25bd5d8adb
subrepo: subdir: "deps/juce" merged: "b13f9084e" upstream: origin: "https://github.com/essej/JUCE.git" branch: "sono6good" commit: "b13f9084e" git-subrepo: version: "0.4.3" origin: "https://github.com/ingydotnet/git-subrepo.git" commit: "2f68596"
438 lines
15 KiB
C++
438 lines
15 KiB
C++
/*
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==============================================================================
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This file is part of the JUCE examples.
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Copyright (c) 2020 - Raw Material Software Limited
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The code included in this file is provided under the terms of the ISC license
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http://www.isc.org/downloads/software-support-policy/isc-license. Permission
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To use, copy, modify, and/or distribute this software for any purpose with or
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without fee is hereby granted provided that the above copyright notice and
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this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES,
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WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR
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PURPOSE, ARE DISCLAIMED.
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==============================================================================
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*/
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/*******************************************************************************
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The block below describes the properties of this PIP. A PIP is a short snippet
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of code that can be read by the Projucer and used to generate a JUCE project.
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BEGIN_JUCE_PIP_METADATA
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name: OpenGLAppDemo
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version: 1.0.0
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vendor: JUCE
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website: http://juce.com
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description: Simple OpenGL application.
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dependencies: juce_core, juce_data_structures, juce_events, juce_graphics,
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juce_gui_basics, juce_gui_extra, juce_opengl
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exporters: xcode_mac, vs2019, xcode_iphone
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moduleFlags: JUCE_STRICT_REFCOUNTEDPOINTER=1
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type: Component
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mainClass: OpenGLAppDemo
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useLocalCopy: 1
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END_JUCE_PIP_METADATA
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*******************************************************************************/
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#pragma once
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#include "../Assets/DemoUtilities.h"
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#include "../Assets/WavefrontObjParser.h"
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//==============================================================================
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/*
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This component lives inside our window, and this is where you should put all
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your controls and content.
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*/
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class OpenGLAppDemo : public OpenGLAppComponent
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{
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public:
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//==============================================================================
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OpenGLAppDemo()
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{
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setSize (800, 600);
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}
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~OpenGLAppDemo() override
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{
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shutdownOpenGL();
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}
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void initialise() override
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{
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createShaders();
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}
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void shutdown() override
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{
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shader .reset();
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shape .reset();
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attributes.reset();
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uniforms .reset();
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}
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Matrix3D<float> getProjectionMatrix() const
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{
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const ScopedLock lock (mutex);
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auto w = 1.0f / (0.5f + 0.1f);
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auto h = w * bounds.toFloat().getAspectRatio (false);
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return Matrix3D<float>::fromFrustum (-w, w, -h, h, 4.0f, 30.0f);
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}
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Matrix3D<float> getViewMatrix() const
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{
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Matrix3D<float> viewMatrix ({ 0.0f, 0.0f, -10.0f });
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Matrix3D<float> rotationMatrix = viewMatrix.rotation ({ -0.3f, 5.0f * std::sin ((float) getFrameCounter() * 0.01f), 0.0f });
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return rotationMatrix * viewMatrix;
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}
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void render() override
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{
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using namespace ::juce::gl;
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jassert (OpenGLHelpers::isContextActive());
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auto desktopScale = (float) openGLContext.getRenderingScale();
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OpenGLHelpers::clear (getLookAndFeel().findColour (ResizableWindow::backgroundColourId));
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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{
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const ScopedLock lock (mutex);
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glViewport (0, 0,
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roundToInt (desktopScale * (float) bounds.getWidth()),
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roundToInt (desktopScale * (float) bounds.getHeight()));
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}
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shader->use();
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if (uniforms->projectionMatrix.get() != nullptr)
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uniforms->projectionMatrix->setMatrix4 (getProjectionMatrix().mat, 1, false);
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if (uniforms->viewMatrix.get() != nullptr)
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uniforms->viewMatrix->setMatrix4 (getViewMatrix().mat, 1, false);
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shape->draw (*attributes);
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// Reset the element buffers so child Components draw correctly
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glBindBuffer (GL_ARRAY_BUFFER, 0);
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glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void paint (Graphics& g) override
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{
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// You can add your component specific drawing code here!
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// This will draw over the top of the openGL background.
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g.setColour (getLookAndFeel().findColour (Label::textColourId));
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g.setFont (20);
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g.drawText ("OpenGL Example", 25, 20, 300, 30, Justification::left);
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g.drawLine (20, 20, 170, 20);
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g.drawLine (20, 50, 170, 50);
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}
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void resized() override
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{
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// This is called when this component is resized.
