EgtGraphics 1.5c3 :

- aggiunta visualizzaziono di punti, vettori e frame
- aggiunti NewGrAtom per gestione potenziata e con colori di VAO/VBO
- aggiunti OldGrAtom per displaylist proprietarie in modo OpenGL immediato.
This commit is contained in:
Dario Sassi
2014-03-11 22:23:04 +00:00
parent 80a2a43cdc
commit f55619cc8b
10 changed files with 361 additions and 74 deletions
+100 -31
View File
@@ -15,6 +15,8 @@
#include "stdafx.h"
#include "ObjNewGraphics.h"
#include "Scene.h"
#include "GraphObjs.h"
#include "/EgtDev/Include/EGkPolyLine.h"
#define glewGetContext() (( m_pScene != nullptr) ? m_pScene->glewGetContext() : nullptr)
@@ -22,8 +24,7 @@
//----------------------------------------------------------------------------
ObjNewGraphics::~ObjNewGraphics( void)
{
// cancello eventuali vecchi vertici
DeleteVaoVbo() ;
Clear() ;
}
//----------------------------------------------------------------------------
@@ -33,6 +34,58 @@ ObjNewGraphics::Reset( void)
m_bValid = false ;
}
//----------------------------------------------------------------------------
void
ObjNewGraphics::Clear( void)
{
DeleteVaoVbo() ;
m_ngaList.clear() ;
m_bValid = false ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddColor( const Color& colC)
{
return AddColor( colC.GetRed(), colC.GetGreen(), colC.GetBlue(), colC.GetAlpha()) ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddPoint( const Point3d& ptP)
{
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
glBufferData( GL_ARRAY_BUFFER, 1 * SIZEV3F, NULL, GL_STATIC_DRAW) ;
Vert3f v3V( ptP.x, ptP.y, ptP.z) ;
glBufferSubData( GL_ARRAY_BUFFER, 0, SIZEV3F, &v3V) ;
int nCount = 1 ;
glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glBindVertexArray( 0) ;
// aggiungo i dati in lista
AddVerts( GL_POINTS, nCount, nVaoId, nVboId) ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
//----------------------------------------------------------------------------
bool
ObjNewGraphics::AddPolyLine( const PolyLine& PL)
@@ -40,30 +93,36 @@ ObjNewGraphics::AddPolyLine( const PolyLine& PL)
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// cancello eventuali vecchi vertici
DeleteVaoVbo() ;
// imposto il nuovo stato
m_bValid = true ;
m_nMode = GL_LINE_STRIP ;
// inserisco i nuovi vertici
glGenVertexArrays( 1, &m_nVaoId) ;
if ( m_nVaoId == 0)
// definisco i buffer per la scheda grafica e vi inserisco i nuovi vertici
unsigned int nVaoId ;
glGenVertexArrays( 1, &nVaoId) ;
if ( nVaoId == 0)
return false ;
glBindVertexArray( m_nVaoId) ;
glGenBuffers( 1, &m_nVboId) ;
glBindBuffer( GL_ARRAY_BUFFER, m_nVboId) ;
glBindVertexArray( nVaoId) ;
unsigned int nVboId ;
glGenBuffers( 1, &nVboId) ;
if ( nVboId == 0) {
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &nVaoId) ;
return false ;
}
glBindBuffer( GL_ARRAY_BUFFER, nVboId) ;
glBufferData( GL_ARRAY_BUFFER, PL.GetPointNbr() * SIZEV3F, NULL, GL_STATIC_DRAW) ;
Point3d ptP ;
Vert3f v3V ;
m_nCount = 0 ;
int nCount = 0 ;
for ( bool bFound = PL.GetFirstPoint( ptP) ; bFound ; bFound = PL.GetNextPoint( ptP)) {
v3V.Set( ptP.x, ptP.y, ptP.z) ;
glBufferSubData( GL_ARRAY_BUFFER, m_nCount * SIZEV3F, SIZEV3F, &v3V) ;
++ m_nCount ;
glBufferSubData( GL_ARRAY_BUFFER, nCount * SIZEV3F, SIZEV3F, &v3V) ;
++ nCount ;
}
glVertexPointer( 3, GL_FLOAT, 0, ((void*)(0))) ;
glEnableClientState( GL_VERTEX_ARRAY) ;
glBindVertexArray( 0) ;
// aggiungo i dati in lista
AddVerts( GL_LINE_STRIP, nCount, nVaoId, nVboId) ;
// dichiaro valida la grafica
m_bValid = true ;
return true ;
}
@@ -75,14 +134,21 @@ ObjNewGraphics::Draw( void)
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// se vuoto non faccio alcunché
if ( m_nCount == 0)
return true ;
if ( m_nVaoId != 0) {
glBindVertexArray( m_nVaoId) ;
glDrawArrays( m_nMode, 0, m_nCount) ;
glBindVertexArray( 0) ;
// ciclo di disegno
NGALIST::iterator iIter ;
for ( iIter = m_ngaList.begin() ; iIter != m_ngaList.end() ; ++ iIter) {
switch ( iIter->m_nType) {
case NewGrAtom::VERTS :
if ( iIter->m_nCount > 0 && iIter->m_nVaoId != 0) {
glBindVertexArray( iIter->m_nVaoId) ;
glDrawArrays( iIter->m_nMode, 0, iIter->m_nCount) ;
glBindVertexArray( 0) ;
}
break ;
case NewGrAtom::COLOR :
glColor4f( iIter->m_fRed, iIter->m_fGreen, iIter->m_fBlue, iIter->m_fAlpha) ;
break ;
}
}
return true ;
@@ -95,13 +161,16 @@ ObjNewGraphics::DeleteVaoVbo( void)
if ( m_pScene == nullptr || ! m_pScene->MakeCurrent())
return false ;
// cancellazione VAO/VBO
if ( m_nCount > 0) {
glBindBuffer( GL_ARRAY_BUFFER, 0) ;
glDeleteBuffers( 1, &m_nVboId) ;
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &m_nVaoId) ;
m_nCount = 0 ;
// ciclo di cancellazione VAO/VBO
NGALIST::iterator iIter ;
for ( iIter = m_ngaList.begin() ; iIter != m_ngaList.end() ; ++ iIter) {
if ( iIter->m_nType == NewGrAtom::VERTS && iIter->m_nCount > 0) {
glBindBuffer( GL_ARRAY_BUFFER, 0) ;
glDeleteBuffers( 1, &iIter->m_nVboId) ;
glBindVertexArray( 0) ;
glDeleteVertexArrays( 1, &iIter->m_nVaoId) ;
iIter->m_nCount = 0 ;
}
}
return true ;