wxwidgets/samples/opengl/pyramid/oglstuff.cpp
Vadim Zeitlin 4f4c5fcfdf Use nullptr instead of NULL in the code and documentation
This is a combination of running clang-tidy with modernize-use-nullptr
check for some ports (GTK, X11, OSX) and manual changes to the ports for
which it couldn't be used easily (MSW, DFB) and also manually updating
the docs.

Also replace NULL with null or nullptr in the comments as this is more
consistent with the use of nullptr in the code and makes it simpler to
grep for the remaining occurrences of NULL itself.

And also use null in the assert messages.

Only a few occurrences of "NULL" are still left in non-C files, mostly
corresponding to unclear comments or string output which it might not be
safe to change.
2022-10-18 01:25:25 +02:00

1263 lines
41 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: oglstuff.cpp
// Purpose: OpenGL manager for pyramid sample
// Author: Manuel Martin
// Created: 2015/01/31
// Copyright: (c) 2015 Manuel Martin
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#include <cmath>
#include "oglstuff.h"
// External function for GL errors
myOGLErrHandler* externalMyOGLErrHandler = nullptr;
// Allow GL errors to be handled in other part of the app.
bool MyOnGLError(int err, const GLchar* glMsg = nullptr)
{
GLenum GLErrorVal = glGetError();
if ( err == myoglERR_CLEAR )
{
// Clear previous errors
while ( GLErrorVal != GL_NO_ERROR )
GLErrorVal = glGetError();
return true;
}
if ( (GLErrorVal == GL_NO_ERROR) && (glMsg == nullptr) )
return true;
if ( externalMyOGLErrHandler )
{
// Use the external error message handler. We pass our err-enum value.
externalMyOGLErrHandler(err, GLErrorVal, glMsg);
}
return err == myoglERR_JUSTLOG ? true : false;
}
// We do calculations with 'doubles'. We pass 'GLFloats' to the shaders
// because OGL added 'doubles' since OGL 4.0, and this sample is for 3.2
// Due to asynchronous nature of OGL, we can't trust in the passed matrix
// to be stored by GPU before the passing-function returns. So we don't use
// temporary storage, but dedicated matrices
void SetAsGLFloat4x4(double *matD, GLfloat *matF, int msize)
{
for (int i = 0; i < msize; i++)
{
matF[i] = (GLfloat) matD[i];
}
}
// ----------------------------------------------------------------------------
// Data for a regular tetrahedron with edge length 200, centered at the origin
// ----------------------------------------------------------------------------
const GLfloat gVerts[] = { 100.0f, -40.8248f, -57.7350f,
0.0f, -40.8248f, 115.4704f,
-100.0f, -40.8248f, -57.7350f,
0.0f, 122.4745f, 0.0f };
// Transparency (to see also inner faces) is in the last triangle only,
// so that glEnable(GL_BLEND) works well
const GLfloat gColours[] = { 0.0f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 0.3f }; //With transparency
// Normals heading outside of the tetrahedron
const GLfloat gNormals[] = { 0.0f, -1.0f, 0.0f, /* face 0 1 2 */
-0.81650f, 0.33333f, 0.47140f, /* face 1 2 3 */
0.0f, 0.33333f, -0.94281f, /* face 2 3 0 */
0.81650f, 0.33333f, 0.47140f /* face 3 0 1 */ };
// Order would be important if we were using face culling
const GLushort gIndices[] = { 0, 1, 2, 3, 0, 1 };
// ----------------------------------------------------------------------------
// Shaders
// ----------------------------------------------------------------------------
// Note: We use GLSL 1.50 which is the minimum starting with OpenGL >= 3.2 (2009)
// Apple supports OpenGL 3.2 since OS X 10.7 "Lion" (2011)
// Vertex shader for the triangles
const GLchar* triangVertexShader =
{
"#version 150 \n"
"in vec3 in_Position; \n"
"in vec4 in_Colour; \n"
"in vec3 in_Normal; \n"
"uniform mat4 mMVP; \n"
"uniform mat4 mToViewSpace; \n"
"flat out vec4 theColour; \n"
"flat out vec3 theNormal; \n"
"out vec3 pointPos; \n"
"void main(void) \n"
"{\n"
" gl_Position = mMVP * vec4(in_Position, 1.0); \n"
" theColour = in_Colour; \n"
" // Operations in View Space \n"
" vec4 temp4 = mToViewSpace * vec4(in_Position, 1.0); \n"
" pointPos = temp4.xyz; \n"
" temp4 = mToViewSpace * vec4(in_Normal, 0.0); \n"
" theNormal = normalize(temp4.xyz); \n"
"}\n"
};
// Common function for fragment shaders
const GLchar* illuminationShader =
{
"#version 150 \n"
"vec3 Illuminate(in vec4 LiProps, in vec3 LiColour, in vec4 PColour, \n"
" in vec3 PNormal, in vec3 PPos) \n"
"{\n"
" // Ambient illumination. Hardcoded \n"
" vec3 liAmbient = vec3(0.2, 0.2, 0.2); \n"
" // Operations in View Space \n"
" vec3 lightDirec = LiProps.xyz - PPos; \n"
" float lightDist = length(lightDirec); \n"
" // Normalize. Attention: No lightDist > 0 check \n"
" lightDirec = lightDirec / lightDist; \n"
