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| // Copyright 2021 DeepMind Technologies Limited | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| // bitmap font definitions | |
| //----------------------------- custom OpenGL context ---------------------------------------------- | |
| // set default mjrContext | |
| void mjr_defaultContext(mjrContext* con) { | |
| memset(con, 0, sizeof(mjrContext)); | |
| } | |
| // allocate lists | |
| static void listAllocate(GLuint* base, GLsizei* range, GLsizei newrange) { | |
| // allocate lists | |
| *range = newrange; | |
| if (newrange) { | |
| *base = glGenLists(*range); | |
| if (*base <= 0) { | |
| mju_error("Could not allocate display lists"); | |
| } | |
| } | |
| } | |
| // model planes: with grid | |
| static void makePlane(const mjModel* m, mjrContext* con) { | |
| mjtNum zfar = m->vis.map.zfar * m->stat.extent; | |
| mjtNum pad, left, right, sz[2], sz2; | |
| double grid[2][mjMAXPLANEGRID+1]; | |
| int nn[2], nplane; | |
| // count planes | |
| nplane = 0; | |
| for (int i=0; i < m->ngeom; i++) { | |
| if (m->geom_type[i] == mjGEOM_PLANE) { | |
| nplane++; | |
| } | |
| } | |
| // allocate list | |
| listAllocate(&con->basePlane, &con->rangePlane, nplane+1); | |
| // 0: box-division, for rendering plane geoms without dataid | |
| glNewList(con->basePlane, GL_COMPILE); | |
| glBegin(GL_QUADS); | |
| glNormal3d(0, 0, 1); | |
| double d = 2.0/m->vis.quality.numquads; | |
| for (int x=0; x < m->vis.quality.numquads; x++) { | |
| for (int y=0; y < m->vis.quality.numquads; y++) { | |
| glVertex3d(d*(x+0)-1, d*(y+0)-1, 0); | |
| glVertex3d(d*(x+1)-1, d*(y+0)-1, 0); | |
| glVertex3d(d*(x+1)-1, d*(y+1)-1, 0); | |
| glVertex3d(d*(x+0)-1, d*(y+1)-1, 0); | |
| } | |
| } | |
| glEnd(); | |
| glEndList(); | |
| // construct planes, offset by 1 | |
| nplane = 0; | |
| for (int i=0; i < m->ngeom; i++) { | |
| if (m->geom_type[i] == mjGEOM_PLANE) { | |
| // get sizes | |
| sz[0] = m->geom_size[3*i]; | |
| sz[1] = m->geom_size[3*i+1]; | |
| // loop over (x, y) | |
| for (int k=0; k < 2; k++) { | |
| // regular dimension | |
| if (sz[k] > 0) { | |
| // limit number of grid lines, leave room for padding | |
| sz2 = mju_max(m->geom_size[3*i+2], sz[k]/(mjMAXPLANEGRID-2)); | |
| // compute grid size, force even | |
| nn[k] = (int)mju_floor(sz[k]/mju_max(mjMINVAL, sz2)); | |
| nn[k] = nn[k] - (nn[k]%2); | |
| // add padding | |
| pad = sz[k] - nn[k]*sz2; | |
| nn[k] += 2; | |
| // make grid | |
| for (int x=0; x < nn[k]; x++) { | |
| // compute left, right (which is bottom, top for y) | |
| if (x == 0) { | |
| left = -sz[k]; | |
| right = left + pad; | |
| } else { | |
| left = -sz[k] + pad + (x-1)*sz2*2; | |
| right = left + (x == nn[k]-1 ? pad : sz2*2); | |
| } | |
| // record | |
| grid[k][x] = left; | |
| grid[k][x+1] = mjMAX(left, right); // just in case | |
| } | |
| } | |
| // infinite dimension | |
| else { | |
| // get size increment | |
| mjtNum sX; | |
| int matid = m->geom_matid[i]; | |
| if (matid >= 0 && m->mat_texrepeat[2*matid+k] > 0) { | |
| sX = 2/m->mat_texrepeat[2*matid+k]; | |
| } else { | |
| sX = 2.1*zfar/(mjMAXPLANEGRID-2); | |
| } | |
| // create grid, larger than skybox | |
| d = (2.1*zfar + 2*sX)/mjMAXPLANEGRID; | |
| for (int x=0; x <= mjMAXPLANEGRID; x++) { | |
| grid[k][x] = d*x - d*(mjMAXPLANEGRID/2); | |
| } | |
| // save number | |
| nn[k] = mjMAXPLANEGRID; | |
| } | |
| } | |
| // init list | |
| glNewList(con->basePlane + nplane+1, GL_COMPILE); | |
| glBegin(GL_QUADS); | |
| glNormal3d(0, 0, 1); | |
| // make grid | |
| for (int x=0; x < nn[0]; x++) { | |
| for (int y=0; y < nn[1]; y++) { | |
| glVertex3d(grid[0][x+0], grid[1][y+0], 0); | |
| glVertex3d(grid[0][x+1], grid[1][y+0], 0); | |
| glVertex3d(grid[0][x+1], grid[1][y+1], 0); | |
| glVertex3d(grid[0][x+0], grid[1][y+1], 0); | |
| } | |
| } | |
| // end list | |
| glEnd(); | |
| glEndList(); | |
| // advance counter | |
| nplane++; | |
| } | |
| } | |
| } | |
| // model-specific meshes | |
| static void makeMesh(const mjModel* m, mjrContext* con) { | |
| // allocate list | |
| listAllocate(&con->baseMesh, &con->rangeMesh, 2*m->nmesh); | |
| // process meshes | |
| for (int i=0; i < m->nmesh; i++) { | |
| mjr_uploadMesh(m, con, i); | |
| } | |
| } | |
| // (re) upload mesh to GPU | |
| void mjr_uploadMesh(const mjModel* m, const mjrContext* con, int meshid) { | |
| int vertadr, numvert, normaladr, numface, texcoordadr; | |
| float normal[3], *v1, *v2, *v3, *n1, *n2, *n3, *t1, *t2, *t3; | |
| // check index | |
| if (meshid < 0 || meshid >= m->nmesh) { | |
| mju_error("Invalid mesh index %d", meshid); | |
| } | |
| // delete old lists (mesh and convex hull) | |
| glDeleteLists(con->baseMesh + 2*meshid, 2); | |
| // get vertex and texcoord address for this mesh | |
| vertadr = m->mesh_vertadr[meshid]; | |
| normaladr = m->mesh_normaladr[meshid]; | |
| texcoordadr = m->mesh_texcoordadr[meshid]; | |
| // render original mesh | |
| glNewList(con->baseMesh + 2*meshid, GL_COMPILE); | |
| glBegin(GL_TRIANGLES); | |
| for (int face = m->mesh_faceadr[meshid]; | |
| face < m->mesh_faceadr[meshid] + m->mesh_facenum[meshid]; | |
| face++) { | |
| // compute vertex addresses | |
| v1 = m->mesh_vert + 3*(m->mesh_face[3*face] + vertadr); | |
| v2 = m->mesh_vert + 3*(m->mesh_face[3*face+1] + vertadr); | |
| v3 = m->mesh_vert + 3*(m->mesh_face[3*face+2] + vertadr); | |
| // compute normal addresses | |
| n1 = m->mesh_normal + 3*(m->mesh_facenormal[3*face] + normaladr); | |
| n2 = m->mesh_normal + 3*(m->mesh_facenormal[3*face+1] + normaladr); | |
| n3 = m->mesh_normal + 3*(m->mesh_facenormal[3*face+2] + normaladr); | |
| // compute texcoord addresses | |
| if (texcoordadr >= 0) { | |
| t1 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face] + texcoordadr); | |
| t2 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face+1] + texcoordadr); | |
| t3 = m->mesh_texcoord + 2*(m->mesh_facetexcoord[3*face+2] + texcoordadr); | |
| } else { | |
| t1 = t2 = t3 = NULL; | |
| } | |
| // compute face normal | |
| mjr_makeNormal(normal, v1, v2, v3); | |
| // make OpenGL triangle | |
| // vertex1 | |
| if (t1) { | |
| glTexCoord2fv(t1); | |
| glNormal3fv(n1); | |
| } else { | |
| if (n1[0]*normal[0]+n1[1]*normal[1]+n1[2]*normal[2] < 0.8) { | |
| glNormal3fv(normal); | |
| } else { | |
| glNormal3fv(n1); | |
| } | |
| } | |
| glVertex3fv(v1); | |
| // vertex2 | |
| if (t2) { | |
| glTexCoord2fv(t2); | |
| glNormal3fv(n2); | |
| } else { | |
| if (n2[0]*normal[0]+n2[1]*normal[1]+n2[2]*normal[2] < 0.8) { | |
| glNormal3fv(normal); | |
| } else { | |
| glNormal3fv(n2); | |
| } | |
| } | |
| glVertex3fv(v2); | |
| // vertex3 | |
| if (t3) { | |
| glTexCoord2fv(t3); | |
| glNormal3fv(n3); | |
| } else { | |
| if (n3[0]*normal[0]+n3[1]*normal[1]+n3[2]*normal[2] < 0.8) { | |
