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/*
Copyright (c) 2017,2018 Regents of the University of Minnesota.
All Rights Reserved.
See corresponding header file for details.
*/
#include "graphics_app.h"
namespace mingfx {
GraphicsApp::GraphicsApp(int width, int height, const std::string &caption) :
graphicsInitialized_(false), width_(width), height_(height), caption_(caption), lastDrawT_(0.0),
leftDown_(false), middleDown_(false), rightDown_(false), screen_(NULL), window_(NULL)
{
}
GraphicsApp::~GraphicsApp() {
}
void GraphicsApp::InitGraphicsContext() {
glfwInit();
glfwSetTime(0);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 0);
glfwWindowHint(GLFW_RED_BITS, 8);
glfwWindowHint(GLFW_GREEN_BITS, 8);
glfwWindowHint(GLFW_BLUE_BITS, 8);
glfwWindowHint(GLFW_ALPHA_BITS, 8);
glfwWindowHint(GLFW_STENCIL_BITS, 8);
glfwWindowHint(GLFW_DEPTH_BITS, 24);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
// on OSX, glfwCreateWindow bombs if we pass caption_.c_str() in for the 3rd
// parameter perhaps because it's const. so, copying to a tmp char array here.
char *title = new char[caption_.size() + 1];
for (int i = 0; i < caption_.size(); i++) {
title[i] = caption_[i];
}
title[caption_.size()] = '\0';
std::cout << caption_ << std::endl;
// Create a GLFWwindow object
window_ = glfwCreateWindow(width_, height_, title, NULL, NULL);
if (window_ == nullptr) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
exit(-1);
}
glfwMakeContextCurrent(window_);
glfwSetWindowUserPointer(window_, this);
// cleanup tmp title hack
delete [] title;
#if defined(NANOGUI_GLAD)
if (!gladLoadGLLoader((GLADloadproc) glfwGetProcAddress))
throw std::runtime_error("Could not initialize GLAD!");
glGetError(); // pull and ignore unhandled errors like GL_INVALID_ENUM
#endif
glClearColor(0.2f, 0.25f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Create a nanogui screen and pass the glfw pointer to initialize
screen_ = new nanogui::Screen();
screen_->initialize(window_, true);
glfwGetFramebufferSize(window_, &width_, &height_);
glViewport(0, 0, width_, height_);
glfwSwapInterval(0);
glfwSwapBuffers(window_);
screen_->setVisible(true);
screen_->performLayout();
glfwSetCursorPosCallback(window_,
[](GLFWwindow *window, double x, double y) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->cursor_pos_glfw_cb(x, y);
}
);
glfwSetMouseButtonCallback(window_,
[](GLFWwindow *window, int button, int action, int modifiers) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->mouse_button_glfw_cb(button, action, modifiers);
}
);
glfwSetKeyCallback(window_,
[](GLFWwindow *window, int key, int scancode, int action, int mods) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->key_glfw_cb(key, scancode, action, mods);
}
);
glfwSetCharCallback(window_,
[](GLFWwindow *window, unsigned int codepoint) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->char_glfw_cb(codepoint);
}
);
glfwSetDropCallback(window_,
[](GLFWwindow *window, int count, const char **filenames) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->drop_glfw_cb(count, filenames);
}
);
glfwSetScrollCallback(window_,
[](GLFWwindow *window, double x, double y) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->scroll_glfw_cb(x, y);
}
);
glfwSetFramebufferSizeCallback(window_,
[](GLFWwindow *window, int width, int height) {
GraphicsApp *app = (GraphicsApp*)glfwGetWindowUserPointer(window);
app->resize_glfw_cb(width, height);
}
);
graphicsInitialized_ = true;
}
void GraphicsApp::Run() {
if (!graphicsInitialized_) {
InitGraphicsContext();
}
InitNanoGUI();
InitOpenGL();
// Main program loop
glfwSetTime(0.0);
while (!glfwWindowShouldClose(window_)) {
// Poll for new user input events and call callbacks
glfwPollEvents();
// Update the simulation, i.e., perform all non-graphics updates that
// should happen each frame.
