verts2| " << x2 << " | " << y2 << " | "<< std::endl;
|
||||
std::cout << "****************" << std::endl;
|
||||
|
||||
glEnd();
|
||||
|
||||
counter++;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
void OpenGlPainter::paint(DrawingContext* context)
|
||||
{
|
||||
auto surface = context->getSurface();
|
||||
|
@ -249,24 +46,23 @@ void OpenGlPainter::paint(DrawingContext* context)
|
|||
const auto height = double(surface->getHeight());
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
//glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
|
||||
glOrtho(0, width, 0, height, -1.0, 1.0);
|
||||
|
||||
//glScissor(0, 0, width, height);
|
||||
//glMatrixMode(GL_PROJECTION);
|
||||
//glLoadIdentity();
|
||||
|
||||
glClearColor(0.5, 0.5, 1.0, 0.0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
//glMatrixMode(GL_MODELVIEW);
|
||||
//glLoadIdentity();
|
||||
|
||||
const auto num_mesh = context->getScene()->getNumMeshes();
|
||||
//renderMeshLayer(nullptr, context);
|
||||
for (std::size_t idx=0 ; idx< num_mesh; idx++)
|
||||
{
|
||||
auto mesh = context->getScene()->getMesh(idx);
|
||||
mMeshPainter->paint(mesh, context);
|
||||
}
|
||||
|
||||
auto text_data = context->getScene()->getTextData();
|
||||
renderTextLayer(text_data[0], context);
|
||||
|
||||
for (const auto& text_item : context->getScene()->getTextData())
|
||||
{
|
||||
mTextPainter->paint(text_item, context);
|
||||
break;
|
||||
}
|
||||
glFlush();
|
||||
}
|
||||
|
|
|
@ -6,29 +6,20 @@
|
|||
#include <memory>
|
||||
|
||||
class DrawingContext;
|
||||
class OpenGlFontTexture;
|
||||
class OpenGlShaderProgram;
|
||||
class OpenGlMeshPainter;
|
||||
class OpenGlTextPainter;
|
||||
|
||||
class TextData;
|
||||
class TriMesh;
|
||||
|
||||
class OpenGlPainter : public AbstractPainter
|
||||
{
|
||||
public:
|
||||
OpenGlPainter();
|
||||
|
||||
void paint(DrawingContext* context) override;
|
||||
|
||||
private:
|
||||
void initializeMeshShader();
|
||||
void initializeTextShader();
|
||||
|
||||
void renderTextLayer(const TextData& textData, DrawingContext* context);
|
||||
void renderMeshLayer(TriMesh* mesh, DrawingContext* context);
|
||||
|
||||
std::unique_ptr<OpenGlShaderProgram> mMeshShaderProgram;
|
||||
std::unique_ptr<OpenGlShaderProgram> mTextShaderProgram;
|
||||
std::unordered_map<char, std::unique_ptr<OpenGlFontTexture> > mFontTextures;
|
||||
std::unique_ptr<OpenGlMeshPainter> mMeshPainter;
|
||||
std::unique_ptr<OpenGlTextPainter> mTextPainter;
|
||||
};
|
||||
|
||||
|
||||
|
|
134
src/graphics/opengl/OpenGlTextPainter.cpp
Normal file
134
src/graphics/opengl/OpenGlTextPainter.cpp
Normal file
|
@ -0,0 +1,134 @@
|
|||
#include "OpenGlTextPainter.h"
|
||||
|
||||
#include "DrawingContext.h"
|
||||
#include "DrawingSurface.h"
|
||||
|
||||
#include "FontsManager.h"
|
||||
#include "FontGlyph.h"
|
||||
|
||||
#include "OpenGlFontTexture.h"
|
||||
#include "OpenGlShaderProgram.h"
|
||||
#include "TextData.h"
|
||||
|
||||
#include "File.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#define GL_GLEXT_PROTOTYPES
|
||||
#include <GL/gl.h>
|
||||
#include <GL/glu.h>
|
||||
#include <GL/glx.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