" // Attenuation. Hardcoded for this sample distances \n"
" float attenu = 260.0 / lightDist; \n"
" attenu = attenu * attenu; \n"
" // Lambertian diffuse illumination \n"
" float diffuse = dot(lightDirec, PNormal); \n"
" diffuse = max(0.0, diffuse); \n"
" vec3 liDiffuse = LiColour * LiProps.w * diffuse * attenu; \n"
" // Gaussian specular illumination. Harcoded values again \n"
" // We avoid it for interior faces \n"
" vec3 viewDir = vec3(0.0, 0.0, 1.0); \n"
" vec3 halfDir = normalize(lightDirec + viewDir); \n"
" float angleHalf = acos(dot(halfDir, PNormal)); \n"
" float exponent = angleHalf / 0.05; \n"
" float specular = 0.0; \n"
" if (diffuse > 0.0) \n"
" specular = exp(-exponent * exponent); \n"
" vec3 lightRes = PColour.rgb * ( liAmbient + liDiffuse ); \n"
" // Specular colour is quite similar as light colour \n"
" lightRes += (0.2 * PColour.xyz + 0.8 * LiColour) * specular * attenu; \n"
" lightRes = clamp(lightRes, 0.0, 1.0); \n"
" return lightRes; \n"
"}\n"
};
// Fragment shader for the triangles
const GLchar* triangFragmentShader =
{
"#version 150 \n"
"uniform vec4 lightProps; // Position in View space, and intensity \n"
"uniform vec3 lightColour; \n"
"flat in vec4 theColour; \n"
"flat in vec3 theNormal; \n"
"in vec3 pointPos; \n"
"out vec4 fragColour; \n"
"// Declare this function \n"
"vec3 Illuminate(in vec4 LiProps, in vec3 LiColour, in vec4 PColour, \n"
" in vec3 PNormal, in vec3 PPos); \n"
"void main(void) \n"
"{\n"
" vec3 lightRes = Illuminate(lightProps, lightColour, theColour, \n"
" theNormal, pointPos); \n "
" fragColour = vec4(lightRes, theColour.a); \n"
"}\n"
};
// Vertex shader for strings (textures) with illumination
const GLchar* stringsVertexShader =
{
"#version 150 \n"
"in vec3 in_sPosition; \n"
"in vec3 in_sNormal; \n"
"in vec2 in_TextPos; \n"
"uniform mat4 mMVP; \n"
"uniform mat4 mToViewSpace; \n"
"flat out vec3 theNormal; \n"
"out vec3 pointPos; \n"
"out vec2 textCoord; \n"
"void main(void) \n"
"{\n"
" gl_Position = mMVP * vec4(in_sPosition, 1.0); \n"
" textCoord = in_TextPos; \n"
" // Operations in View Space \n"
" vec4 temp4 = mToViewSpace * vec4(in_sPosition, 1.0); \n"
" pointPos = temp4.xyz; \n"
" temp4 = mToViewSpace * vec4(in_sNormal, 0.0); \n"
" theNormal = normalize(temp4.xyz); \n"
"}\n"
};
// Fragment shader for strings (textures) with illumination
const GLchar* stringsFragmentShader =
{
"#version 150 \n"
"uniform vec4 lightProps; // Position in View space, and intensity \n"
"uniform vec3 lightColour; \n"
"uniform sampler2D stringTexture; \n"
"flat in vec3 theNormal; \n"
"in vec3 pointPos; \n"
"in vec2 textCoord; \n"
"out vec4 fragColour; \n"
"// Declare this function \n"
"vec3 Illuminate(in vec4 LiProps, in vec3 LiColour, in vec4 PColour, \n"
" in vec3 PNormal, in vec3 PPos); \n"
"void main(void) \n"
"{\n"
" vec4 colo4 = texture(stringTexture, textCoord); \n"
" vec3 lightRes = Illuminate(lightProps, lightColour, colo4, \n"
" theNormal, pointPos); \n "
" fragColour = vec4(lightRes, colo4.a); \n"
"}\n"
};
// Vertex shader for immutable strings (textures)
const GLchar* stringsImmutableVS =
{
"#version 150 \n"
"in vec3 in_sPosition; \n"
"in vec2 in_TextPos; \n"
"uniform mat4 mMVP; \n"
"out vec2 textCoord; \n"
"void main(void) \n"
"{\n"
" gl_Position = mMVP * vec4(in_sPosition, 1.0); \n"
" textCoord = in_TextPos; \n"
"}\n"
};
// Fragment shader for immutable strings (textures)
const GLchar* stringsImmutableFS =
{
"#version 150 \n"
"uniform sampler2D stringTexture; \n"
"in vec2 textCoord; \n"
"out vec4 fragColour; \n"
"void main(void) \n"
"{\n"
" fragColour= texture(stringTexture, textCoord); \n"
"}\n"
};
// ----------------------------------------------------------------------------
// myOGLShaders
// ----------------------------------------------------------------------------
myOGLShaders::myOGLShaders()
{
m_proId = 0;
m_SHAinitializated = false;
}
myOGLShaders::~myOGLShaders()
{
if ( m_proId )
CleanUp();
}
void myOGLShaders::CleanUp()
{
StopUse();
glDeleteProgram(m_proId);
glFlush();
}
void myOGLShaders::AddCode(const GLchar* shaString, GLenum shaType)
{
// The code is a null-terminated string
shaShas sv = {0, shaType, shaString};
m_shaCode.push_back(sv);
}
void myOGLShaders::AddAttrib(const std::string& name)
{
shaVars sv = {0, name}; //We will set the location later
m_shaAttrib.push_back(sv);
// We don't check the max number of attribute locations (usually 16)
}
void myOGLShaders::AddUnif(const std::string& name)
{
shaVars sv = {0, name};
m_shaUnif.push_back(sv);
}
// Inform GL of the locations in program for the vars for buffers used to feed
// the shader. We use glBindAttribLocation (before linking the gl program) with
// the location we want.
// Since GL 3.3 we could avoid this using in the shader "layout(location=x)...".
// The same names as in the shader must be previously set with AddAttrib()
void myOGLShaders::SetAttribLocations()
{
GLuint loc = 0;
for(shaVars_v::iterator it = m_shaAttrib.begin(); it != m_shaAttrib.end(); ++it)
{
it->loc = loc++;
glBindAttribLocation(m_proId, it->loc, it->name.c_str());
}
}
GLuint myOGLShaders::GetAttribLoc(const std::string& name)
{
for (shaVars_v::iterator it = m_shaAttrib.begin(); it != m_shaAttrib.end(); ++it)
{
if ( it->name == name && it->loc != (GLuint)-1 )
return it->loc;
}
return (GLuint) -1;
}
// Store the locations in program for uniforms vars
bool myOGLShaders::AskUnifLocations()
{
for (shaVars_v::iterator it = m_shaUnif.begin(); it != m_shaUnif.end(); ++it)
{
GLint glret = glGetUniformLocation(m_proId, it->name.c_str());
if ( glret == -1 )
{
// Return now, this GPU program cannot be used because we will
// pass data to unknown/unused uniform locations
return false;
}
it->loc = glret;
}
return true;
}
GLuint myOGLShaders::GetUnifLoc(const std::string& name)
{
for (shaVars_v::iterator it = m_shaUnif.begin(); it != m_shaUnif.end(); ++it)
{
if ( it->name == name && it->loc != (GLuint)-1 )
return it->loc;
}
return (GLuint) -1;
}
// Create a GPU program from the given shaders
void myOGLShaders::Init()
{
MyOnGLError(myoglERR_CLEAR); //clear error stack
bool resC = false;
bool resL = false;
// GLSL code load and compilation
for (shaShas_v::iterator it = m_shaCode.begin(); it != m_shaCode.end(); ++it)
{
it->shaId = glCreateShader(it->typeSha);
glShaderSource(it->shaId, 1, &(it->scode), nullptr);
MyOnGLError(myoglERR_SHADERCREATE);
resC = Compile(it->shaId);
if ( !resC )
break;
}
if ( resC )
{
// The program in the GPU
m_proId = glCreateProgram();
for (shaShas_v::iterator it = m_shaCode.begin(); it != m_shaCode.end(); ++it)
{
glAttachShader(m_proId, it->shaId);
}
SetAttribLocations(); //Before linking
resL = LinkProg(m_proId);
}
// We don't need them any more
for (shaShas_v::iterator it = m_shaCode.begin(); it != m_shaCode.end(); ++it)
{
if ( resC && it->shaId )
{
glDetachShader(m_proId, it->shaId);
}
glDeleteShader(it->shaId);
}
if ( !resC || !resL )
return;
// Log that shaders are OK
MyOnGLError(myoglERR_JUSTLOG, "Shaders successfully compiled and linked.");
// After linking, we can get locations for uniforms
m_SHAinitializated = AskUnifLocations();
if ( !m_SHAinitializated )
MyOnGLError(myoglERR_SHADERLOCATION, " Unused or unrecognized uniform.");
}
// Useful while developing: show shader compilation errors
bool myOGLShaders::Compile(GLuint shaId)
{
glCompileShader(shaId);
GLint Param = 0;
glGetShaderiv(shaId, GL_COMPILE_STATUS, &Param);
if ( Param == GL_FALSE )
{
glGetShaderiv(shaId, GL_INFO_LOG_LENGTH, &Param);
if ( Param > 0 )
{
GLchar* InfoLog = new GLchar[Param];
int nChars = 0;
glGetShaderInfoLog(shaId, Param, &nChars, InfoLog);
MyOnGLError(myoglERR_SHADERCOMPILE, InfoLog);
delete [] InfoLog;
}
return false;
}
return true;
}
// Useful while developing: show shader program linkage errors
bool myOGLShaders::LinkProg(GLuint proId)
{
glLinkProgram(proId);
GLint Param = 0;
glGetProgramiv(proId, GL_LINK_STATUS, &Param);
if ( Param == GL_FALSE )
{
glGetProgramiv(proId, GL_INFO_LOG_LENGTH, &Param);
if ( Param > 0 )
{
GLchar* InfoLog = new GLchar[Param];
int nChars = 0;
glGetProgramInfoLog(proId, Param, &nChars, InfoLog);
MyOnGLError(myoglERR_SHADERLINK, InfoLog);
delete [] InfoLog;
}
return false;
}
return true;
}
bool myOGLShaders::Use()
{
if ( !m_SHAinitializated )
return false;
glUseProgram(m_proId);
return true;
}
void myOGLShaders::StopUse()
{
glUseProgram(0);
}
// Disable generic attributes from VAO.
// This should be needed only for some old card, which uses generic into VAO
void myOGLShaders::DisableGenericVAA()
{
for(shaVars_v::iterator it = m_shaAttrib.begin(); it != m_shaAttrib.end(); ++it)
{
glDisableVertexAttribArray(it->loc);
}
}
// ----------------------------------------------------------------------------
// A point light
// ----------------------------------------------------------------------------
void myLight::Set(const myVec3& position, GLfloat intensity,
GLfloat R, GLfloat G, GLfloat B)
{
m_PosAndIntensisty[0] = (GLfloat) position.x;
m_PosAndIntensisty[1] = (GLfloat) position.y;
m_PosAndIntensisty[2] = (GLfloat) position.z;
m_PosAndIntensisty[3] = (GLfloat) intensity;
m_Colour[0] = R;
m_Colour[1] = G;
m_Colour[2] = B;
}
// ----------------------------------------------------------------------------
// myOGLTriangles
// ----------------------------------------------------------------------------
myOGLTriangles::myOGLTriangles()
{
m_triangVAO = m_bufVertId = m_bufColNorId = m_bufIndexId = 0;
m_triangShaders = nullptr;
}
myOGLTriangles::~myOGLTriangles()
{
Clear();
}
void myOGLTriangles::Clear()
{
if ( m_triangShaders )
m_triangShaders->DisableGenericVAA();
// Clear graphics card memory
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
if ( m_bufIndexId )
glDeleteBuffers(1, &m_bufIndexId);
if ( m_bufColNorId )
glDeleteBuffers(1, &m_bufColNorId);
if ( m_bufVertId )
glDeleteBuffers(1, &m_bufVertId);
// Unbind from context
glBindVertexArray(0);
if ( m_triangVAO )
glDeleteVertexArrays(1, &m_triangVAO);
glFlush(); //Tell GL to execute those commands now, but we don't wait for them
m_triangShaders = nullptr;
m_triangVAO = m_bufIndexId = m_bufColNorId = m_bufVertId = 0;
}
void myOGLTriangles::SetBuffers(myOGLShaders* theShader,
GLsizei nuPoints, GLsizei nuTriangs,
const GLfloat* vert, const GLfloat* colo,
const GLfloat* norm, const GLushort* indices)
{
MyOnGLError(myoglERR_CLEAR); //clear error stack
// NOTE: have you realized that I fully trust on parameters being != 0 and != nullptr?
// Part 1: Buffers - - - - - - - - - - - - - - - - - - -
// Graphics card buffer for vertices.
// Not shared buffer with colours and normals, why not? Just for fun.
glGenBuffers(1, &m_bufVertId);
glBindBuffer(GL_ARRAY_BUFFER, m_bufVertId);
// Populate the buffer with the array "vert"
GLsizeiptr nBytes = nuPoints * 3 * sizeof(GLfloat); //3 components {x,y,z}
glBufferData(GL_ARRAY_BUFFER, nBytes, vert, GL_STATIC_DRAW);
if ( ! MyOnGLError(myoglERR_BUFFER) )
{
// Likely the GPU got out of memory
Clear();
return;
}
// Graphics card buffer for colours and normals.
glGenBuffers(1, &m_bufColNorId);
glBindBuffer(GL_ARRAY_BUFFER, m_bufColNorId);
// Allocate space for both arrays
nBytes = (nuPoints * 4 + nuTriangs * 3) * sizeof(GLfloat);
glBufferData(GL_ARRAY_BUFFER, nBytes, nullptr, GL_STATIC_DRAW);
if ( ! MyOnGLError(myoglERR_BUFFER) )
{
// Likely the GPU got out of memory
Clear();
return;
}
// Populate part of the buffer with the array "colo"
nBytes = nuPoints * 4 * sizeof(GLfloat); // rgba components
glBufferSubData(GL_ARRAY_BUFFER, 0, nBytes, colo);
// Add the array "norm" to the buffer
GLsizeiptr bufoffset = nBytes;
nBytes = nuTriangs * 3 * sizeof(GLfloat);
glBufferSubData(GL_ARRAY_BUFFER, bufoffset, nBytes, norm);
// Graphics card buffer for indices.
glGenBuffers(1, &m_bufIndexId);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufIndexId);
// Populate the buffer with the array "indices"
// We use "triangle strip". An index for each additional vertex.
nBytes = (3 + nuTriangs - 1) * sizeof(GLushort); //Each triangle needs 3 indices
glBufferData(GL_ELEMENT_ARRAY_BUFFER, nBytes, indices, GL_STATIC_DRAW);
if ( ! MyOnGLError(myoglERR_BUFFER) )
{
// Likely the GPU got out of memory
Clear();
return;
}
// Unbind buffers. We will bind them one by one just now, at VAO creation
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
m_nuTriangs = nuTriangs;
m_triangShaders = theShader;
MyOnGLError(myoglERR_CLEAR); //clear error stack
// Part 2: VAO - - - - - - - - - - - - - - - - - - -
// Vertex Array Object (VAO) that stores the relationship between the
// buffers and the shader input attributes
glGenVertexArrays(1, &m_triangVAO);
glBindVertexArray(m_triangVAO);
// Set the way of reading (blocks of n floats each) from the current bound
// buffer and passing data to the shader (through the index of an attribute).
