Kaydet (Commit) 3176300b authored tarafından xukai's avatar xukai Kaydeden (comit) Markus Mohrhard

add api for render non rouded bar

Change-Id: I16bb4ec77cccf0ff9e73f02e13288562004eb5bc
üst f518ed3f
......@@ -91,6 +91,7 @@ typedef struct Polygon3DInfo
typedef struct Extrude3DInfo
{
int pickingFlg;
bool rounded;
bool lineOnly;
float lineWidth;
bool twoSidesLighting;
......@@ -98,6 +99,7 @@ typedef struct Extrude3DInfo
long fillStyle;
float xRange[2];
float yRange[2];
float zRange[2];
float xTransform;
float yTransform;
float zTransform;
......@@ -218,6 +220,7 @@ private:
void AddVertexData(GLuint vertexBuf);
void AddNormalData(GLuint normalBuf);
void AddIndexData(GLuint indexBuf);
void RenderNonRoundedBar(const Extrude3DInfo& extrude3D);
bool GetSimilarVertexIndex(PackedVertex & packed,
std::map<PackedVertex,unsigned short> & VertexToOutIndex,
unsigned short & result
......@@ -322,7 +325,7 @@ private:
Point m_aMPos;
GLuint m_BoundBox;
GLuint m_BoundBoxNormal;
// add for text
std::list <TextInfo> m_TextInfoList;
GLint m_TextProID;
......
......@@ -54,6 +54,56 @@ static GLfloat boundBox[] = {
1.0f, 0.0f, 1.0f//12
};
static const GLfloat boundBoxNormal[] = {
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,//1
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f,//2
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,//3
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,
0.0f, 0.0f, -1.0f,//4
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f,- 1.0f, 0.0f,//5
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.0f,//6
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,//7
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f,//8
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,//9
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,//10
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,//11
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f//12
};
GLfloat coordinateAxis[] = {
-1.0, 0.0, 0.0,
1.0, 0.0, 0.0,//x
......
......@@ -79,12 +79,6 @@ OpenGL3DRenderer::OpenGL3DRenderer():
m_bCameraUpdated = false;
GetFreq();
for (int i = 0; i < 5; i++)
{
m_Extrude3DInfo.startIndex[i] = m_RoundBarMesh.iElementStartIndices[i];
m_Extrude3DInfo.size[i] = m_RoundBarMesh.iElementSizes[i];
}
m_fViewAngle = 30.0f;
m_SenceBox.maxXCoord = -1.0 * FLT_MAX;
m_SenceBox.minXCoord = FLT_MAX;
......@@ -96,6 +90,7 @@ OpenGL3DRenderer::OpenGL3DRenderer():
m_fHeightWeight = 1.0f;
m_CameraInfo.useDefault = true;
m_CameraInfo.cameraUp = glm::vec3(0, 1, 0);
m_RoundBarMesh.iMeshSizes = 0;
}
namespace {
......@@ -176,25 +171,18 @@ void OpenGL3DRenderer::init()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glGenBuffers(1, &m_CubeVertexBuf);
AddVertexData(m_CubeVertexBuf);
glGenBuffers(1, &m_CubeNormalBuf);
AddNormalData(m_CubeNormalBuf);
glGenBuffers(1, &m_CubeElementBuf);
AddIndexData(m_CubeElementBuf);
for (int i = 0; i < 5; i++)
{
m_Extrude3DInfo.startIndex[i] = m_RoundBarMesh.iElementStartIndices[i];
m_Extrude3DInfo.size[i] = m_RoundBarMesh.iElementSizes[i];
}
glGenBuffers(1, &m_BoundBox);
glBindBuffer(GL_ARRAY_BUFFER, m_BoundBox);
glBufferData(GL_ARRAY_BUFFER, sizeof(boundBox), boundBox, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &m_BoundBoxNormal);
glBindBuffer(GL_ARRAY_BUFFER, m_BoundBoxNormal);
glBufferData(GL_ARRAY_BUFFER, sizeof(boundBoxNormal), boundBoxNormal, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &m_CoordinateBuf);
glBindBuffer(GL_ARRAY_BUFFER, m_CoordinateBuf);
glBufferData(GL_ARRAY_BUFFER, sizeof(coordinateAxis), coordinateAxis, GL_STATIC_DRAW);
......@@ -949,11 +937,15 @@ void OpenGL3DRenderer::AddExtrude3DObjectPoint(float x, float y, float z)
m_Extrude3DInfo.xRange[1] = x;
m_Extrude3DInfo.yRange[0] = y;
m_Extrude3DInfo.yRange[1] = y;
m_Extrude3DInfo.zRange[0] = z;
m_Extrude3DInfo.zRange[1] = z;
}
m_Extrude3DInfo.xRange[0] = std::min(m_Extrude3DInfo.xRange[0], x);
m_Extrude3DInfo.xRange[1] = std::max(m_Extrude3DInfo.xRange[1], x);
m_Extrude3DInfo.yRange[0] = std::min(m_Extrude3DInfo.yRange[0], y);
