void nbManager::programBindAttrLocation(void *ptr)
{
    Program *program = (Program *)ptr;
    
    glLog("glBindAttribLocation : POSITION");
    glBindAttribLocation(program->pid, 0, "POSITION");
    glLog("glBindAttribLocation : NORMAL");
    glBindAttribLocation(program->pid, 1, "NORMAL");
    glLog("glBindAttribLocation : TEXCOORD0");
    glBindAttribLocation(program->pid, 2, "TEXCOORD0");
}
Esempio n. 2
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void nbMesh::buildVboVertexIndex()
{
    nbMesh *mesh = this;
    glLog("glGenBuffers : vbo");
    glGenBuffers(1, &mesh->vboVertexIndex);
    
    glLog("glBindBuffer : GL_ELEMENT_ARRAY_BUFFER");
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->vboVertexIndex);
    
    glLog("glBufferData : GL_ELEMENT_ARRAY_BUFFER");
    glBufferData(GL_ELEMENT_ARRAY_BUFFER,
                 mesh->vertexIndexList.size() * sizeof(unsigned short),
                 &mesh->vertexIndexList[0],
                 GL_STATIC_DRAW );
}
Esempio n. 3
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void nbMesh::buildVao()
{
    glLog("glGenVertexArraysOES : vao");
    glGenVertexArraysOES( 1, &vao );
    
    glLog("glBindVertexArrayOES : vao");
    glBindVertexArrayOES(vao);
    
    setAttributePointer( );
    
    glLog("glBindBuffer : GL_ELEMENT_ARRAY_BUFFER");
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboVertexIndex);
    
    glLog("glBindVertexArrayOES : 0");
    glBindVertexArrayOES(0);
}
Esempio n. 4
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void MapWidget::initializeGL()
{
    initializeOpenGLFunctions();

    QString versionString(QLatin1String(reinterpret_cast<const char*>(glGetString(GL_VERSION))));

    QOpenGLContext *ctx = QOpenGLContext::currentContext();
    Q_UNUSED(ctx);
    lg = new QOpenGLDebugLogger(context());
    lg->initialize();
    lg->startLogging(QOpenGLDebugLogger::SynchronousLogging);
    lg->enableMessages();
    connect(lg, SIGNAL(messageLogged(QOpenGLDebugMessage)), this, SLOT(glLog(QOpenGLDebugMessage)));

    qDebug() << "Driver Version String:" << versionString;
    qDebug() << "Current Context:" << ctx->format();

    //glGetIntegerv(GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX, &gpuTotalMemory);
    //qDebug() << "total" << gpuTotalMemory;

    m_renderer = new Renderer();
    m_renderer->createStaticResources();

    //m_painterOverlay = new PainterOverlay();
}
Esempio n. 5
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void nbMesh::freeObj()
{
    if (vao) {
        glLog("glDeleteVertexArraysOES : vao");
        glDeleteVertexArraysOES(1, &vao);
    }
    
    if (vboVertex) {
        glLog("glDeleteBuffers : vbo");
        glDeleteBuffers(1, &vboVertex);
    }
    
    if (vboVertexIndex) {
        glLog("glDeleteBuffers : vbo");
        glDeleteBuffers(1, &vboVertexIndex);
    }
}
void nbManager::error(void)
{
    unsigned int error;
    
    glLog("glGetError");
    while( ( error = glGetError() ) != GL_NO_ERROR )
    {
        char str[ MAX_CHAR ] = {""};
        
        switch( error ) {
            case GL_INVALID_ENUM: {
                strcpy( str, "GL_INVALID_ENUM" );
                break;
            }
                
            case GL_INVALID_VALUE:
            {
                strcpy( str, "GL_INVALID_VALUE" );
                break;
            }
                
            case GL_INVALID_OPERATION:
            {
                strcpy( str, "GL_INVALID_OPERATION" );
                break;
            }
                
            case GL_OUT_OF_MEMORY:
            {
                strcpy( str, "GL_OUT_OF_MEMORY" );
                break;
            }
        }
        
        console_print( "[ GL_ERROR ]\nERROR: %s\n", str );
    }
}
Esempio n. 7
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void nbMesh::setAttributePointer()
{
    glLog("glBindBuffer : GL_ARRAY_BUFFER");
    glBindBuffer( GL_ARRAY_BUFFER, vboVertex );
    