double now = glfwGetTime();
UpdateSimulation(now-lastDrawT_);
lastDrawT_ = now;
// Clear is handled in this mainloop so that drawing works even for
// users who do not want to fill in DrawUsingOpenGL()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// NanoGUI sets these to something other than the OpenGL defaults, which
// screws up most OpenGL programs, so we need to reset them each frame here.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
// Users may fill this in to do raw OpenGL rendering
DrawUsingOpenGL();
// This renders the nanogui widgets created on screen_
screen_->drawContents();
screen_->drawWidgets();
// Users may fill this in to do additional 2D rendering with the NanoVG library
DrawUsingNanoVG(screen_->nvgContext());
glfwSwapBuffers(window_);
}
glfwTerminate();
}
bool GraphicsApp::cursor_pos_glfw_cb(double x, double y) {
if (screen_->cursorPosCallbackEvent(x,y)) {
// event was handled by nanogui
lastMouse_ = Point2((float)x, (float)y);
return true;
}
else {
Point2 cur((float)x, (float)y);
Vector2 delta = cur - lastMouse_;
// if no buttons are down, generate a mouse move event
if (!leftDown_ && !middleDown_ && !rightDown_) {
mouse_move(cur, delta);
}
// if a button is down, generate a corresponding mouse drag event
if (leftDown_) {
left_mouse_drag(cur, delta);
}
if (middleDown_) {
middle_mouse_drag(cur, delta);
}
if (rightDown_) {
right_mouse_drag(cur, delta);
}
lastMouse_ = cur;
return false;
}
}
bool GraphicsApp::mouse_button_glfw_cb(int button, int action, int modifiers) {
if (screen_->mouseButtonCallbackEvent(button, action, modifiers)) {
return true;
}
else if (button == GLFW_MOUSE_BUTTON_LEFT) {
double x,y;
glfwGetCursorPos(window_, &x, &y);
if (action == 1) {
left_mouse_down(Point2((float)x, (float)y));
leftDown_ = true;
}
else {
left_mouse_up(Point2((float)x, (float)y));
leftDown_ = false;
}
return true;
}
else if (button == GLFW_MOUSE_BUTTON_MIDDLE) {
double x,y;
glfwGetCursorPos(window_, &x, &y);
if (action == 1) {
middle_mouse_down(Point2((float)x, (float)y));
middleDown_ = true;
}
else {
middle_mouse_up(Point2((float)x, (float)y));
middleDown_ = false;
}
return true;
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT) {
double x,y;
glfwGetCursorPos(window_, &x, &y);
if (action == 1) {
right_mouse_down(Point2((float)x, (float)y));
rightDown_ = true;
}
else {
right_mouse_up(Point2((float)x, (float)y));
rightDown_ = false;
}
return true;
}
return false;
}
bool GraphicsApp::key_glfw_cb(int key, int scancode, int action, int modifiers) {
if (screen_->keyCallbackEvent(key, scancode, action, modifiers)) {
return true;
}
else {
if (glfwGetKeyName(key, scancode) != NULL) {
if (action == GLFW_PRESS) {
key_down(glfwGetKeyName(key, scancode), modifiers);
}
else if (action == GLFW_REPEAT) {
key_repeat(glfwGetKeyName(key, scancode), modifiers);
}
else {
key_up(glfwGetKeyName(key, scancode), modifiers);
}
return true;
}
else {
if (action == GLFW_PRESS) {
special_key_down(key, scancode, modifiers);
}
else if (action == GLFW_REPEAT) {
special_key_repeat(key, scancode, modifiers);
}
else {
special_key_up(key, scancode, modifiers);
}
return true;
}
}
return false;
}
bool GraphicsApp::char_glfw_cb(unsigned int codepoint) {
if (screen_->charCallbackEvent(codepoint)) {
return true;
}
else {
// TODO: could add another virtual function to GraphicsApp to
// respond to this if needed
}
return false;
}
bool GraphicsApp::drop_glfw_cb(int count, const char **filenames) {
if (screen_->dropCallbackEvent(count, filenames)) {
return true;
}
else {