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// If you add any child components, this is where you should
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// update their positions.
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const ScopedLock lock (mutex);
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bounds = getLocalBounds();
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}
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void createShaders()
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{
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vertexShader =
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"attribute vec4 position;\n"
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"attribute vec4 sourceColour;\n"
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"attribute vec2 textureCoordIn;\n"
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"\n"
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"uniform mat4 projectionMatrix;\n"
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"uniform mat4 viewMatrix;\n"
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"\n"
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"varying vec4 destinationColour;\n"
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"varying vec2 textureCoordOut;\n"
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"\n"
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"void main()\n"
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"{\n"
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" destinationColour = sourceColour;\n"
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" textureCoordOut = textureCoordIn;\n"
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" gl_Position = projectionMatrix * viewMatrix * position;\n"
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"}\n";
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fragmentShader =
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#if JUCE_OPENGL_ES
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"varying lowp vec4 destinationColour;\n"
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"varying lowp vec2 textureCoordOut;\n"
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#else
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"varying vec4 destinationColour;\n"
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"varying vec2 textureCoordOut;\n"
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#endif
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"\n"
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"void main()\n"
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"{\n"
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#if JUCE_OPENGL_ES
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" lowp vec4 colour = vec4(0.95, 0.57, 0.03, 0.7);\n"
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#else
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" vec4 colour = vec4(0.95, 0.57, 0.03, 0.7);\n"
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#endif
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" gl_FragColor = colour;\n"
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"}\n";
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std::unique_ptr<OpenGLShaderProgram> newShader (new OpenGLShaderProgram (openGLContext));
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String statusText;
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if (newShader->addVertexShader (OpenGLHelpers::translateVertexShaderToV3 (vertexShader))
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&& newShader->addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 (fragmentShader))
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&& newShader->link())
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{
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shape .reset();
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attributes.reset();
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uniforms .reset();
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shader.reset (newShader.release());
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shader->use();
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shape .reset (new Shape());
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attributes.reset (new Attributes (*shader));
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uniforms .reset (new Uniforms (*shader));
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statusText = "GLSL: v" + String (OpenGLShaderProgram::getLanguageVersion(), 2);
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}
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else
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{
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statusText = newShader->getLastError();
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}
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}
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private:
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//==============================================================================
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struct Vertex
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{
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float position[3];
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float normal[3];
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float colour[4];
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float texCoord[2];
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};
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//==============================================================================
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// This class just manages the attributes that the shaders use.
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struct Attributes
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{
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explicit Attributes (OpenGLShaderProgram& shaderProgram)
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{
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position .reset (createAttribute (shaderProgram, "position"));
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normal .reset (createAttribute (shaderProgram, "normal"));
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sourceColour .reset (createAttribute (shaderProgram, "sourceColour"));
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textureCoordIn.reset (createAttribute (shaderProgram, "textureCoordIn"));
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}
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void enable()
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{
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using namespace ::juce::gl;
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if (position.get() != nullptr)
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{
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glVertexAttribPointer (position->attributeID, 3, GL_FLOAT, GL_FALSE, sizeof (Vertex), nullptr);
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glEnableVertexAttribArray (position->attributeID);
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}
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if (normal.get() != nullptr)
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{
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glVertexAttribPointer (normal->attributeID, 3, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 3));
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glEnableVertexAttribArray (normal->attributeID);
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}
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if (sourceColour.get() != nullptr)
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{
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glVertexAttribPointer (sourceColour->attributeID, 4, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 6));
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glEnableVertexAttribArray (sourceColour->attributeID);
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}
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if (textureCoordIn.get() != nullptr)
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{
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glVertexAttribPointer (textureCoordIn->attributeID, 2, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 10));
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glEnableVertexAttribArray (textureCoordIn->attributeID);
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}
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}
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void disable()
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{
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using namespace ::juce::gl;
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if (position.get() != nullptr) glDisableVertexAttribArray (position->attributeID);
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if (normal.get() != nullptr) glDisableVertexAttribArray (normal->attributeID);
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if (sourceColour.get() != nullptr) glDisableVertexAttribArray (sourceColour->attributeID);
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if (textureCoordIn.get() != nullptr) glDisableVertexAttribArray (textureCoordIn->attributeID);
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}
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std::unique_ptr<OpenGLShaderProgram::Attribute> position, normal, sourceColour, textureCoordIn;
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private:
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static OpenGLShaderProgram::Attribute* createAttribute (OpenGLShaderProgram& shader,
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const char* attributeName)
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{
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using namespace ::juce::gl;
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if (glGetAttribLocation (shader.getProgramID(), attributeName) < 0)
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return nullptr;
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return new OpenGLShaderProgram::Attribute (shader, attributeName);
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}
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};
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//==============================================================================
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// This class just manages the uniform values that the demo shaders use.
