878 lines
21 KiB
C

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef DRAW_GL2_H
#define DRAW_GL2_H
#include <glad_2/glad.h>
#include <stdio.h>
#include <stdarg.h>
#include <bounce/common/math/transform.h>
#include <bounce/common/math/mat44.h>
#include <bounce/common/draw.h>
#include <bounce/meshgen/sphere_mesh.h>
#include <bounce/meshgen/cylinder_mesh.h>
#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()
{
GLenum errorCode = glGetError();
if (errorCode != GL_NO_ERROR)
{
fprintf(stderr, "OpenGL error = %d\n", errorCode);
assert(false);
}
}
static void PrintLog(GLuint id)
{
GLint log_length = 0;
if (glIsShader(id))
{
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_length);
}
else if (glIsProgram(id))
{
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_length);
}
else
{
fprintf(stderr, "Not a shader or a program\n");
return;
}
char* log = (char*)malloc(log_length);
if (glIsShader(id))
{
glGetShaderInfoLog(id, log_length, NULL, log);
}
else if (glIsProgram(id))
{
glGetProgramInfoLog(id, log_length, NULL, log);
}
fprintf(stderr, "%s", log);
free(log);
}
static GLuint CreateShader(const char* source, GLenum type)
{
GLuint shaderId = glCreateShader(type);
const char* sources[] = { source };
glShaderSource(shaderId, 1, sources, NULL);
glCompileShader(shaderId);
GLint status = GL_FALSE;
glGetShaderiv(shaderId, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE)
{
fprintf(stderr, "Error compiling %d shader.\n", type);
PrintLog(shaderId);
glDeleteShader(shaderId);
return 0;
}
return shaderId;
}
//
static GLuint CreateShaderProgram(const char* vs, const char* fs)
{
GLuint vsId = CreateShader(vs, GL_VERTEX_SHADER);
GLuint fsId = CreateShader(fs, GL_FRAGMENT_SHADER);
assert(vsId != 0 && fsId != 0);
GLuint programId = glCreateProgram();
glAttachShader(programId, vsId);
glAttachShader(programId, fsId);
glLinkProgram(programId);
glDeleteShader(vsId);
glDeleteShader(fsId);
GLint status = GL_FALSE;
glGetProgramiv(programId, GL_LINK_STATUS, &status);
assert(status != GL_FALSE);
return programId;
}
struct DrawPoints
{
DrawPoints()
{
const char* vs = \
"#version 120\n"
"uniform mat4 projectionMatrix;\n"
"attribute vec3 v_position;\n"
"attribute vec4 v_color;\n"
"attribute float v_size;\n"
"varying vec4 f_color;\n"
"void main()\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 1.0f);\n"
" gl_PointSize = v_size;\n"
"}\n";
const char* fs = \
"#version 120\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = f_color;\n"
"}\n";
m_programId = CreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = glGetAttribLocation(m_programId, "v_position");
m_colorAttribute = glGetAttribLocation(m_programId, "v_color");
m_sizeAttribute = glGetAttribLocation(m_programId, "v_size");
glGenBuffers(3, m_vboIds);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Vec3), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Color), m_colors, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(scalar), m_sizes, GL_DYNAMIC_DRAW);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_count = 0;
}
~DrawPoints()
{
glDeleteProgram(m_programId);
glDeleteBuffers(3, m_vboIds);
}
void Vertex(const b3Vec3& v, scalar size, const b3Color& color)
{
if (m_count == e_vertexCapacity)
{
Flush();
}
m_vertices[m_count] = v;
m_colors[m_count] = color;
m_sizes[m_count] = size;
++m_count;
}
void Flush()
{
if (m_count == 0)
{
return;
}
if (!g_glDrawPoints)
{
m_count = 0;
return;
}
glUseProgram(m_programId);
b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Vec3), m_vertices);
glVertexAttribPointer(m_vertexAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Color), m_colors);
glEnableVertexAttribArray(m_colorAttribute);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(scalar), m_sizes);
glEnableVertexAttribArray(m_sizeAttribute);
glVertexAttribPointer(m_sizeAttribute, 1, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDrawArrays(GL_POINTS, 0, m_count);
glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDisableVertexAttribArray(m_sizeAttribute);
glDisableVertexAttribArray(m_colorAttribute);
glDisableVertexAttribArray(m_vertexAttribute);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
m_count = 0;
}
enum
{
e_vertexCapacity = 1024
};
b3Vec3 m_vertices[e_vertexCapacity];
b3Color m_colors[e_vertexCapacity];
scalar m_sizes[e_vertexCapacity];
u32 m_count;
GLuint m_programId;
GLuint m_projectionUniform;
GLuint m_vertexAttribute;
GLuint m_colorAttribute;
GLuint m_sizeAttribute;
GLuint m_vboIds[3];
};
struct DrawLines
{
DrawLines()
{
const char* vs = \
"#version 120\n"
"uniform mat4 projectionMatrix;\n"
"attribute vec3 v_position;\n"
"attribute vec4 v_color;\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = v_color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 1.0f);\n"
"}\n";
const char* fs = \
"#version 120\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = f_color;\n"
"}\n";
m_programId = CreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = glGetAttribLocation(m_programId, "v_position");
m_colorAttribute = glGetAttribLocation(m_programId, "v_color");
glGenBuffers(2, m_vboIds);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Vec3), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Color), m_colors, GL_DYNAMIC_DRAW);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_count = 0;
}
~DrawLines()
{
glDeleteProgram(m_programId);
glDeleteBuffers(2, m_vboIds);
}
void Vertex(const b3Vec3& v, const b3Color& c)
{
if (m_count == e_vertexCapacity)
{
Flush();
}
m_vertices[m_count] = v;
m_colors[m_count] = c;
++m_count;
}
void Flush()
{
if (m_count == 0)
{
return;
}
if (!g_glDrawLines)
{
m_count = 0;
return;
}
glUseProgram(m_programId);
b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Vec3), m_vertices);
glVertexAttribPointer(m_vertexAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Color), m_colors);
glEnableVertexAttribArray(m_colorAttribute);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glDrawArrays(GL_LINES, 0, m_count);
AssertGL();
glDisableVertexAttribArray(m_colorAttribute);
glDisableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
m_count = 0;
}
enum
{
e_vertexCapacity = 2 * 1024
};
b3Vec3 m_vertices[e_vertexCapacity];
b3Color m_colors[e_vertexCapacity];
u32 m_count;
GLuint m_programId;
GLuint m_projectionUniform;
GLuint m_vertexAttribute;
GLuint m_colorAttribute;
GLuint m_vboIds[2];
};
struct DrawTriangles
{
DrawTriangles()
{
const char* vs = \
"#version 120\n"
"uniform mat4 projectionMatrix;\n"
"attribute vec3 v_position;\n"
"attribute vec4 v_color;\n"
"attribute vec3 v_normal;\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" vec3 La = vec3(0.5f, 0.5f, 0.5f);\n"
" vec3 Ld = vec3(0.5f, 0.5f, 0.5f);\n"
" vec3 L = vec3(0.0f, 0.3f, 0.7f);\n"
" vec3 Ma = v_color.xyz;\n"
" vec3 Md = v_color.xyz;\n"
" vec3 a = La * Ma;\n"
" vec3 d = max(dot(v_normal, L), 0.0f) * Ld * Md;\n"
" f_color = vec4(a + d, v_color.w);\n"
" gl_Position = projectionMatrix * vec4(v_position, 1.0f);\n"
"}\n";
const char* fs = \
"#version 120\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = f_color;\n"
"}\n";
m_programId = CreateShaderProgram(vs, fs);
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = glGetAttribLocation(m_programId, "v_position");
m_colorAttribute = glGetAttribLocation(m_programId, "v_color");
m_normalAttribute = glGetAttribLocation(m_programId, "v_normal");
glGenBuffers(3, m_vboIds);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Vec3), m_vertices, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Color), m_colors, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferData(GL_ARRAY_BUFFER, e_vertexCapacity * sizeof(b3Vec3), m_normals, GL_DYNAMIC_DRAW);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
m_count = 0;