// Vertices positions
glBindBuffer(GL_ARRAY_BUFFER, m_bufVertId);
GLuint loc = m_triangShaders->GetAttribLoc("in_Position");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
// Colours
glBindBuffer(GL_ARRAY_BUFFER, m_bufColNorId);
loc = m_triangShaders->GetAttribLoc("in_Colour");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
// Normals. Their position in buffer starts at bufoffset
loc = m_triangShaders->GetAttribLoc("in_Normal");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)bufoffset);
// Indices
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_bufIndexId);
// Unbind
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Some log
MyOnGLError(myoglERR_JUSTLOG, "Triangles data loaded into GPU.");
}
void myOGLTriangles::Draw(const GLfloat* unifMvp, const GLfloat* unifToVw,
const myLight* theLight)
{
if ( !m_triangVAO )
return;
MyOnGLError(myoglERR_CLEAR); //clear error stack
if ( ! m_triangShaders->Use() )
return;
// Bind the source data for the shader
glBindVertexArray(m_triangVAO);
// Pass matrices to the shader in column-major order
glUniformMatrix4fv(m_triangShaders->GetUnifLoc("mMVP"), 1, GL_FALSE, unifMvp);
glUniformMatrix4fv(m_triangShaders->GetUnifLoc("mToViewSpace"), 1, GL_FALSE, unifToVw);
// Pass the light, in View coordinates in this sample
glUniform4fv(m_triangShaders->GetUnifLoc("lightProps"), 1, theLight->GetFLightPos());
glUniform3fv(m_triangShaders->GetUnifLoc("lightColour"), 1, theLight->GetFLightColour());
// We have a flat shading, and we want the first vertex data as the flat value
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
// Indexed drawing the triangles in strip mode, using 6 indices
glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, (GLvoid *)0);
MyOnGLError(myoglERR_DRAWING_TRI);
// Unbind
glBindVertexArray(0);
m_triangShaders->StopUse();
}
// ----------------------------------------------------------------------------
// myOGLString
// ----------------------------------------------------------------------------
myOGLString::myOGLString()
{
m_bufPosId = m_textureId = m_stringVAO = m_textureUnit = 0;
m_stringShaders = nullptr;
}
myOGLString::~myOGLString()
{
Clear();
}
void myOGLString::Clear()
{
if ( m_stringShaders )
m_stringShaders->DisableGenericVAA();
// Clear graphics card memory
glBindBuffer(GL_ARRAY_BUFFER, 0);
if ( m_bufPosId )
glDeleteBuffers(1, &m_bufPosId);
// Unbind from context
glBindVertexArray(0);
glDeleteVertexArrays(1, &m_stringVAO);
if ( m_textureUnit && m_textureId )
{
glActiveTexture(GL_TEXTURE0 + m_textureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &m_textureId);
}
glActiveTexture(GL_TEXTURE0);
glFlush(); //Tell GL to execute those commands now, but we don't wait for them
m_bufPosId = m_textureId = m_stringVAO = m_textureUnit = 0;
m_stringShaders = nullptr;
}
void myOGLString::SetStringWithVerts(myOGLShaders* theShader,
const unsigned char* tImage, int tWidth, int tHeigh,
const GLfloat* vert, const GLfloat* norm)
{
MyOnGLError(myoglERR_CLEAR); //clear error stack
if ( !tImage )
return;
// Part 1: Buffers - - - - - - - - - - - - - - - - - - -
// Graphics card buffer for vertices, normals, and texture coords
glGenBuffers(1, &m_bufPosId);
glBindBuffer(GL_ARRAY_BUFFER, m_bufPosId);
// (4+4) (vertices + normals) x 3 components + 4 text-vertices x 2 components
GLsizeiptr nBytes = (8 * 3 + 4 * 2) * sizeof(GLfloat);
glBufferData(GL_ARRAY_BUFFER, nBytes, nullptr, GL_STATIC_DRAW);
if ( ! MyOnGLError(myoglERR_BUFFER) )
{
// Likely the GPU got out of memory
Clear();
return;
}
// Populate part of the buffer with the array "vert"
nBytes = 12 * sizeof(GLfloat);
glBufferSubData(GL_ARRAY_BUFFER, 0, nBytes, vert);
// Add the array "norm" to the buffer
GLsizeiptr bufoffset = nBytes;
if ( norm )
{
// Just for string on face, not immutable string
glBufferSubData(GL_ARRAY_BUFFER, bufoffset, nBytes, norm);
}
// Add the array of texture coordinates to the buffer.
// Order is set accordingly with the vertices
// See myOGLManager::SetStringOnPyr()
GLfloat texcoords[8] = { 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 0.0 };
bufoffset += nBytes;
nBytes = 8 * sizeof(GLfloat);
glBufferSubData(GL_ARRAY_BUFFER, bufoffset, nBytes, texcoords);
m_stringShaders = theShader;
MyOnGLError(myoglERR_CLEAR); //clear error stack
// Part 2: VAO - - - - - - - - - - - - - - - - - - -
// Vertex Array Object (VAO) that stores the relationship between the
// buffers and the shader input attributes
glGenVertexArrays(1, &m_stringVAO);
glBindVertexArray(m_stringVAO);
// Set the way of reading (blocks of n floats each) from the current bound
// buffer and passing data to the shader (through the index of an attribute).
// Vertices positions
GLuint loc = m_stringShaders->GetAttribLoc("in_sPosition");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)0);
// Normals. Their position in buffer starts at bufoffset
bufoffset = 12 * sizeof(GLfloat);
if ( norm )
{
// Just for string on face, not immutable string
loc = m_stringShaders->GetAttribLoc("in_sNormal");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)bufoffset);
}
// Texture coordinates
bufoffset *= 2; //Normals take same amount of space as vertices
loc = m_stringShaders->GetAttribLoc("in_TextPos");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid *)bufoffset);
// Part 3: The texture with the string as an image - - - - - - - -
// Create the bind for the texture
// Same unit for both textures (strings) since their characteristics are the same.