OpenGlTextPainter::OpenGlTextPainter()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void OpenGlTextPainter::initializeShader()
|
||||
{
|
||||
auto vert_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/text.vert";
|
||||
auto frag_shader_path = std::filesystem::path(__FILE__).parent_path() / "shaders/text.frag";
|
||||
|
||||
mShaderProgram = std::make_unique<OpenGlShaderProgram>(vert_shader_path, frag_shader_path);
|
||||
}
|
||||
|
||||
void OpenGlTextPainter::initializeTextures(const TextData& textData, DrawingContext* context)
|
||||
{
|
||||
for (auto c : textData.mContent)
|
||||
{
|
||||
if (auto iter = mFontTextures.find(c); iter == mFontTextures.end())
|
||||
{
|
||||
auto glyph = context->getFontsManager()->getGlyph(textData.mFont.getFaceName(), textData.mFont.getSize(), c);
|
||||
auto new_texture = std::make_unique<OpenGlFontTexture>(glyph);
|
||||
mFontTextures[c] = std::move(new_texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGlTextPainter::initializeBuffers()
|
||||
{
|
||||
glGenVertexArrays(1, &mVertexArray);
|
||||
glGenBuffers(1, &mVertexBuffer);
|
||||
|
||||
glBindVertexArray(mVertexArray);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, nullptr, GL_DYNAMIC_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void OpenGlTextPainter::paint(const TextData& textData, DrawingContext* context)
|
||||
{
|
||||
if (!mShaderProgram)
|
||||
{
|
||||
initializeShader();
|
||||
}
|
||||
|
||||
if (mVertexArray == 0)
|
||||
{
|
||||
initializeBuffers();
|
||||
}
|
||||
|
||||
initializeTextures(textData, context);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glUseProgram(mShaderProgram->getHandle());
|
||||
glUniform3f(glGetUniformLocation(mShaderProgram->getHandle(), "textColor"), 0.0, 0.0, 0.0);
|
||||
|
||||
const auto width = float(context->getSurface()->getWidth());
|
||||
const auto height = float(context->getSurface()->getHeight());
|
||||
glm::mat4 projection = glm::ortho(0.0f, width, 0.0f, height);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(mShaderProgram->getHandle(), "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindVertexArray(mVertexArray);
|
||||
|
||||
float x = textData.mLocation.GetX();
|
||||
const float y = height - textData.mLocation.GetY();
|
||||
for (auto c : textData.mContent)
|
||||
{
|
||||
auto texture = mFontTextures[c].get();
|
||||
|
||||
float xpos = x + texture->getGlyph()->getBearingX();
|
||||
float ypos = y - (texture->getGlyph()->getHeight() - texture->getGlyph()->getBearingY());
|
||||
|
||||
float w = texture->getGlyph()->getWidth();
|
||||
float h = texture->getGlyph()->getHeight();
|
||||
float vertices[6][4] = {
|
||||
{ xpos, ypos + h, 0.0f, 0.0f },
|
||||
{ xpos, ypos, 0.0f, 1.0f },
|
||||
{ xpos + w, ypos, 1.0f, 1.0f },
|
||||
|
||||
{ xpos, ypos + h, 0.0f, 0.0f },
|
||||
{ xpos + w, ypos, 1.0f, 1.0f },
|
||||
{ xpos + w, ypos + h, 1.0f, 0.0f }
|
||||
};
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture->getHandle());
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
x += (texture->getGlyph()->getAdvanceX() >> 6); // bitshift by 6 to get value in pixels (2^6 = 64)
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
29
src/graphics/opengl/OpenGlTextPainter.h
Normal file
29
src/graphics/opengl/OpenGlTextPainter.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