| glNormal3fv(normal); | |
| } else { | |
| glNormal3fv(n3); | |
| } | |
| } | |
| glVertex3fv(v3); | |
| } | |
| glEnd(); | |
| glEndList(); | |
| // render convex hull if present | |
| if (m->mesh_graphadr[meshid] >= 0) { | |
| // get sizes of convex hull | |
| numvert = m->mesh_graph[m->mesh_graphadr[meshid]]; | |
| numface = m->mesh_graph[m->mesh_graphadr[meshid]+1]; | |
| glNewList(con->baseMesh + 2*meshid+1, GL_COMPILE); | |
| glBegin(GL_TRIANGLES); | |
| for (int face=0; face < numface; face++) { | |
| // face address in graph | |
| int j = m->mesh_graphadr[meshid] + 2 + 3*numvert + 3*numface + 3*face; | |
| // compute vertex addresses | |
| v1 = m->mesh_vert + 3*(m->mesh_graph[j] + vertadr); | |
| v2 = m->mesh_vert + 3*(m->mesh_graph[j+1] + vertadr); | |
| v3 = m->mesh_vert + 3*(m->mesh_graph[j+2] + vertadr); | |
| // compute texcoord addresses | |
| if (texcoordadr >= 0) { | |
| t1 = m->mesh_texcoord + 2*(m->mesh_graph[j] + texcoordadr); | |
| t2 = m->mesh_texcoord + 2*(m->mesh_graph[j+1] + texcoordadr); | |
| t3 = m->mesh_texcoord + 2*(m->mesh_graph[j+2] + texcoordadr); | |
| } else { | |
| t1 = t2 = t3 = NULL; | |
| } | |
| // make OpenGL triangle | |
| mjr_makeNormal(normal, v1, v2, v3); | |
| glNormal3fv(normal); | |
| // vertex 1 | |
| if (t1) glTexCoord2fv(t1); | |
| glVertex3fv(v1); | |
| // vertex 2 | |
| if (t2) glTexCoord2fv(t2); | |
| glVertex3fv(v2); | |
| // vertex 3 | |
| if (t3) glTexCoord2fv(t3); | |
| glVertex3fv(v3); | |
| } | |
| glEnd(); | |
| glEndList(); | |
| } | |
| } | |
| // helper structure for adding vertices to height field | |
| struct vertbuf { | |
| int nvert; | |
| float vert1[3], vert2[3], vert3[3]; | |
| }; | |
| // helper function for adding vertices to height field | |
| static void addVert(float x, float y, float z, float sclz, struct vertbuf* buf) { | |
| float normal[3]; | |
| // update buffer | |
| memcpy(buf->vert1, buf->vert2, 3*sizeof(float)); | |
| memcpy(buf->vert2, buf->vert3, 3*sizeof(float)); | |
| buf->vert3[0] = x; | |
| buf->vert3[1] = y; | |
| buf->vert3[2] = z*sclz; | |
| buf->nvert++; | |
| // triangle ready | |
| if (buf->nvert >= 3) { | |
| // compensate for alternating orientation | |
| if (buf->nvert%2) { | |
| mjr_makeNormal(normal, buf->vert1, buf->vert2, buf->vert3); | |
| glNormal3fv(normal); | |
| glVertex3fv(buf->vert1); | |
| glVertex3fv(buf->vert2); | |
| glVertex3fv(buf->vert3); | |
| } else { | |
| mjr_makeNormal(normal, buf->vert1, buf->vert3, buf->vert2); | |
| glNormal3fv(normal); | |
| glVertex3fv(buf->vert1); | |
| glVertex3fv(buf->vert3); | |
| glVertex3fv(buf->vert2); | |
| } | |
| } | |
| } | |
| // model-specific height fields | |
| static void makeHField(const mjModel* m, mjrContext* con) { | |
| // allocate list | |
| listAllocate(&con->baseHField, &con->rangeHField, m->nhfield); | |
| // uploaed all heightfields | |
| for (int i=0; i < m->nhfield; i++) { | |
| mjr_uploadHField(m, con, i); | |
| } | |
| } | |
| // (re) upload height field to GPU | |
| void mjr_uploadHField(const mjModel* m, const mjrContext* con, int hfieldid) { | |
| int d1 = 1, d2 = 0; | |
| float width, height, sz[4]; | |
| struct vertbuf buf; | |
| float* data; | |
| // check index | |
| if (hfieldid < 0 || hfieldid >= m->nhfield) { | |
| mju_error("Invalid height field index %d", hfieldid); | |
| } | |
| // delete old list | |
| glDeleteLists(con->baseHField + hfieldid, 1); | |
| // init list, get elevation data address | |
| glNewList(con->baseHField + hfieldid, GL_COMPILE); | |
| data = m->hfield_data + m->hfield_adr[hfieldid]; | |
| // (half) width and height of integer grid | |
| width = 0.5f * (m->hfield_ncol[hfieldid]-1); | |
| height = 0.5f * (m->hfield_nrow[hfieldid]-1); | |
| // convert size to float | |
| for (int r=0; r < 4; r++) { | |
| sz[r] = (float)m->hfield_size[4*hfieldid+r]; | |
| } | |
| // render height field as triangles | |
| glBegin(GL_TRIANGLES); | |
| int nr = m->hfield_nrow[hfieldid]; | |
| int nc = m->hfield_ncol[hfieldid]; | |
| for (int r=0; r < nr-1; r++) { | |
| buf.nvert = 0; | |
| for (int c=0; c < nc; c++) { | |
| addVert(sz[0]*(c/width-1.0f), sz[1]*((r+d1)/height-1.0f), data[(r+d1)*nc+c], sz[2], &buf); | |
| addVert(sz[0]*(c/width-1.0f), sz[1]*((r+d2)/height-1.0f), data[(r+d2)*nc+c], sz[2], &buf); | |
| } | |
| } | |
| glEnd(); | |
| // render sides as quads | |
| glBegin(GL_QUADS); | |
| for (int r=0; r < nr-1; r++) { | |
| // left | |
| glNormal3f(-1, 0, 0); | |
| glVertex3f(-sz[0], sz[1]*((r+1)/height-1.0f), -sz[3]); | |
| glVertex3f(-sz[0], sz[1]*((r+0)/height-1.0f), -sz[3]); | |
| glVertex3f(-sz[0], sz[1]*((r+0)/height-1.0f), data[(r+0)*nc]*sz[2]); | |
| glVertex3f(-sz[0], sz[1]*((r+1)/height-1.0f), data[(r+1)*nc]*sz[2]); | |
| // right | |
| glNormal3f(+1, 0, 0); | |
| glVertex3f(+sz[0], sz[1]*((r+0)/height-1.0f), -sz[3]); | |
| glVertex3f(+sz[0], sz[1]*((r+1)/height-1.0f), -sz[3]); | |
| glVertex3f(+sz[0], sz[1]*((r+1)/height-1.0f), data[(r+1)*nc + nc-1]*sz[2]); | |
| glVertex3f(+sz[0], sz[1]*((r+0)/height-1.0f), data[(r+0)*nc + nc-1]*sz[2]); | |
| } | |
| for (int c=0; c < nc-1; c++) { | |
| // front | |
| glNormal3f(0, -1, 0); | |
| glVertex3f(sz[0]*((c+0)/width-1.0f), -sz[1], -sz[3]); | |
| glVertex3f(sz[0]*((c+1)/width-1.0f), -sz[1], -sz[3]); | |
| glVertex3f(sz[0]*((c+1)/width-1.0f), -sz[1], data[c+1]*sz[2]); | |
| glVertex3f(sz[0]*((c+0)/width-1.0f), -sz[1], data[c]*sz[2]); | |
| // back | |
| glNormal3f(0, +1, 0); | |
| glVertex3f(sz[0]*((c+1)/width-1.0f), +sz[1], -sz[3]); | |
| glVertex3f(sz[0]*((c+0)/width-1.0f), +sz[1], -sz[3]); | |
| glVertex3f(sz[0]*((c+0)/width-1.0f), +sz[1], data[(nr-1)*nc + c]*sz[2]); | |
| glVertex3f(sz[0]*((c+1)/width-1.0f), +sz[1], data[(nr-1)*nc + c+1]*sz[2]); | |
| } | |
| // recompute for bottom drawing: different number of grid points | |
| width = 0.5f * m->vis.quality.numquads; | |
| height = 0.5f * m->vis.quality.numquads; | |
| // bottom | |
| glNormal3f(0, 0, -1); | |
| for (int r=0; r < m->vis.quality.numquads; r++) { | |
| for (int c=0; c < m->vis.quality.numquads; c++) { | |
| glVertex3f(sz[0]*((c+0)/width-1.0f), sz[1]*((r+0)/height-1.0f), -sz[3]); | |
| glVertex3f(sz[0]*((c+0)/width-1.0f), sz[1]*((r+1)/height-1.0f), -sz[3]); | |
| glVertex3f(sz[0]*((c+1)/width-1.0f), sz[1]*((r+1)/height-1.0f), -sz[3]); | |
| glVertex3f(sz[0]*((c+1)/width-1.0f), sz[1]*((r+0)/height-1.0f), -sz[3]); | |
| } | |
| } | |
| glEnd(); | |
| // end list | |
| glEndList(); | |
| } | |
| // set one vertex and normal on sphere, given az, el and sign(top/bottom) | |
| static void setVertexSphere(float* v, float* n, float az, float el, int sign) { | |
| v[0] = cosf(az) * cosf(el); | |
| v[1] = sinf(az) * cosf(el); | |
| v[2] = sign + sinf(el); | |
| n[0] = v[0]; | |
| n[1] = v[1]; | |
| n[2] = v[2] - sign; | |
| } | |
| // make half a unit sphere: +1: top, -1: bottom | |