m_Extrude3DInfo.yRange[1] = std::max(m_Extrude3DInfo.yRange[1], y);
m_Extrude3DInfo.zRange[0] = std::min(m_Extrude3DInfo.zRange[0], z);
m_Extrude3DInfo.zRange[1] = std::max(m_Extrude3DInfo.zRange[1], z);
m_iPointNum++;
}
......@@ -1128,6 +1120,28 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
}
void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D)
{
float xScale = extrude3D.xRange[1] - extrude3D.xRange[0];
float yScale = extrude3D.yRange[1] - extrude3D.yRange[0];
float zScale = extrude3D.zRange[1] - extrude3D.zRange[0];
glUniformMatrix4fv(m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
glUniformMatrix4fv(m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
glm::mat4 transformMatrix = glm::translate(glm::vec3(extrude3D.xTransform, -extrude3D.yTransform, extrude3D.zTransform));
glm::mat4 scaleMatrix = glm::scale(xScale, yScale, zScale);
m_Model = transformMatrix * scaleMatrix;
if (extrude3D.reverse)
{
glm::mat4 reverseMatrix = glm::translate(glm::vec3(0.0, -1.0, 0.0));
m_Model = m_Model * reverseMatrix;
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
glUniformMatrix3fv(m_3DNormalMatrixID, 1, GL_FALSE, &normalInverseTranspos[0][0]);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
void OpenGL3DRenderer::RenderExtrudeSurface(const Extrude3DInfo& extrude3D)
{
glUniformMatrix4fv(m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
......@@ -1154,32 +1168,46 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
Update3DUniformBlock();
//render to fbo
glUseProgram(m_3DProID);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(m_3DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, m_CubeVertexBuf);
glVertexAttribPointer(m_3DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : normals
glEnableVertexAttribArray(m_3DNormalID);
glBindBuffer(GL_ARRAY_BUFFER, m_CubeNormalBuf);
glVertexAttribPointer(m_3DNormalID, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CubeElementBuf);
size_t extrude3DNum = m_Extrude3DList.size();
for (size_t i = 0; i < extrude3DNum; i++)
{
Extrude3DInfo extrude3DInfo = m_Extrude3DList[i];
if (extrude3DInfo.rounded && (m_RoundBarMesh.iMeshSizes == 0))
{
float xScale = extrude3DInfo.xRange[1] - extrude3DInfo.xRange[0];
float zScale = extrude3DInfo.zRange[1] - extrude3DInfo.zRange[0];
CreateActualRoundedCube(0.1f, 30, 30, 1.0f, 1.2f, zScale / xScale);
AddVertexData(m_CubeVertexBuf);
AddNormalData(m_CubeNormalBuf);
AddIndexData(m_CubeElementBuf);
for (int i = 0; i < 5; i++)
{
m_Extrude3DInfo.startIndex[i] = m_RoundBarMesh.iElementStartIndices[i];
m_Extrude3DInfo.size[i] = m_RoundBarMesh.iElementSizes[i];
}
}
GLuint vertexBuf = extrude3DInfo.rounded ? m_CubeVertexBuf : m_BoundBox;
GLuint normalBuf = extrude3DInfo.rounded ? m_CubeNormalBuf : m_BoundBoxNormal;
// 1st attribute buffer : vertices
glEnableVertexAttribArray(m_3DVertexID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuf);
glVertexAttribPointer(m_3DVertexID, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// 2nd attribute buffer : normals
glEnableVertexAttribArray(m_3DNormalID);
glBindBuffer(GL_ARRAY_BUFFER, normalBuf);
glVertexAttribPointer(m_3DNormalID, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
extrude3DInfo.yTransform *= m_fHeightWeight;
extrude3DInfo.yRange[0] *= m_fHeightWeight;
extrude3DInfo.yRange[1] *= m_fHeightWeight;
......@@ -1188,11 +1216,19 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
extrude3DInfo.reverse = -extrude3DInfo.yRange[0] > extrude3DInfo.yRange[1] ? 0 : 1;
RenderExtrudeSurface(extrude3DInfo);
if (extrude3DInfo.rounded)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_CubeElementBuf);
RenderExtrudeSurface(extrude3DInfo);
}
else
{
RenderNonRoundedBar(extrude3DInfo);
}
glDisableVertexAttribArray(m_3DVertexID);
glDisableVertexAttribArray(m_3DNormalID);
}
m_Extrude3DList.clear();
glDisableVertexAttribArray(m_3DVertexID);
glDisableVertexAttribArray(m_3DNormalID);
glUseProgram(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisable(GL_CULL_FACE);
......
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