mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-08 13:14:33 +00:00
update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
This commit is contained in:
parent
c7be48130a
commit
13fa178cf6
5986 changed files with 1811270 additions and 453803 deletions
|
|
@ -2,13 +2,71 @@
|
|||
#include "SimpleOpenGL2Renderer.h"
|
||||
#include "OpenGL2Include.h"
|
||||
#include "Bullet3Common/b3Vector3.h"
|
||||
#include "Bullet3Common/b3AlignedObjectArray.h"
|
||||
#include "GLInstanceGraphicsShape.h"
|
||||
#include "Bullet3Common/b3Quaternion.h"
|
||||
#include "Bullet3Common/b3Transform.h"
|
||||
#include "Bullet3Common/b3ResizablePool.h"
|
||||
|
||||
B3_ATTRIBUTE_ALIGNED16(struct)
|
||||
SimpleGL2Shape
|
||||
{
|
||||
B3_DECLARE_ALIGNED_ALLOCATOR();
|
||||
|
||||
int m_textureIndex;
|
||||
int m_primitiveType;
|
||||
b3AlignedObjectArray<int> m_indices;
|
||||
b3AlignedObjectArray<GLInstanceVertex> m_vertices;
|
||||
b3Vector3 m_scaling;
|
||||
};
|
||||
|
||||
B3_ATTRIBUTE_ALIGNED16(struct)
|
||||
SimpleGL2Instance
|
||||
{
|
||||
B3_DECLARE_ALIGNED_ALLOCATOR();
|
||||
|
||||
int m_shapeIndex;
|
||||
b3Vector3 m_position;
|
||||
b3Quaternion orn;
|
||||
b3Vector4 m_rgbColor;
|
||||
b3Vector3 m_scaling;
|
||||
void clear()
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
struct InternalTextureHandle2
|
||||
{
|
||||
GLuint m_glTexture;
|
||||
int m_width;
|
||||
int m_height;
|
||||
};
|
||||
|
||||
typedef b3PoolBodyHandle<SimpleGL2Instance> SimpleGL2InstanceHandle;
|
||||
|
||||
struct SimpleOpenGL2RendererInternalData
|
||||
{
|
||||
int m_width;
|
||||
int m_height;
|
||||
SimpleCamera m_camera;
|
||||
b3AlignedObjectArray<SimpleGL2Shape*> m_shapes;
|
||||
//b3AlignedObjectArray<SimpleGL2Instance> m_graphicsInstances1;
|
||||
|
||||
b3ResizablePool<SimpleGL2InstanceHandle> m_graphicsInstancesPool;
|
||||
|
||||
b3AlignedObjectArray<InternalTextureHandle2> m_textureHandles;
|
||||
};
|
||||
|
||||
SimpleOpenGL2Renderer::SimpleOpenGL2Renderer(int width, int height)
|
||||
:m_width(width),
|
||||
m_height(height)
|
||||
{
|
||||
|
||||
m_data = new SimpleOpenGL2RendererInternalData;
|
||||
m_data->m_width = width;
|
||||
m_data->m_height = height;
|
||||
}
|
||||
|
||||
SimpleOpenGL2Renderer::~SimpleOpenGL2Renderer()
|
||||
{
|
||||
delete m_data;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::init()
|
||||
|
|
@ -17,148 +75,560 @@ void SimpleOpenGL2Renderer::init()
|
|||
|
||||
const CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera() const
|
||||
{
|
||||
return &m_camera;
|
||||
return &m_data->m_camera;
|
||||
}
|
||||
CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera()
|
||||
{
|
||||
return &m_camera;
|
||||
return &m_data->m_camera;
|
||||
}
|
||||
void SimpleOpenGL2Renderer::setActiveCamera(CommonCameraInterface* cam)
|
||||
{
|
||||
b3Assert(0);//not supported yet
|
||||
b3Assert(0); //not supported yet
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::setLightPosition(const float lightPos[3])
|
||||
{
|
||||
}
|
||||
void SimpleOpenGL2Renderer::setLightPosition(const double lightPos[3])
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::updateCamera(int upAxis)
|
||||
{
|
||||
float projection[16];
|
||||
float view[16];
|
||||
m_camera.setAspectRatio((float)m_width/(float)m_height);
|
||||
m_camera.update();
|
||||
m_camera.getCameraProjectionMatrix(projection);
|
||||
m_camera.getCameraViewMatrix(view);
|
||||
GLfloat projMat[16];
|
||||
GLfloat viewMat[16];
|
||||
for (int i=0;i<16;i++)
|
||||
{
|
||||
viewMat[i] = view[i];
|
||||
projMat[i] = projection[i];
|
||||
}
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMultMatrixf(projMat);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMultMatrixf(viewMat);
|
||||
float projection[16];
|
||||
float view[16];
|
||||
getActiveCamera()->setAspectRatio((float)m_data->m_width / (float)m_data->m_height);
|
||||
getActiveCamera()->setCameraUpAxis(upAxis);
|
||||
m_data->m_camera.update(); //??
