make rendering code more reusable, update testbed

This commit is contained in:
Irlan 2018-09-23 13:22:21 -03:00
parent e2a9084df1
commit 0fbd543d96
5 changed files with 118 additions and 71 deletions

View File

@ -29,7 +29,12 @@
Camera* g_camera = nullptr; Camera* g_camera = nullptr;
Draw* g_draw = nullptr; Draw* g_draw = nullptr;
u32 g_drawFlags = 0;
bool g_glDrawPoints;
bool g_glDrawLines;
bool g_glDrawTriangles;
b3Mat44 g_glViewMatrix;
b3Mat44 g_glProjectionMatrix;
Camera::Camera() Camera::Camera()
{ {
@ -76,7 +81,7 @@ b3Transform Camera::BuildWorldTransform() const
b3Mat44 Camera::BuildWorldMatrix() const b3Mat44 Camera::BuildWorldMatrix() const
{ {
b3Transform xf = BuildWorldTransform(); b3Transform xf = BuildWorldTransform();
return MakeMat44(xf); return b3TransformMat44(xf);
} }
b3Transform Camera::BuildViewTransform() const b3Transform Camera::BuildViewTransform() const
@ -90,7 +95,7 @@ b3Transform Camera::BuildViewTransform() const
b3Mat44 Camera::BuildViewMatrix() const b3Mat44 Camera::BuildViewMatrix() const
{ {
b3Transform xf = BuildViewTransform(); b3Transform xf = BuildViewTransform();
return MakeMat44(xf); return b3TransformMat44(xf);
} }
b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const b3Vec2 Camera::ConvertWorldToScreen(const b3Vec3& pw3) const
@ -142,6 +147,12 @@ b3Ray3 Camera::ConvertScreenToWorld(const b3Vec2& ps) const
Draw::Draw() Draw::Draw()
{ {
g_glViewMatrix.SetZero();
g_glProjectionMatrix.SetZero();
g_glDrawPoints = true;
g_glDrawLines = true;
g_glDrawTriangles = true;
m_points = new DrawPoints(); m_points = new DrawPoints();
m_lines = new DrawLines(); m_lines = new DrawLines();
m_triangles = new DrawTriangles(); m_triangles = new DrawTriangles();
@ -158,6 +169,31 @@ Draw::~Draw()
delete m_solid; delete m_solid;
} }
void Draw::SetViewMatrix(const b3Mat44& m)
{
g_glViewMatrix = m;
}
void Draw::SetProjectionMatrix(const b3Mat44& m)
{
g_glProjectionMatrix = m;
}
void Draw::EnableDrawPoints(bool flag)
{
g_glDrawPoints = flag;
}
void Draw::EnableDrawLines(bool flag)
{
g_glDrawLines = flag;
}
void Draw::EnableDrawTriangles(bool flag)
{
g_glDrawTriangles = flag;
}
void Draw::DrawPoint(const b3Vec3& p, float32 size, const b3Color& color) void Draw::DrawPoint(const b3Vec3& p, float32 size, const b3Color& color)
{ {
m_points->Vertex(p, size, color); m_points->Vertex(p, size, color);

View File

@ -51,29 +51,22 @@ public:
float32 m_zFar; float32 m_zFar;
}; };
inline b3Mat44 MakeMat44(const b3Transform& T)
{
return b3Mat44(
b3Vec4(T.rotation.x.x, T.rotation.x.y, T.rotation.x.z, 0.0f),
b3Vec4(T.rotation.y.x, T.rotation.y.y, T.rotation.y.z, 0.0f),
b3Vec4(T.rotation.z.x, T.rotation.z.y, T.rotation.z.z, 0.0f),
b3Vec4(T.position.x, T.position.y, T.position.z, 1.0f));
}
//
enum DrawFlags
{
e_pointsFlag = 0x0001,
e_linesFlag = 0x0002,
e_trianglesFlag = 0x0004
};
class Draw : public b3Draw class Draw : public b3Draw
{ {
public: public:
Draw(); Draw();
~Draw(); ~Draw();
void SetViewMatrix(const b3Mat44& m);
void SetProjectionMatrix(const b3Mat44& m);
void EnableDrawPoints(bool flag);
void EnableDrawLines(bool flag);
void EnableDrawTriangles(bool flag);
void DrawPoint(const b3Vec3& p, float32 size, const b3Color& color); void DrawPoint(const b3Vec3& p, float32 size, const b3Color& color);
void DrawSegment(const b3Vec3& p1, const b3Vec3& p2, const b3Color& color); void DrawSegment(const b3Vec3& p1, const b3Vec3& p2, const b3Color& color);
@ -139,6 +132,5 @@ private:
extern Camera* g_camera; extern Camera* g_camera;
extern Draw* g_draw; extern Draw* g_draw;
extern u32 g_drawFlags;
#endif #endif