class DrawingContext;
|
||||
class OpenGlFontTexture;
|
||||
class OpenGlShaderProgram;
|
||||
|
||||
class TextData;
|
||||
|
||||
class OpenGlTextPainter
|
||||
{
|
||||
public:
|
||||
OpenGlTextPainter();
|
||||
|
||||
void paint(const TextData& textData, DrawingContext* context);
|
||||
|
||||
private:
|
||||
void initializeShader();
|
||||
void initializeTextures(const TextData& textData, DrawingContext* context);
|
||||
|
||||
void initializeBuffers();
|
||||
|
||||
unsigned mVertexBuffer{0};
|
||||
unsigned mVertexArray{0};
|
||||
std::unique_ptr<OpenGlShaderProgram> mShaderProgram;
|
||||
std::unordered_map<char, std::unique_ptr<OpenGlFontTexture> > mFontTextures;
|
||||
};
|
|
@ -1,10 +1,7 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos; // the position variable has attribute position 0
|
||||
layout (location = 0) in vec3 aPos;
|
||||
|
||||
out vec4 vertexColor; // specify a color output to the fragment shader
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0); // see how we directly give a vec3 to vec4's constructor
|
||||
vertexColor = vec4(aPos.x, aPos.y, 0.0, 1.0); // set the output variable to a dark-red color
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
}
|
||||
|
|
|
@ -16,16 +16,20 @@ void TriMesh::populate(VecNodes& nodes, VecEdges& edges, VecFaces& faces)
|
|||
mFaces = std::move(faces);
|
||||
}
|
||||
|
||||
std::vector<std::vector<Point> > TriMesh::getFaceVertices() const
|
||||
std::vector<unsigned> TriMesh::getFaceNodeIds() const
|
||||
{
|
||||
std::vector<std::vector<Point> > verts(mFaces.size());
|
||||
unsigned nodes_per_face = 3;
|
||||
std::vector<unsigned> ids(nodes_per_face*mFaces.size());
|
||||
|
||||
for(std::size_t idx=0; idx<mFaces.size(); idx++)
|
||||
{
|
||||
const auto nodeIds = mFaces[idx]->getNodeIds();
|
||||
verts[idx] = {mNodes[nodeIds[0]]->getPoint(), mNodes[nodeIds[1]]->getPoint(), mNodes[nodeIds[2]]->getPoint()};
|
||||
for(std::size_t jdx=0; jdx<nodes_per_face; jdx++)
|
||||
{
|
||||
ids[nodes_per_face*idx + jdx] = nodeIds[jdx];
|
||||
}
|
||||
}
|
||||
return verts;
|
||||
return ids;
|
||||
}
|
||||
|
||||
std::vector<std::vector<double> > TriMesh::getFaceVectorAttributes(const std::string& tag)
|
||||
|
@ -45,3 +49,34 @@ void TriMesh::addConstantFaceVectorAttribute(const std::string& tag, const std::
|
|||
face->addVectorAttribute(tag, values);
|
||||
}
|
||||
}
|
||||
|
||||
void TriMesh::addConstantNodeVectorAttribute(const std::string& tag, const std::vector<double>& values)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
std::vector<std::vector<double> > TriMesh::getNodeVectorAttributes(const std::string& tag)
|
||||
{
|
||||
std::vector<std::vector<double> > attribs(mNodes.size());
|
||||
return attribs;
|
||||
}
|
||||
|
||||
void TriMesh::addVectorAttribute(const std::string& tag, const std::vector<double>& values)
|
||||
{
|
||||
mVectorAttributes[tag] = values;
|
||||
}
|
||||
|
||||
bool TriMesh::hasVectorAttribute(const std::string& tag) const
|
||||
{
|
||||
return mVectorAttributes.find(tag) != mVectorAttributes.end();
|
||||
}
|
||||
|
||||
std::vector<double> TriMesh::getVectorAttribute(const std::string& tag) const
|
||||
{
|
||||
auto iter = mVectorAttributes.find(tag);
|
||||
