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315 lines (276 loc) · 11.2 KB
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// 程序版本 REV 0.1
// 包含头文件
#include "DashGL.h"
// Shader
#include "ShaderSrc.h"
//---------------------------------------------------------------------
// 圆形表盘渐变拖尾着色器
// 构造函数
CDashGL_CircularGradientTrackShader::CDashGL_CircularGradientTrackShader()
{
this->start_angle_deg = 0.0f;
this->track_angle_deg = 0.0f;
pthread_mutex_init(&this->track_mutex, NULL);
}
// 析构函数
CDashGL_CircularGradientTrackShader::~CDashGL_CircularGradientTrackShader()
{
pthread_mutex_destroy(&this->track_mutex);
}
// 设置轨迹拖尾
void CDashGL_CircularGradientTrackShader::SetTrack(float start, float track)
{
pthread_mutex_lock(&this->move_mutex);
this->start_angle_deg = start;
this->track_angle_deg = track;
pthread_mutex_unlock(&this->move_mutex);
}
// 获取顶点着色器源码
const GLchar* CDashGL_CircularGradientTrackShader::GetVertexShaderSrc(void)
{
return CDashGL_CircularGradientTrackShader_VertexShader_c;
}
// 片段着色器源码
const GLchar* CDashGL_CircularGradientTrackShader::GetFragmentShaderSrc(void)
{
return CDashGL_CircularGradientTrackShader_FragmentShader_c;
}
// 着色器渲染,由操作对象调用,不可用由框架直接调用
void CDashGL_CircularGradientTrackShader::ShaderRender(void)
{
// 检查着色器
if(!this->shader_valid) return;
// 应用着色器
glUseProgram(this->ShaderHandle);
// 设置平移参数
int id_vec3_move = glGetUniformLocation(this->ShaderHandle, "vec3_move");
pthread_mutex_lock(&this->move_mutex);
glUniform3f(id_vec3_move, this->move_x, this->move_y, this->move_z);
pthread_mutex_unlock(&this->move_mutex);
// 设置移动中心参数
int id_vec3_move_center = glGetUniformLocation(this->ShaderHandle, "vec3_move_center");
pthread_mutex_lock(&this->move_center_mutex);
glUniform3f(id_vec3_move_center, this->move_center_x, this->move_center_y, this->move_center_z);
pthread_mutex_unlock(&this->move_center_mutex);
// 设置旋转参数
pthread_mutex_lock(&this->rotate_mutex);
GLfloat mat3_rotate_x[3*3] =
{
1.0, 0.0f, 0.0f,
0.0f, cos(this->rotate_rad_x), -sin(this->rotate_rad_x),
0.0f, sin(this->rotate_rad_x), cos(this->rotate_rad_x)
};
GLfloat mat3_rotate_y[3*3] =
{
cos(this->rotate_rad_y), 0.0f, sin(this->rotate_rad_y),
0.0f, 1.0f, 0.0f,
-sin(this->rotate_rad_y), 0.0f, cos(this->rotate_rad_y)
};
GLfloat mat3_rotate_z[3*3] =
{
cos(this->rotate_rad_z), -sin(this->rotate_rad_z), 0.0f,
sin(this->rotate_rad_z), cos(this->rotate_rad_z), 0.0f,
0.0f, 0.0f, 1.0f
};
pthread_mutex_unlock(&this->rotate_mutex);
int id_mat3_rotate_x = glGetUniformLocation(this->ShaderHandle, "mat3_rotate_x");
int id_mat3_rotate_y = glGetUniformLocation(this->ShaderHandle, "mat3_rotate_y");
int id_mat3_rotate_z = glGetUniformLocation(this->ShaderHandle, "mat3_rotate_z");
glUniformMatrix3fv(id_mat3_rotate_x, 1, GL_FALSE, mat3_rotate_x);
glUniformMatrix3fv(id_mat3_rotate_y, 1, GL_FALSE, mat3_rotate_y);
glUniformMatrix3fv(id_mat3_rotate_z, 1, GL_FALSE, mat3_rotate_z);
