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JUCE/examples/OpenGLAppExample/Source/MainComponent.cpp
2014-11-13 14:17:22 +00:00

396 lines
15 KiB
C++

/*
==============================================================================
This file was auto-generated!
==============================================================================
*/
#ifndef MAINCOMPONENT_H_INCLUDED
#define MAINCOMPONENT_H_INCLUDED
#include "../JuceLibraryCode/JuceHeader.h"
#include "Resources/WavefrontObjParser.h"
//==============================================================================
/*
This component lives inside our window, and this is where you should put all
your controls and content.
*/
class MainContentComponent : public OpenGLAppComponent
{
public:
//==============================================================================
MainContentComponent()
{
setSize (800, 600);
}
~MainContentComponent()
{
shutdownOpenGL();
}
void initialise() override
{
setShaders();
}
void shutdown() override
{
shader = nullptr;
shape = nullptr;
attributes = nullptr;
uniforms = nullptr;
}
Matrix3D<float> getProjectionMatrix() const
{
float w = 1.0f / (0.5 + 0.1f);
float h = w * getLocalBounds().toFloat().getAspectRatio (false);
return Matrix3D<float>::fromFrustum (-w, w, -h, h, 4.0f, 30.0f);
}
Matrix3D<float> getViewMatrix() const
{
Matrix3D<float> viewMatrix (Vector3D<float> (0.0f, 0.0f, -10.0f));
Matrix3D<float> rotationMatrix = viewMatrix.rotated (Vector3D<float> (-0.3f, 5.0f*sin(getFrameCounter()*0.01f), 0.0f));
return viewMatrix * rotationMatrix;
}
void render() override
{
jassert (OpenGLHelpers::isContextActive());
const float desktopScale = (float) openGLContext.getRenderingScale();
OpenGLHelpers::clear (Colour::greyLevel(0.1));
//glEnable (GL_DEPTH_TEST);
//glDepthFunc (GL_LESS);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport (0, 0, roundToInt (desktopScale * getWidth()), roundToInt (desktopScale * getHeight()));
shader->use();
if (uniforms->projectionMatrix != nullptr)
uniforms->projectionMatrix->setMatrix4 (getProjectionMatrix().mat, 1, false);
if (uniforms->viewMatrix != nullptr)
uniforms->viewMatrix->setMatrix4 (getViewMatrix().mat, 1, false);
shape->draw (openGLContext, *attributes);
// Reset the element buffers so child Components draw correctly
openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, 0);
openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
}
void paint (Graphics& g) override
{
// You can add your component specific drawing code here!
// This will draw over the top of the openGL background.
g.setColour(Colours::white);
g.setFont (20);
g.drawText ("OpenGL Example", 25, 20, 300, 30, Justification::left);
g.drawLine (20, 20, 170, 20);
g.drawLine (20, 50, 170, 50);
}
void resized() override
{
// This is called when the MainContentComponent is resized.
// If you add any child components, this is where you should
// update their positions.
}
void setShaders()
{
vertexShader = {
"attribute vec4 position;\n"
"attribute vec4 sourceColour;\n"
"attribute vec2 texureCoordIn;\n"
"\n"
"uniform mat4 projectionMatrix;\n"
"uniform mat4 viewMatrix;\n"
"\n"
"varying vec4 destinationColour;\n"
"varying vec2 textureCoordOut;\n"
"\n"
"void main()\n"
"{\n"
" destinationColour = sourceColour;\n"
" textureCoordOut = texureCoordIn;\n"
" gl_Position = projectionMatrix * viewMatrix * position;\n"
"}\n"};
fragmentShader = {
#if JUCE_OPENGL_ES
"varying lowp vec4 destinationColour;\n"
"varying lowp vec2 textureCoordOut;\n"
#else
"varying vec4 destinationColour;\n"
"varying vec2 textureCoordOut;\n"
#endif
"\n"
"void main()\n"
"{\n"
" vec4 colour = vec4(0.95, 0.57, 0.03, 0.7);\n"
" gl_FragColor = colour;\n"
"}\n" };
ScopedPointer<OpenGLShaderProgram> newShader (new OpenGLShaderProgram (openGLContext));
String statusText;
if (newShader->addVertexShader (OpenGLHelpers::translateVertexShaderToV3 (vertexShader))
&& newShader->addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 (fragmentShader))
&& newShader->link())
{
shape = nullptr;
attributes = nullptr;
uniforms = nullptr;
shader = newShader;
shader->use();
shape = new Shape (openGLContext);
attributes = new Attributes (openGLContext, *shader);
uniforms = new Uniforms (openGLContext, *shader);
statusText = "GLSL: v" + String (OpenGLShaderProgram::getLanguageVersion(), 2);
}
else
{
statusText = newShader->getLastError();
}
}
private:
//==============================================================================
// private member variables
struct Vertex
{
float position[3];
float normal[3];
float colour[4];
float texCoord[2];
};
//==============================================================================
// This class just manages the attributes that the shaders use.