if (iter != mVectorAttributes.end())
|
||||
{
|
||||
return iter->second;
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
|
|
@ -2,11 +2,13 @@
|
|||
|
||||
#include "AbstractMesh.h"
|
||||
#include "Point.h"
|
||||
#include "Node.h"
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
class Node;
|
||||
class Edge;
|
||||
class TriFace;
|
||||
|
||||
|
@ -27,13 +29,38 @@ public:
|
|||
|
||||
void populate(VecNodes& nodes, VecEdges& edges, VecFaces& faces);
|
||||
|
||||
std::vector<std::vector<Point> > getFaceVertices() const;
|
||||
template<typename T>
|
||||
std::vector<T> getVerticesFlat(T scaleX = 1.0, T scaleY = 1.0, T scaleZ = 1.0) const
|
||||
{
|
||||
std::vector<T> ret(3*mNodes.size());
|
||||
for(std::size_t idx = 0; idx<mNodes.size(); idx++)
|
||||
{
|
||||
auto node = mNodes[idx].get();
|
||||
ret[3*idx] = node->getPoint().getX()/scaleX;
|
||||
ret[3*idx + 1] = node->getPoint().getY()/scaleY;
|
||||
ret[3*idx + 2] = node->getPoint().getZ()/scaleZ;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::vector<unsigned> getFaceNodeIds() const;
|
||||
|
||||
void addConstantFaceVectorAttribute(const std::string& tag, const std::vector<double>& values);
|
||||
|
||||
void addConstantNodeVectorAttribute(const std::string& tag, const std::vector<double>& values);
|
||||
|
||||
std::vector<std::vector<double> > getFaceVectorAttributes(const std::string& tag);
|
||||
|
||||
std::vector<std::vector<double> > getNodeVectorAttributes(const std::string& tag);
|
||||
|
||||
void addVectorAttribute(const std::string& tag, const std::vector<double>& values);
|
||||
|
||||
bool hasVectorAttribute(const std::string& tag) const;
|
||||
|
||||
std::vector<double> getVectorAttribute(const std::string& tag) const;
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, std::vector<double> > mVectorAttributes;
|
||||
VecNodes mNodes;
|
||||
VecEdges mEdges;
|
||||
VecFaces mFaces;
|
||||
|
|
|
@ -45,6 +45,6 @@ void RectangleNode::updateMesh()
|
|||
auto mesh = MeshPrimitives::build(rect);
|
||||
auto color = getFillColor();
|
||||
|
||||
mesh->addConstantFaceVectorAttribute("Color", color.getAsVectorDouble());
|
||||
mesh->addVectorAttribute("Color", color.getAsVectorDouble());
|
||||
mMesh = std::move(mesh);
|
||||
}
|
||||
|
|
|
@ -60,7 +60,6 @@ void XcbGlInterface::setupContext(int default_screen)
|
|||
glXGetFBConfigAttrib(mDisplay, mConfig, GLX_VISUAL_ID, &visualID);
|
||||
|
||||
/* Create OpenGL context */
|
||||
std::cout << "Creating opengl context" << std::endl;
|
||||
mContext = glXCreateNewContext(mDisplay, mConfig, GLX_RGBA_TYPE, 0, True);
|
||||
if (!mContext)
|
||||
{
|
||||
|
|
|
@ -55,6 +55,21 @@ bool XcbGlWindowInterface::initialize(xcb_window_t window)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (auto context = glXGetCurrentContext())
|
||||
{
|
||||
MLOG_INFO("Has valid GL context");
|
||||
}
|
||||
else
|
||||
{
|
||||
MLOG_INFO("No valid GL context");
|
||||
}
|
||||
|
||||
int major_version{0};
|
||||
int minor_version{0};
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major_version);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor_version);
|
||||
MLOG_INFO("Using opengl version " << major_version << "|" << minor_version);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue