The JUCE cross-platform C++ framework, with DISTRHO/KXStudio specific changes
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  1. /*
  2. ==============================================================================
  3. This file is part of the JUCE library - "Jules' Utility Class Extensions"
  4. Copyright 2004-12 by Raw Material Software Ltd.
  5. ------------------------------------------------------------------------------
  6. JUCE can be redistributed and/or modified under the terms of the GNU General
  7. Public License (Version 2), as published by the Free Software Foundation.
  8. A copy of the license is included in the JUCE distribution, or can be found
  9. online at www.gnu.org/licenses.
  10. JUCE is distributed in the hope that it will be useful, but WITHOUT ANY
  11. WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR
  12. A PARTICULAR PURPOSE. See the GNU General Public License for more details.
  13. ------------------------------------------------------------------------------
  14. To release a closed-source product which uses JUCE, commercial licenses are
  15. available: visit www.rawmaterialsoftware.com/juce for more information.
  16. ==============================================================================
  17. */
  18. #include "../JuceDemoHeader.h"
  19. #if JUCE_OPENGL
  20. #include "WavefrontObjParser.h"
  21. //==============================================================================
  22. struct OpenGLDemoClasses
  23. {
  24. /** Vertex data to be passed to the shaders.
  25. For the purposes of this demo, each vertex will have a 3D position, a colour and a
  26. 2D texture co-ordinate. Of course you can ignore these or manipulate them in the
  27. shader programs but are some useful defaults to work from.
  28. */
  29. struct Vertex
  30. {
  31. float position[3];
  32. float normal[3];
  33. float colour[4];
  34. float texCoord[2];
  35. };
  36. //==============================================================================
  37. // This class just manages the attributes that the demo shaders use.
  38. struct Attributes
  39. {
  40. Attributes (OpenGLContext& openGLContext, OpenGLShaderProgram& shader)
  41. {
  42. position = createAttribute (openGLContext, shader, "position");
  43. normal = createAttribute (openGLContext, shader, "normal");
  44. sourceColour = createAttribute (openGLContext, shader, "sourceColour");
  45. texureCoordIn = createAttribute (openGLContext, shader, "texureCoordIn");
  46. }
  47. void enable (OpenGLContext& openGLContext)
  48. {
  49. if (position != nullptr)
  50. {
  51. openGLContext.extensions.glVertexAttribPointer (position->attributeID, 3, GL_FLOAT, GL_FALSE, sizeof (Vertex), 0);
  52. openGLContext.extensions.glEnableVertexAttribArray (position->attributeID);
  53. }
  54. if (normal != nullptr)
  55. {
  56. openGLContext.extensions.glVertexAttribPointer (normal->attributeID, 3, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 3));
  57. openGLContext.extensions.glEnableVertexAttribArray (normal->attributeID);
  58. }
  59. if (sourceColour != nullptr)
  60. {
  61. openGLContext.extensions.glVertexAttribPointer (sourceColour->attributeID, 4, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 6));
  62. openGLContext.extensions.glEnableVertexAttribArray (sourceColour->attributeID);
  63. }
  64. if (texureCoordIn != nullptr)
  65. {
  66. openGLContext.extensions.glVertexAttribPointer (texureCoordIn->attributeID, 2, GL_FLOAT, GL_FALSE, sizeof (Vertex), (GLvoid*) (sizeof (float) * 10));
  67. openGLContext.extensions.glEnableVertexAttribArray (texureCoordIn->attributeID);
  68. }
  69. }
  70. void disable (OpenGLContext& openGLContext)
  71. {
  72. if (position != nullptr) openGLContext.extensions.glDisableVertexAttribArray (position->attributeID);
  73. if (normal != nullptr) openGLContext.extensions.glDisableVertexAttribArray (normal->attributeID);
  74. if (sourceColour != nullptr) openGLContext.extensions.glDisableVertexAttribArray (sourceColour->attributeID);
  75. if (texureCoordIn != nullptr) openGLContext.extensions.glDisableVertexAttribArray (texureCoordIn->attributeID);
  76. }
  77. ScopedPointer<OpenGLShaderProgram::Attribute> position, normal, sourceColour, texureCoordIn;
  78. private:
  79. static OpenGLShaderProgram::Attribute* createAttribute (OpenGLContext& openGLContext,
  80. OpenGLShaderProgram& shader,
  81. const char* attributeName)
  82. {
  83. if (openGLContext.extensions.glGetAttribLocation (shader.getProgramID(), attributeName) < 0)
  84. return nullptr;
  85. return new OpenGLShaderProgram::Attribute (shader, attributeName);
  86. }
  87. };
  88. //==============================================================================
  89. // This class just manages the uniform values that the demo shaders use.
  90. struct Uniforms
  91. {
  92. Uniforms (OpenGLContext& openGLContext, OpenGLShaderProgram& shader)
  93. {
  94. projectionMatrix = createUniform (openGLContext, shader, "projectionMatrix");
  95. viewMatrix = createUniform (openGLContext, shader, "viewMatrix");
  96. texture = createUniform (openGLContext, shader, "demoTexture");
  97. lightPosition = createUniform (openGLContext, shader, "lightPosition");
  98. bouncingNumber = createUniform (openGLContext, shader, "bouncingNumber");
  99. }
  100. ScopedPointer<OpenGLShaderProgram::Uniform> projectionMatrix, viewMatrix, texture, lightPosition, bouncingNumber;
  101. private:
  102. static OpenGLShaderProgram::Uniform* createUniform (OpenGLContext& openGLContext,
  103. OpenGLShaderProgram& shader,
  104. const char* uniformName)
  105. {
  106. if (openGLContext.extensions.glGetUniformLocation (shader.getProgramID(), uniformName) < 0)
  107. return nullptr;
  108. return new OpenGLShaderProgram::Uniform (shader, uniformName);
  109. }
  110. };
  111. //==============================================================================
  112. /** This loads a 3D model from an OBJ file and converts it into some vertex buffers
  113. that we can draw.