| static void halfSphere(int sign, int nSlice, int nStack) { | |
| float az1, az2, el1, el2; | |
| float v1[3], v2[3], v3[3], v4[3]; | |
| float n1[3], n2[3], n3[3], n4[3]; | |
| // pole: use triangles | |
| glBegin(GL_TRIANGLES); | |
| el1 = (mjPI/2.0f * sign * (nStack-1)) / (float)nStack; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0.0f)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1.0f)) / (float)nSlice; | |
| // compute triangle vertices | |
| setVertexSphere(v1, n1, az1, el1, sign); | |
| setVertexSphere(v2, n2, az2, el1, sign); | |
| v3[0] = v3[1] = 0; | |
| v3[2] = 2*sign; | |
| n3[0] = n3[1] = 0; | |
| n3[2] = sign; | |
| // make triangle | |
| if (sign > 0) { | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| } else { | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| } | |
| } | |
| glEnd(); | |
| // the rest: use quads | |
| glBegin(GL_QUADS); | |
| for (int i=0; i < nStack-1; i++) { | |
| el1 = (mjPI/2.0f * sign * (i+0)) / (float)nStack; | |
| el2 = (mjPI/2.0f * sign * (i+1)) / (float)nStack; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute quad vertices | |
| setVertexSphere(v1, n1, az1, el1, sign); | |
| setVertexSphere(v2, n2, az2, el1, sign); | |
| setVertexSphere(v3, n3, az2, el2, sign); | |
| setVertexSphere(v4, n4, az1, el2, sign); | |
| // make quad | |
| if (sign > 0) { | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n4); | |
| glVertex3fv(v4); | |
| } else { | |
| glNormal3fv(n4); | |
| glVertex3fv(v4); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| } | |
| } | |
| } | |
| glEnd(); | |
| } | |
| // make unit sphere | |
| static void sphere(int nSlice, int nStack) { | |
| float az1, az2, el1, el2; | |
| float v1[3], v2[3], v3[3], v4[3]; | |
| float n1[3], n2[3], n3[3], n4[3]; | |
| // poles: use triangles | |
| glBegin(GL_TRIANGLES); | |
| for (int sign=-1; sign <= 1; sign+=2) { | |
| el1 = (0.5*mjPI * sign * (nStack/2-1)) / (float)(nStack/2); | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0.0f)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1.0f)) / (float)nSlice; | |
| // compute triangle vertices | |
| setVertexSphere(v1, n1, az1, el1, 0); | |
| setVertexSphere(v2, n2, az2, el1, 0); | |
| v3[0] = v3[1] = 0; | |
| v3[2] = sign; | |
| n3[0] = n3[1] = 0; | |
| n3[2] = sign; | |
| // make triangle | |
| if (sign > 0) { | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| } else { | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| } | |
| } | |
| } | |
| glEnd(); | |
| // the rest: use quads | |
| glBegin(GL_QUADS); | |
| for (int sign=-1; sign <= 1; sign+=2) { | |
| for (int i=0; i < nStack/2-1; i++) { | |
| el1 = (0.5*mjPI * sign * (i+0)) / (float)(nStack/2); | |
| el2 = (0.5*mjPI * sign * (i+1)) / (float)(nStack/2); | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute quad vertices | |
| setVertexSphere(v1, n1, az1, el1, 0); | |
| setVertexSphere(v2, n2, az2, el1, 0); | |
| setVertexSphere(v3, n3, az2, el2, 0); | |
| setVertexSphere(v4, n4, az1, el2, 0); | |
| // make quad | |
| if (sign > 0) { | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n4); | |
| glVertex3fv(v4); | |
| } else { | |
| glNormal3fv(n4); | |
| glVertex3fv(v4); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| } | |
| } | |
| } | |
| } | |
| glEnd(); | |
| } | |
| // set one vertex on disk, given az, r and sign(top/bottom) | |
| static void setVertexDisk(float* v, float az, float r, int sign) { | |
| v[0] = cosf(az) * r; | |
| v[1] = sinf(az) * r; | |
| v[2] = sign; | |
| } | |
| // make disk: +1: top, -1: bottom, 0: zero facing down | |
| static void disk(int sign, int nSlice, int nStack) { | |
| float az1, az2, r1, r2; | |
| float v1[3], v2[3], v3[3], v4[3]; | |
| float normal[3] = {0, 0, (sign == 0 ? -1 : sign)}; | |
| // pole: use triangles | |
| glBegin(GL_TRIANGLES); | |
| glNormal3fv(normal); | |
| r1 = 1.0f / (float)nStack; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute triangle vertices | |
| setVertexDisk(v1, az1, r1, sign); | |
| setVertexDisk(v2, az2, r1, sign); | |
| v3[0] = v3[1] = 0; | |
| v3[2] = sign; | |
| // make triangle | |
| if (sign > 0) { | |
| glVertex3fv(v1); | |
| glVertex3fv(v2); | |
| glVertex3fv(v3); | |
| } else { | |
| glVertex3fv(v3); | |
| glVertex3fv(v2); | |
| glVertex3fv(v1); | |
| } | |
| } | |
| glEnd(); | |
| // the rest: use quads | |
| glBegin(GL_QUADS); | |
| glNormal3fv(normal); | |
| for (int i=0; i < nStack-1; i++) { | |
| r1 = (i+1) / (float)nStack; | |
| r2 = (i+2) / (float)nStack; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute quad vertices | |
| setVertexDisk(v1, az1, r2, sign); | |
| setVertexDisk(v2, az2, r2, sign); | |
| setVertexDisk(v3, az2, r1, sign); | |
| setVertexDisk(v4, az1, r1, sign); | |
| // make quad | |
| if (sign > 0) { | |
| glVertex3fv(v1); | |
| glVertex3fv(v2); | |
| glVertex3fv(v3); | |
| glVertex3fv(v4); | |
| } else { | |
| glVertex3fv(v4); | |
| glVertex3fv(v3); | |
| glVertex3fv(v2); | |
| glVertex3fv(v1); | |
| } | |
| } | |
| } | |
| glEnd(); | |
| } | |
| // set vertex and normal on cone, given az, r | |
| static void setVertexCone(float* v, float* n, float az, float r) { | |
| const float scale = 1.0f/sqrtf(2.0f); | |
| // vertex | |
| v[0] = cosf(az) * r; | |
| v[1] = sinf(az) * r; | |
| v[2] = 1 - r; | |
| // normal | |
| n[0] = cosf(az) * scale; | |
| n[1] = sinf(az) * scale; | |
| n[2] = scale; | |
| } | |
| // make open cone | |
| static void cone(int nSlice, int nStack) { | |
| float az1, az2, r1, r2; | |
| float v1[3], v2[3], v3[3], v4[3]; | |
| float n1[3], n2[3], n3[3], n4[3]; | |
| // pole: use triangles | |
| glBegin(GL_TRIANGLES); | |
| r1 = 1.0f / (float)nStack; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute triangle vertices | |
| setVertexCone(v1, n1, az1, r1); | |
| setVertexCone(v2, n2, az2, r1); | |
| v3[0] = v3[1] = 0; | |
| v3[2] = 1; | |
| n3[0] = n1[0]+n2[0]; | |
| n3[1] = n1[1]+n2[1]; | |
| n3[2] = n1[2]+n2[2]; | |
| mjr_normalizeVec(n3); | |
| // make triangle | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| } | |
| glEnd(); | |
| // the rest: use quads | |
| glBegin(GL_QUADS); | |
| for (int i=0; i < nStack-1; i++) { | |
| r1 = (i+1) / (float)nStack; | |
| r2 = (i+2) / (float)nStack; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute quad vertices | |
| setVertexCone(v1, n1, az1, r2); | |
| setVertexCone(v2, n2, az2, r2); | |
| setVertexCone(v3, n3, az2, r1); | |
| setVertexCone(v4, n4, az1, r1); | |
| // make quad | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n4); | |
| glVertex3fv(v4); | |
| } | |
| } | |
| glEnd(); | |
| } | |
| // set one vertex and normal on cylinder, given az and h | |
| static void setVertexCylinder(float* v, float* n, float az, float h) { | |
| v[0] = cosf(az); | |
| v[1] = sinf(az); | |
| v[2] = h; | |
| n[0] = v[0]/sqrtf(v[0]*v[0]+v[1]*v[1]); | |