m_textureUnit = 1;
glActiveTexture(GL_TEXTURE0 + m_textureUnit);
glGenTextures(1, &m_textureId); //"Name" of the texture object
glBindTexture(GL_TEXTURE_2D, m_textureId);
// Avoid some artifacts
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Do this before glTexImage2D because we only have 1 level, no mipmap
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
// For RGBA default alignment (4) is good. In other circumstances, we may
// need glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
// Load texture into card. No mipmap, so 0-level
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
(GLsizei)tWidth, (GLsizei)tHeigh, 0,
GL_RGBA, GL_UNSIGNED_BYTE, tImage);
if ( ! MyOnGLError(myoglERR_TEXTIMAGE) )
{
// Likely the GPU got out of memory
Clear();
return;
}
// Unbind
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
// Some log
MyOnGLError(myoglERR_JUSTLOG, "Texture for string loaded into GPU.");
}
void myOGLString::Draw(const GLfloat* unifMvp, const GLfloat* unifToVw,
const myLight* theLight)
{
if ( !m_stringVAO )
return;
MyOnGLError(myoglERR_CLEAR); //clear error stack
if ( ! m_stringShaders->Use() )
return;
// Bind the source data for the shader
glBindVertexArray(m_stringVAO);
// Pass matrices to the shader in column-major order
glUniformMatrix4fv(m_stringShaders->GetUnifLoc("mMVP"), 1, GL_FALSE, unifMvp);
if ( unifToVw && theLight )
{
// Just for string on face, not immutable string
glUniformMatrix4fv(m_stringShaders->GetUnifLoc("mToViewSpace"), 1, GL_FALSE, unifToVw);
// Pass the light, in View coordinates in this sample
glUniform4fv(m_stringShaders->GetUnifLoc("lightProps"), 1, theLight->GetFLightPos());
glUniform3fv(m_stringShaders->GetUnifLoc("lightColour"), 1, theLight->GetFLightColour());
// We have a flat shading, and we want the first vertex normal as the flat value
glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
}
// Use our texture unit
glActiveTexture(GL_TEXTURE0 + m_textureUnit);
glBindTexture(GL_TEXTURE_2D, m_textureId);
// The fragment shader will read texture values (pixels) from the texture
// currently active
glUniform1i(m_stringShaders->GetUnifLoc("stringTexture"), m_textureUnit);
// Draw the rectangle made up of two triangles
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
MyOnGLError(myoglERR_DRAWING_STR);
// Unbind
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
m_stringShaders->StopUse();
}
// ----------------------------------------------------------------------------
// myOGLImmutString
// ----------------------------------------------------------------------------
void myOGLImmutString::SetImmutString(myOGLShaders* theShader,
const unsigned char* tImage, int tWidth, int tHeigh)
{
// Make a rectangle of the same size as the image. Order of vertices matters.
// Set a 2 pixels margin
double imaVerts[12];
imaVerts[0] = 2.0 ; imaVerts[1] = 2.0 ; imaVerts[2] = -1.0;
imaVerts[3] = 2.0 ; imaVerts[4] = 2.0 + tHeigh; imaVerts[5] = -1.0;
imaVerts[6] = 2.0 + tWidth; imaVerts[7] = 2.0 ; imaVerts[8] = -1.0;
imaVerts[9] = 2.0 + tWidth; imaVerts[10] = 2.0 + tHeigh; imaVerts[11] = -1.0;
// GLFloat version
GLfloat fimaVerts[12];
SetAsGLFloat4x4(imaVerts, fimaVerts, 12);
// Call the base class without normals, it will handle this case
SetStringWithVerts(theShader, tImage, tWidth, tHeigh, fimaVerts, nullptr);
}
void myOGLImmutString::SetOrtho(int winWidth, int winHeight)
{
// We want an image always of the same size, regardless of window size.
// The orthogonal projection with the whole window achieves it.
MyOrtho(0.0, winWidth, 0.0, winHeight, -1.0, 1.0, m_dOrtho);
// Store the 'float' matrix
SetAsGLFloat4x4(m_dOrtho, m_fOrtho, 16);
}
// ----------------------------------------------------------------------------
// myOGLCamera
// ----------------------------------------------------------------------------
myOGLCamera::myOGLCamera()
{
m_needMVPUpdate = true; //Matrix must be updated
InitPositions();
}
void myOGLCamera::InitPositions()
{
// We have a tetrahedron centered at origin and edge length = 200
m_centerOfWorld.x = m_centerOfWorld.y = m_centerOfWorld.z = 0.0;
// The radius of the bounding sphere
m_radiusOfWorld = 122.4745;
// From degrees to radians
double degToRad = (double) 4.0 * atan(1.0) / 180.0;
// Angle of the field of view
m_fov = 40.0 * degToRad; //radians
// Position the camera far enough so we can see the whole world.