  114. */
  115. struct Shape
  116. {
  117. Shape (OpenGLContext& openGLContext)
  118. {
  119. if (shapeFile.load (BinaryData::teapot_obj).wasOk())
  120. for (int i = 0; i < shapeFile.shapes.size(); ++i)
  121. vertexBuffers.add (new VertexBuffer (openGLContext, *shapeFile.shapes.getUnchecked(i)));
  122. }
  123. void draw (OpenGLContext& openGLContext, Attributes& attributes)
  124. {
  125. for (int i = 0; i < vertexBuffers.size(); ++i)
  126. {
  127. VertexBuffer& vertexBuffer = *vertexBuffers.getUnchecked (i);
  128. vertexBuffer.bind();
  129. attributes.enable (openGLContext);
  130. glDrawElements (GL_TRIANGLES, vertexBuffer.numIndices, GL_UNSIGNED_INT, 0);
  131. attributes.disable (openGLContext);
  132. }
  133. }
  134. private:
  135. struct VertexBuffer
  136. {
  137. VertexBuffer (OpenGLContext& context, WavefrontObjFile::Shape& shape) : openGLContext (context)
  138. {
  139. numIndices = shape.mesh.indices.size();
  140. openGLContext.extensions.glGenBuffers (1, &vertexBuffer);
  141. openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
  142. Array<Vertex> vertices;
  143. createVertexListFromMesh (shape.mesh, vertices, Colours::green);
  144. openGLContext.extensions.glBufferData (GL_ARRAY_BUFFER, vertices.size() * sizeof (Vertex),
  145. vertices.getRawDataPointer(), GL_STATIC_DRAW);
  146. openGLContext.extensions.glGenBuffers (1, &indexBuffer);
  147. openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
  148. openGLContext.extensions.glBufferData (GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof (juce::uint32),
  149. shape.mesh.indices.getRawDataPointer(), GL_STATIC_DRAW);
  150. }
  151. ~VertexBuffer()
  152. {
  153. openGLContext.extensions.glDeleteBuffers (1, &vertexBuffer);
  154. openGLContext.extensions.glDeleteBuffers (1, &indexBuffer);
  155. }
  156. void bind()
  157. {
  158. openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, vertexBuffer);
  159. openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
  160. }
  161. GLuint vertexBuffer, indexBuffer;
  162. int numIndices;
  163. OpenGLContext& openGLContext;
  164. JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (VertexBuffer)
  165. };
  166. WavefrontObjFile shapeFile;
  167. OwnedArray<VertexBuffer> vertexBuffers;
  168. static void createVertexListFromMesh (const WavefrontObjFile::Mesh& mesh, Array<Vertex>& list, Colour colour)
  169. {
  170. const float scale = 0.2f;
  171. WavefrontObjFile::TextureCoord defaultTexCoord = { 0.5f, 0.5f };
  172. WavefrontObjFile::Vertex defaultNormal = { 0.5f, 0.5f, 0.5f };
  173. for (int i = 0; i < mesh.vertices.size(); ++i)
  174. {
  175. const WavefrontObjFile::Vertex& v = mesh.vertices.getReference (i);
  176. const WavefrontObjFile::Vertex& n
  177. = i < mesh.normals.size() ? mesh.normals.getReference (i) : defaultNormal;
  178. const WavefrontObjFile::TextureCoord& tc
  179. = i < mesh.textureCoords.size() ? mesh.textureCoords.getReference (i) : defaultTexCoord;
  180. Vertex vert =
  181. {
  182. { scale * v.x, scale * v.y, scale * v.z, },
  183. { scale * n.x, scale * n.y, scale * n.z, },
  184. { colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha() },
  185. { tc.x, tc.y }
  186. };
  187. list.add (vert);
  188. }
  189. }
  190. };
  191. //==============================================================================
  192. // These classes are used to load textures from the various sources that the demo uses..
  193. struct DemoTexture
  194. {
  195. virtual ~DemoTexture() {}
  196. virtual bool applyTo (OpenGLTexture&) = 0;
  197. String name;
  198. };
  199. struct DynamicTexture : public DemoTexture
  200. {
  201. DynamicTexture() { name = "Dynamically-generated texture"; }
  202. Image image;
  203. BouncingNumber x, y;
  204. bool applyTo (OpenGLTexture& texture) override
  205. {
  206. const int size = 128;
  207. if (! image.isValid())
  208. image = Image (Image::ARGB, size, size, true);
  209. {
  210. Graphics g (image);
  211. g.fillAll (Colours::lightcyan);
  212. g.setColour (Colours::darkred);
  213. g.drawRect (0, 0, size, size, 2);
  214. g.setColour (Colours::green);
  215. g.fillEllipse (x.getValue() * size * 0.9f, y.getValue() * size * 0.9f, size * 0.1f, size * 0.1f);
  216. g.setColour (Colours::black);
  217. g.setFont (40);
  218. g.drawFittedText (String (Time::getCurrentTime().getMilliseconds()), image.getBounds(), Justification::centred, 1);
  219. }
  220. texture.loadImage (image);
  221. return true;
  222. }
  223. };
  224. struct BuiltInTexture : public DemoTexture
  225. {
  226. BuiltInTexture (const char* nm, const void* imageData, int imageSize)
  227. : image (resizeImageToPowerOfTwo (ImageFileFormat::loadFrom (imageData, imageSize)))
  228. {
  229. name = nm;
  230. }
  231. Image image;
  232. bool applyTo (OpenGLTexture& texture) override
  233. {
  234. texture.loadImage (image);
  235. return false;
  236. }
  237. };
  238. struct TextureFromFile : public DemoTexture
  239. {
  240. TextureFromFile (const File& file)
  241. {
  242. name = file.getFileName();
  243. image = resizeImageToPowerOfTwo (ImageFileFormat::loadFrom (file));
  244. }
  245. Image image;
  246. bool applyTo (OpenGLTexture& texture) override
  247. {
  248. texture.loadImage (image);
  249. return false;
  250. }
  251. };
  252. static Image resizeImageToPowerOfTwo (Image image)
  253. {
  254. if (! (isPowerOfTwo (image.getWidth()) && isPowerOfTwo (image.getHeight())))
  255. return image.rescaled (jmin (1024, nextPowerOfTwo (image.getWidth())),
  256. jmin (1024, nextPowerOfTwo (image.getHeight())));
  257. return image;
  258. }
  259. class OpenGLDemo;
  260. //==============================================================================
  261. /**
  262. This component sits on top of the main GL demo, and contains all the sliders
  263. and widgets that control things.