| n[1] = v[1]/sqrtf(v[0]*v[0]+v[1]*v[1]); | |
| n[2] = 0; | |
| } | |
| // open cylinder from -1 to +1 in z, radius 1 | |
| static void cylinder(int nSlice, int nStack) { | |
| float az1, az2, h1, h2; | |
| float v1[3], v2[3], v3[3], v4[3]; | |
| float n1[3], n2[3], n3[3], n4[3]; | |
| // use quads everywhere | |
| glBegin(GL_QUADS); | |
| for (int i=0; i < nStack; i++) { | |
| h1 = 2*(i+0)/(float)nStack - 1; | |
| h2 = 2*(i+1)/(float)nStack - 1; | |
| for (int j=0; j < nSlice; j++) { | |
| az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute quad vertices | |
| setVertexCylinder(v1, n1, az1, h1); | |
| setVertexCylinder(v2, n2, az2, h1); | |
| setVertexCylinder(v3, n3, az2, h2); | |
| setVertexCylinder(v4, n4, az1, h2); | |
| // make quad | |
| glNormal3fv(n1); | |
| glVertex3fv(v1); | |
| glNormal3fv(n2); | |
| glVertex3fv(v2); | |
| glNormal3fv(n3); | |
| glVertex3fv(v3); | |
| glNormal3fv(n4); | |
| glVertex3fv(v4); | |
| } | |
| } | |
| glEnd(); | |
| } | |
| // set one vertex in haze | |
| static void setVertexHaze(float* v, float az, float h, float r) { | |
| v[0] = cosf(az) * (1 - r*(1-h)); | |
| v[1] = sinf(az) * (1 - r*(1-h)); | |
| v[2] = h; | |
| } | |
| // truncated cone for haze rendering | |
| static void haze(int nSlice, float r, const float* rgba) { | |
| // compute elevation h for transparency transition point | |
| float alpha = atan2f(1, r); | |
| float beta = (float)(0.75*mjPI) - alpha; | |
| float h = sqrtf(0.5f) * r * sinf(alpha) / sinf(beta); | |
| // use quads everywhere | |
| glBegin(GL_QUADS); | |
| // normal not needed (always rendered with lighting off) | |
| glNormal3f(0, 0, 1); | |
| // stacks = 2 | |
| for (int i=0; i < 2; i++) { | |
| float h1 = (i == 0 ? 0 : h); | |
| float h2 = (i == 0 ? h : 1); | |
| for (int j=0; j < nSlice; j++) { | |
| float az1 = (2.0f*mjPI * (j+0)) / (float)nSlice; | |
| float az2 = (2.0f*mjPI * (j+1)) / (float)nSlice; | |
| // compute quad vertices | |
| float v1[3], v2[3], v3[3], v4[3]; | |
| setVertexHaze(v1, az1, h1, r); | |
| setVertexHaze(v2, az2, h1, r); | |
| setVertexHaze(v3, az2, h2, r); | |
| setVertexHaze(v4, az1, h2, r); | |
| // colors at elevation h1 and h2 | |
| float c1 = (i == 1); | |
| float c2 = (i == 0); | |
| // make quad, with colors | |
| glColor4f(rgba[0], rgba[1], rgba[2], c1); | |
| glVertex3fv(v1); | |
| glVertex3fv(v2); | |
| glColor4f(rgba[0], rgba[1], rgba[2], c2); | |
| glVertex3fv(v3); | |
| glVertex3fv(v4); | |
| } | |
| } | |
| glEnd(); | |
| } | |
| // builtin geoms types | |
| static void makeBuiltin(const mjModel* m, mjrContext* con) { | |
| int numstacks = m->vis.quality.numstacks; | |
| int numslices = m->vis.quality.numslices; | |
| int numquads = m->vis.quality.numquads; | |
| float d = 2.0f/numquads; | |
| // allocate list | |
| listAllocate(&con->baseBuiltin, &con->rangeBuiltin, mjrNUM); | |
| // sphere | |
| glNewList(con->baseBuiltin + mjrSPHERE, GL_COMPILE); | |
| sphere(numslices, numstacks); | |
| glEndList(); | |
| // sphere top | |
| glNewList(con->baseBuiltin + mjrSPHERETOP, GL_COMPILE); | |
| halfSphere(+1, numslices, numstacks/2); | |
| glEndList(); | |
| // sphere bottom | |
| glNewList(con->baseBuiltin + mjrSPHEREBOTTOM, GL_COMPILE); | |
| halfSphere(-1, numslices, numstacks/2); | |
| glEndList(); | |
| // closed cylinder, center at z=0 | |
| glNewList(con->baseBuiltin + mjrCYLINDER, GL_COMPILE); | |
| disk(-1, numslices, numstacks/2); | |
| cylinder(numslices, numstacks); | |
| disk(+1, numslices, numstacks/2); | |
| glEndList(); | |
| // open cylinder, center at z=0 | |
| glNewList(con->baseBuiltin + mjrCYLINDEROPEN, GL_COMPILE); | |
| cylinder(numslices, numstacks); | |
| glEndList(); | |
| // haze truncated cone | |
| glNewList(con->baseBuiltin + mjrHAZE, GL_COMPILE); | |
| haze(numslices, m->vis.map.haze, m->vis.rgba.haze); | |
| glEndList(); | |
| // box | |
| glNewList(con->baseBuiltin + mjrBOX, GL_COMPILE); | |
| glBegin(GL_QUADS); | |
| for (int x=0; x < numquads; x++) { | |
| for (int y=0; y < numquads; y++) { | |
| glNormal3f(0, 0, 1); // top | |
| glVertex3f(d*(x+0)-1, d*(y+0)-1, 1); | |
| glVertex3f(d*(x+1)-1, d*(y+0)-1, 1); | |
| glVertex3f(d*(x+1)-1, d*(y+1)-1, 1); | |
| glVertex3f(d*(x+0)-1, d*(y+1)-1, 1); | |
| glNormal3f(0, 0, -1); // bottom | |
| glVertex3f(d*(x+0)-1, d*(y+1)-1, -1); | |
| glVertex3f(d*(x+1)-1, d*(y+1)-1, -1); | |
| glVertex3f(d*(x+1)-1, d*(y+0)-1, -1); | |
| glVertex3f(d*(x+0)-1, d*(y+0)-1, -1); | |
| glNormal3f(1, 0, 0); // right | |
| glVertex3f(1, d*(x+0)-1, d*(y+0)-1); | |
| glVertex3f(1, d*(x+1)-1, d*(y+0)-1); | |
| glVertex3f(1, d*(x+1)-1, d*(y+1)-1); | |
| glVertex3f(1, d*(x+0)-1, d*(y+1)-1); | |
| glNormal3f(-1, 0, 0); // left | |
| glVertex3f(-1, d*(x+0)-1, d*(y+1)-1); | |
| glVertex3f(-1, d*(x+1)-1, d*(y+1)-1); | |
| glVertex3f(-1, d*(x+1)-1, d*(y+0)-1); | |
| glVertex3f(-1, d*(x+0)-1, d*(y+0)-1); | |
| glNormal3f(0, -1, 0); // front | |
| glVertex3f(d*(x+0)-1, -1, d*(y+0)-1); | |
| glVertex3f(d*(x+1)-1, -1, d*(y+0)-1); | |
| glVertex3f(d*(x+1)-1, -1, d*(y+1)-1); | |
| glVertex3f(d*(x+0)-1, -1, d*(y+1)-1); | |
| glNormal3f(0, 1, 0); // back | |
| glVertex3f(d*(x+0)-1, 1, d*(y+1)-1); | |
| glVertex3f(d*(x+1)-1, 1, d*(y+1)-1); | |
| glVertex3f(d*(x+1)-1, 1, d*(y+0)-1); | |
| glVertex3f(d*(x+0)-1, 1, d*(y+0)-1); | |
| } | |
| } | |
| glEnd(); | |
| glEndList(); | |
| // cone, bottom at z=0 | |
| glNewList(con->baseBuiltin + mjrCONE, GL_COMPILE); | |
| cone(numslices, numstacks); | |
| disk(0, numslices, numstacks); | |
| glEndList(); | |
| } | |
| // make depth texture and FBO for shadow mapping | |
| static void makeShadow(const mjModel* m, mjrContext* con) { | |
| // return if size is 0 | |
| if (!con->shadowSize) { | |
| return; | |
| } | |
| // create FBO | |
| glGenFramebuffers(1, &con->shadowFBO); | |
| if (!con->shadowFBO) { | |
| mju_error("Could not allocate shadow framebuffer"); | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, con->shadowFBO); | |
| // Create a shadow depth texture in TEXTURE1 and explicitly select an int24 | |
| // depth buffer. A depth stencil format is used because that appears to be | |
| // more widely supported (MacOS does not support GL_DEPTH_COMPONENT24). Using | |
| // a fixed format makes it easier to choose glPolygonOffset parameters that | |
| // result in reasonably consistent and artifact free shadows across platforms. | |
| glGenTextures(1, &con->shadowTex); | |
| glActiveTexture(GL_TEXTURE1); | |
| glEnable(GL_TEXTURE_2D); | |
| glBindTexture(GL_TEXTURE_2D, con->shadowTex); | |
| glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, | |
| con->shadowSize, con->shadowSize, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_GEQUAL); | |
| glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY); | |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
| glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
| glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
| // attach to FBO | |
| glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, con->shadowTex, 0); | |
| glDrawBuffer(GL_NONE); | |
| glReadBuffer(GL_NONE); | |
| // check FBO status | |
| GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
| if (err != GL_FRAMEBUFFER_COMPLETE) { | |
| mju_error("Shadow framebuffer is not complete, error 0x%x", err); | |
| } | |
| glDisable(GL_TEXTURE_2D); | |
| } | |
| // make render buffers and FBO for offscreen rendering | |
| static void makeOff(mjrContext* con) { | |
| // return if size is 0 | |
| if (!con->offWidth || !con->offHeight) { | |
| return; | |
| } | |
| // create FBO | |
| glGenFramebuffers(1, &con->offFBO); | |
| if (!con->offFBO) { | |
| mju_error("Could not allocate offscreen framebuffer"); | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO); | |
| // clamp samples request | |
| int sMax = 0; | |
| glGetIntegerv(GL_MAX_SAMPLES, &sMax); | |
| if (con->offSamples > sMax) { | |
| con->offSamples = sMax; | |
| } | |
| // create color buffer | |
| glGenRenderbuffers(1, &con->offColor); | |
| if (!con->offColor) { | |
| mju_error("Could not allocate offscreen color buffer"); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offColor); | |
| if (con->offSamples) { | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_RGBA8, | |
| con->offWidth, con->offHeight); | |
| } else { | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); | |
| } | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, con->offColor); | |
| // create depth and stencil buffer | |
| glGenRenderbuffers(1, &con->offDepthStencil); | |
| if (!con->offDepthStencil) { | |
| mju_error("Could not allocate offscreen depth and stencil buffer"); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil); | |
| GLenum depth_buffer_format = | |
| mjGLAD_GL_ARB_depth_buffer_float ? GL_DEPTH32F_STENCIL8 : GL_DEPTH24_STENCIL8; | |
| if (con->offSamples) { | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, depth_buffer_format, | |
| con->offWidth, con->offHeight); | |
| } else { | |
| glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight); | |
| } | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, | |
| GL_RENDERBUFFER, con->offDepthStencil); | |
| // check FBO status | |
| GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
| if (err != GL_FRAMEBUFFER_COMPLETE) { | |
| mju_error("Offscreen framebuffer is not complete, error 0x%x", err); | |
| } | |
| // get actual number of samples | |
| glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &con->offSamples); | |
| // create FBO for resolving multisamples | |
| if (con->offSamples) { | |
| // create FBO | |
| glGenFramebuffers(1, &con->offFBO_r); | |
| if (!con->offFBO_r) { | |
| mju_error("Could not allocate offscreen framebuffer_r"); | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, con->offFBO_r); | |
| // create color buffer | |
| glGenRenderbuffers(1, &con->offColor_r); | |
| if (!con->offColor_r) { | |
| mju_error("Could not allocate offscreen color buffer_r"); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offColor_r); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
| GL_RENDERBUFFER, con->offColor_r); | |
| // create depth and stencil buffer | |
| glGenRenderbuffers(1, &con->offDepthStencil_r); | |
| if (!con->offDepthStencil_r) { | |
| mju_error("Could not allocate offscreen depth and stencil buffer_r"); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r); | |
| glRenderbufferStorage(GL_RENDERBUFFER, depth_buffer_format, con->offWidth, con->offHeight); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, | |
| GL_RENDERBUFFER, con->offDepthStencil_r); | |
| // check FBO status | |
| GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
| if (err != GL_FRAMEBUFFER_COMPLETE) { | |
| mju_error("Offscreen framebuffer_r is not complete, error 0x%x", err); | |
| } | |
| } | |
| } | |
| // make fonts | |
| static void makeFont(mjrContext* con, int fontscale) { | |
| // data addresses | |
| int adr = 0, adr_big = 0; | |
| // font data pointers for given scaling | |
| const unsigned char* font_normal = NULL; | |
| const unsigned char* font_back = NULL; | |
| const unsigned char* font_big = NULL; | |
| switch (fontscale) { | |
| case mjFONTSCALE_50: | |
| font_normal = font_normal50; | |
| font_back = font_back50; | |
| font_big = font_big50; | |
| break; | |
| case mjFONTSCALE_100: | |
| font_normal = font_normal100; | |
| font_back = font_back100; | |
| font_big = font_big100; | |
| break; | |
| case mjFONTSCALE_150: | |
| font_normal = font_normal150; | |
| font_back = font_back150; | |
| font_big = font_big150; | |
| break; | |
| case mjFONTSCALE_200: | |
| font_normal = font_normal200; | |
| font_back = font_back200; | |
| font_big = font_big200; | |
| break; | |
| case mjFONTSCALE_250: | |
| font_normal = font_normal250; | |
| font_back = font_back250; | |
| font_big = font_big250; | |
| break; | |
| case mjFONTSCALE_300: | |
| font_normal = font_normal300; | |
| font_back = font_back300; | |
| font_big = font_big300; | |
| break; | |
| default: | |
| mju_error("Invalid fontscale"); | |
| } | |
| // save fontScale | |
| con->fontScale = fontscale; | |
| // init lists | |
| con->rangeFont = 128; | |
| con->baseFontNormal = glGenLists(con->rangeFont); | |
| con->baseFontShadow = glGenLists(con->rangeFont); | |
| con->baseFontBig = glGenLists(con->rangeFont); | |
| if (con->baseFontNormal == 0 || con->baseFontShadow == 0 || con->baseFontBig == 0) { | |
| mju_error("Could not allocate font lists"); | |
| } | |
| // loop over printable characters (32-126) | |
| for (unsigned char i=32; i <= 126; i++) { | |
| // assert character code; SHOULD NOT OCCUR | |
| if (font_normal[adr] != i || font_back[adr] != i || font_big[adr_big] != i) { | |
| mju_error("Invalid font data index"); | |
| } | |
| // save character sizes | |
| con->charWidth[i] = font_normal[adr+1]; | |
| con->charWidthBig[i] = font_big[adr_big+1]; | |
| con->charHeight = font_normal[adr+2]; | |
| con->charHeightBig = font_big[adr_big+2]; | |
| // make bitmap display list: normal | |
| glNewList(con->baseFontNormal+i, GL_COMPILE); | |
| glBitmap(con->charWidth[i], con->charHeight, 0, 0, con->charWidth[i], 0, | |
| font_normal + adr + 3); | |
| glEndList(); | |
| // make bitmap display list: back | |
| glNewList(con->baseFontShadow+i, GL_COMPILE); | |
| glBitmap(con->charWidth[i], con->charHeight, 0, 0, con->charWidth[i], 0, | |
| font_back + adr + 3); | |
| glEndList(); | |
| // make bitmap display list: big | |
| glNewList(con->baseFontBig+i, GL_COMPILE); | |
| glBitmap(con->charWidthBig[i], con->charHeightBig, 0, 0, con->charWidthBig[i], 0, | |
| font_big + adr_big + 3); | |
| glEndList(); | |