|
||||
getActiveCamera()->getCameraProjectionMatrix(projection);
|
||||
getActiveCamera()->getCameraViewMatrix(view);
|
||||
GLfloat projMat[16];
|
||||
GLfloat viewMat[16];
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
viewMat[i] = view[i];
|
||||
projMat[i] = projection[i];
|
||||
}
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMultMatrixf(projMat);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
glMultMatrixf(viewMat);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::removeAllInstances()
|
||||
{
|
||||
for (int i = 0; i < m_data->m_shapes.size(); i++)
|
||||
{
|
||||
delete m_data->m_shapes[i];
|
||||
}
|
||||
m_data->m_shapes.clear();
|
||||
m_data->m_graphicsInstancesPool.exitHandles();
|
||||
m_data->m_graphicsInstancesPool.initHandles();
|
||||
|
||||
//also destroy textures?
|
||||
m_data->m_textureHandles.clear();
|
||||
}
|
||||
|
||||
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(float* color, int srcIndex)
|
||||
void SimpleOpenGL2Renderer::removeGraphicsInstance(int instanceUid)
|
||||
{
|
||||
}
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(double* color, int srcIndex)
|
||||
{
|
||||
|
||||
m_data->m_graphicsInstancesPool.freeHandle(instanceUid);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(float* scale, int srcIndex)
|
||||
bool SimpleOpenGL2Renderer::readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(const float* color, int srcIndex)
|
||||
{
|
||||
}
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(double* scale, int srcIndex)
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(const double* color, int srcIndex)
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(const float* scale, int srcIndex)
|
||||
{
|
||||
}
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(const double* scale, int srcIndex)
|
||||
{
|
||||
}
|
||||
|
||||
int SimpleOpenGL2Renderer::getTotalNumInstances() const
|
||||
{
|
||||
return 0;
|
||||
return m_data->m_graphicsInstancesPool.getNumHandles();
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::getCameraViewMatrix(float viewMat[16]) const
|
||||
void SimpleOpenGL2Renderer::getCameraViewMatrix(float viewMat[16]) const
|
||||
{
|
||||
b3Assert(0);
|
||||
b3Assert(0);
|
||||
}
|
||||
void SimpleOpenGL2Renderer::getCameraProjectionMatrix(float projMat[16]) const
|
||||
void SimpleOpenGL2Renderer::getCameraProjectionMatrix(float projMat[16]) const
|
||||
{
|
||||
b3Assert(0);
|
||||
|
||||
b3Assert(0);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::drawOpenGL(int instanceIndex)
|
||||
{
|
||||
const SimpleGL2Instance* instPtr = m_data->m_graphicsInstancesPool.getHandle(instanceIndex);
|
||||
if (0 == instPtr)
|
||||
{
|
||||
b3Assert(0);
|
||||
return;
|
||||
}
|
||||
const SimpleGL2Instance& inst = *instPtr;
|
||||
const SimpleGL2Shape* shape = m_data->m_shapes[inst.m_shapeIndex];
|
||||
|
||||
if (inst.m_rgbColor[3] == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
glPushMatrix();
|
||||
b3Transform tr;
|
||||
tr.setOrigin(b3MakeVector3(inst.m_position[0], inst.m_position[1], inst.m_position[2]));
|
||||
tr.setRotation(b3Quaternion(inst.orn[0], inst.orn[1], inst.orn[2], inst.orn[3]));
|
||||
|
||||
b3Scalar m[16];
|
||||
|
||||
tr.getOpenGLMatrix(m);
|
||||
|
||||
#ifdef B3_USE_DOUBLE_PRECISION
|
||||
glMultMatrixd(m);
|
||||
#else
|
||||
glMultMatrixf(m);
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glScalef(0.025f,0.025f,0.025f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
static const GLfloat planex[]={1,0,0,0};
|
||||