  264. */
  265. class DemoControlsOverlay : public Component,
  266. private CodeDocument::Listener,
  267. private ComboBox::Listener,
  268. private Slider::Listener,
  269. private Button::Listener,
  270. private Timer
  271. {
  272. public:
  273. DemoControlsOverlay (OpenGLDemo& d)
  274. : demo (d),
  275. vertexEditorComp (vertexDocument, nullptr),
  276. fragmentEditorComp (fragmentDocument, nullptr),
  277. tabbedComp (TabbedButtonBar::TabsAtLeft),
  278. showBackgroundToggle ("Draw 2D graphics in background")
  279. {
  280. addAndMakeVisible (statusLabel);
  281. statusLabel.setJustificationType (Justification::topLeft);
  282. statusLabel.setColour (Label::textColourId, Colours::black);
  283. statusLabel.setFont (Font (14.0f));
  284. addAndMakeVisible (sizeSlider);
  285. sizeSlider.setRange (0.0, 1.0, 0.001);
  286. sizeSlider.addListener (this);
  287. addAndMakeVisible (zoomLabel);
  288. zoomLabel.setText ("Zoom:", dontSendNotification);
  289. zoomLabel.attachToComponent (&sizeSlider, true);
  290. addAndMakeVisible (speedSlider);
  291. speedSlider.setRange (0.0, 0.5, 0.001);
  292. speedSlider.addListener (this);
  293. speedSlider.setSkewFactor (0.5f);
  294. addAndMakeVisible (speedLabel);
  295. speedLabel.setText ("Speed:", dontSendNotification);
  296. speedLabel.attachToComponent (&speedSlider, true);
  297. addAndMakeVisible (showBackgroundToggle);
  298. showBackgroundToggle.addListener (this);
  299. Colour editorBackground (Colours::white.withAlpha (0.6f));
  300. addAndMakeVisible (tabbedComp);
  301. tabbedComp.setTabBarDepth (25);
  302. tabbedComp.setColour (TabbedButtonBar::tabTextColourId, Colours::grey);
  303. tabbedComp.addTab ("Vertex", editorBackground, &vertexEditorComp, false);
  304. tabbedComp.addTab ("Fragment", editorBackground, &fragmentEditorComp, false);
  305. vertexEditorComp.setColour (CodeEditorComponent::backgroundColourId, editorBackground);
  306. fragmentEditorComp.setColour (CodeEditorComponent::backgroundColourId, editorBackground);
  307. vertexDocument.addListener (this);
  308. fragmentDocument.addListener (this);
  309. textures.add (new BuiltInTexture ("Portmeirion", BinaryData::portmeirion_jpg, BinaryData::portmeirion_jpgSize));
  310. textures.add (new BuiltInTexture ("Brushed aluminium", BinaryData::brushed_aluminium_png, BinaryData::brushed_aluminium_pngSize));
  311. textures.add (new BuiltInTexture ("JUCE logo", BinaryData::juce_icon_png, BinaryData::juce_icon_pngSize));
  312. textures.add (new DynamicTexture());
  313. addAndMakeVisible (textureBox);
  314. textureBox.addListener (this);
  315. updateTexturesList();
  316. addAndMakeVisible (presetBox);
  317. presetBox.addListener (this);
  318. Array<ShaderPreset> presets (getPresets());
  319. StringArray presetNames;
  320. for (int i = 0; i < presets.size(); ++i)
  321. presetBox.addItem (presets[i].name, i + 1);
  322. addAndMakeVisible (presetLabel);
  323. presetLabel.setText ("Shader Preset:", dontSendNotification);
  324. presetLabel.attachToComponent (&presetBox, true);
  325. addAndMakeVisible (textureLabel);
  326. textureLabel.setText ("Texture:", dontSendNotification);
  327. textureLabel.attachToComponent (&textureBox, true);
  328. }
  329. void initialise()
  330. {
  331. showBackgroundToggle.setToggleState (false, sendNotification);
  332. textureBox.setSelectedItemIndex (0);
  333. presetBox.setSelectedItemIndex (0);
  334. speedSlider.setValue (0.01);
  335. sizeSlider.setValue (0.5);
  336. }
  337. void resized() override
  338. {
  339. Rectangle<int> area (getLocalBounds().reduced (4));
  340. Rectangle<int> top (area.removeFromTop (75));
  341. Rectangle<int> sliders (top.removeFromRight (area.getWidth() / 2));
  342. showBackgroundToggle.setBounds (sliders.removeFromBottom (25));
  343. speedSlider.setBounds (sliders.removeFromBottom (25));
  344. sizeSlider.setBounds (sliders.removeFromBottom (25));
  345. top.removeFromRight (70);
  346. statusLabel.setBounds (top);
  347. Rectangle<int> shaderArea (area.removeFromBottom (area.getHeight() / 2));