// TODO: could add another virtual function to GraphicsApp to
// respond to this if needed
}
return false;
}
bool GraphicsApp::scroll_glfw_cb(double x, double y) {
if (screen_->scrollCallbackEvent(x,y)) {
return true;
}
else {
// TODO: could add another virtual function to GraphicsApp to
// respond to this if needed
}
return false;
}
bool GraphicsApp::resize_glfw_cb(int width, int height) {
if (screen_->resizeCallbackEvent(width, height)) {
return true;
}
else {
// the width and height reported here are the new framebuffer size
// we will query/save/report the new window size instead
width_ = window_width();
height_ = window_height();
OnWindowResize(width_, height_);
}
return false;
}
bool GraphicsApp::IsKeyDown(int key) {
return (glfwGetKey(window_, key) == GLFW_PRESS);
}
bool GraphicsApp::IsLeftMouseDown() {
return (glfwGetMouseButton(window_, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS);
}
bool GraphicsApp::IsMiddleMouseDown() {
return (glfwGetMouseButton(window_, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS);
}
bool GraphicsApp::IsRightMouseDown() {
return (glfwGetMouseButton(window_, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS);
}
float GraphicsApp::aspect_ratio() {
int width, height;
glfwGetFramebufferSize(window_, &width, &height);
return (float)width/(float)height;
}
int GraphicsApp::window_width() {
int width, height;
glfwGetWindowSize(window_, &width, &height);
return width;
}
int GraphicsApp::framebuffer_width() {
int width, height;
glfwGetFramebufferSize(window_, &width, &height);
return width;
}
int GraphicsApp::window_height() {
int width, height;
glfwGetWindowSize(window_, &width, &height);
return height;
}
int GraphicsApp::framebuffer_height() {
int width, height;
glfwGetFramebufferSize(window_, &width, &height);
return height;
}
Point2 GraphicsApp::PixelsToNormalizedDeviceCoords(const Point2 &pointInPixels) {
float x = (pointInPixels[0] / window_width()) * 2.0f - 1.0f;
float y = (1.0f - (pointInPixels[1] / window_height())) * 2.0f - 1.0f;
return Point2(x,y);
}
Point2 GraphicsApp::NormalizedDeviceCoordsToPixels(const Point2 &pointInNDC) {
float x = 0.5f * (pointInNDC[0] + 1.0f) * window_width();
float y = (1.0f - (0.5f * (pointInNDC[1] + 1.0f))) * window_height();
return Point2(x,y);
}
Vector2 GraphicsApp::PixelsToNormalizedDeviceCoords(const Vector2 &vectorInPixels) {
float x = (2.0f/window_width()) * vectorInPixels[0];
float y = (-2.0f/window_height()) * vectorInPixels[1];
return Vector2(x,y);
}
Vector2 GraphicsApp::NormalizedDeviceCoordsToPixels(const Vector2 &vectorInNDC) {
float x = (window_width()/2.0f) * vectorInNDC[0];
float y = (-window_height()/2.0f) * vectorInNDC[1];
return Vector2(x,y);
}
float GraphicsApp::ReadZValueAtPixel(const Point2 &pointInPixels, unsigned int whichBuffer) {
// scale screen points to framebuffer size, since they are not the same on retina displays
float x01 = pointInPixels[0] / window_width();
float y01 = pointInPixels[1] / window_height();
y01 = 1.0f - y01;
float x = x01 * (float)framebuffer_width();
float y = y01 * (float)framebuffer_height();
float z;
glReadPixels((int)x, (int)y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
return z;
}
nanogui::Screen* GraphicsApp::screen() {
return screen_;
}
GLFWwindow* GraphicsApp::window() {
return window_;
}
void GraphicsApp::ResizeWindow(int new_width, int new_height) {
glfwSetWindowSize(window_, new_width, new_height);
width_ = new_width;
height_ = new_height;
OnWindowResize(new_width, new_height);
}
} // end namespace
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