struct Attributes
{
Attributes (OpenGLContext& openGLContext, OpenGLShaderProgram& shader)
{
position = createAttribute (openGLContext, shader, "position");
normal = createAttribute (openGLContext, shader, "normal");
sourceColour = createAttribute (openGLContext, shader, "sourceColour");
texureCoordIn = createAttribute (openGLContext, shader, "texureCoordIn");
}
void enable (OpenGLContext& openGLContext)
{
if (position != nullptr)
{
openGLContext.extensions.glVertexAttribPointer (position->attributeID, 3, GL_FLOAT, GL_FALSE, sizeof (Vertex), 0);
openGLContext.extensions.glEnableVertexAttribArray (position->attributeID);
}
if (normal != nullptr)
{
openGLContext.extensions.glVertexAttribPointer (normal->attributeID, 3, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 3));
openGLContext.extensions.glEnableVertexAttribArray (normal->attributeID);
}
if (sourceColour != nullptr)
{
openGLContext.extensions.glVertexAttribPointer (sourceColour->attributeID, 4, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 6));
openGLContext.extensions.glEnableVertexAttribArray (sourceColour->attributeID);
}
if (texureCoordIn != nullptr)
{
openGLContext.extensions.glVertexAttribPointer (texureCoordIn->attributeID, 2, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 10));
openGLContext.extensions.glEnableVertexAttribArray (texureCoordIn->attributeID);
}
}
void disable (OpenGLContext& openGLContext)
{
if (position != nullptr) openGLContext.extensions.glDisableVertexAttribArray (position->attributeID);
if (normal != nullptr) openGLContext.extensions.glDisableVertexAttribArray (normal->attributeID);
if (sourceColour != nullptr) openGLContext.extensions.glDisableVertexAttribArray (sourceColour->attributeID);
if (texureCoordIn != nullptr) openGLContext.extensions.glDisableVertexAttribArray (texureCoordIn->attributeID);
}
ScopedPointer<OpenGLShaderProgram::Attribute> position, normal, sourceColour, texureCoordIn;
private:
static OpenGLShaderProgram::Attribute* createAttribute (OpenGLContext& openGLContext,
OpenGLShaderProgram& shader,
const char* attributeName)
{
if (openGLContext.extensions.glGetAttribLocation (shader.getProgramID(), attributeName) < 0)
return nullptr;
return new OpenGLShaderProgram::Attribute (shader, attributeName);
}
};
//==============================================================================
// This class just manages the uniform values that the demo shaders use.
struct Uniforms
{
Uniforms (OpenGLContext& openGLContext, OpenGLShaderProgram& shader)
{
projectionMatrix = createUniform (openGLContext, shader, "projectionMatrix");
viewMatrix = createUniform (openGLContext, shader, "viewMatrix");
}
ScopedPointer<OpenGLShaderProgram::Uniform> projectionMatrix, viewMatrix;
private:
static OpenGLShaderProgram::Uniform* createUniform (OpenGLContext& openGLContext,
OpenGLShaderProgram& shader,
const char* uniformName)
{
if (openGLContext.extensions.glGetUniformLocation (shader.getProgramID(), uniformName) < 0)
return nullptr;
return new OpenGLShaderProgram::Uniform (shader, uniformName);
}
};
//==============================================================================
/** This loads a 3D model from an OBJ file and converts it into some vertex buffers
that we can draw.