  348. Rectangle<int> presets (shaderArea.removeFromTop (25));
  349. presets.removeFromLeft (100);
  350. presetBox.setBounds (presets.removeFromLeft (150));
  351. presets.removeFromLeft (100);
  352. textureBox.setBounds (presets);
  353. shaderArea.removeFromTop (4);
  354. tabbedComp.setBounds (shaderArea);
  355. }
  356. void mouseDown (const MouseEvent& e) override
  357. {
  358. demo.draggableOrientation.mouseDown (e.getPosition());
  359. }
  360. void mouseDrag (const MouseEvent& e) override
  361. {
  362. demo.draggableOrientation.mouseDrag (e.getPosition());
  363. }
  364. void mouseWheelMove (const MouseEvent&, const MouseWheelDetails& d) override
  365. {
  366. sizeSlider.setValue (sizeSlider.getValue() + d.deltaY);
  367. }
  368. void mouseMagnify (const MouseEvent&, float magnifyAmmount) override
  369. {
  370. sizeSlider.setValue (sizeSlider.getValue() + magnifyAmmount - 1.0f);
  371. }
  372. void selectPreset (int preset)
  373. {
  374. const ShaderPreset& p = getPresets()[preset];
  375. vertexDocument.replaceAllContent (p.vertexShader);
  376. fragmentDocument.replaceAllContent (p.fragmentShader);
  377. startTimer (1);
  378. }
  379. void selectTexture (int itemID)
  380. {
  381. #if JUCE_MODAL_LOOPS_PERMITTED
  382. if (itemID == 1000)
  383. {
  384. static File lastLocation = File::getSpecialLocation (File::userPicturesDirectory);
  385. FileChooser fc ("Choose an image to open...", lastLocation, "*.jpg;*.jpeg;*.png;*.gif");
  386. if (fc.browseForFileToOpen())
  387. {
  388. lastLocation = fc.getResult();
  389. textures.add (new TextureFromFile (fc.getResult()));
  390. updateTexturesList();
  391. textureBox.setSelectedId (textures.size());
  392. }
  393. }
  394. else
  395. #endif
  396. {
  397. if (DemoTexture* t = textures [itemID - 1])
  398. demo.setTexture (t);
  399. }
  400. }
  401. void updateTexturesList()
  402. {
  403. textureBox.clear();
  404. for (int i = 0; i < textures.size(); ++i)
  405. textureBox.addItem (textures.getUnchecked(i)->name, i + 1);
  406. #if JUCE_MODAL_LOOPS_PERMITTED
  407. textureBox.addSeparator();
  408. textureBox.addItem ("Load from a file...", 1000);
  409. #endif
  410. }
  411. Label statusLabel;
  412. private:
  413. void sliderValueChanged (Slider*) override
  414. {
  415. demo.scale = (float) sizeSlider.getValue();
  416. demo.rotationSpeed = (float) speedSlider.getValue();
  417. }
  418. void buttonClicked (Button*)
  419. {
  420. demo.doBackgroundDrawing = showBackgroundToggle.getToggleState();
  421. }
  422. enum { shaderLinkDelay = 500 };
  423. void codeDocumentTextInserted (const String& /*newText*/, int /*insertIndex*/) override
  424. {
  425. startTimer (shaderLinkDelay);
  426. }
  427. void codeDocumentTextDeleted (int /*startIndex*/, int /*endIndex*/) override
  428. {
  429. startTimer (shaderLinkDelay);
  430. }
  431. void timerCallback() override
  432. {
  433. stopTimer();
  434. demo.setShaderProgram (vertexDocument.getAllContent(),
  435. fragmentDocument.getAllContent());
  436. }
  437. void comboBoxChanged (ComboBox* box) override
  438. {
  439. if (box == &presetBox)
  440. selectPreset (presetBox.getSelectedItemIndex());
  441. else if (box == &textureBox)
  442. selectTexture (textureBox.getSelectedId());
  443. }
  444. OpenGLDemo& demo;
  445. Label speedLabel, zoomLabel;
  446. CodeDocument vertexDocument, fragmentDocument;
  447. CodeEditorComponent vertexEditorComp, fragmentEditorComp;
  448. TabbedComponent tabbedComp;
  449. ComboBox presetBox, textureBox;
  450. Label presetLabel, textureLabel;
  451. Slider speedSlider, sizeSlider;
  452. ToggleButton showBackgroundToggle;
  453. OwnedArray<DemoTexture> textures;
  454. JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (DemoControlsOverlay)
  455. };
  456. //==============================================================================
  457. /** This is the main demo component - the GL context gets attached to it, and
  458. it implements the OpenGLRenderer callback so that it can do real GL work.