// The camera is between X and Z axis, below the pyramid
double tmpv = m_radiusOfWorld / sin(m_fov/2.0);
tmpv *= 1.05; // 5% margin
m_camPosition.x = m_centerOfWorld.x + tmpv * cos(75.0 * degToRad);
m_camPosition.z = m_centerOfWorld.z + tmpv * sin(75.0 * degToRad);
m_camPosition.y = m_centerOfWorld.y - m_radiusOfWorld;
// This camera looks always at center
m_camTarget = m_centerOfWorld;
// A vector perpendicular to Position-Target heading Y+
myVec3 vper = MyNormalize(m_camTarget - m_camPosition);
m_camUp = myVec3(0.0, 1.0, 0.0);
m_camUp = MyCross(m_camUp, vper);
m_camUp = MyNormalize( MyCross(vper, m_camUp) );
tmpv = MyDistance(m_camPosition, m_centerOfWorld);
// Calculate distances, not coordinates, with some margins
// Near clip-plane distance to the camera
m_nearD = tmpv - 1.10 * m_radiusOfWorld - 5.0;
// Far clip-plane distance to the camera
m_farD = tmpv + 1.10 * m_radiusOfWorld + 5.0;
// The "View" matrix. We will not change it any more in this sample
MyLookAt(m_camPosition, m_camUp, m_camTarget, m_dView);
// The initial "Model" matrix is the Identity matrix
MyRotate(myVec3(0.0, 0.0, 1.0), 0.0, m_dMode);
// Nothing else. "View" matrix is calculated at ViewSizeChanged()
}
void myOGLCamera::ViewSizeChanged(int newWidth, int newHeight)
{
// These values are also used for MouseRotation()
m_winWidth = newWidth;
m_winHeight = newHeight;
// Calculate the projection matrix
double aspect = (double) newWidth / newHeight;
MyPerspective(m_fov, aspect, m_nearD, m_farD, m_dProj);
// Inform we need to calculate MVP matrix
m_needMVPUpdate = true;
}
const GLfloat* myOGLCamera::GetFloatMVP()
{
UpdateMatrices();
return m_fMVP;
}
const GLfloat* myOGLCamera::GetFloatToVw()
{
UpdateMatrices();
return m_fToVw;
}
void myOGLCamera::UpdateMatrices()
{
if ( m_needMVPUpdate )
{
MyMatMul4x4(m_dView, m_dMode, m_dToVw);
MyMatMul4x4(m_dProj, m_dToVw, m_dMVP);
// Store the 'float' matrices
SetAsGLFloat4x4(m_dToVw, m_fToVw, 16);
SetAsGLFloat4x4(m_dMVP, m_fMVP, 16);
m_needMVPUpdate = false;
}
}
void myOGLCamera::MouseRotation(int fromX, int fromY, int toX, int toY)
{
if ( fromX == toX && fromY == toY )
return; //no rotation
// 1. Obtain axis of rotation and angle simulating a virtual trackball "r"
// 1.1. Calculate normalized coordinates (2x2x2 box).
// The trackball is a part of sphere of radius "r" (the rest is hyperbolic)
// Use r= 0.8 for better maximum rotation (more-less 150 degrees)
double xw1 = (2.0 * fromX - m_winWidth) / m_winWidth;
double yw1 = (2.0 * fromY - m_winHeight) / m_winHeight;
double xw2 = (2.0 * toX - m_winWidth) / m_winWidth;
double yw2 = (2.0 * toY - m_winHeight) / m_winHeight;
double z1 = GetTrackballZ(xw1, yw1, 0.8);
double z2 = GetTrackballZ(xw2, yw2, 0.8);
// 1.2. With normalized vectors, compute axis from 'cross' and angle from 'dot'
myVec3 v1(xw1, yw1, z1);
myVec3 v2(xw2, yw2, z2);
v1 = MyNormalize(v1);
v2 = MyNormalize(v2);
myVec3 axis(MyCross(v1, v2));
// 'axis' is in camera coordinates. Transform it to world coordinates.
double mtmp[16];
MyMatInverse(m_dView, mtmp);
myVec4 res = MyMatMul4x1(mtmp, myVec4(axis));
axis.x = res.x;
axis.y = res.y;
axis.z = res.z;
axis = MyNormalize(axis);
double angle = AngleBetween(v1, v2);
// 2. Compute the model transformation (rotate the model) matrix
MyRotate(axis, angle, mtmp);
// Update "Model" matrix
double mnew[16];
MyMatMul4x4(mtmp, m_dMode, mnew);
for (size_t i = 0; i<16; ++i)
m_dMode[i] = mnew[i];
// Inform we need to calculate MVP matrix
m_needMVPUpdate = true;
}
// Return the orthogonal projection of (x,y) into a sphere centered on the screen
// and radius 'r'. This makes some (x,y) to be outside of circle r='r'. We avoid
// this issue by using a hyperbolic sheet for (x,y) outside of r = 0.707 * 'r'.
double myOGLCamera::GetTrackballZ(double x, double y, double r)
{
double d = x*x + y*y;
double r2 = r*r;
return (d < r2/2.0) ? sqrt(r2 - d) : r2/2.0/sqrt(d);
}
// ----------------------------------------------------------------------------
// myOGLManager
// ----------------------------------------------------------------------------
myOGLManager::myOGLManager(myOGLErrHandler* extErrHnd)
{
externalMyOGLErrHandler = extErrHnd;
MyOnGLError(myoglERR_CLEAR); //clear error stack
}
myOGLManager::~myOGLManager()
{
MyOnGLError(myoglERR_CLEAR); //clear error stack
// Force GPU finishing before the context is deleted
glFinish();
}
/* Static */
bool myOGLManager::Init()
{
// Retrieve the pointers to OGL functions we use in this sample
return MyInitGLPointers();
}
const GLubyte* myOGLManager::GetGLVersion()
{
return glGetString(GL_VERSION);
}
const GLubyte* myOGLManager::GetGLVendor()
{
return glGetString(GL_VENDOR);
}
const GLubyte* myOGLManager::GetGLRenderer()
{
return glGetString(GL_RENDERER);
}
void myOGLManager::SetShadersAndTriangles()
{
// The shaders attributes and uniforms
m_TriangShaders.AddAttrib("in_Position");
m_TriangShaders.AddAttrib("in_Colour");
m_TriangShaders.AddAttrib("in_Normal");
m_TriangShaders.AddUnif("mMVP");
m_TriangShaders.AddUnif("mToViewSpace");
m_TriangShaders.AddUnif("lightProps");
m_TriangShaders.AddUnif("lightColour");
m_TriangShaders.AddCode(triangVertexShader, GL_VERTEX_SHADER);
m_TriangShaders.AddCode(illuminationShader, GL_FRAGMENT_SHADER);
m_TriangShaders.AddCode(triangFragmentShader, GL_FRAGMENT_SHADER);
m_TriangShaders.Init();
m_StringShaders.AddAttrib("in_sPosition");
m_StringShaders.AddAttrib("in_sNormal");
m_StringShaders.AddAttrib("in_TextPos");
m_StringShaders.AddUnif("mMVP");
m_StringShaders.AddUnif("mToViewSpace");
m_StringShaders.AddUnif("lightProps");
m_StringShaders.AddUnif("lightColour");
m_StringShaders.AddUnif("stringTexture");
m_StringShaders.AddCode(stringsVertexShader, GL_VERTEX_SHADER);
m_StringShaders.AddCode(illuminationShader, GL_FRAGMENT_SHADER);
m_StringShaders.AddCode(stringsFragmentShader, GL_FRAGMENT_SHADER);
m_StringShaders.Init();
m_ImmutStringSha.AddAttrib("in_sPosition");
m_ImmutStringSha.AddAttrib("in_TextPos");
m_ImmutStringSha.AddUnif("mMVP");
m_ImmutStringSha.AddUnif("stringTexture");
m_ImmutStringSha.AddCode(stringsImmutableVS, GL_VERTEX_SHADER);
m_ImmutStringSha.AddCode(stringsImmutableFS, GL_FRAGMENT_SHADER);
m_ImmutStringSha.Init();
// The point light. Set its color as full white.