| // compute width in bytes | |
| int width = (con->charWidth[i]-1)/8 + 1; | |
| int widthBig = (con->charWidthBig[i]-1)/8 + 1; | |
| // advance addresses | |
| adr += 3 + width*con->charHeight; | |
| adr_big += 3 + widthBig*con->charHeightBig; | |
| } | |
| // assert 123 termination token; SHOULD NOT OCCUR | |
| if (font_normal[adr] != 123 || font_back[adr] != 123 || font_big[adr_big] != 123) { | |
| mju_error("Invalid font data termination"); | |
| } | |
| } | |
| // make materials, just for those that have textures | |
| static void makeMaterial(const mjModel* m, mjrContext* con) { | |
| memset(con->mat_texid, -1, sizeof(con->mat_texid)); | |
| memset(con->mat_texuniform, 0, sizeof(con->mat_texuniform)); | |
| memset(con->mat_texrepeat, 0, sizeof(con->mat_texrepeat)); | |
| if (!m->nmat || !m->ntex) { | |
| return; | |
| } | |
| if (m->nmat >= mjMAXMATERIAL-1) { | |
| mju_error("Maximum number of materials is %d, got %d", mjMAXMATERIAL, m->nmat); | |
| } | |
| for (int i=0; i < m->nmat; i++) { | |
| if (m->mat_texid[i*mjNTEXROLE + mjTEXROLE_RGB] >= 0) { | |
| for (int j=0; j < mjNTEXROLE; j++) { | |
| con->mat_texid[i*mjNTEXROLE + j] = m->mat_texid[i*mjNTEXROLE + j]; | |
| } | |
| con->mat_texuniform[i] = m->mat_texuniform[i]; | |
| con->mat_texrepeat[2*i] = m->mat_texrepeat[2*i]; | |
| con->mat_texrepeat[2*i+1] = m->mat_texrepeat[2*i+1]; | |
| } | |
| } | |
| // find skybox texture | |
| for (int i=0; i < m->ntex; i++) { | |
| if (m->tex_type[i] == mjTEXTURE_SKYBOX) { | |
| if (m->nmat >= mjMAXMATERIAL-2) { | |
| mju_error("With skybox, maximum number of materials is %d, got %d", | |
| mjMAXMATERIAL-1, m->nmat); | |
| } | |
| for (int j=0; j < mjNTEXROLE; j++) { | |
| con->mat_texid[mjNTEXROLE * (mjMAXMATERIAL-1) + j] = -1; | |
| } | |
| con->mat_texid[mjNTEXROLE * (mjMAXMATERIAL-1) + mjTEXROLE_RGB] = i; | |
| break; | |
| } | |
| } | |
| } | |
| // make textures | |
| static void makeTexture(const mjModel* m, mjrContext* con) { | |
| // checks size | |
| if (m->ntex > mjMAXTEXTURE) { | |
| mju_error("Maximum number of textures is %d", mjMAXTEXTURE); | |
| } | |
| // save new size | |
| con->ntexture = m->ntex; | |
| if (!m->ntex) { | |
| return; | |
| } | |
| // allocate and upload | |
| glGenTextures(con->ntexture, con->texture); | |
| for (int i=0; i < m->ntex; i++) { | |
| con->textureType[i] = m->tex_type[i]; | |
| mjr_uploadTexture(m, con, i); | |
| } | |
| } | |
| // (re) upload texture to GPU | |
| void mjr_uploadTexture(const mjModel* m, const mjrContext* con, int texid) { | |
| int w = m->tex_width[texid]; | |
| float plane[4]; | |
| // 2D texture | |
| if (m->tex_type[texid] == mjTEXTURE_2D) { | |
| // OpenGL settings | |
| glActiveTexture(GL_TEXTURE0); | |
| glEnable(GL_TEXTURE_2D); | |
| glBindTexture(GL_TEXTURE_2D, con->texture[texid]); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); | |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); | |
| // set mapping | |
| mjr_setf4(plane, 1, 0, 0, 0); | |
| glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, 1, 0, 0); | |
| glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); | |
| // assign data | |
| int type = 0; | |
| int internaltype = 0; | |
| if (m->tex_nchannel[texid] == 3) { | |
| type = GL_RGB; | |
| internaltype = (m->tex_colorspace[texid] == mjCOLORSPACE_SRGB) ? GL_SRGB8_EXT : GL_RGB; | |
| } else if (m->tex_nchannel[texid] == 4) { | |
| type = GL_RGBA; | |
| internaltype = (m->tex_colorspace[texid] == mjCOLORSPACE_SRGB) ? GL_SRGB8_ALPHA8_EXT : GL_RGBA; | |
| } else { | |
| mju_error("Number of channels not supported: %d", m->tex_nchannel[texid]); | |
| } | |
| glTexImage2D(GL_TEXTURE_2D, 0, internaltype, m->tex_width[texid], | |
| m->tex_height[texid], 0, type, GL_UNSIGNED_BYTE, | |
| m->tex_data + m->tex_adr[texid]); | |
| // generate mipmaps | |
| glGenerateMipmap(GL_TEXTURE_2D); | |
| glDisable(GL_TEXTURE_2D); | |
| } | |
| // cube or skybox texture | |
| else { | |
| // OpenGL settings | |
| glActiveTexture(GL_TEXTURE0); | |
| glEnable(GL_TEXTURE_CUBE_MAP); | |
| glBindTexture(GL_TEXTURE_CUBE_MAP, con->texture[texid]); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
| glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); | |
| glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); | |
| glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); | |
| glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); | |
| // set mapping | |
| mjr_setf4(plane, 1, 0, 0, 0); | |
| glTexGenfv(GL_S, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, 1, 0, 0); | |
| glTexGenfv(GL_T, GL_OBJECT_PLANE, plane); | |
| mjr_setf4(plane, 0, 0, 1, 0); | |
| glTexGenfv(GL_R, GL_OBJECT_PLANE, plane); | |
| // assign data: repeated | |
| if (m->tex_width[texid] == m->tex_height[texid]) { | |
| for (int i=0; i < 6; i++) { | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, w, 0, | |
| GL_RGB, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid]); | |
| } | |
| } | |
| // assign data: separate faces | |
| else { | |
| for (int i=0; i < 6; i++) { | |
| glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+i, 0, GL_RGB, w, w, 0, | |
| GL_RGB, GL_UNSIGNED_BYTE, m->tex_data + m->tex_adr[texid] + i*3*w*w); | |
| } | |
| } | |
| // generate mipmaps | |
| glGenerateMipmap(GL_TEXTURE_CUBE_MAP); | |
| glDisable(GL_TEXTURE_CUBE_MAP); | |
| } | |
| } | |
| // allocate buffers for skins, copy constants | |
| static void makeSkin(const mjModel* m, mjrContext* con) { | |
| int nskin = m->nskin; | |
| // save number of skins (so we can delete context without model) | |
| con->nskin = m->nskin; | |
| // allocate buffers | |
| if (nskin) { | |
| // allocate VBO names | |
| con->skinvertVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); | |
| con->skinnormalVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); | |
| con->skintexcoordVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); | |
| con->skinfaceVBO = (unsigned int*) mju_malloc(nskin*sizeof(int)); | |
| // generage VBOs | |
| glGenBuffers(nskin, con->skinvertVBO); | |
| glGenBuffers(nskin, con->skinnormalVBO); | |
| glGenBuffers(nskin, con->skintexcoordVBO); | |
| glGenBuffers(nskin, con->skinfaceVBO); | |
| // process skins | |
| for (int i=0; i < nskin; i++) { | |
| // texture coordinates | |
| if (m->skin_texcoordadr[i] >= 0) { | |
| glBindBuffer(GL_ARRAY_BUFFER, con->skintexcoordVBO[i]); | |
| glBufferData(GL_ARRAY_BUFFER, | |
| 2*m->skin_vertnum[i]*sizeof(float), | |
| m->skin_texcoord + 2*m->skin_texcoordadr[i], | |
| GL_STATIC_DRAW); | |
| } else { | |
| glDeleteBuffers(1, con->skintexcoordVBO+i); | |
| con->skintexcoordVBO[i] = 0; | |
| } | |
| // face indices | |
| glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, con->skinfaceVBO[i]); | |
| glBufferData(GL_ELEMENT_ARRAY_BUFFER, | |
| 3*m->skin_facenum[i]*sizeof(int), | |