  459. */
  460. class OpenGLDemo : public Component,
  461. private OpenGLRenderer
  462. {
  463. public:
  464. OpenGLDemo()
  465. : doBackgroundDrawing (false),
  466. scale (0.5f), rotationSpeed (0.0f), rotation (0.0f),
  467. textureToUse (nullptr)
  468. {
  469. MainAppWindow::getMainAppWindow()->setRenderingEngine (0);
  470. setOpaque (true);
  471. addAndMakeVisible (controlsOverlay = new DemoControlsOverlay (*this));
  472. openGLContext.setRenderer (this);
  473. openGLContext.attachTo (*this);
  474. openGLContext.setContinuousRepainting (true);
  475. controlsOverlay->initialise();
  476. }
  477. ~OpenGLDemo()
  478. {
  479. openGLContext.detach();
  480. }
  481. void newOpenGLContextCreated() override
  482. {
  483. // nothing to do in this case - we'll initialise our shaders + textures
  484. // on demand, during the render callback.
  485. freeAllContextObjects();
  486. }
  487. void openGLContextClosing() override
  488. {
  489. // When the context is about to close, you must use this callback to delete
  490. // any GPU resources while the context is still current.
  491. freeAllContextObjects();
  492. }
  493. void freeAllContextObjects()
  494. {
  495. shape = nullptr;
  496. shader = nullptr;
  497. attributes = nullptr;
  498. uniforms = nullptr;
  499. texture.release();
  500. }
  501. // This is a virtual method in OpenGLRenderer, and is called when it's time
  502. // to do your GL rendering.
  503. void renderOpenGL() override
  504. {
  505. jassert (OpenGLHelpers::isContextActive());
  506. const float desktopScale = (float) openGLContext.getRenderingScale();
  507. OpenGLHelpers::clear (Colours::lightblue);
  508. if (textureToUse != nullptr)
  509. if (! textureToUse->applyTo (texture))
  510. textureToUse = nullptr;
  511. // First draw our background graphics to demonstrate the OpenGLGraphicsContext class
  512. if (doBackgroundDrawing)
  513. drawBackground2DStuff (desktopScale);
  514. updateShader(); // Check whether we need to compile a new shader
  515. if (shader == nullptr)
  516. return;
  517. // Having used the juce 2D renderer, it will have messed-up a whole load of GL state, so
  518. // we need to initialise some important settings before doing our normal GL 3D drawing..
  519. glEnable (GL_DEPTH_TEST);
  520. glDepthFunc (GL_LESS);
  521. glEnable (GL_BLEND);
  522. glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  523. openGLContext.extensions.glActiveTexture (GL_TEXTURE0);
  524. glEnable (GL_TEXTURE_2D);
  525. glViewport (0, 0, roundToInt (desktopScale * getWidth()), roundToInt (desktopScale * getHeight()));
  526. texture.bind();
  527. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  528. glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  529. shader->use();
  530. if (uniforms->projectionMatrix != nullptr)
  531. uniforms->projectionMatrix->setMatrix4 (getProjectionMatrix().mat, 1, false);
  532. if (uniforms->viewMatrix != nullptr)
  533. uniforms->viewMatrix->setMatrix4 (getViewMatrix().mat, 1, false);
  534. if (uniforms->texture != nullptr)
  535. uniforms->texture->set ((GLint) 0);
  536. if (uniforms->lightPosition != nullptr)
  537. uniforms->lightPosition->set (-15.0f, 10.0f, 15.0f, 0.0f);
  538. if (uniforms->bouncingNumber != nullptr)
  539. uniforms->bouncingNumber->set (bouncingNumber.getValue());
  540. shape->draw (openGLContext, *attributes);
  541. // Reset the element buffers so child Components draw correctly
  542. openGLContext.extensions.glBindBuffer (GL_ARRAY_BUFFER, 0);
  543. openGLContext.extensions.glBindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
  544. if (! controlsOverlay->isMouseButtonDown())
  545. rotation += (float) rotationSpeed;
  546. }
  547. Matrix3D<float> getProjectionMatrix() const
  548. {
  549. float w = 1.0f / (scale + 0.1f);
  550. float h = w * getLocalBounds().toFloat().getAspectRatio (false);
  551. return Matrix3D<float>::fromFrustum (-w, w, -h, h, 4.0f, 30.0f);
  552. }
  553. Matrix3D<float> getViewMatrix() const
  554. {
  555. Matrix3D<float> viewMatrix (Vector3D<float> (0.0f, 1.0f, -10.0f));
  556. viewMatrix *= draggableOrientation.getRotationMatrix();
  557. Matrix3D<float> rotationMatrix = viewMatrix.rotated (Vector3D<float> (rotation, rotation, -0.3f));
  558. return viewMatrix * rotationMatrix;
  559. }
  560. void setTexture (DemoTexture* t)
  561. {
  562. textureToUse = t;
  563. }
  564. void setShaderProgram (const String& vertexShader, const String& fragmentShader)
  565. {
  566. newVertexShader = vertexShader;
  567. newFragmentShader = fragmentShader;
  568. }
  569. void paint (Graphics&) {}
  570. void resized() override
  571. {
  572. controlsOverlay->setBounds (getLocalBounds());
  573. draggableOrientation.setViewport (getLocalBounds());
  574. }
  575. Draggable3DOrientation draggableOrientation;
  576. bool doBackgroundDrawing;
  577. float scale, rotationSpeed;
  578. BouncingNumber bouncingNumber;
  579. private:
  580. void drawBackground2DStuff (float desktopScale)
  581. {
  582. // Create an OpenGLGraphicsContext that will draw into this GL window..
  583. ScopedPointer<LowLevelGraphicsContext> glRenderer (createOpenGLGraphicsContext (openGLContext,
  584. roundToInt (desktopScale * getWidth()),
  585. roundToInt (desktopScale * getHeight())));
  586. if (glRenderer != nullptr)
  587. {
  588. Graphics g (*glRenderer);
  589. g.addTransform (AffineTransform::scale (desktopScale));
  590. for (int i = 0; i < numElementsInArray (stars); ++i)
  591. {
  592. float size = 0.25f;
  593. // This stuff just creates a spinning star shape and fills it..
