custom OpenGL drawing support fixed

This commit is contained in:
Vadim Lopatin 2016-01-13 13:42:54 +03:00
parent d3b2c9bedf
commit 73035e925d
4 changed files with 530 additions and 598 deletions

View File

@ -27,7 +27,7 @@ extern (C) int UIAppMain(string[] args) {
return Platform.instance.enterMessageLoop();
}
static if (ENABLE_OPENGL) {
static if (ENABLE_OPENGL):
import derelict.opengl3.gl3;
import derelict.opengl3.gl;
@ -54,9 +54,8 @@ static if (ENABLE_OPENGL) {
padding: 20
layoutWidth: fill; layoutHeight: fill
//backgroundColor: "#C0E0E070" // semitransparent yellow background
// red bold text with size = 150% of base style size and font face Arial
TextWidget { text: "Some controls to draw on top of OpenGL scene"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
// arrange controls as form - table with two columns
TableLayout {
colCount: 2
@ -78,6 +77,11 @@ static if (ENABLE_OPENGL) {
CheckBox { id: cb2; text: "checkbox 2" }
}
}
TextWidget { text: "Choose OpenGL example:" }
VerticalLayout {
RadioButton { id: rbExample1; text: "Shaders based example - Cube"; checked: true }
RadioButton { id: rbExample2; text: "Legacy OpenGL API example - glxGears" }
}
VSpacer { layoutWeight: 10 }
HorizontalLayout {
Button { id: btnOk; text: "Ok" }
@ -88,10 +92,35 @@ static if (ENABLE_OPENGL) {
});
// assign OpenGL drawable to child widget background
w.childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw));
w.childById("rbExample1").click = delegate(Widget w) {
_exampleIndex = 0; // new API
return true;
};
w.childById("rbExample2").click = delegate(Widget w) {
_exampleIndex = 1; // old API
return true;
};
addChild(w);
}
bool _oldApi;
int _exampleIndex = 0;
/// returns true is widget is being animated - need to call animate() and redraw
@property override bool animating() { return true; }
/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
override void animate(long interval) {
if (_exampleIndex == 1) {
// animate legacy API example
// rotate gears
angle += interval * 0.000002f;
} else {
// TODO: animate new API example
angle += interval * 0.000002f;
}
invalidate();
}
/// this is OpenGLDrawableDelegate implementation
private void doDraw(Rect windowRect, Rect rc) {
@ -99,15 +128,15 @@ static if (ENABLE_OPENGL) {
Log.v("GlGears: OpenGL is disabled");
return;
}
_oldApi = glSupport.legacyMode; // !!glLightfv;
if (_oldApi) {
drawUsingOldAPI(windowRect, rc);
} else {
bool canUseOldApi = !!glLightfv;
bool canUseNewApi = !glSupport.legacyMode;
if (_exampleIndex == 0 || !canUseOldApi)
drawUsingNewAPI(windowRect, rc);
}
else if (_exampleIndex == 1 || !canUseNewApi)
drawUsingOldAPI(windowRect, rc);
}
/// Legacy API example (glBegin/glEnd)
/// Legacy API example (glBegin/glEnd) - glxGears
void drawUsingOldAPI(Rect windowRect, Rect rc) {
static bool _initCalled;
if (!_initCalled) {
@ -127,108 +156,6 @@ static if (ENABLE_OPENGL) {
glDisable(GL_DEPTH_TEST);
}
MyProgram _program;
GLTexture _tx;
float[] vertices;
float[] texcoords;
float[4*6*6] colors;
void createMesh() {
if (!_tx)
_tx = new GLTexture("crate");
// define Cube mesh
vertices = [
-1.0f,-1.0f,-1.0f, // triangle 1 : begin
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f, 1.0f, // triangle 1 : end
1.0f, 1.0f,-1.0f, // triangle 2 : begin
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f,-1.0f, // triangle 2 : end
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f,-1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f,-1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f
];
float[2] uv = _tx.uv;
float tx0 = 0.0f;
float tx1 = uv[0];
float ty0 = 0.0f;
float ty1 = uv[1];
texcoords = [
//
tx0, ty1,
tx0, ty0,
tx1, ty0,
tx1, ty0,
tx1, ty1,