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struct Uniforms
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{
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explicit Uniforms (OpenGLShaderProgram& shaderProgram)
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{
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projectionMatrix.reset (createUniform (shaderProgram, "projectionMatrix"));
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viewMatrix .reset (createUniform (shaderProgram, "viewMatrix"));
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}
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std::unique_ptr<OpenGLShaderProgram::Uniform> projectionMatrix, viewMatrix;
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private:
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static OpenGLShaderProgram::Uniform* createUniform (OpenGLShaderProgram& shaderProgram,
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const char* uniformName)
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{
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using namespace ::juce::gl;
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if (glGetUniformLocation (shaderProgram.getProgramID(), uniformName) < 0)
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return nullptr;
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return new OpenGLShaderProgram::Uniform (shaderProgram, uniformName);
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}
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};
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//==============================================================================
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/** This loads a 3D model from an OBJ file and converts it into some vertex buffers
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that we can draw.
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*/
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struct Shape
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{
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Shape()
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{
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if (shapeFile.load (loadEntireAssetIntoString ("teapot.obj")).wasOk())
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for (auto* shapeVertices : shapeFile.shapes)
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vertexBuffers.add (new VertexBuffer (*shapeVertices));
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}
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void draw (Attributes& glAttributes)
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{
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using namespace ::juce::gl;
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for (auto* vertexBuffer : vertexBuffers)
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{
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vertexBuffer->bind();
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glAttributes.enable();
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glDrawElements (GL_TRIANGLES, vertexBuffer->numIndices, GL_UNSIGNED_INT, nullptr);
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glAttributes.disable();
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}
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}
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private:
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struct VertexBuffer
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{
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explicit VertexBuffer (WavefrontObjFile::Shape& aShape)
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{
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using namespace ::juce::gl;
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numIndices = aShape.mesh.indices.size();
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glGenBuffers (1, &vertexBuffer);
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glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
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Array<Vertex> vertices;
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createVertexListFromMesh (aShape.mesh, vertices, Colours::green);
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glBufferData (GL_ARRAY_BUFFER,
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static_cast<GLsizeiptr> (static_cast<size_t> (vertices.size()) * sizeof (Vertex)),
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vertices.getRawDataPointer(), GL_STATIC_DRAW);
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glGenBuffers (1, &indexBuffer);
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glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData (GL_ELEMENT_ARRAY_BUFFER,
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static_cast<GLsizeiptr> (static_cast<size_t> (numIndices) * sizeof (juce::uint32)),
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aShape.mesh.indices.getRawDataPointer(), GL_STATIC_DRAW);
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}
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~VertexBuffer()
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{
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using namespace ::juce::gl;
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glDeleteBuffers (1, &vertexBuffer);
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glDeleteBuffers (1, &indexBuffer);
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}
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void bind()
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{
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using namespace ::juce::gl;
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glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
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glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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}
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GLuint vertexBuffer, indexBuffer;
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int numIndices;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (VertexBuffer)
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};
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WavefrontObjFile shapeFile;
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OwnedArray<VertexBuffer> vertexBuffers;
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static void createVertexListFromMesh (const WavefrontObjFile::Mesh& mesh, Array<Vertex>& list, Colour colour)
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{
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auto scale = 0.2f;
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WavefrontObjFile::TextureCoord defaultTexCoord { 0.5f, 0.5f };
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WavefrontObjFile::Vertex defaultNormal { 0.5f, 0.5f, 0.5f };
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for (auto i = 0; i < mesh.vertices.size(); ++i)
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{
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const auto& v = mesh.vertices.getReference (i);
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const auto& n = i < mesh.normals.size() ? mesh.normals.getReference (i) : defaultNormal;
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const auto& tc = i < mesh.textureCoords.size() ? mesh.textureCoords.getReference (i) : defaultTexCoord;
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list.add ({ { scale * v.x, scale * v.y, scale * v.z, },
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{ scale * n.x, scale * n.y, scale * n.z, },
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{ colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha() },
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{ tc.x, tc.y } });
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}
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}
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};
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const char* vertexShader;
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const char* fragmentShader;
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std::unique_ptr<OpenGLShaderProgram> shader;
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std::unique_ptr<Shape> shape;
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std::unique_ptr<Attributes> attributes;
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std::unique_ptr<Uniforms> uniforms;
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String newVertexShader, newFragmentShader;
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Rectangle<int> bounds;
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CriticalSection mutex;
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JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLAppDemo)
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};
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