1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
|
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
#include "GLES2Renderer.h"
#if defined(RENDERER_ENABLE_GLES2)
#include <RendererDesc.h>
#include <RendererVertexBufferDesc.h>
#include "GLES2RendererVertexBuffer.h"
#include <RendererIndexBufferDesc.h>
#include "GLES2RendererIndexBuffer.h"
#include <RendererInstanceBufferDesc.h>
#include "GLES2RendererInstanceBuffer.h"
#include <RendererMeshDesc.h>
#include <RendererMeshContext.h>
#include "GLES2RendererMesh.h"
#include <RendererMaterialDesc.h>
#include <RendererMaterialInstance.h>
#include "GLES2RendererMaterial.h"
#include <RendererLightDesc.h>
#include <RendererDirectionalLightDesc.h>
#include "GLES2RendererDirectionalLight.h"
#include <RendererTexture2DDesc.h>
#include "GLES2RendererTexture2D.h"
#include <RendererProjection.h>
#include <SamplePlatform.h>
#include "foundation/PxMat44.h"
#if defined(RENDERER_ANDROID)
PFNGLMAPBUFFEROESPROC glMapBufferOES = 0;
PFNGLUNMAPBUFFEROESPROC glUnmapBufferOES = 0;
#endif
bool GLEW_ARB_vertex_buffer_object = true;
void SampleRenderer::PxToGL(GLfloat *gl44, const physx::PxMat44 &mat)
{
PxMat44 mat44 = mat.getTranspose();
memcpy(gl44, mat44.front(), 4 * 4 * sizeof (GLfloat));
}
void SampleRenderer::PxToGLColumnMajor(GLfloat *gl44, const physx::PxMat44 &mat44)
{
memcpy(gl44, mat44.front(), 4 * 4 * sizeof (GLfloat));
}
void SampleRenderer::RenToGL(GLfloat *gl44, const RendererProjection &proj)
{
proj.getRowMajor44(gl44);
}
void SampleRenderer::RenToGLColumnMajor(GLfloat *gl44, const RendererProjection &proj)
{
proj.getColumnMajor44(gl44);
}
namespace SampleRenderer
{
GLES2Renderer::GLES2Renderer(const RendererDesc &desc, const char* assetDir) :
Renderer(DRIVER_GLES2, desc.errorCallback, assetDir), m_platform(SampleFramework::SamplePlatform::platform())
{
m_displayWidth = 0;
m_displayHeight = 0;
m_viewMatrix = PxMat44(PxIdentity);
m_platform->initializeOGLDisplay(desc, m_displayWidth, m_displayHeight);
#if defined RENDERER_ANDROID
glMapBufferOES = (PFNGLMAPBUFFEROESPROC) eglGetProcAddress("glMapBufferOES");
glUnmapBufferOES = (PFNGLUNMAPBUFFEROESPROC) eglGetProcAddress("glUnmapBufferOES");
if (!glMapBufferOES || !glUnmapBufferOES)
{
GLEW_ARB_vertex_buffer_object = false;
}
#endif
checkResize();
RendererColor& clearColor = getClearColor();
glClearColor(clearColor.r/255.0f, clearColor.g/255.0f, clearColor.b/255.0f, clearColor.a/255.0f);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glFrontFace(GL_CW);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
}
RendererTexture3D* GLES2Renderer::createTexture3D(const RendererTexture3DDesc &desc)
{
// TODO: Implement
return 0;
}
void GLES2Renderer::setVsync(bool on)
{
// TODO: Implement
}
void GLES2Renderer::bindFogState(const RendererColor &fogColor, float fogDistance)
{
m_fogColorAndDistance[0] = fogColor.r;
m_fogColorAndDistance[1] = fogColor.g;
m_fogColorAndDistance[2] = fogColor.b;
m_fogColorAndDistance[3] = fogDistance;
}
GLES2Renderer::~GLES2Renderer(void)
{
m_platform->freeDisplay();
}
bool GLES2Renderer::begin(void)
{
return true;
}
void GLES2Renderer::end(void)
{
}
void* GLES2Renderer::getDevice()
{
/* @dduka, TODO: return something valid here */
return NULL;
}
bool GLES2Renderer::captureScreen(const char*)
{
return false;
}
bool GLES2Renderer::captureScreen(PxU32 &, PxU32&, PxU32&, const void*&)
{
return false;
}
void GLES2Renderer::getWindowSize(PxU32 &width, PxU32 &height) const
{
RENDERER_ASSERT(m_displayHeight * m_displayWidth > 0, "variables not initialized properly");
width = m_displayWidth;
height = m_displayHeight;
}
PxU32 GLES2Renderer::convertColor(const RendererColor& color) const
{
return GLES2RendererVertexBuffer::convertColor(color);
}
void GLES2Renderer::checkResize(void)
{
PxU32 width = m_displayWidth;
PxU32 height = m_displayHeight;
m_platform->getWindowSize(width, height);
if(width != m_displayWidth || height != m_displayHeight)
{
m_displayWidth = width;
m_displayHeight = height;
glViewport(0, 0, (GLsizei)m_displayWidth, (GLsizei)m_displayHeight);
glScissor( 0, 0, (GLsizei)m_displayWidth, (GLsizei)m_displayHeight);
}
}
void GLES2Renderer::finishRendering()
{
glFinish();
glFlush();
}
// clears the offscreen buffers.