}
~DrawTriangles()
{
glDeleteProgram(m_programId);
glDeleteBuffers(3, m_vboIds);
}
void Vertex(const b3Vec3& v, const b3Color& c, const b3Vec3& n)
{
if (m_count == e_vertexCapacity)
{
Flush();
}
m_vertices[m_count] = v;
m_colors[m_count] = c;
m_normals[m_count] = n;
++m_count;
}
void Flush()
{
if (m_count == 0)
{
return;
}
if (!g_glDrawTriangles)
{
m_count = 0;
return;
}
glUseProgram(m_programId);
b3Mat44 m1 = g_glViewMatrix;
b3Mat44 m2 = g_glProjectionMatrix;
b3Mat44 m = m2 * m1;
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Vec3), m_vertices);
glVertexAttribPointer(m_vertexAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Color), m_colors);
glVertexAttribPointer(m_colorAttribute, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_colorAttribute);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[2]);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_count * sizeof(b3Vec3), m_normals);
glVertexAttribPointer(m_normalAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_normalAttribute);
glDrawArrays(GL_TRIANGLES, 0, m_count);
AssertGL();
glDisableVertexAttribArray(m_normalAttribute);
glDisableVertexAttribArray(m_colorAttribute);
glDisableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
m_count = 0;
}
enum
{
e_vertexCapacity = 3 * 512
};
b3Vec3 m_vertices[e_vertexCapacity];
b3Color m_colors[e_vertexCapacity];
b3Vec3 m_normals[e_vertexCapacity];
u32 m_count;
GLuint m_programId;
GLuint m_projectionUniform;
GLuint m_vertexAttribute;
GLuint m_colorAttribute;
GLuint m_normalAttribute;
GLuint m_vboIds[3];
};
struct DrawWireSphere
{
DrawWireSphere()
{
smMesh mesh;
smCreateMesh(mesh, 2);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(1, &m_vboId);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboId);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
~DrawWireSphere()
{
glDeleteBuffers(1, &m_vboId);
glDeleteBuffers(1, &m_iboId);
}
GLuint m_vboId;
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawWire
{
DrawWire()
{
const char* vs = \
"#version 120\n"
"uniform vec4 color;\n"
"uniform mat4 projectionMatrix;\n"
"attribute vec3 v_position;\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" f_color = color;\n"
" gl_Position = projectionMatrix * vec4(v_position, 1.0f);\n"
"}\n";
const char* fs = \
"#version 120\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = f_color;\n"
"}\n";
m_programId = CreateShaderProgram(vs, fs);
m_colorUniform = glGetUniformLocation(m_programId, "color");
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = glGetAttribLocation(m_programId, "v_position");
}
~DrawWire()
{
glDeleteProgram(m_programId);
}
void DrawSphere(scalar radius, const b3Color& c, const b3Transform& xf)
{
if (!g_glDrawLines)
{
return;
}
glUseProgram(m_programId);
b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x;
m1.y = radius * m1.y;
m1.z = radius * m1.z;
b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
glBindBuffer(GL_ARRAY_BUFFER, m_sphere.m_vboId);
glVertexAttribPointer(m_vertexAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_LINES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
GLuint m_programId;
GLuint m_colorUniform;
GLuint m_projectionUniform;
GLuint m_vertexAttribute;
DrawWireSphere m_sphere;
};
struct DrawSolidSphere
{
DrawSolidSphere()
{
smMesh mesh;
smCreateMesh(mesh, 2);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(3, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
~DrawSolidSphere()
{
glDeleteBuffers(2, m_vboIds);
glDeleteBuffers(1, &m_iboId);
}
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolidCylinder
{
DrawSolidCylinder()
{
cymMesh mesh;
cymCreateMesh(mesh, 20);
m_vertexCount = mesh.vertexCount;
m_indexCount = mesh.indexCount;
glGenBuffers(2, m_vboIds);
glGenBuffers(1, &m_iboId);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[0]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vboIds[1]);