  594. Path p;
  595. p.addStar (Point<float> (getWidth() * stars[i].x.getValue(),
  596. getHeight() * stars[i].y.getValue()), 7,
  597. getHeight() * size * 0.5f,
  598. getHeight() * size,
  599. stars[i].angle.getValue());
  600. float hue = stars[i].hue.getValue();
  601. g.setGradientFill (ColourGradient (Colours::green.withRotatedHue (hue).withAlpha (0.8f),
  602. 0, 0,
  603. Colours::red.withRotatedHue (hue).withAlpha (0.5f),
  604. 0, (float) getHeight(), false));
  605. g.fillPath (p);
  606. }
  607. }
  608. }
  609. OpenGLContext openGLContext;
  610. ScopedPointer<DemoControlsOverlay> controlsOverlay;
  611. float rotation;
  612. ScopedPointer<OpenGLShaderProgram> shader;
  613. ScopedPointer<Shape> shape;
  614. ScopedPointer<Attributes> attributes;
  615. ScopedPointer<Uniforms> uniforms;
  616. OpenGLTexture texture;
  617. DemoTexture* textureToUse;
  618. String newVertexShader, newFragmentShader;
  619. struct BackgroundStar
  620. {
  621. SlowerBouncingNumber x, y, hue, angle;
  622. };
  623. BackgroundStar stars[3];
  624. //==============================================================================
  625. void updateShader()
  626. {
  627. if (newVertexShader.isNotEmpty() || newFragmentShader.isNotEmpty())
  628. {
  629. ScopedPointer<OpenGLShaderProgram> newShader (new OpenGLShaderProgram (openGLContext));
  630. String statusText;
  631. if (newShader->addVertexShader (OpenGLHelpers::translateVertexShaderToV3 (newVertexShader))
  632. && newShader->addFragmentShader (OpenGLHelpers::translateFragmentShaderToV3 (newFragmentShader))
  633. && newShader->link())
  634. {
  635. shape = nullptr;
  636. attributes = nullptr;
  637. uniforms = nullptr;
  638. shader = newShader;
  639. shader->use();
  640. shape = new Shape (openGLContext);
  641. attributes = new Attributes (openGLContext, *shader);
  642. uniforms = new Uniforms (openGLContext, *shader);
  643. statusText = "GLSL: v" + String (OpenGLShaderProgram::getLanguageVersion(), 2);
  644. }
  645. else
  646. {
  647. statusText = newShader->getLastError();
  648. }
  649. controlsOverlay->statusLabel.setText (statusText, dontSendNotification);
  650. newVertexShader = String::empty;
  651. newFragmentShader = String::empty;
  652. }
  653. }
  654. JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLDemo)
  655. };
  656. //==============================================================================
  657. struct ShaderPreset
  658. {
  659. const char* name;
  660. const char* vertexShader;
  661. const char* fragmentShader;
  662. };
  663. static Array<ShaderPreset> getPresets()
  664. {
  665. #define SHADER_DEMO_HEADER \
  666. "/* This is a live OpenGL Shader demo.\n" \
  667. " Edit the shader program below and it will be \n" \
  668. " compiled and applied to the model above!\n" \
  669. "*/\n\n"
  670. ShaderPreset presets[] =
  671. {
  672. {
  673. "Texture + Lighting",
  674. SHADER_DEMO_HEADER
  675. "attribute vec4 position;\n"
  676. "attribute vec4 normal;\n"
  677. "attribute vec4 sourceColour;\n"
  678. "attribute vec2 texureCoordIn;\n"
  679. "\n"
  680. "uniform mat4 projectionMatrix;\n"
  681. "uniform mat4 viewMatrix;\n"
  682. "uniform vec4 lightPosition;\n"
  683. "\n"
  684. "varying vec4 destinationColour;\n"
  685. "varying vec2 textureCoordOut;\n"
  686. "varying float lightIntensity;\n"
  687. "\n"
  688. "void main()\n"
  689. "{\n"
  690. " destinationColour = sourceColour;\n"
  691. " textureCoordOut = texureCoordIn;\n"
  692. "\n"
  693. " vec4 light = viewMatrix * lightPosition;\n"
  694. " lightIntensity = dot (light, normal);\n"
  695. "\n"
  696. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  697. "}\n",
  698. SHADER_DEMO_HEADER
  699. #if JUCE_OPENGL_ES
  700. "varying lowp vec4 destinationColour;\n"
  701. "varying lowp vec2 textureCoordOut;\n"
  702. "varying highp float lightIntensity;\n"
  703. #else
  704. "varying vec4 destinationColour;\n"
  705. "varying vec2 textureCoordOut;\n"
  706. "varying float lightIntensity;\n"
  707. #endif
  708. "\n"
  709. "uniform sampler2D demoTexture;\n"
  710. "\n"
  711. "void main()\n"
  712. "{\n"
  713. #if JUCE_OPENGL_ES
  714. " highp float l = max (0.3, lightIntensity * 0.3);\n"
  715. " highp vec4 colour = vec4 (l, l, l, 1.0);\n"