// 设置缩放参数
pthread_mutex_lock(&this->scale_mutex);
GLfloat mat3_scale[3*3] =
{
this->scale_x, 0.0f, 0.0f,
0.0f, this->scale_y, 0.0f,
0.0f, 0.0f, this->scale_z
};
pthread_mutex_unlock(&this->scale_mutex);
int id_mat3_scale = glGetUniformLocation(this->ShaderHandle, "mat3_scale");
glUniformMatrix3fv(id_mat3_scale, 1, GL_FALSE, mat3_scale);
// 设置混合颜色
int id_color = glGetUniformLocation(this->ShaderHandle, "in_blend_color");
pthread_mutex_lock(&this->blendcolor_mutex);
glUniform4f(id_color,
this->blendcolor_r,
this->blendcolor_g,
this->blendcolor_b,
this->blendcolor_a
);
pthread_mutex_unlock(&this->blendcolor_mutex);
// 设置拖尾参数
pthread_mutex_lock(&this->track_mutex);
int id_start_angle_deg = glGetUniformLocation(this->ShaderHandle, "start_angle_deg");
int id_track_angle_deg = glGetUniformLocation(this->ShaderHandle, "track_angle_deg");
glUniform1f(id_start_angle_deg, this->start_angle_deg);
glUniform1f(id_track_angle_deg, this->track_angle_deg);
pthread_mutex_unlock(&this->track_mutex);
// 渲染纹理
int texture_localtion = glGetUniformLocation(this->ShaderHandle, "texture1");
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE); // 关闭面剔除法
glEnable(GL_DEPTH_TEST);
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
glDepthFunc(GL_LESS);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
pthread_mutex_lock(&this->texture_mutex);
// 当纹理图片信息合法
if((this->TextureBuff.width > 0) &&
(this->TextureBuff.height > 0) &&
(this->TextureBuff.pdata != 0)
)
{
glTexImage2D(GL_TEXTURE_2D,
0,
this->TextureBuff.format,
this->TextureBuff.width,
this->TextureBuff.height,
0,
this->TextureBuff.format,
GL_UNSIGNED_BYTE,
this->TextureBuff.pdata
);
}
pthread_mutex_unlock(&this->texture_mutex);
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, this->texture_handle);
glUniform1i(texture_localtion, 0);
// 渲染操作
GLint id_vertex = glGetAttribLocation(this->ShaderHandle, "in_pos");
GLint id_texture_color = glGetAttribLocation(this->ShaderHandle, "in_color");
// 检查顶点信息可用
pthread_mutex_lock(&this->vertex_mutex);
if((this->pvertex != 0) &&
(this->vertex_len > 0)
)
{
// 设置顶点数据
glVertexAttribPointer(id_vertex,
3,
GL_FLOAT,
GL_FALSE,
5*sizeof(GLfloat),
this->pvertex
);
// 使能当前顶点数据
glEnableVertexAttribArray(id_vertex);
// 设置纹理数据
glVertexAttribPointer(id_texture_color,
2,
GL_FLOAT,
GL_FALSE,
5*sizeof(GLfloat),
this->pvertex + 3
);
// 使能当前纹理坐标数据
glEnableVertexAttribArray(id_texture_color);
// 执行绘图
glDrawElements(GL_TRIANGLES,
this->vertex_element_len,
GL_UNSIGNED_INT,
this->p_vertex_element
);
}
pthread_mutex_unlock(&this->vertex_mutex);
}
// 当前类的名字
std::string CDashGL_CircularGradientTrackShader::ClassName(void)
{
std::string re_str = "CDashGL_CircularGradientTrackShader";
return re_str;
}
//---------------------------------------------------------------------
// 圆形表盘实心拖尾着色器
// 片段着色器源码
const GLchar* CDashGL_CircularSolidTrackShader::GetFragmentShaderSrc(void)
{