void GLES2Renderer::clearBuffers(void)
{
if(begin())
{
glFinish();
GLbitfield glbuf = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
//glDepthMask(1);
RendererColor& clearColor = getClearColor();
glClearColor(clearColor.r/255.0f, clearColor.g/255.0f, clearColor.b/255.0f, clearColor.a/255.0f);
glClear(glbuf);
}
end();
}
// presents the current color buffer to the screen.
bool GLES2Renderer::swapBuffers(void)
{
if(begin())
{
m_platform->swapBuffers();
checkResize();
}
end();
return false;
}
RendererVertexBuffer *GLES2Renderer::createVertexBuffer(const RendererVertexBufferDesc &desc)
{
GLES2RendererVertexBuffer *vb = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Vertex Buffer Descriptor.");
if(desc.isValid())
{
vb = new GLES2RendererVertexBuffer(desc);
}
return vb;
}
RendererIndexBuffer *GLES2Renderer::createIndexBuffer(const RendererIndexBufferDesc &desc)
{
GLES2RendererIndexBuffer *ib = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Index Buffer Descriptor.");
if(desc.isValid())
{
ib = new GLES2RendererIndexBuffer(desc);
}
return ib;
}
RendererInstanceBuffer *GLES2Renderer::createInstanceBuffer(const RendererInstanceBufferDesc &desc)
{
GLES2RendererInstanceBuffer *ib = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Instance Buffer Descriptor.");
if(desc.isValid())
{
ib = new GLES2RendererInstanceBuffer(desc);
}
return ib;
}
RendererTexture2D *GLES2Renderer::createTexture2D(const RendererTexture2DDesc &desc)
{
GLES2RendererTexture2D *texture = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Texture 2D Descriptor.");
if(desc.isValid())
{
texture = new GLES2RendererTexture2D(desc);
}
return texture;
}
RendererTarget *GLES2Renderer::createTarget(const RendererTargetDesc &desc)
{
RENDERER_ASSERT(0, "Not Implemented.");
return 0;
}
RendererMaterial *GLES2Renderer::createMaterial(const RendererMaterialDesc &desc)
{
GLES2RendererMaterial *mat = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Material Descriptor.");
if(desc.isValid())
{
mat = new GLES2RendererMaterial(*this, desc);
}
return mat;
}
RendererMesh *GLES2Renderer::createMesh(const RendererMeshDesc &desc)
{
GLES2RendererMesh *mesh = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Mesh Descriptor.");
if(desc.isValid())
{
mesh = new GLES2RendererMesh(*this, desc);
}
return mesh;
}
RendererLight *GLES2Renderer::createLight(const RendererLightDesc &desc)
{
RendererLight *light = 0;
RENDERER_ASSERT(desc.isValid(), "Invalid Light Descriptor.");
if(desc.isValid())
{
switch(desc.type)
{
case RendererLight::TYPE_DIRECTIONAL:
light = new GLES2RendererDirectionalLight(*static_cast<const RendererDirectionalLightDesc*>(&desc), *this, m_lightColor, m_intensity, m_lightDirection);
break;
default:
break;
}
}
return light;
}
void GLES2Renderer::bindViewProj(const physx::PxMat44 &eye, const RendererProjection &proj)
{
physx::PxMat44 inveye = eye.inverseRT();
// load the projection matrix...
