ewol/sources/ewol/resources/Colored3DObject.cpp

178 lines
5.5 KiB
C++

/**
* @author Edouard DUPIN
*
* @copyright 2011, Edouard DUPIN, all right reserved
*
* @license BSD v3 (see license file)
*/
#include <ewol/debug.h>
#include <ewol/resources/Colored3DObject.h>
#include <ewol/resources/ResourceManager.h>
#undef __class__
#define __class__ "Colored3DObject"
ewol::Colored3DObject::Colored3DObject(void) :
m_GLprogram(NULL) {
addObjectType("ewol::Colored3DObject");
// get the shader resource :
m_GLPosition = 0;
m_GLprogram = ewol::Program::keep("DATA:simple3D.prog");
if (NULL != m_GLprogram ) {
m_GLPosition = m_GLprogram->getAttribute("EW_coord3d");
m_GLColor = m_GLprogram->getUniform("EW_color");
m_GLMatrix = m_GLprogram->getUniform("EW_MatrixTransformation");
}
}
ewol::Colored3DObject::~Colored3DObject(void) {
// remove dynamics dependencies :
ewol::Program::release(m_GLprogram);
}
void ewol::Colored3DObject::draw(std::vector<vec3>& _vertices,
const etk::Color<float>& _color,
bool _updateDepthBuffer,
bool _depthtest) {
if (_vertices.size() <= 0) {
return;
}
if (m_GLprogram == NULL) {
EWOL_ERROR("No shader ...");
return;
}
if (true == _depthtest) {
ewol::openGL::enable(ewol::openGL::FLAG_DEPTH_TEST);
if (false == _updateDepthBuffer) {
glDepthMask(GL_FALSE);
}
}
//EWOL_DEBUG(" display " << m_coord.size() << " elements" );
m_GLprogram->use();
// set Matrix : translation/positionMatrix
mat4 projMatrix = ewol::openGL::getMatrix();
mat4 camMatrix = ewol::openGL::getCameraMatrix();
mat4 tmpMatrix = projMatrix * camMatrix;
m_GLprogram->uniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
// position :
m_GLprogram->sendAttribute(m_GLPosition, 3/*x,y,z,unused*/, &_vertices[0], 4*sizeof(float));
// color :
m_GLprogram->uniform4fv(m_GLColor, 1/*r,g,b,a*/, (float*)&_color);
// Request the draw od the elements :
ewol::openGL::drawArrays(GL_TRIANGLES, 0, _vertices.size());
m_GLprogram->unUse();
// Request the draw od the elements :
//glDrawArrays(GL_LINES, 0, vertices.size());
//m_GLprogram->UnUse();
if (true == _depthtest) {
if (false == _updateDepthBuffer) {
glDepthMask(GL_TRUE);
}
ewol::openGL::disable(ewol::openGL::FLAG_DEPTH_TEST);
}
}
void ewol::Colored3DObject::draw(std::vector<vec3>& _vertices,
const etk::Color<float>& _color,
mat4& _transformationMatrix,
bool _updateDepthBuffer,
bool _depthtest) {
if (_vertices.size() <= 0) {
return;
}
if (m_GLprogram == NULL) {
EWOL_ERROR("No shader ...");
return;
}
if (true == _depthtest) {
ewol::openGL::enable(ewol::openGL::FLAG_DEPTH_TEST);
if (false == _updateDepthBuffer) {
glDepthMask(GL_FALSE);
}
}
//EWOL_DEBUG(" display " << m_coord.size() << " elements" );
m_GLprogram->use();
// set Matrix : translation/positionMatrix
mat4 projMatrix = ewol::openGL::getMatrix();
mat4 camMatrix = ewol::openGL::getCameraMatrix();
mat4 tmpMatrix = projMatrix * camMatrix * _transformationMatrix;
m_GLprogram->uniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
// position :
m_GLprogram->sendAttribute(m_GLPosition, 3/*x,y,z*/, &_vertices[0], 4*sizeof(float));
// color :
m_GLprogram->uniform4fv(m_GLColor, 1/*r,g,b,a*/, (float*)&_color);
// Request the draw od the elements :
ewol::openGL::drawArrays(GL_TRIANGLES, 0, _vertices.size());
m_GLprogram->unUse();
if (true == _depthtest) {
if (false == _updateDepthBuffer) {
glDepthMask(GL_TRUE);
}
ewol::openGL::disable(ewol::openGL::FLAG_DEPTH_TEST);
}
}
void ewol::Colored3DObject::drawLine(std::vector<vec3>& _vertices,
const etk::Color<float>& _color,
mat4& _transformationMatrix,
bool _updateDepthBuffer,
bool _depthtest) {
if (_vertices.size() <= 0) {
return;
}
if (m_GLprogram == NULL) {
EWOL_ERROR("No shader ...");
return;
}
if (true == _depthtest) {
ewol::openGL::enable(ewol::openGL::FLAG_DEPTH_TEST);
if (false == _updateDepthBuffer) {
glDepthMask(GL_FALSE);
}
}
//EWOL_DEBUG(" display " << m_coord.size() << " elements" );
m_GLprogram->use();
// set Matrix : translation/positionMatrix
mat4 projMatrix = ewol::openGL::getMatrix();
mat4 camMatrix = ewol::openGL::getCameraMatrix();
mat4 tmpMatrix = projMatrix * camMatrix * _transformationMatrix;
m_GLprogram->uniformMatrix4fv(m_GLMatrix, 1, tmpMatrix.m_mat);
// position :
m_GLprogram->sendAttribute(m_GLPosition, 3/*x,y,z*/, &_vertices[0], 4*sizeof(float));
// color :
m_GLprogram->uniform4fv(m_GLColor, 1/*r,g,b,a*/, (float*)&_color);
// Request the draw od the elements :
ewol::openGL::drawArrays(GL_LINES, 0, _vertices.size());
m_GLprogram->unUse();
if (true == _depthtest) {
if (false == _updateDepthBuffer) {
glDepthMask(GL_TRUE);
}
ewol::openGL::disable(ewol::openGL::FLAG_DEPTH_TEST);
}
}
ewol::Colored3DObject* ewol::Colored3DObject::keep(void) {
EWOL_VERBOSE("KEEP : direct Colored3DObject");
// need to crate a new one ...
ewol::Colored3DObject* object = new ewol::Colored3DObject();
if (NULL == object) {
EWOL_ERROR("allocation error of a resource : Colored3DObject ");
return NULL;
}
getManager().localAdd(object);
return object;
}
void ewol::Colored3DObject::release(ewol::Colored3DObject*& _object) {
if (NULL == _object) {
return;
}
ewol::Resource* object2 = static_cast<ewol::Resource*>(_object);
getManager().release(object2);
_object = NULL;
}