| m->skin_face + 3*m->skin_faceadr[i], | |
| GL_STATIC_DRAW); | |
| } | |
| } | |
| } | |
| // callback to print out GL_DEBUG output (when enabled for internal testing) | |
| void GLAPIENTRY debugCallback(GLenum source, | |
| GLenum type, | |
| GLuint id, | |
| GLenum severity, | |
| GLsizei length, | |
| const GLchar* message, | |
| const void* userParam) { | |
| printf("GL DEBUG: source = 0x%x, type = 0x%x, severity = 0x%x, id = 0x%x\nmessage = %s\n\n", | |
| source, type, severity, id, message); | |
| } | |
| // returns 1 if MUJOCO_GL_DEBUG environment variable is set to 1 | |
| static int glDebugEnabled(void) { | |
| char* debug = getenv("MUJOCO_GL_DEBUG"); | |
| return debug && strcmp(debug, "1") == 0; | |
| } | |
| void mjr_makeContext_offSize(const mjModel* m, mjrContext* con, int fontscale, | |
| int default_offwidth, int default_offheight) { | |
| // fix fontscale | |
| fontscale = 50 * mju_round(((mjtNum)fontscale)/50.0); | |
| if (fontscale < 100) { | |
| fontscale = 100; | |
| } else if (fontscale > 300) { | |
| fontscale = 300; | |
| } | |
| // initialize GLAD, determine window and FBO availability | |
| if (!con->glInitialized) { | |
| if (!mjGladLoadGL()) { | |
| mju_error("gladLoadGL error"); | |
| } | |
| if (!mjGLAD_GL_VERSION_1_5) { | |
| mju_error("OpenGL version 1.5 or higher required"); | |
| } | |
| if (!mjGLAD_GL_ARB_framebuffer_object) { | |
| mju_error("OpenGL ARB_framebuffer_object required"); | |
| } | |
| if (!mjGLAD_GL_ARB_vertex_buffer_object) { | |
| mju_error("OpenGL ARB_vertex_buffer_object required"); | |
| } | |
| con->glInitialized = 1; | |
| // determine window availability (could be EGL-headless) | |
| glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
| unsigned int status = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
| if (status == GL_FRAMEBUFFER_COMPLETE) { | |
| con->windowAvailable = 1; | |
| } else if (status == GL_FRAMEBUFFER_UNDEFINED) { | |
| con->windowAvailable = 0; | |
| } else { | |
| mju_error("Default framebuffer is not complete, error 0x%x", status); | |
| } | |
| } | |
| // OpenGL debug output | |
| if (glDebugEnabled() && mjGLAD_GL_KHR_debug) { | |
| glEnable(GL_DEBUG_OUTPUT); | |
| glDebugMessageCallback(debugCallback, 0); | |
| } | |
| // determine samples, stereo and doublebuffer if window available | |
| if (con->windowAvailable) { | |
| // get stereo | |
| GLboolean b; | |
| glGetBooleanv(GL_STEREO, &b); | |
| con->windowStereo = (int)b; | |
| // get doublebuffer | |
| glGetBooleanv(GL_DOUBLEBUFFER, &b); | |
| con->windowDoublebuffer = (int)b; | |
| // get samples | |
| GLint n; | |
| glGetIntegerv(GL_SAMPLE_BUFFERS, &n); | |
| if (n) { | |
| glGetIntegerv(GL_SAMPLES, &n); | |
| con->windowSamples = (int)n; | |
| } else { | |
| con->windowSamples = 0; | |
| } | |
| } | |
| // set pixel (un)packing | |
| glPixelStorei(GL_PACK_ALIGNMENT, 1); | |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); | |
| mjr_freeContext(con); | |
| // no model: offscreen and font only | |
| if (!m) { | |
| // default offscreen | |
| con->offWidth = default_offwidth; | |
| con->offHeight = default_offheight; | |
| con->offSamples = 0; | |
| makeOff(con); | |
| // font | |
| makeFont(con, fontscale); | |
| // try to bind window (bind offscreen if no window) | |
| mjr_setBuffer(mjFB_WINDOW, con); | |
| return; | |
| } | |
| // map shadow clip and scale to absolute units | |
| con->shadowClip = m->stat.extent * m->vis.map.shadowclip; | |
| con->shadowScale = m->vis.map.shadowscale; | |
| // copy parameters | |
| con->offWidth = m->vis.global.offwidth; | |
| con->offHeight = m->vis.global.offheight; | |
| con->offSamples = m->vis.quality.offsamples; | |
| con->fogStart = (float)(m->stat.extent * m->vis.map.fogstart); | |
| con->fogEnd = (float)(m->stat.extent * m->vis.map.fogend); | |
| con->fogRGBA[0] = m->vis.rgba.fog[0]; | |
| con->fogRGBA[1] = m->vis.rgba.fog[1]; | |
| con->fogRGBA[2] = m->vis.rgba.fog[2]; | |
| con->fogRGBA[3] = m->vis.rgba.fog[3]; | |
| con->lineWidth = m->vis.global.linewidth; | |
| con->shadowSize = m->vis.quality.shadowsize; | |
| // set fog parameters (model-dependent) | |
| glFogi(GL_FOG_MODE, GL_LINEAR); | |
| glFogf(GL_FOG_START, con->fogStart); | |
| glFogf(GL_FOG_END, con->fogEnd); | |
| glFogfv(GL_FOG_COLOR, con->fogRGBA); | |
| glFogi(GL_FOG_COORD_SRC, GL_FRAGMENT_DEPTH); | |
| glHint(GL_FOG_HINT, GL_NICEST); | |
| // make everything | |
| makeOff(con); | |
| makeShadow(m, con); | |
| makeMaterial(m, con); | |
| makeTexture(m, con); | |
| makePlane(m, con); | |
| makeMesh(m, con); | |
| makeHField(m, con); | |
| makeBuiltin(m, con); | |
| makeSkin(m, con); | |
| makeFont(con, fontscale); | |
| // enable seamless cube maps if supported | |
| if (mjGLAD_GL_ARB_seamless_cube_map) { | |
| glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); | |
| } | |
| // try to bind window (bind offscreen if no window) | |
| mjr_setBuffer(mjFB_WINDOW, con); | |
| // issue warnings for any OpenGL errors | |
| GLenum err; | |
| while ((err = glGetError())) { | |
| mju_warning("OpenGL error 0x%x in or before mjr_makeContext", err); | |
| } | |
| // set default color pixel format for mjr_readPixels | |
| con->readPixelFormat = GL_RGB; | |
| // set default depth mapping for mjr_readPixels | |
| con->readDepthMap = mjDEPTH_ZERONEAR; | |
| } | |
| // allocate resources in custom OpenGL context | |
| void mjr_makeContext(const mjModel* m, mjrContext* con, int fontscale) { | |
| mjr_makeContext_offSize(m, con, fontscale, 800, 600); | |
| } | |
| // Change font of existing context. | |
| void mjr_changeFont(int fontscale, mjrContext* con) { | |
| // free existing font | |
| if (con->rangeFont) { | |
| glDeleteLists(con->baseFontNormal, con->rangeFont); | |
| glDeleteLists(con->baseFontShadow, con->rangeFont); | |
| glDeleteLists(con->baseFontBig, con->rangeFont); | |
| } | |
| con->baseFontNormal = 0; | |
| con->baseFontShadow = 0; | |
| con->baseFontBig = 0; | |
| con->rangeFont = 0; | |
| // make new font | |
| makeFont(con, fontscale); | |
| } | |
| // Add Aux buffer to context; free previous Aux buffer. | |
| void mjr_addAux(int index, int width, int height, int samples, mjrContext* con) { | |
| // check index | |
| if (index < 0 || index >= mjNAUX) { | |
| mju_error("Invalid aux buffer index"); | |
| } | |
| // free previous | |
| if (con->auxColor[index]) { | |
| glDeleteRenderbuffers(1, con->auxColor + index); | |
| } | |
| if (con->auxColor_r[index]) { | |
| glDeleteRenderbuffers(1, con->auxColor_r + index); | |
| } | |
| if (con->auxFBO[index]) { | |
| glDeleteFramebuffers(1, con->auxFBO + index); | |
| } | |
| if (con->auxFBO_r[index]) { | |
| glDeleteFramebuffers(1, con->auxFBO_r + index); | |
| } | |
| con->auxColor[index] = 0; | |
| con->auxColor_r[index] = 0; | |
| con->auxFBO[index] = 0; | |