tx0, ty1,
//
tx0, ty1,
tx0, ty0,
tx1, ty0,
tx1, ty0,
tx1, ty1,
tx0, ty1,
//
tx0, ty1,
tx0, ty0,
tx1, ty0,
tx1, ty0,
tx1, ty1,
tx0, ty1,
//
tx0, ty1,
tx0, ty0,
tx1, ty0,
tx1, ty0,
tx1, ty1,
tx0, ty1,
//
tx0, ty1,
tx0, ty0,
tx1, ty0,
tx1, ty0,
tx1, ty1,
tx0, ty1,
//
tx0, ty1,
tx0, ty0,
tx1, ty0,
tx1, ty0,
tx1, ty1,
tx0, ty1,
];
// init with white color
foreach(ref cl; colors)
cl = 1.0f;
}
~this() {
if (_program)
destroy(_program);
@ -236,11 +163,13 @@ static if (ENABLE_OPENGL) {
destroy(_tx);
}
MyGLProgram _program;
GLTexture _tx;
/// New API example (OpenGL3+, shaders)
void drawUsingNewAPI(Rect windowRect, Rect rc) {
// TODO: put some sample code here
if (!_program) {
_program = new MyProgram();
_program = new MyGLProgram();
createMesh();
}
if (!_program.check())
@ -251,84 +180,84 @@ static if (ENABLE_OPENGL) {
return;
}
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_DEPTH_BUFFER_BIT);
checkgl!glDisable(GL_CULL_FACE);
checkgl!glEnable(GL_CULL_FACE);
checkgl!glEnable(GL_DEPTH_TEST);
checkgl!glCullFace(GL_BACK);
// ======== Projection Matrix ==================
mat4 projectionMatrix; // = glSupport.projectionMatrix;
projectionMatrix.setIdentity();
mat4 projectionMatrix;
float aspectRatio = cast(float)rc.width / cast(float)rc.height;
projectionMatrix.setPerspective(45.0f, aspectRatio, 0.1f, 100.0f);
// ======== View Matrix ==================
mat4 viewMatrix;
viewMatrix.setIdentity();
viewMatrix.translate(0, 0, -6);
//viewMatrix.rotatez(30.0f);
//viewMatrix.rotatey(15.0f);
//viewMatrix.translation(0.0f, 0.0f, 4.0f).rotatez(angle);
viewMatrix.rotatex(-15.0f);
//viewMatrix.lookAt(vec3(-10, 0, 0), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
// ======== Model Matrix ==================
mat4 modelMatrix;
modelMatrix.setIdentity();
//modelMatrix.scale(0.3f);
modelMatrix.scale(1.5f);
modelMatrix.rotatez(30.0f + angle * 0.3456778);
modelMatrix.rotatey(angle);
modelMatrix.rotatez(angle * 1.98765f);
//modelMatrix.translate(3, 0, 0);
mat4 m = projectionMatrix * viewMatrix * modelMatrix;
//mat4 m = modelMatrix * viewMatrix * projectionMatrix;
// ======= PMV matrix =====================
mat4 projectionViewModelMatrix = projectionMatrix * viewMatrix * modelMatrix;
//float[16] matrix;
//for (int y = 0; y < 4; y++)
// for (int x = 0; x < 4; x++)
// matrix[y * 4 + x] = m[x][y];
//matrix[x * 4 + y] = m[y][x];
_program.execute(vertices, colors, texcoords, _tx.texture, true, projectionViewModelMatrix.m);
Log.d("projectionMatrix qt: ", glSupport.projectionMatrix);
Log.d("projectionMatrix 2 : ", projectionMatrix);
Log.d("projectionViewModelMatrix: ", cast(float[16])m.m);
Log.d("(-1,-1,-1) * matrix: ", (m * vec3(-1, -1, -1)).vec);
Log.d("(1,1,1) * matrix: ", (m * vec3(1, 1, 1)).vec);
Log.d("(0,3,0) * matrix: ", (m * vec3(0, 3, 0)).vec);
for (int i = 0; i < vertices.length - 2; i+=3) {
vec3 v = vec3(vertices[i], vertices[i + 1], vertices[i + 2]);
vec3 v_mul_m = (v * m);
vec3 m_mul_v = (m * v);
Log.d("pvmmatrix * ", v.vec, " = ", v_mul_m.vec);
}
//Log.d("(1,1,1) * matrix: ", m * vec4(1, 1, 1, 1));
//Log.d("(0,1,0) * matrix: ", m * vec4(0, 1, 0, 1));
//Log.d("(1,0,0) * matrix: ", m * vec4(1, 0, 0, 1));
//Log.d("(0,0,0) * matrix: ", m * vec4(0, 0, 0, 1));
_program.execute(vertices, colors, texcoords, _tx.texture, true, m.m);
checkgl!glDisable(GL_CULL_FACE);
checkgl!glDisable(GL_DEPTH_TEST);
}
/// returns true is widget is being animated - need to call animate() and redraw
@property override bool animating() { return true; }
/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
override void animate(long interval) {
if (_oldApi) {
// animate legacy API example
// rotate gears
angle += interval * 0.000002f;