RenToGL(m_glProjectionMatrix, proj);
RenToGL(m_glProjectionMatrixC, proj);
// load the view matrix...
m_viewMatrix = inveye;
m_eyePosition = eye.getPosition();
m_eyeDirection = -eye.getBasis(2);
}
extern GLES2RendererMaterial* g_hackCurrentMat;
extern RendererMaterialInstance* g_hackCurrentMatInstance;
void GLES2Renderer::bindAmbientState(const RendererColor &ambient)
{
m_ambientColor[0] = ambient.r/255.0f;
m_ambientColor[1] = ambient.g/255.0f;
m_ambientColor[2] = ambient.b/255.0f;
}
void GLES2Renderer::bindDeferredState(void)
{
RENDERER_ASSERT(0, "Not implemented!");
}
void GLES2Renderer::setCommonRendererParameters()
{
// if we use MojoShader
GLES2RendererMaterial::shaderProgram& program = g_hackCurrentMat->m_program[g_hackCurrentMat->m_currentPass];
if((program.vertexMojoResult || program.fragmentMojoResult) && (g_hackCurrentMatInstance != NULL))
{
// eye position
const RendererMaterial::Variable* var = g_hackCurrentMat->findVariable("g_eyePosition", RendererMaterial::VARIABLE_FLOAT3);
if(var) g_hackCurrentMatInstance->writeData(*var, &m_eyePosition.x);
// eye direction
var = g_hackCurrentMat->findVariable("g_eyeDirection", RendererMaterial::VARIABLE_FLOAT3);
if(var)
{
g_hackCurrentMatInstance->writeData(*var, &m_eyeDirection.x);
}
// ambient color
var = g_hackCurrentMat->findVariable("g_ambientColor", RendererMaterial::VARIABLE_FLOAT3);
if(var)
{
g_hackCurrentMatInstance->writeData(*var, m_ambientColor);
}
// light color
m_lightColor[0] = .8f;
m_lightColor[1] = .8f;
m_lightColor[2] = .8f;
var = g_hackCurrentMat->findVariable("g_lightColor", RendererMaterial::VARIABLE_FLOAT3);
if(var) g_hackCurrentMatInstance->writeData(*var, m_lightColor);
// light intensity
var = g_hackCurrentMat->findVariable("g_lightIntensity", RendererMaterial::VARIABLE_FLOAT);
if(var)
{
g_hackCurrentMatInstance->writeData(*var, &m_intensity);
}
// light direction
var = g_hackCurrentMat->findVariable("g_lightDirection", RendererMaterial::VARIABLE_FLOAT3);
if(var)
{
g_hackCurrentMatInstance->writeData(*var, m_lightDirection);
}
// fog color and distance
var = g_hackCurrentMat->findVariable("g_fogColorAndDistance", RendererMaterial::VARIABLE_FLOAT3);
if(var) g_hackCurrentMatInstance->writeData(*var, m_fogColorAndDistance);
}
}
void GLES2Renderer::bindMeshContext(const RendererMeshContext &context)
{
physx::PxMat44 model = physx::PxMat44(PxIdentity);
physx::PxMat44 modelView;
if(context.transform) model = *context.transform;
GLfloat glmvp[16];
GLfloat glmodel[16];
GLfloat glview[16];
GLfloat glmodelview[16];
GLES2RendererMaterial::shaderProgram& program = g_hackCurrentMat->m_program[g_hackCurrentMat->m_currentPass];
// if we don't use MojoShader
if (program.modelMatrixUniform != -1)
{
PxToGLColumnMajor(glmodel, model);
glUniformMatrix4fv(program.modelMatrixUniform, 1, GL_FALSE, glmodel);
}
if (program.viewMatrixUniform != -1)
{
PxToGLColumnMajor(glview, m_viewMatrix);
glUniformMatrix4fv(program.viewMatrixUniform, 1, GL_FALSE, glview);
}
if (program.projMatrixUniform != -1)
{
glUniformMatrix4fv(program.projMatrixUniform, 1, GL_FALSE, m_glProjectionMatrix);
}
if (program.modelViewMatrixUniform != -1)
{
modelView = m_viewMatrix * model;