  716. #else
  717. " float l = max (0.3, lightIntensity * 0.3);\n"
  718. " vec4 colour = vec4 (l, l, l, 1.0);\n"
  719. #endif
  720. " gl_FragColor = colour * texture2D (demoTexture, textureCoordOut);\n"
  721. "}\n"
  722. },
  723. {
  724. "Textured",
  725. SHADER_DEMO_HEADER
  726. "attribute vec4 position;\n"
  727. "attribute vec4 sourceColour;\n"
  728. "attribute vec2 texureCoordIn;\n"
  729. "\n"
  730. "uniform mat4 projectionMatrix;\n"
  731. "uniform mat4 viewMatrix;\n"
  732. "\n"
  733. "varying vec4 destinationColour;\n"
  734. "varying vec2 textureCoordOut;\n"
  735. "\n"
  736. "void main()\n"
  737. "{\n"
  738. " destinationColour = sourceColour;\n"
  739. " textureCoordOut = texureCoordIn;\n"
  740. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  741. "}\n",
  742. SHADER_DEMO_HEADER
  743. #if JUCE_OPENGL_ES
  744. "varying lowp vec4 destinationColour;\n"
  745. "varying lowp vec2 textureCoordOut;\n"
  746. #else
  747. "varying vec4 destinationColour;\n"
  748. "varying vec2 textureCoordOut;\n"
  749. #endif
  750. "\n"
  751. "uniform sampler2D demoTexture;\n"
  752. "\n"
  753. "void main()\n"
  754. "{\n"
  755. " gl_FragColor = texture2D (demoTexture, textureCoordOut);\n"
  756. "}\n"
  757. },
  758. {
  759. "Flat Colour",
  760. SHADER_DEMO_HEADER
  761. "attribute vec4 position;\n"
  762. "attribute vec4 sourceColour;\n"
  763. "attribute vec2 texureCoordIn;\n"
  764. "\n"
  765. "uniform mat4 projectionMatrix;\n"
  766. "uniform mat4 viewMatrix;\n"
  767. "\n"
  768. "varying vec4 destinationColour;\n"
  769. "varying vec2 textureCoordOut;\n"
  770. "\n"
  771. "void main()\n"
  772. "{\n"
  773. " destinationColour = sourceColour;\n"
  774. " textureCoordOut = texureCoordIn;\n"
  775. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  776. "}\n",
  777. SHADER_DEMO_HEADER
  778. #if JUCE_OPENGL_ES
  779. "varying lowp vec4 destinationColour;\n"
  780. "varying lowp vec2 textureCoordOut;\n"
  781. #else
  782. "varying vec4 destinationColour;\n"
  783. "varying vec2 textureCoordOut;\n"
  784. #endif
  785. "\n"
  786. "void main()\n"
  787. "{\n"
  788. " gl_FragColor = destinationColour;\n"
  789. "}\n"
  790. },
  791. {
  792. "Rainbow",
  793. SHADER_DEMO_HEADER
  794. "attribute vec4 position;\n"
  795. "attribute vec4 sourceColour;\n"
  796. "attribute vec2 texureCoordIn;\n"
  797. "\n"
  798. "uniform mat4 projectionMatrix;\n"
  799. "uniform mat4 viewMatrix;\n"
  800. "\n"
  801. "varying vec4 destinationColour;\n"
  802. "varying vec2 textureCoordOut;\n"
  803. "\n"
  804. "varying float xPos;\n"
  805. "varying float yPos;\n"
  806. "varying float zPos;\n"
  807. "\n"
  808. "void main()\n"
  809. "{\n"
  810. " vec4 v = vec4 (position);\n"
  811. " xPos = clamp (v.x, 0.0, 1.0);\n"
  812. " yPos = clamp (v.y, 0.0, 1.0);\n"
  813. " zPos = clamp (v.z, 0.0, 1.0);\n"
  814. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  815. "}",
  816. SHADER_DEMO_HEADER
  817. #if JUCE_OPENGL_ES
  818. "varying lowp vec4 destinationColour;\n"
  819. "varying lowp vec2 textureCoordOut;\n"
  820. "varying lowp float xPos;\n"
  821. "varying lowp float yPos;\n"
  822. "varying lowp float zPos;\n"
  823. #else
  824. "varying vec4 destinationColour;\n"
  825. "varying vec2 textureCoordOut;\n"
  826. "varying float xPos;\n"
  827. "varying float yPos;\n"
  828. "varying float zPos;\n"
  829. #endif
  830. "\n"
  831. "void main()\n"
  832. "{\n"
  833. " gl_FragColor = vec4 (xPos, yPos, zPos, 1.0);\n"
  834. "}"
  835. },
  836. {
  837. "Changing Colour",
  838. SHADER_DEMO_HEADER
  839. "attribute vec4 position;\n"
  840. "attribute vec2 texureCoordIn;\n"
  841. "\n"
  842. "uniform mat4 projectionMatrix;\n"
  843. "uniform mat4 viewMatrix;\n"
  844. "\n"
  845. "varying vec2 textureCoordOut;\n"
  846. "\n"
  847. "void main()\n"
  848. "{\n"
  849. " textureCoordOut = texureCoordIn;\n"
  850. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  851. "}\n",
  852. SHADER_DEMO_HEADER
  853. "#define PI 3.1415926535897932384626433832795\n"
  854. "\n"
  855. #if JUCE_OPENGL_ES
  856. "precision mediump float;\n"
  857. "varying lowp vec2 textureCoordOut;\n"
  858. #else
  859. "varying vec2 textureCoordOut;\n"
  860. #endif
  861. "uniform float bouncingNumber;\n"