return CDashGL_CircularSolidTrackShader_FragmentShader_c;
}
// 当前类的名字
std::string CDashGL_CircularSolidTrackShader::ClassName(void)
{
std::string re_str = "CDashGL_CircularSolidTrackShader";
return re_str;
}
//---------------------------------------------------------------------
// 圆形表盘渐变拖尾对象
// 定义自己的Shader
CDashGL_CircularGradientTrackShader CDashGL_CircularGradientTrackObject::gradient_shader;
// 构造函数
CDashGL_CircularGradientTrackObject::CDashGL_CircularGradientTrackObject()
{
this->start_angle_deg = 0.0f;
this->track_angle_deg = 0.0f;
// 配置着色器
this->Init(&this->gradient_shader);
}
// 设置轨迹拖尾
void CDashGL_CircularGradientTrackObject::SetTrack(float start, float track)
{
pthread_mutex_lock(&this->data_mutex);
this->start_angle_deg = start;
this->track_angle_deg = track;
pthread_mutex_unlock(&this->data_mutex);
}
// 刷新(纹理、坐标数据等)
void CDashGL_CircularGradientTrackObject::Refresh(void)
{
// 检查参数是否合法,当合法
if(this->pshader != 0)
{
pthread_mutex_lock(&this->data_mutex);
this->pshader->SetVertex(this->pvertex, this->vertex_len);
this->pshader->SetVertexElements(this->rect_v_index, 6);
this->pshader->Move(move_x, move_y, move_z);
this->pshader->MoveCenter(move_center_x, move_center_y, move_center_z);
this->pshader->RotateRad(rotate_rad_x, rotate_rad_y, rotate_rad_z);
this->pshader->Scale(scale_x, scale_y, scale_z);
this->pshader->SetBlendColor(color_r, color_g, color_b, color_a);
this->pshader->SetTexture2D(this->texture_info.format, // 纹理图片格式
this->texture_info.width, // 宽度
this->texture_info.height, // 高度
this->texture_info.pdata // 纹理数据首地址
);
this->gradient_shader.SetTrack(this->start_angle_deg, this->track_angle_deg);
this->pshader->ShaderRender();
pthread_mutex_unlock(&this->data_mutex);
}
}
//---------------------------------------------------------------------
// 圆形表盘实心拖尾对象
// 定义自己的Shader
CDashGL_CircularSolidTrackShader CDashGL_CircularSolidTrackObject::solid_shader;
// 构造函数
CDashGL_CircularSolidTrackObject::CDashGL_CircularSolidTrackObject()
{
// 配置着色器
this->Init(&this->solid_shader);
}
// 刷新(纹理、坐标数据等)
void CDashGL_CircularSolidTrackObject::Refresh(void)
{
// 检查参数是否合法,当合法
if(this->pshader != 0)
{
pthread_mutex_lock(&this->data_mutex);
this->pshader->SetVertex(this->pvertex, this->vertex_len);
this->pshader->SetVertexElements(this->rect_v_index, 6);
this->pshader->Move(move_x, move_y, move_z);
this->pshader->MoveCenter(move_center_x, move_center_y, move_center_z);
this->pshader->RotateRad(rotate_rad_x, rotate_rad_y, rotate_rad_z);
this->pshader->Scale(scale_x, scale_y, scale_z);
this->pshader->SetBlendColor(color_r, color_g, color_b, color_a);
this->pshader->SetTexture2D(this->texture_info.format, // 纹理图片格式
this->texture_info.width, // 宽度
this->texture_info.height, // 高度
this->texture_info.pdata // 纹理数据首地址
);
this->solid_shader.SetTrack(this->start_angle_deg, this->track_angle_deg);
this->pshader->ShaderRender();
pthread_mutex_unlock(&this->data_mutex);
}
}