PxToGLColumnMajor(glmodelview, modelView);
glUniformMatrix4fv(program.modelViewMatrixUniform, 1, GL_FALSE, glmodelview);
}
if (program.modelViewProjMatrixUniform != -1)
{
physx::PxMat44 MVP = physx::PxMat44(m_glProjectionMatrix);
modelView = m_viewMatrix * model;
PxToGL(glmodelview, modelView);
MVP = modelView.getTranspose() * MVP;
memcpy(glmvp, MVP.front(), sizeof(MVP));
glUniformMatrix4fv(program.modelViewProjMatrixUniform, 1, GL_FALSE, glmvp);
}
RENDERER_ASSERT(context.numBones <= RENDERER_MAX_BONES, "Too many bones.");
if(context.boneMatrices && context.numBones>0 && context.numBones <= RENDERER_MAX_BONES &&
g_hackCurrentMat->m_program[g_hackCurrentMat->m_currentPass].boneMatricesUniform != -1)
{
GLfloat glbonematrix[16 * RENDERER_MAX_BONES];
for(PxU32 i=0; i<context.numBones; i++)
{
PxToGL(glbonematrix+(16*i), context.boneMatrices[i]);
}
glUniformMatrix4fv(g_hackCurrentMat->m_program[g_hackCurrentMat->m_currentPass].boneMatricesUniform, context.numBones, GL_FALSE, glbonematrix);
}
// if we use MojoShader
if(program.vertexMojoResult || program.fragmentMojoResult)
{
// view matrix
const RendererMaterial::Variable* var = g_hackCurrentMat->findVariable("g_viewMatrix", RendererMaterial::VARIABLE_FLOAT4x4);
if(var)
{
GLfloat glview[16];
PxToGL(glview, m_viewMatrix);
g_hackCurrentMatInstance->writeData(*var, glview);
}
// projection matrix
var = g_hackCurrentMat->findVariable("g_projMatrix", RendererMaterial::VARIABLE_FLOAT4x4);
if(var)
{
g_hackCurrentMatInstance->writeData(*var, m_glProjectionMatrix);
}
// boneMatrices matrix
RENDERER_ASSERT(context.numBones <= RENDERER_MAX_BONES, "Too many bones."); // Not enough cash? CALL CASH BONE!
var = g_hackCurrentMat->findVariable("g_boneMatrices", RendererMaterial::VARIABLE_FLOAT4x4);
if(var)
{
GLfloat glbonematrices[16 * RENDERER_MAX_BONES];
if(context.boneMatrices && context.numBones > 0 && context.numBones <= RENDERER_MAX_BONES) {
for(size_t i = 0; i < context.numBones; ++i) {
PxToGL(glbonematrices + 16 * i, context.boneMatrices[i]);
}
g_hackCurrentMat->bindVariable(g_hackCurrentMat->m_currentPass, *var, glbonematrices);
}
}
// model matrix
var = g_hackCurrentMat->findVariable("g_modelMatrix", RendererMaterial::VARIABLE_FLOAT4x4);
if(var)
{
PxToGL(glmodel, model);
g_hackCurrentMat->bindVariable(g_hackCurrentMat->m_currentPass, *var, glmodel);
}
// model-view matrix
var = g_hackCurrentMat->findVariable("g_modelViewMatrix", RendererMaterial::VARIABLE_FLOAT4x4);
if(var)
{
modelView = m_viewMatrix * model;
PxToGL(glmodelview, modelView);
g_hackCurrentMat->bindVariable(g_hackCurrentMat->m_currentPass, *var, glmodelview);
}
// model-view-projection matrix
var = g_hackCurrentMat->findVariable("g_MVP", RendererMaterial::VARIABLE_FLOAT4x4);
if(var)
{
physx::PxMat44 MVP = physx::PxMat44(m_glProjectionMatrix);
modelView = m_viewMatrix * model;
PxToGL(glmodelview, modelView);
MVP = modelView.getTranspose() * MVP;
memcpy(glmvp, MVP.front(), sizeof(MVP));
g_hackCurrentMat->bindVariable(g_hackCurrentMat->m_currentPass, *var, glmvp);
}
} else LOGI("Couldn't bind uniform values! vr = %p, fr = %p, inst = %p, -- %p", g_hackCurrentMat->m_program[g_hackCurrentMat->m_currentPass].vertexMojoResult,