glBufferData(GL_ARRAY_BUFFER, m_vertexCount * sizeof(b3Vec3), mesh.normals, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_iboId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexCount * sizeof(u32), mesh.indices, GL_STATIC_DRAW);
AssertGL();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
~DrawSolidCylinder()
{
glDeleteBuffers(2, m_vboIds);
glDeleteBuffers(1, &m_iboId);
}
GLuint m_vboIds[2];
GLuint m_iboId;
u32 m_vertexCount;
u32 m_indexCount;
};
struct DrawSolid
{
DrawSolid()
{
const char* vs = \
"#version 120\n"
"uniform vec4 color;\n"
"uniform mat4 modelMatrix;\n"
"uniform mat4 projectionMatrix;\n"
"attribute vec3 v_position;\n"
"attribute vec3 v_normal;\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" vec3 f_normal = normalize( ( modelMatrix * vec4(v_normal, 0.0f) ).xyz );\n"
" gl_Position = projectionMatrix * vec4(v_position, 1.0f);\n"
" vec3 La = vec3(0.5f, 0.5f, 0.5f);\n"
" vec3 Ld = vec3(0.5f, 0.5f, 0.5f);\n"
" vec3 L = vec3(0.0f, 0.3f, 0.7f);\n"
" vec3 Ma = color.xyz;\n"
" vec3 Md = color.xyz;\n"
" vec3 a = La * Ma;\n"
" vec3 d = max(dot(f_normal, L), 0.0f) * Ld * Md;\n"
" f_color = vec4(a + d, color.w);\n"
"}\n";
const char* fs = \
"#version 120\n"
"varying vec4 f_color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = f_color;\n"
"}\n";
m_programId = CreateShaderProgram(vs, fs);
m_colorUniform = glGetUniformLocation(m_programId, "color");
m_modelUniform = glGetUniformLocation(m_programId, "modelMatrix");
m_projectionUniform = glGetUniformLocation(m_programId, "projectionMatrix");
m_vertexAttribute = glGetAttribLocation(m_programId, "v_position");
m_normalAttribute = glGetAttribLocation(m_programId, "v_normal");
}
~DrawSolid()
{
}
void DrawCylinder(scalar radius, scalar height, const b3Color& c, const b3Transform& xf)
{
if (!g_glDrawTriangles)
{
return;
}
glUseProgram(m_programId);
b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x;
m1.y = height * m1.y;
m1.z = radius * m1.z;
b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r);
glUniformMatrix4fv(m_modelUniform, 1, GL_FALSE, &m1.x.x);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
glBindBuffer(GL_ARRAY_BUFFER, m_cylinder.m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, m_cylinder.m_vboIds[1]);
glVertexAttribPointer(m_normalAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinder.m_iboId);
glDrawElements(GL_TRIANGLES, m_cylinder.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_normalAttribute);
glDisableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
void DrawSphere(scalar radius, const b3Color& c, const b3Transform& xf)
{
if (!g_glDrawTriangles)
{
return;
}
glUseProgram(m_programId);
b3Mat44 m1 = b3TransformMat44(xf);
m1.x = radius * m1.x;
m1.y = radius * m1.y;
m1.z = radius * m1.z;
b3Mat44 m2 = g_glViewMatrix;
b3Mat44 m3 = g_glProjectionMatrix;
b3Mat44 m = m3 * m2 * m1;
glUniform4fv(m_colorUniform, 1, &c.r);
glUniformMatrix4fv(m_modelUniform, 1, GL_FALSE, &m1.x.x);
glUniformMatrix4fv(m_projectionUniform, 1, GL_FALSE, &m.x.x);
glBindBuffer(GL_ARRAY_BUFFER, m_sphere.m_vboIds[0]);
glVertexAttribPointer(m_vertexAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ARRAY_BUFFER, m_sphere.m_vboIds[1]);
glVertexAttribPointer(m_normalAttribute, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
glEnableVertexAttribArray(m_normalAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_sphere.m_iboId);
glDrawElements(GL_TRIANGLES, m_sphere.m_indexCount, GL_UNSIGNED_INT, BUFFER_OFFSET(0));
glDisableVertexAttribArray(m_normalAttribute);
glDisableVertexAttribArray(m_vertexAttribute);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
GLuint m_programId;
GLuint m_colorUniform;
GLuint m_modelUniform;
GLuint m_projectionUniform;
GLuint m_vertexAttribute;
GLuint m_normalAttribute;
DrawSolidSphere m_sphere;
DrawSolidCylinder m_cylinder;
};
#endif