// static const GLfloat planey[]={0,1,0,0};
|
||||
static const GLfloat planez[]={0,0,1,0};
|
||||
glTexGenfv(GL_S,GL_OBJECT_PLANE,planex);
|
||||
glTexGenfv(GL_T,GL_OBJECT_PLANE,planez);
|
||||
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
|
||||
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR);
|
||||
glEnable(GL_TEXTURE_GEN_S);
|
||||
glEnable(GL_TEXTURE_GEN_T);
|
||||
glEnable(GL_TEXTURE_GEN_R);
|
||||
m_textureinitialized=true;
|
||||
|
||||
#endif
|
||||
|
||||
//drawCoordSystem();
|
||||
|
||||
//glPushMatrix();
|
||||
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
||||
// glMatrixMode(GL_TEXTURE);
|
||||
// glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
|
||||
if (shape->m_textureIndex >= 0)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
activateTexture(shape->m_textureIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
glColor3f(inst.m_rgbColor[0], inst.m_rgbColor[1], inst.m_rgbColor[2]);
|
||||
glScalef(inst.m_scaling[0], inst.m_scaling[1], inst.m_scaling[2]);
|
||||
glShadeModel(GL_SMOOTH);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
for (int i = 0; i < shape->m_indices.size(); i += 3)
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
const GLInstanceVertex& vtx0 = shape->m_vertices[shape->m_indices[i + v]];
|
||||
glNormal3f(vtx0.normal[0], vtx0.normal[1], vtx0.normal[2]);
|
||||
glTexCoord2f(vtx0.uv[0], vtx0.uv[1]);
|
||||
glVertex3f(vtx0.xyzw[0], vtx0.xyzw[1], vtx0.xyzw[2]);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::drawSceneInternal(int pass, int cameraUpAxis)
|
||||
{
|
||||
b3AlignedObjectArray<int> usedHandles;
|
||||
m_data->m_graphicsInstancesPool.getUsedHandles(usedHandles);
|
||||
for (int i = 0; i < usedHandles.size(); i++)
|
||||
{
|
||||
drawOpenGL(usedHandles[i]);
|
||||
}
|
||||
|
||||
#if 0
|
||||
b3Scalar m[16];
|
||||
b3Matrix3x3 rot;rot.setIdentity();
|
||||
const int numObjects=dynamicsWorld->getNumCollisionObjects();
|
||||
btVector3 wireColor(1,0,0);
|
||||
//glDisable(GL_CULL_FACE);
|
||||
|
||||
for(int i=0;i<numObjects;i++)
|
||||
{
|
||||
const btCollisionObject* colObj=dynamicsWorld->getCollisionObjectArray()[i];
|
||||
const btRigidBody* body=btRigidBody::upcast(colObj);
|
||||
if(body&&body->getMotionState())
|
||||
{
|
||||
btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState();
|
||||
myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m);
|
||||
rot=myMotionState->m_graphicsWorldTrans.getBasis();
|
||||
}
|
||||
else
|
||||
{
|
||||
colObj->getWorldTransform().getOpenGLMatrix(m);
|
||||
rot=colObj->getWorldTransform().getBasis();
|
||||
}
|
||||
btVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
|
||||
if(i&1) wireColor=btVector3(0.f,0.0f,1.f);
|
||||
///color differently for active, sleeping, wantsdeactivation states
|
||||
if (colObj->getActivationState() == 1) //active
|
||||
{
|
||||
if (i & 1)
|
||||
{
|
||||
wireColor += btVector3 (1.f,0.f,0.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
wireColor += btVector3 (.5f,0.f,0.f);
|
||||
}
|
||||
}
|
||||
if(colObj->getActivationState()==2) //ISLAND_SLEEPING
|
||||
{
|
||||
if(i&1)
|
||||
{
|
||||
wireColor += btVector3 (0.f,1.f, 0.f);
|
||||
}
|
||||
else
|
||||
{
|
||||
wireColor += btVector3 (0.f,0.5f,0.f);
|
||||
}
|
||||
}
|
||||
|
||||
btVector3 aabbMin(0,0,0),aabbMax(0,0,0);
|
||||
//m_dynamicsWorld->getBroadphase()->getBroadphaseAabb(aabbMin,aabbMax);
|
||||
|
||||
aabbMin-=btVector3(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT);
|
||||