*/
struct Shape
{
Shape (OpenGLContext& openGLContext)
{
if (shapeFile.load (BinaryData::teapot_obj).wasOk())
for (int i = 0; i < shapeFile.shapes.size(); ++i)
vertexBuffers.add (new VertexBuffer (openGLContext, *shapeFile.shapes.getUnchecked(i)));
}
void draw (OpenGLContext& openGLContext, Attributes& attributes)
{
for (int i = 0; i < vertexBuffers.size(); ++i)
{
VertexBuffer& vertexBuffer = *vertexBuffers.getUnchecked (i);
vertexBuffer.bind();
attributes.enable (openGLContext);
glDrawElements (GL_TRIANGLES, vertexBuffer.numIndices, GL_UNSIGNED_INT, 0);
attributes.disable (openGLContext);
}
}
private:
struct VertexBuffer
{
VertexBuffer (OpenGLContext& context, WavefrontObjFile::Shape& shape) : openGLContext (context)
{
numIndices = shape.mesh.indices.size();
openGLContext.extensions.glGenBuffers (1, &vertexBuffer);
openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
Array<Vertex> vertices;
createVertexListFromMesh (shape.mesh, vertices, Colours::green);
openGLContext.extensions.glBufferData (GL_ARRAY_BUFFER, vertices.size() * sizeof (Vertex),
vertices.getRawDataPointer(), GL_STATIC_DRAW);
openGLContext.extensions.glGenBuffers (1, &indexBuffer);
openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
openGLContext.extensions.glBufferData (GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof (juce::uint32),
shape.mesh.indices.getRawDataPointer(), GL_STATIC_DRAW);
}
~VertexBuffer()
{
openGLContext.extensions.glDeleteBuffers (1, &vertexBuffer);
openGLContext.extensions.glDeleteBuffers (1, &indexBuffer);
}
void bind()
{
openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
}
GLuint vertexBuffer, indexBuffer;
int numIndices;
OpenGLContext& openGLContext;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (VertexBuffer)
};
WavefrontObjFile shapeFile;
OwnedArray<VertexBuffer> vertexBuffers;
static void createVertexListFromMesh (const WavefrontObjFile::Mesh& mesh, Array<Vertex>& list, Colour colour)
{
const float scale = 0.2f;
WavefrontObjFile::TextureCoord defaultTexCoord = { 0.5f, 0.5f };
WavefrontObjFile::Vertex defaultNormal = { 0.5f, 0.5f, 0.5f };
for (int i = 0; i < mesh.vertices.size(); ++i)
{
const WavefrontObjFile::Vertex& v = mesh.vertices.getReference (i);
const WavefrontObjFile::Vertex& n
= i < mesh.normals.size() ? mesh.normals.getReference (i) : defaultNormal;
const WavefrontObjFile::TextureCoord& tc
= i < mesh.textureCoords.size() ? mesh.textureCoords.getReference (i) : defaultTexCoord;
Vertex vert =
{
{ scale * v.x, scale * v.y, scale * v.z, },
{ scale * n.x, scale * n.y, scale * n.z, },
{ colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha() },
{ tc.x, tc.y }
};
list.add (vert);
}
}
};
const char* vertexShader;
const char* fragmentShader;
ScopedPointer<OpenGLShaderProgram> shader;
ScopedPointer<Shape> shape;
ScopedPointer<Attributes> attributes;
ScopedPointer<Uniforms> uniforms;
String newVertexShader, newFragmentShader;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (MainContentComponent)
};
// (This function is called by the app startup code to create our main component)
Component* createMainContentComponent() { return new MainContentComponent(); }
#endif // MAINCOMPONENT_H_INCLUDED