g_hackCurrentMat->m_program[g_hackCurrentMat->m_currentPass].fragmentMojoResult, g_hackCurrentMatInstance, g_hackCurrentMat);
g_hackCurrentMat->submitUniforms();
switch(context.cullMode)
{
case RendererMeshContext::CLOCKWISE:
glFrontFace( GL_CW );
glCullFace( GL_BACK );
glEnable( GL_CULL_FACE );
break;
case RendererMeshContext::COUNTER_CLOCKWISE:
glFrontFace( GL_CCW );
glCullFace( GL_BACK );
glEnable( GL_CULL_FACE );
break;
case RendererMeshContext::NONE:
glDisable( GL_CULL_FACE );
break;
default:
RENDERER_ASSERT(0, "Invalid Cull Mode");
}
}
void GLES2Renderer::beginMultiPass(void)
{
}
void GLES2Renderer::endMultiPass(void)
{
}
void GLES2Renderer::beginTransparentMultiPass(void)
{
}
void GLES2Renderer::endTransparentMultiPass(void)
{
}
void GLES2Renderer::renderDeferredLight(const RendererLight &/*light*/)
{
RENDERER_ASSERT(0, "Not implemented!");
}
bool GLES2Renderer::isOk(void) const
{
bool ok = true;
return ok;
}
void GLES2Renderer::setupTextRenderStates()
{
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(false);
glEnable(GL_TEXTURE_2D);
}
void GLES2Renderer::resetTextRenderStates()
{
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glDisable(GL_TEXTURE_2D);
}
bool GLES2Renderer::initTexter()
{
Renderer::initTexter();
PxU32 width, height;
getWindowSize(width, height);
const PxU32 MIN_CHARACTER_WIDTH = 8;
const PxU32 TEXT_MAX_VERTICES = 4 * (width / MIN_CHARACTER_WIDTH);
const PxU32 TEXT_MAX_INDICES = TEXT_MAX_VERTICES * 1.5f; // we need 1.5 times more indices than vertices to describe text quads
// Although text buffers (vertex and index buffers) are constantly updating, I received information that STATIC hint set on these buffers
// results in slightly better performance due to a bug (possibly) in GLES2 drivers on Android/Tegra.
// initialize vertex buffer -- will be used by all texts
RendererVertexBufferDesc vbdesc;
vbdesc.hint = RendererVertexBuffer::HINT_STATIC;
vbdesc.maxVertices = TEXT_MAX_VERTICES;
vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_POSITION] = RendererVertexBuffer::FORMAT_FLOAT3;
vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_TEXCOORD0] = RendererVertexBuffer::FORMAT_FLOAT2;
vbdesc.semanticFormats[RendererVertexBuffer::SEMANTIC_COLOR] = RendererVertexBuffer::FORMAT_COLOR_NATIVE;
m_textVertexBuffer = createVertexBuffer(vbdesc);
RENDERER_ASSERT(m_textVertexBuffer, "Failed to create Vertex Buffer.");
// initialize index buffer
RendererIndexBufferDesc inbdesc;
inbdesc.hint = RendererIndexBuffer::HINT_STATIC;
inbdesc.format = RendererIndexBuffer::FORMAT_UINT16;
inbdesc.maxIndices = TEXT_MAX_INDICES;
m_textIndexBuffer = createIndexBuffer(inbdesc);
RENDERER_ASSERT(m_textIndexBuffer, "Failed to create Instance Buffer.");
RendererMeshDesc meshdesc;
meshdesc.primitives = RendererMesh::PRIMITIVE_TRIANGLES;
meshdesc.vertexBuffers = &m_textVertexBuffer;
meshdesc.numVertexBuffers = 1;
meshdesc.firstVertex = 0;
meshdesc.numVertices = m_textVertexBuffer->getMaxVertices();
meshdesc.indexBuffer = m_textIndexBuffer;
meshdesc.firstIndex = 0;
meshdesc.numIndices = m_textIndexBuffer->getMaxIndices();
meshdesc.instanceBuffer = NULL;
meshdesc.firstInstance = 0;
meshdesc.numInstances = 0;