View File

@ -19,15 +19,24 @@
#ifndef DRAW_GL2_H #ifndef DRAW_GL2_H
#define DRAW_GL2_H #define DRAW_GL2_H
#include <testbed/framework/draw.h>
#include <glad_2/glad.h> #include <glad_2/glad.h>
#include <stdio.h> #include <stdio.h>
#include <stdarg.h> #include <stdarg.h>
#include <bounce/common/math/transform.h>
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i)) #define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
extern bool g_glDrawLines;
extern bool g_glDrawTriangles;
extern b3Mat44 g_glViewMatrix;
extern b3Mat44 g_glProjectionMatrix;
static void AssertGL() static void AssertGL()
{ {
GLenum errorCode = glGetError(); GLenum errorCode = glGetError();
@ -189,7 +198,7 @@ struct DrawPoints
return; return;
} }
if ((g_drawFlags & DrawFlags::e_pointsFlag) == 0) if (!g_glDrawPoints)
{ {
m_count = 0; m_count = 0;
return; return;
@ -197,8 +206,8 @@ struct DrawPoints
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = g_camera->BuildViewMatrix(); b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_camera->BuildProjectionMatrix(); b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1; b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -324,7 +333,7 @@ struct DrawLines
return; return;
} }
if ((g_drawFlags & DrawFlags::e_linesFlag) == 0) if (!g_glDrawLines)
{ {
m_count = 0; m_count = 0;
return; return;
@ -332,8 +341,8 @@ struct DrawLines
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = g_camera->BuildViewMatrix(); b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_camera->BuildProjectionMatrix(); b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1; b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -460,7 +469,7 @@ struct DrawTriangles
return; return;
} }
if ((g_drawFlags & DrawFlags::e_trianglesFlag) == 0) if (!g_glDrawTriangles)
{ {
m_count = 0; m_count = 0;
return; return;
@ -468,8 +477,8 @@ struct DrawTriangles
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = g_camera->BuildViewMatrix(); b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_camera->BuildProjectionMatrix(); b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1; b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -646,19 +655,19 @@ struct DrawWire
void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf) void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf)
{ {
if ((g_drawFlags & DrawFlags::e_linesFlag) == 0) if (!g_glDrawLines)
{ {
return; return;
} }
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = MakeMat44(xf); b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x; m1.x = radius * m1.x;
m1.y = radius * m1.y; m1.y = radius * m1.y;
m1.z = radius * m1.z; m1.z = radius * m1.z;
b3Mat44 m2 = g_camera->BuildViewMatrix(); b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_camera->BuildProjectionMatrix(); b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1; b3Mat44 m = m3 * m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -940,20 +949,20 @@ struct DrawSolid
void DrawCylinder(float32 radius, float32 height, const b3Color& c, const b3Transform& xf) void DrawCylinder(float32 radius, float32 height, const b3Color& c, const b3Transform& xf)
{ {
if ((g_drawFlags & DrawFlags::e_trianglesFlag) == 0) if (!g_glDrawTriangles)
{ {
return; return;
} }
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = MakeMat44(xf); b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x; m1.x = radius * m1.x;
m1.y = height * m1.y; m1.y = height * m1.y;
m1.z = radius * m1.z; m1.z = radius * m1.z;
b3Mat44 m2 = g_camera->BuildViewMatrix(); b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_camera->BuildProjectionMatrix(); b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1; b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r); glUniform4fv(m_colorUniform, 1, &c.r);
@ -983,20 +992,20 @@ struct DrawSolid
void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf) void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf)
{ {
if ((g_drawFlags & DrawFlags::e_trianglesFlag) == 0) if (!g_glDrawTriangles)
{ {
return; return;
} }
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = MakeMat44(xf); b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x; m1.x = radius * m1.x;
m1.y = radius * m1.y; m1.y = radius * m1.y;
m1.z = radius * m1.z; m1.z = radius * m1.z;
b3Mat44 m2 = g_camera->BuildViewMatrix(); b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_camera->BuildProjectionMatrix(); b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1; b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r); glUniform4fv(m_colorUniform, 1, &c.r);