aabbMax+=btVector3(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT);
|
||||
// printf("aabbMin=(%f,%f,%f)\n",aabbMin.getX(),aabbMin.getY(),aabbMin.getZ());
|
||||
// printf("aabbMax=(%f,%f,%f)\n",aabbMax.getX(),aabbMax.getY(),aabbMax.getZ());
|
||||
// m_dynamicsWorld->getDebugDrawer()->drawAabb(aabbMin,aabbMax,btVector3(1,1,1));
|
||||
|
||||
//switch(pass)
|
||||
|
||||
//if (!(getDebugMode()& btIDebugDraw::DBG_DrawWireframe))
|
||||
int debugMode = 0;//getDebugMode()
|
||||
//btVector3 m_sundirection(-1,-1,-1);
|
||||
|
||||
btVector3 m_sundirection(btVector3(1,-2,1)*1000);
|
||||
if (cameraUpAxis==2)
|
||||
{
|
||||
m_sundirection = btVector3(1,1,-2)*1000;
|
||||
}
|
||||
|
||||
switch(pass)
|
||||
{
|
||||
case 0: drawOpenGL(m,colObj->getCollisionShape(),wireColor,debugMode,aabbMin,aabbMax);break;
|
||||
case 1: drawShadow(m,m_sundirection*rot,colObj->getCollisionShape(),aabbMin,aabbMax);break;
|
||||
case 2: drawOpenGL(m,colObj->getCollisionShape(),wireColor*b3Scalar(0.3),0,aabbMin,aabbMax);break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::renderScene()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
GLfloat light_ambient[] = {b3Scalar(0.2), b3Scalar(0.2), b3Scalar(0.2), b3Scalar(1.0)};
|
||||
GLfloat light_diffuse[] = {b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0)};
|
||||
GLfloat light_specular[] = {b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0)};
|
||||
/* light_position is NOT default value */
|
||||
GLfloat light_position0[] = {b3Scalar(1.0), b3Scalar(10.0), b3Scalar(1.0), b3Scalar(0.0)};
|
||||
GLfloat light_position1[] = {b3Scalar(-1.0), b3Scalar(-10.0), b3Scalar(-1.0), b3Scalar(0.0)};
|
||||
|
||||
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
|
||||
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
|
||||
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
|
||||
glLightfv(GL_LIGHT0, GL_POSITION, light_position0);
|
||||
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
|
||||
glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, light_position1);
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHT0);
|
||||
glEnable(GL_LIGHT1);
|
||||
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
drawSceneInternal(0, 0);
|
||||
}
|
||||
|
||||
int SimpleOpenGL2Renderer::registerTexture(const unsigned char* texels, int width, int height, bool flipTexelsY)
|
||||
{
|
||||
b3Assert(glGetError() == GL_NO_ERROR);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
int textureIndex = m_data->m_textureHandles.size();
|
||||
// const GLubyte* image= (const GLubyte*)texels;
|
||||
GLuint textureHandle;
|
||||
glGenTextures(1, (GLuint*)&textureHandle);
|
||||
glBindTexture(GL_TEXTURE_2D, textureHandle);
|
||||
|
||||
b3Assert(glGetError() == GL_NO_ERROR);
|
||||
|
||||
InternalTextureHandle2 h;
|
||||
h.m_glTexture = textureHandle;
|
||||
h.m_width = width;
|
||||
h.m_height = height;
|
||||
|
||||
m_data->m_textureHandles.push_back(h);
|
||||
updateTexture(textureIndex, texels, flipTexelsY);
|
||||
return textureIndex;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::updateTexture(int textureIndex, const unsigned char* texels, bool flipTexelsY)
|
||||
{
|
||||
if (textureIndex >= 0)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
b3Assert(glGetError() == GL_NO_ERROR);
|
||||
InternalTextureHandle2& h = m_data->m_textureHandles[textureIndex];
|
||||
glBindTexture(GL_TEXTURE_2D, h.m_glTexture);
|
||||
b3Assert(glGetError() == GL_NO_ERROR);
|
||||
|
||||
if (flipTexelsY)
|
||||
{
|
||||
//textures need to be flipped for OpenGL...