m_textMesh = createMesh(meshdesc);
RENDERER_ASSERT(m_textMesh, "Failed to create Mesh.");
//m_textMaterial = NULL;
//m_textVertexBufferOffset = 0;
//m_textIndexBufferOffset = 0;
return true;
}
void GLES2Renderer::renderTextBuffer(const void* verts, PxU32 nbVerts, const PxU16* indices, PxU32 nbIndices, RendererMaterial* material)
{
PxU32 positionStride = 0, colorStride = 0, texcoordStride = 0;
PxU8* locked_positions = static_cast<PxU8*>(m_textVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_POSITION, positionStride));
PxU8* locked_texcoords = static_cast<PxU8*>(m_textVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_TEXCOORD0, texcoordStride));
PxU8* locked_colors = static_cast<PxU8*>(m_textVertexBuffer->lockSemantic(RendererVertexBuffer::SEMANTIC_COLOR, colorStride));
// copy indices
PxU16* locked_indices = static_cast<PxU16*>(m_textIndexBuffer->lock());
memcpy(locked_indices, indices, nbIndices * sizeof(PxU16));
m_textIndexBuffer->unlock();
PxU32 windowWidth, windowHeight;
getWindowSize(windowWidth, windowHeight);
PxReal windowWidthHalf = windowWidth / 2.0f,
windowHeightHalf = windowHeight / 2.0f;
TextVertex* tv = (TextVertex*)verts;
for(PxU32 i = 0; i < nbVerts; ++i,
locked_positions += positionStride,
locked_colors += colorStride,
locked_texcoords += texcoordStride,
tv += 1)
{
PxVec3 pos = PxVec3(tv->p.x / windowWidthHalf - 1.0f, 1.0f - tv->p.y / windowHeightHalf, 0.0f);
memcpy(locked_positions, &(pos), sizeof(tv->p));
memcpy(locked_colors, &(tv->color), sizeof(tv->color));
memcpy(locked_texcoords, &(tv->u), sizeof(PxReal));
memcpy(locked_texcoords + sizeof(PxReal), &(tv->v), sizeof(PxReal));
}
m_textVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_COLOR);
m_textVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_TEXCOORD0);
m_textVertexBuffer->unlockSemantic(RendererVertexBuffer::SEMANTIC_POSITION);
// rendering goes here
m_textMesh->setVertexBufferRange(0, nbVerts);
m_textMesh->setIndexBufferRange(0, nbIndices);
m_textMesh->bind();
m_textMesh->render(m_textMaterial);
m_textMesh->unbind();
}
void GLES2Renderer::renderLines2D(const void* vertices, PxU32 nbVerts)
{
// @dduka, TODO: glEnableClientState is not available on GL ES 2.0
/*
const int stride = sizeof(TextVertex);
char* data = (char*)vertices;
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// pos
glVertexPointer(3, GL_FLOAT, stride, data);
data += 3*sizeof(float);
// rhw
PxU32 width, height;
getWindowSize(width, height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, width, height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
data += sizeof(float);
// Diffuse color
glColorPointer(4, GL_UNSIGNED_BYTE, stride, data);
data += sizeof(int);
// Texture coordinates
glTexCoordPointer(2, GL_FLOAT, stride, data);
data += 2*sizeof(float);
glDrawArrays(GL_LINE_STRIP, 0, nbVerts);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
*/
}
void GLES2Renderer::setupScreenquadRenderStates()
{
//glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDepthMask(false);
}
void GLES2Renderer::resetScreenquadRenderStates()
{
//glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDepthMask(true);
}
}
#endif // #if defined(RENDERER_ENABLE_GLES2)
|