  862. "\n"
  863. "void main()\n"
  864. "{\n"
  865. " float b = bouncingNumber;\n"
  866. " float n = b * PI * 2.0;\n"
  867. " float sn = (sin (n * textureCoordOut.x) * 0.5) + 0.5;\n"
  868. " float cn = (sin (n * textureCoordOut.y) * 0.5) + 0.5;\n"
  869. "\n"
  870. " vec4 col = vec4 (b, sn, cn, 1.0);\n"
  871. " gl_FragColor = col;\n"
  872. "}\n"
  873. },
  874. {
  875. "Simple Light",
  876. SHADER_DEMO_HEADER
  877. "attribute vec4 position;\n"
  878. "attribute vec4 normal;\n"
  879. "\n"
  880. "uniform mat4 projectionMatrix;\n"
  881. "uniform mat4 viewMatrix;\n"
  882. "uniform vec4 lightPosition;\n"
  883. "\n"
  884. "varying float lightIntensity;\n"
  885. "\n"
  886. "void main()\n"
  887. "{\n"
  888. " vec4 light = viewMatrix * lightPosition;\n"
  889. " lightIntensity = dot (light, normal);\n"
  890. "\n"
  891. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  892. "}\n",
  893. SHADER_DEMO_HEADER
  894. #if JUCE_OPENGL_ES
  895. "varying highp float lightIntensity;\n"
  896. #else
  897. "varying float lightIntensity;\n"
  898. #endif
  899. "\n"
  900. "void main()\n"
  901. "{\n"
  902. #if JUCE_OPENGL_ES
  903. " highp float l = lightIntensity * 0.25;\n"
  904. " highp vec4 colour = vec4 (l, l, l, 1.0);\n"
  905. #else
  906. " float l = lightIntensity * 0.25;\n"
  907. " vec4 colour = vec4 (l, l, l, 1.0);\n"
  908. #endif
  909. "\n"
  910. " gl_FragColor = colour;\n"
  911. "}\n"
  912. },
  913. {
  914. "Flattened",
  915. SHADER_DEMO_HEADER
  916. "attribute vec4 position;\n"
  917. "attribute vec4 normal;\n"
  918. "\n"
  919. "uniform mat4 projectionMatrix;\n"
  920. "uniform mat4 viewMatrix;\n"
  921. "uniform vec4 lightPosition;\n"
  922. "\n"
  923. "varying float lightIntensity;\n"
  924. "\n"
  925. "void main()\n"
  926. "{\n"
  927. " vec4 light = viewMatrix * lightPosition;\n"
  928. " lightIntensity = dot (light, normal);\n"
  929. "\n"
  930. " vec4 v = vec4 (position);\n"
  931. " v.z = v.z * 0.1;\n"
  932. "\n"
  933. " gl_Position = projectionMatrix * viewMatrix * v;\n"
  934. "}\n",
  935. SHADER_DEMO_HEADER
  936. #if JUCE_OPENGL_ES
  937. "varying highp float lightIntensity;\n"
  938. #else
  939. "varying float lightIntensity;\n"
  940. #endif
  941. "\n"
  942. "void main()\n"
  943. "{\n"
  944. #if JUCE_OPENGL_ES
  945. " highp float l = lightIntensity * 0.25;\n"
  946. " highp vec4 colour = vec4 (l, l, l, 1.0);\n"
  947. #else
  948. " float l = lightIntensity * 0.25;\n"
  949. " vec4 colour = vec4 (l, l, l, 1.0);\n"
  950. #endif
  951. "\n"
  952. " gl_FragColor = colour;\n"
  953. "}\n"
  954. },
  955. {
  956. "Toon Shader",
  957. SHADER_DEMO_HEADER
  958. "attribute vec4 position;\n"
  959. "attribute vec4 normal;\n"
  960. "\n"
  961. "uniform mat4 projectionMatrix;\n"
  962. "uniform mat4 viewMatrix;\n"
  963. "uniform vec4 lightPosition;\n"
  964. "\n"
  965. "varying float lightIntensity;\n"
  966. "\n"
  967. "void main()\n"
  968. "{\n"
  969. " vec4 light = viewMatrix * lightPosition;\n"
  970. " lightIntensity = dot (light, normal);\n"
  971. "\n"
  972. " gl_Position = projectionMatrix * viewMatrix * position;\n"
  973. "}\n",
  974. SHADER_DEMO_HEADER
  975. #if JUCE_OPENGL_ES
  976. "varying highp float lightIntensity;\n"
  977. #else
  978. "varying float lightIntensity;\n"
  979. #endif
  980. "\n"
  981. "void main()\n"
  982. "{\n"
  983. #if JUCE_OPENGL_ES
  984. " highp float intensity = lightIntensity * 0.5;\n"
  985. " highp vec4 colour;\n"
  986. #else
  987. " float intensity = lightIntensity * 0.5;\n"
  988. " vec4 colour;\n"
  989. #endif
  990. "\n"
  991. " if (intensity > 0.95)\n"
  992. " colour = vec4 (1.0, 0.5, 0.5, 1.0);\n"
  993. " else if (intensity > 0.5)\n"
  994. " colour = vec4 (0.6, 0.3, 0.3, 1.0);\n"
  995. " else if (intensity > 0.25)\n"
  996. " colour = vec4 (0.4, 0.2, 0.2, 1.0);\n"
  997. " else\n"
  998. " colour = vec4 (0.2, 0.1, 0.1, 1.0);\n"
  999. "\n"
  1000. " gl_FragColor = colour;\n"
  1001. "}\n"
  1002. }
  1003. };
  1004. return Array<ShaderPreset> (presets, numElementsInArray (presets));
  1005. }
  1006. };
  1007. // This static object will register this demo type in a global list of demos..
  1008. static JuceDemoType<OpenGLDemoClasses::OpenGLDemo> demo ("20 Graphics: OpenGL");
  1009. #endif