| con->auxFBO_r[index] = 0; | |
| // return if size is not positive | |
| if (width < 1 || height < 1) { | |
| return; | |
| } | |
| // check max size | |
| int maxSize = 0; | |
| glGetIntegerv(GL_MAX_RENDERBUFFER_SIZE, &maxSize); | |
| if (width > maxSize) { | |
| mju_error( | |
| "Auxiliary buffer width exceeds maximum allowed by OpenGL " | |
| "implementation: %d > %d", | |
| width, maxSize); | |
| } | |
| if (height > maxSize) { | |
| mju_error( | |
| "Auxiliary buffer height exceeds maximum allowed by OpenGL " | |
| "implementation: %d > %d", | |
| height, maxSize); | |
| } | |
| // clamp samples request | |
| int maxSample = 0; | |
| glGetIntegerv(GL_MAX_SAMPLES, &maxSample); | |
| if (samples > maxSample) { | |
| samples = maxSample; | |
| } | |
| // assign sizes | |
| con->auxWidth[index] = width; | |
| con->auxHeight[index] = height; | |
| con->auxSamples[index] = samples; | |
| // create FBO | |
| glGenFramebuffers(1, con->auxFBO + index); | |
| if (!con->auxFBO[index]) { | |
| mju_error("Could not allocate auxiliary framebuffer"); | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO[index]); | |
| // create color buffer with multisamples | |
| glGenRenderbuffers(1, con->auxColor + index); | |
| if (!con->auxColor[index]) { | |
| mju_error("Could not allocate auxiliary color buffer"); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->auxColor[index]); | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->auxSamples[index], GL_RGBA8, | |
| con->auxWidth[index], con->auxHeight[index]); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
| GL_RENDERBUFFER, con->auxColor[index]); | |
| // check FBO status | |
| GLenum err = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
| if (err != GL_FRAMEBUFFER_COMPLETE) { | |
| mju_error("Auxiliary framebuffer is not complete, error 0x%x", err); | |
| } | |
| // create FBO for resolving | |
| glGenFramebuffers(1, con->auxFBO_r + index); | |
| if (!con->auxFBO_r[index]) { | |
| mju_error("Could not allocate auxiliary resolve framebuffer"); | |
| } | |
| glBindFramebuffer(GL_FRAMEBUFFER, con->auxFBO_r[index]); | |
| // create color buffer for resolving multisamples | |
| glGenRenderbuffers(1, con->auxColor_r + index); | |
| if (!con->auxColor_r[index]) { | |
| mju_error("Could not allocate auxiliary color resolve buffer"); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->auxColor_r[index]); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, | |
| con->auxWidth[index], con->auxHeight[index]); | |
| glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, | |
| GL_RENDERBUFFER, con->auxColor_r[index]); | |
| // check FBO status | |
| err = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
| if (err != GL_FRAMEBUFFER_COMPLETE) { | |
| mju_error("Auxiliary framebuffer resolve is not complete, error 0x%x", err); | |
| } | |
| // restore | |
| mjr_restoreBuffer(con); | |
| } | |
| // free resources in custom OpenGL context | |
| void mjr_freeContext(mjrContext* con) { | |
| // save flags | |
| int glInitialized = con->glInitialized; | |
| int windowAvailable = con->windowAvailable; | |
| int windowSamples = con->windowSamples; | |
| int windowStereo = con->windowStereo; | |
| int windowDoublebuffer = con->windowDoublebuffer; | |
| // free GPU resources | |
| if (con->ntexture) glDeleteTextures(con->ntexture, con->texture); | |
| if (con->offColor) glDeleteRenderbuffers(1, &con->offColor); | |
| if (con->offColor_r) glDeleteRenderbuffers(1, &con->offColor_r); | |
| if (con->offDepthStencil) glDeleteRenderbuffers(1, &con->offDepthStencil); | |
| if (con->offDepthStencil_r) glDeleteRenderbuffers(1, &con->offDepthStencil_r); | |
| if (con->offFBO) glDeleteFramebuffers(1, &con->offFBO); | |
| if (con->offFBO_r) glDeleteFramebuffers(1, &con->offFBO_r); | |
| if (con->shadowTex) glDeleteTextures(1, &con->shadowTex); | |
| if (con->shadowFBO) glDeleteFramebuffers(1, &con->shadowFBO); | |
| for (int i=0; i < mjNAUX; i++) { | |
| if (con->auxColor[i]) glDeleteRenderbuffers(1, con->auxColor + i); | |
| if (con->auxColor_r[i]) glDeleteRenderbuffers(1, con->auxColor_r + i); | |
| if (con->auxFBO[i]) glDeleteFramebuffers(1, con->auxFBO + i); | |
| if (con->auxFBO_r[i]) glDeleteFramebuffers(1, con->auxFBO_r + i); | |
| } | |
| if (con->rangePlane) glDeleteLists(con->basePlane, con->rangePlane); | |
| if (con->rangeMesh) glDeleteLists(con->baseMesh, con->rangeMesh); | |
| if (con->rangeHField) glDeleteLists(con->baseHField, con->rangeHField); | |
| if (con->rangeBuiltin) glDeleteLists(con->baseBuiltin, con->rangeBuiltin); | |
| if (con->rangeFont) { | |
| glDeleteLists(con->baseFontNormal, con->rangeFont); | |
| glDeleteLists(con->baseFontShadow, con->rangeFont); | |
| glDeleteLists(con->baseFontBig, con->rangeFont); | |
| } | |
| // delete skin | |
| if (con->nskin) { | |
| // delete VBOs | |
| glDeleteBuffers(con->nskin, con->skinvertVBO); | |
| glDeleteBuffers(con->nskin, con->skinnormalVBO); | |
| glDeleteBuffers(con->nskin, con->skintexcoordVBO); | |
| glDeleteBuffers(con->nskin, con->skinfaceVBO); | |
| mju_free(con->skinvertVBO); | |
| mju_free(con->skinnormalVBO); | |
| mju_free(con->skintexcoordVBO); | |
| mju_free(con->skinfaceVBO); | |
| } | |
| // clear fields | |
| mjr_defaultContext(con); | |
| // restore flags | |
| con->glInitialized = glInitialized; | |
| con->windowAvailable = windowAvailable; | |
| con->windowSamples = windowSamples; | |
| con->windowStereo = windowStereo; | |
| con->windowDoublebuffer = windowDoublebuffer; | |
| } | |
| // resize offscreen buffers | |
| void mjr_resizeOffscreen(int width, int height, mjrContext* con) { | |
| if (con->offWidth == width && con->offHeight == height) { | |
| return; | |
| } | |
| con->offWidth = width; | |
| con->offHeight = height; | |
| if (!width || !height) { | |
| return; | |
| } | |
| if (!con->offFBO) { | |
| makeOff(con); | |
| return; | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offColor); | |
| if (con->offSamples) { | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_RGBA8, | |
| con->offWidth, con->offHeight); | |
| } else { | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); | |
| } | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil); | |
| if (con->offSamples) { | |
| glRenderbufferStorageMultisample(GL_RENDERBUFFER, con->offSamples, GL_DEPTH32F_STENCIL8, | |
| con->offWidth, con->offHeight); | |
| } else { | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight); | |
| } | |
| if (con->offSamples) { | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offColor_r); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, con->offWidth, con->offHeight); | |
| glBindRenderbuffer(GL_RENDERBUFFER, con->offDepthStencil_r); | |
| glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH32F_STENCIL8, con->offWidth, con->offHeight); | |
| } | |
| } | |