    glLog("glEnableVertexAttribArray : 0");
    glEnableVertexAttribArray( 0 );
    
    glLog("glVertexAttribPointer : 0");
    glVertexAttribPointer( 0,
                          3,
                          GL_FLOAT,
                          GL_FALSE,
                          stride,
                          ( void * )NULL );
    
    
    glLog("glEnableVertexAttribArray : 1");
    glEnableVertexAttribArray( 1 );
    
    glLog("glVertexAttribPointer : 1");
    glVertexAttribPointer( 1,
                          3,
                          GL_FLOAT,
                          GL_FALSE,
                          stride,
                          BUFFER_OFFSET( offset[ 1 ] ) );
    
    
    glLog("glEnableVertexAttribArray : 4");
    glEnableVertexAttribArray( 4 );
    
    glLog("glVertexAttribPointer : 4");
    glVertexAttribPointer( 4,
                          3,
                          GL_FLOAT,
                          GL_FALSE,
                          stride,
                          BUFFER_OFFSET( offset[ 2 ] ) );
    
    
    if( offset[ 3 ] != -1 )
    {
        glLog("glEnableVertexAttribArray : 2");
        glEnableVertexAttribArray( 2 );
        
        glLog("glVertexAttribPointer : 2");
        glVertexAttribPointer( 2,
                              2,
                              GL_FLOAT,
                              GL_FALSE,
                              stride,
                              BUFFER_OFFSET( offset[ 3 ] ) );
        
        glLog("glEnableVertexAttribArray : 3");
        glEnableVertexAttribArray( 3 );
        
        glLog("glVertexAttribPointer : 3");
        glVertexAttribPointer( 3,
                              3,
                              GL_FLOAT,
                              GL_FALSE,
                              stride,
                              BUFFER_OFFSET( offset[ 4 ] ) );
    }
}
Esempio n. 8
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/*!
 Build the vertex data array buffer VBO for a specific OBJMESH index.
 
 \param[in] obj A valid OBJ structure pointer.
 \param[in] mesh_index The mesh index in the OBJ OBJMESH database.
 */
void nbMesh::buildVboVertex(VertexManager *vertexMgr)
{
    unsigned int index, offset;
    
    //    OBJMESH *objmesh = &meshList[mesh_index];
    nbMesh *mesh = this;
    
    mesh->stride  = sizeof(vec3); // Vertex
    mesh->stride += sizeof(vec3); // Normals
    mesh->stride += sizeof(vec3); // Face Normals
    
    if (mesh->useuvs) {
        mesh->stride += sizeof(vec2); // Uv
        mesh->stride += sizeof(vec3); // Tangent
    }
    
    mesh->size = (int)mesh->uniqueVertexUVIndexList.size() * mesh->stride;
    
    unsigned char *vertexArray = (unsigned char *)malloc(mesh->size);
    unsigned char *vertexStart = vertexArray;
    
    for (int i = 0; i < mesh->uniqueVertexUVIndexList.size(); i++) {
        index = mesh->uniqueVertexUVIndexList[i].vertexIndex;
        
        vec3 pivot = vertexMgr->uniqueVertexList[index];
        
        pivot = pivot.diff(mesh->location);
        
        memcpy(vertexArray, &pivot, sizeof(vec3));
        vertexArray += sizeof(vec3);
        
        memcpy(vertexArray, &vertexMgr->uniqueNormalList[index], sizeof(vec3));
        vertexArray += sizeof(vec3);
        
        memcpy(vertexArray, &vertexMgr->uniqueFaceNormalList[index], sizeof(vec3));
        vertexArray += sizeof(vec3);
        
        if (mesh->useuvs) {
            memcpy(vertexArray,
                   &vertexMgr->uniqueUVList[mesh->uniqueVertexUVIndexList[i].uvIndex],
                   sizeof(vec2));
            
            vertexArray += sizeof(vec2);
            
            memcpy(vertexArray,
                   &vertexMgr->uniqueTangentList[index],
                   sizeof(vec3));
            
            vertexArray += sizeof(vec3);
        }
        
    }
    
    glLog("glGenBuffers : vbo");
    glGenBuffers( 1, &mesh->vboVertex );
    
    glLog("glBindBuffer : GL_ARRAY_BUFFER");
    glBindBuffer(GL_ARRAY_BUFFER, mesh->vboVertex);
    
    glLog("glBufferData : GL_ARRAY_BUFFER");
    glBufferData(GL_ARRAY_BUFFER,
                 mesh->size,
                 vertexStart,
                 GL_STATIC_DRAW);
    
    free(vertexStart);
    
    mesh->offset[0] = 0;
    offset = sizeof(vec3);
    
    mesh->offset[1] = offset;
    offset += sizeof(vec3);
    
    mesh->offset[2] = offset;
    offset += sizeof(vec3);
    
    if (mesh->useuvs) {
        mesh->offset[ 3 ] = offset;
        offset += sizeof( vec2 );
        
        mesh->offset[ 4 ] = offset;
    }
}
void nbManager::start(int width, int height)
{
    this->width = width;
    this->height = height;
    
//    printf("\nGL_VENDOR:      %s\n", ( char * )glGetString( GL_VENDOR     ) );
//    printf("GL_RENDERER:    %s\n"  , ( char * )glGetString( GL_RENDERER   ) );
//    printf("GL_VERSION:     %s\n"  , ( char * )glGetString( GL_VERSION    ) );
//    printf("GL_EXTENSIONS:  %s\n"  , ( char * )glGetString( GL_EXTENSIONS ) );
//    
//    glLog("glHint : GL_GENERATE_MIPMAP_HINT");
//    glHint( GL_GENERATE_MIPMAP_HINT, GL_NICEST );
//    
//    glLog("glHint : GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES");
//    glHint( GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES, GL_NICEST );
    
    glLog("glEnable : GL_DEPTH_TEST");
    glEnable( GL_DEPTH_TEST );
    glLog("glEnable : GL_CULL_FACE");
    glEnable( GL_CULL_FACE  );
    glLog("glDisable : GL_DITHER");
    glDisable( GL_DITHER );
//    glLog("glDepthMask : GL_TRUE");
//    glDepthMask( GL_TRUE );
//    glLog("glDepthFunc : GL_LESS");
//    glDepthFunc( GL_LESS );
//    glLog("glDepthRangef : 0.0f, 1.0f");
//    glDepthRangef( 0.0f, 1.0f );
//    glLog("glClearDepthf : 1.0f");
//    glClearDepthf( 1.0f );
//    glLog("glCullFace : GL_BACK");
//    glCullFace ( GL_BACK );
//    glLog("glFrontFace : GL_CCW");
//    glFrontFace( GL_CCW  );
//    glLog("glClearStencil : 0");
//    glClearStencil( 0 );
//    glLog("glStencilMask : 0xFFFFFFFF");
//    glStencilMask( 0xFFFFFFFF );
    
//    glLog("glClearColor : 0.0f, 0.0f, 0.0f, 1.0f");
//    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    
//    glLog("glClear : GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT");
//    glClear( GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
    
//    glLog("glClear : GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT");
//    glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
    
//    matrixMgr->setMatrixMode(kTextureMatrix);
//    matrixMgr->loadIdentity();
//    
//    matrixMgr->setMatrixMode(kProjectionMatrix);
//    matrixMgr->loadIdentity();
//
//    matrixMgr->setMatrixMode(kModelViewMatrix);
//    matrixMgr->loadIdentity();

    error();
    
    matrixMgr->setMatrixMode(kProjectionMatrix);
    matrixMgr->loadIdentity();
    matrixMgr->setPerspective(45.0f,
                              (float)width / (float)height,
                              0.1f,
                              100.0f,
                              0.0f );
    
    loadObject();
}
Esempio n. 10
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void nbManager::drawMesh(nbMesh *mesh)
{
#if 0
    OBJMATERIAL *material = mesh->objmaterial;
    
    glLogVerbose("Program::draw > glUseProgram");
    glUseProgram(material->program->pid);
    