View File

@ -19,15 +19,24 @@
#ifndef DRAW_GL4_H #ifndef DRAW_GL4_H
#define DRAW_GL4_H #define DRAW_GL4_H
#include <testbed/framework/draw.h>
#include <glad_4/glad.h> #include <glad_4/glad.h>
#include <stdio.h> #include <stdio.h>
#include <stdarg.h> #include <stdarg.h>
#include <bounce/common/math/transform.h>
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#define BUFFER_OFFSET(i) ((char*)NULL + (i)) #define BUFFER_OFFSET(i) ((char*)NULL + (i))
extern bool g_glDrawPoints;
extern bool g_glDrawLines;
extern bool g_glDrawTriangles;
extern b3Mat44 g_glViewMatrix;
extern b3Mat44 g_glProjectionMatrix;
static void AssertGL() static void AssertGL()
{ {
GLenum errorCode = glGetError(); GLenum errorCode = glGetError();
@ -203,7 +212,7 @@ struct DrawPoints
return; return;
} }
if ((g_drawFlags & DrawFlags::e_pointsFlag) == 0) if (!g_glDrawPoints)
{ {
m_count = 0; m_count = 0;
return; return;
@ -211,8 +220,8 @@ struct DrawPoints
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = g_camera->BuildViewMatrix(); b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_camera->BuildProjectionMatrix(); b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1; b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -340,7 +349,7 @@ struct DrawLines
return; return;
} }
if ((g_drawFlags & DrawFlags::e_linesFlag) == 0) if (!g_glDrawLines)
{ {
m_count = 0; m_count = 0;
return; return;
@ -348,8 +357,8 @@ struct DrawLines
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = g_camera->BuildViewMatrix(); b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_camera->BuildProjectionMatrix(); b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1; b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -484,7 +493,7 @@ struct DrawTriangles
return; return;
} }
if ((g_drawFlags & DrawFlags::e_trianglesFlag) == 0) if (!g_glDrawTriangles)
{ {
m_count = 0; m_count = 0;
return; return;
@ -492,8 +501,8 @@ struct DrawTriangles
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = g_camera->BuildViewMatrix(); b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_camera->BuildProjectionMatrix(); b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1; b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -663,19 +672,19 @@ struct DrawWire
void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf) void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf)
{ {
if ((g_drawFlags & DrawFlags::e_linesFlag) == 0) if (!g_glDrawLines)
{ {
return; return;
} }
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = MakeMat44(xf); b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x; m1.x = radius * m1.x;
m1.y = radius * m1.y; m1.y = radius * m1.y;
m1.z = radius * m1.z; m1.z = radius * m1.z;
b3Mat44 m2 = g_camera->BuildViewMatrix(); b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_camera->BuildProjectionMatrix(); b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1; b3Mat44 m = m3 * m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x); glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
@ -956,20 +965,20 @@ struct DrawSolid
void DrawCylinder(float32 radius, float32 height, const b3Color& c, const b3Transform& xf) void DrawCylinder(float32 radius, float32 height, const b3Color& c, const b3Transform& xf)
{ {
if ((g_drawFlags & DrawFlags::e_trianglesFlag) == 0) if (!g_glDrawTriangles)
{ {
return; return;
} }
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = MakeMat44(xf); b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x; m1.x = radius * m1.x;
m1.y = height * m1.y; m1.y = height * m1.y;
m1.z = radius * m1.z; m1.z = radius * m1.z;
b3Mat44 m2 = g_camera->BuildViewMatrix(); b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_camera->BuildProjectionMatrix(); b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1; b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r); glUniform4fv(m_colorUniform, 1, &c.r);
@ -995,20 +1004,20 @@ struct DrawSolid
void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf) void DrawSphere(float32 radius, const b3Color& c, const b3Transform& xf)
{ {
if ((g_drawFlags & DrawFlags::e_trianglesFlag) == 0) if (!g_glDrawTriangles)
{ {
return; return;
} }
glUseProgram(m_programId); glUseProgram(m_programId);
b3Mat44 m1 = MakeMat44(xf); b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x; m1.x = radius * m1.x;
m1.y = radius * m1.y; m1.y = radius * m1.y;
m1.z = radius * m1.z; m1.z = radius * m1.z;
b3Mat44 m2 = g_camera->BuildViewMatrix(); b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_camera->BuildProjectionMatrix(); b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1; b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r); glUniform4fv(m_colorUniform, 1, &c.r);

View File

@ -97,10 +97,11 @@ void Model::Command_Move_Cursor(const b3Vec2& ps)
void Model::Update() void Model::Update()
{ {
g_drawFlags = 0; m_draw.EnableDrawPoints(g_settings->drawPoints);
g_drawFlags += g_settings->drawPoints * DrawFlags::e_pointsFlag; m_draw.EnableDrawLines(g_settings->drawLines);
g_drawFlags += g_settings->drawLines * DrawFlags::e_linesFlag; m_draw.EnableDrawTriangles(g_settings->drawTriangles);
g_drawFlags += g_settings->drawTriangles * DrawFlags::e_trianglesFlag; m_draw.SetViewMatrix(g_camera->BuildViewMatrix());
m_draw.SetProjectionMatrix(g_camera->BuildProjectionMatrix());
glViewport(0, 0, GLsizei(m_camera.m_width), GLsizei(m_camera.m_height)); glViewport(0, 0, GLsizei(m_camera.m_width), GLsizei(m_camera.m_height));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);