// In this sample we set the light position same as the camera position
// In View space, camera position is {0, 0, 0}
m_Light.Set(myVec3(0.0, 0.0, 0.0), 1.0, 1.0, 1.0, 1.0);
// The triangles data
m_Triangles.SetBuffers(&m_TriangShaders, 4, 4, gVerts, gColours, gNormals, gIndices);
}
void myOGLManager::SetStringOnPyr(const unsigned char* strImage, int iWidth, int iHeigh)
{
// Some geometry. We want a rectangle close to face 0-1-2 (X-Z plane).
// The rectangle must preserve strImage proportions. If the height of the
// rectangle is "h" and we want to locate it with its largest side parallel
// to the edge of the face and at distance= h/2, then the rectangle width is
// rw = edgeLength - 2 * ((h/2 + h + h/2)/tan60) = edgeLength - 4*h/sqrt(3)
// If h/rw = Prop then
// rw = edgeLength / (1+4/sqrt(3)*Prop) and h = Prop * rw
double edgeLen = MyDistance(myVec3(gVerts[0], gVerts[1], gVerts[2]),
myVec3(gVerts[6], gVerts[7], gVerts[8]));
GLfloat prop = ((GLfloat) iHeigh) / ((GLfloat) iWidth);
GLfloat rw = float(edgeLen) / (1 + 4 * prop / std::sqrt(3.0f));
GLfloat h = prop * rw;
GLfloat de = 2 * h / std::sqrt(3.0f);
// A bit of separation of the face so as to avoid z-fighting
GLfloat rY = gVerts[1] - 0.01f; // Towards outside
GLfloat sVerts[12];
// The image was created top to bottom, but OpenGL axis are bottom to top.
// The image would display upside down. We avoid it choosing the right
// order of vertices and texture coords. See myOGLString::SetStringWithVerts()
sVerts[0] = gVerts[6] + de; sVerts[1] = rY; sVerts[2] = gVerts[8] + h / 2;
sVerts[3] = sVerts[0] ; sVerts[4] = rY; sVerts[5] = sVerts[2] + h;
sVerts[6] = sVerts[0] + rw; sVerts[7] = rY; sVerts[8] = sVerts[2];
sVerts[9] = sVerts[6] ; sVerts[10] = rY; sVerts[11] = sVerts[5];
// Normals for the rectangle illumination, same for the four vertices
const GLfloat strNorms[] = { gNormals[0], gNormals[1], gNormals[2],
gNormals[0], gNormals[1], gNormals[2],
gNormals[0], gNormals[1], gNormals[2],
gNormals[0], gNormals[1], gNormals[2]};
// The texture data for the string on the face of the pyramid
m_StringOnPyr.SetStringWithVerts(&m_StringShaders, strImage, iWidth, iHeigh,
sVerts, strNorms);
}
void myOGLManager::SetImmutableString(const unsigned char* strImage,
int iWidth, int iHeigh)
{
m_ImmString.SetImmutString(&m_ImmutStringSha, strImage, iWidth, iHeigh);
}
void myOGLManager::SetViewport(int x, int y, int width, int height)
{
if (width < 1) width = 1;
if (height < 1) height = 1;
glViewport(x, y, (GLsizei)width, (GLsizei)height);
// The camera handles perspective projection
m_Camera.ViewSizeChanged(width, height);
// And this object handles its own orthogonal projection
m_ImmString.SetOrtho(width, height);
}
void myOGLManager::Render()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor((GLfloat)0.15, (GLfloat)0.15, 0.0, (GLfloat)1.0); // Dark, but not black.
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
m_Triangles.Draw(m_Camera.GetFloatMVP(), m_Camera.GetFloatToVw(), &m_Light);
m_StringOnPyr.Draw(m_Camera.GetFloatMVP(), m_Camera.GetFloatToVw(), &m_Light);
// This string is at the very front, whatever z-coords are given
glDisable(GL_DEPTH_TEST);
m_ImmString.Draw(m_ImmString.GetFloatMVP(), nullptr, nullptr);
}
void myOGLManager::OnMouseButDown(int posX, int posY)
{
// Just save mouse position
m_mousePrevX = posX;
m_mousePrevY = posY;
}
void myOGLManager::OnMouseRotDragging(int posX, int posY)
{
m_Camera.MouseRotation(m_mousePrevX, m_mousePrevY, posX, posY);
m_mousePrevX = posX;
m_mousePrevY = posY;
}