    
    GLuint vertex = material->program->get_vertex_attrib_location((char *)"POSITION");
    GLuint normal = material->program->get_vertex_attrib_location((char *)"NORMAL");
    GLuint uv = material->program->get_vertex_attrib_location((char *)"TEXCOORD0");
    
    glLog("glBindBuffer : GL_ARRAY_BUFFER");
    glBindBuffer( GL_ARRAY_BUFFER, mesh->vboVertex );
    
    
    glLog("glEnableVertexAttribArray : 0");
    glEnableVertexAttribArray( vertex );
    
    glLog("glVertexAttribPointer : 0");
    glVertexAttribPointer(vertex,
                          3,
                          GL_FLOAT,
                          GL_FALSE,
                          mesh->stride,
                          ( void * )NULL );
    
    
    glLog("glEnableVertexAttribArray : 1");
    glEnableVertexAttribArray( normal );
    
    glLog("glVertexAttribPointer : 1");
    glVertexAttribPointer(normal,
                          3,
                          GL_FLOAT,
                          GL_FALSE,
                          mesh->stride,
                          BUFFER_OFFSET( mesh->offset[ 1 ] ) );
    
    glLog("glEnableVertexAttribArray : 2");
    glEnableVertexAttribArray( uv );
    
    glLog("glVertexAttribPointer : 2");
    glVertexAttribPointer(uv,
                          2,
                          GL_FLOAT,
                          GL_FALSE,
                          mesh->stride,
                          BUFFER_OFFSET( mesh->offset[ 3 ] ) );
    
    if (material->texture_diffuse) {
        glLogVerbose("glActiveTexture : GL_TEXTURE1");
        glActiveTexture( GL_TEXTURE1 );
        
        glLogVerbose("Texture::draw > glBindTexture");
        glBindTexture( material->texture_diffuse->target, material->texture_diffuse->tid );
    }
    
    GLuint diffuse = material->program->get_uniform_location((char *)"DIFFUSE");
    GLuint dissolve = material->program->get_uniform_location((char *)"DISSOLVE");
    GLuint ambientColor = material->program->get_uniform_location((char *)"AMBIENT_COLOR");
    GLuint diffuseColor = material->program->get_uniform_location((char *)"DIFFUSE_COLOR");
    GLuint specularColor = material->program->get_uniform_location((char *)"SPECULAR_COLOR");
    GLuint shineness = material->program->get_uniform_location((char *)"SHININESS");
    GLuint modelView = material->program->get_uniform_location((char *)"MODELVIEWMATRIX");
    GLuint projection = material->program->get_uniform_location((char *)"PROJECTIONMATRIX");
    GLuint normalMatrix = material->program->get_uniform_location((char *)"NORMALMATRIX");
    GLuint light = material->program->get_uniform_location((char *)"LIGHTPOSITION");
    
    glUniform1i(diffuse, 1);
    glUniform1f(dissolve, material->dissolve);
    glUniform3fv(ambientColor, 1, (float *)&material->ambient);
    glUniform3fv(diffuseColor, 1, (float *)&material->diffuse);
    glUniform3fv(specularColor, 1, (float *)&material->specular);
    glUniform1f(shineness, material->specular_exponent * 0.128f);
    
    glUniformMatrix4fv(modelView, 1, GL_FALSE, (float *)&matrixMgr->getModelViewMatrix());
    glUniformMatrix4fv(projection, 1, GL_FALSE, (float *)&matrixMgr->getProjectionMatrix());
    glUniformMatrix3fv(normalMatrix, 1, GL_FALSE, (float *)&matrixMgr->getNormalMatrix());
    
    vec3 position    = { 0.0f, -3.0f, 10.0f };
    vec3 eyeposition = { 0.0f,  0.0f,  0.0f };
    
    eyeposition = position.multiply(nbManager::matrixMgr->getModelViewMatrix());
    
    
    glUniform3fv(light, 1, (float *)&eyeposition);
    
    glLogVerbose("glBindBuffer : GL_ELEMENT_ARRAY_BUFFER");
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, mesh->vboVertexIndex );
    
    glLogVerbose("glDrawElements");
    glDrawElements(mesh->mode,
                   (int)mesh->vertexIndexList.size(),
                   GL_UNSIGNED_SHORT,
                   ( void * )NULL );
    
    
#else
    mesh->draw();
    
#endif
}