} else {
// TODO: animate new API example
angle += interval * 0.000002f;
}
invalidate();
// Cube mesh
float[] vertices;
float[] texcoords;
float[4*6*6] colors;
void createMesh() {
if (!_tx)
_tx = new GLTexture("crate");
// define Cube mesh
auto p000 = [-1.0f, -1.0f, -1.0f];
auto p100 = [ 1.0f, -1.0f, -1.0f];
auto p010 = [-1.0f, 1.0f, -1.0f];
auto p110 = [ 1.0f, 1.0f, -1.0f];
auto p001 = [-1.0f, -1.0f, 1.0f];
auto p101 = [ 1.0f, -1.0f, 1.0f];
auto p011 = [-1.0f, 1.0f, 1.0f];
auto p111 = [ 1.0f, 1.0f, 1.0f];
vertices = p000 ~ p010 ~ p110 ~ p110 ~ p100 ~ p000 // front face
~ p101 ~ p111 ~ p011 ~ p011 ~ p001 ~ p101 // back face
~ p100 ~ p110 ~ p111 ~ p111 ~ p101 ~ p100 // right face
~ p001 ~ p011 ~ p010 ~ p010 ~ p000 ~ p001 // left face
~ p010 ~ p011 ~ p111 ~ p111 ~ p110 ~ p010 // top face
~ p001 ~ p000 ~ p100 ~ p100 ~ p101 ~ p001 // bottom face
;
// texture coordinates
float[2] uv = _tx.uv;
float tx0 = 0.0f;
float tx1 = uv[0];
float ty0 = 0.0f;
float ty1 = uv[1];
float[12] facetx = [tx1, ty1,
tx0, ty0,
tx0, ty1,
tx0, ty1,
tx1, ty0,
tx1, ty1];
texcoords = facetx ~ facetx ~ facetx ~ facetx ~ facetx ~ facetx;
// init with white color (1, 1, 1, 1)
foreach(ref cl; colors)
cl = 1.0f;
}
}
// ====================================================================================
// Shaders based example
class MyProgram : GLProgram {
// Simple texture + color shader
class MyGLProgram : GLProgram {
@property override string vertexSource() {
return q{
in vec4 vertex;
@ -355,15 +284,16 @@ static if (ENABLE_OPENGL) {
void main(void)
{
outColor = texture(tex, texc.st) * col;
//outColor = col;
}
};
}
// attribute locations
protected GLint matrixLocation;
protected GLint vertexLocation;
protected GLint colAttrLocation;
protected GLint texCoordLocation;
override bool initLocations() {
matrixLocation = getUniformLocation("matrix");
vertexLocation = getAttribLocation("vertex");
@ -377,7 +307,7 @@ static if (ENABLE_OPENGL) {
return false;
glEnable(GL_BLEND);
checkgl!glDisable(GL_CULL_FACE);
//checkgl!glDisable(GL_CULL_FACE);
checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
bind();
checkgl!glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
@ -398,7 +328,6 @@ static if (ENABLE_OPENGL) {
glEnableVertexAttribArray(colAttrLocation);
glEnableVertexAttribArray(texCoordLocation);
Log.d("Drawing ", vertices.length / 9, " triangles");
checkgl!glDrawArrays(GL_TRIANGLES, 0, cast(int)vertices.length / 3);
glDisableVertexAttribArray(vertexLocation);
@ -421,6 +350,7 @@ static if (ENABLE_OPENGL) {
//=====================================================================================
// Legacy OpenGL API example
// GlxGears
//=====================================================================================
import std.math;
static __gshared GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
@ -648,6 +578,3 @@ static if (ENABLE_OPENGL) {
glEnable(GL_NORMALIZE);
}
}

View File

@ -627,7 +627,7 @@ bool fuzzyNull(float v) {
/// float matrix 4 x 4
struct mat4 {
float[16] m;
float[16] m = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
//alias m this;

View File

@ -761,13 +761,13 @@ public:
override void draw() {
if (_handler) {
glSupport.setOrthoProjection(_windowRect, _rc);
glSupport.clearDepthBuffer();
_handler(_windowRect, _rc);
glSupport.setOrthoProjection(_windowRect, _windowRect);
}
}
}
/// GL Texture object from image
static class GLTexture {
protected int _dx;

View File

@ -860,6 +860,11 @@ class GLSupport {
return _projectionMatrix;
}
/// clear depth buffer
void clearDepthBuffer() {
glClear(GL_DEPTH_BUFFER_BIT);
}
void setOrthoProjection(Rect windowRect, Rect view) {
flushGL();
bufferDx = windowRect.width;