|
||||
b3AlignedObjectArray<unsigned char> flippedTexels;
|
||||
flippedTexels.resize(h.m_width * h.m_height * 3);
|
||||
for (int i = 0; i < h.m_width; i++)
|
||||
{
|
||||
for (int j = 0; j < h.m_height; j++)
|
||||
{
|
||||
flippedTexels[(i + j * h.m_width) * 3] = texels[(i + (h.m_height - 1 - j) * h.m_width) * 3];
|
||||
flippedTexels[(i + j * h.m_width) * 3 + 1] = texels[(i + (h.m_height - 1 - j) * h.m_width) * 3 + 1];
|
||||
flippedTexels[(i + j * h.m_width) * 3 + 2] = texels[(i + (h.m_height - 1 - j) * h.m_width) * 3 + 2];
|
||||
}
|
||||
}
|
||||
// const GLubyte* image= (const GLubyte*)texels;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, h.m_width, h.m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, &flippedTexels[0]);
|
||||
}
|
||||
else
|
||||
{
|
||||
// const GLubyte* image= (const GLubyte*)texels;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, h.m_width, h.m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, &texels[0]);
|
||||
}
|
||||
|
||||
b3Assert(glGetError() == GL_NO_ERROR);
|
||||
//glGenerateMipmap(GL_TEXTURE_2D);
|
||||
b3Assert(glGetError() == GL_NO_ERROR);
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::removeTexture(int textureIndex)
|
||||
{
|
||||
if ((textureIndex >= 0) && (textureIndex < m_data->m_textureHandles.size()))
|
||||
{
|
||||
glDeleteTextures(1, &m_data->m_textureHandles[textureIndex].m_glTexture);
|
||||
}
|
||||
}
|
||||
void SimpleOpenGL2Renderer::activateTexture(int textureIndex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
if (textureIndex >= 0)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_data->m_textureHandles[textureIndex].m_glTexture);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)
|
||||
{
|
||||
return 0;
|
||||
int newHandle = m_data->m_graphicsInstancesPool.allocHandle();
|
||||
|
||||
// int sz = m_data->m_graphicsInstances.size();
|
||||
|
||||
SimpleGL2Instance& instance = *m_data->m_graphicsInstancesPool.getHandle(newHandle);
|
||||
instance.m_shapeIndex = shapeIndex;
|
||||
instance.m_position[0] = position[0];
|
||||
instance.m_position[1] = position[1];
|
||||
instance.m_position[2] = position[2];
|
||||
instance.orn[0] = quaternion[0];
|
||||
instance.orn[1] = quaternion[1];
|
||||
instance.orn[2] = quaternion[2];
|
||||
instance.orn[3] = quaternion[3];
|
||||
instance.m_rgbColor[0] = color[0];
|
||||
instance.m_rgbColor[1] = color[1];
|
||||
instance.m_rgbColor[2] = color[2];
|
||||
instance.m_rgbColor[3] = color[3];
|
||||
|
||||
instance.m_scaling[0] = scaling[0];
|
||||
instance.m_scaling[1] = scaling[1];
|
||||
instance.m_scaling[2] = scaling[2];
|
||||
return newHandle;
|
||||
}
|
||||
|
||||
int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
|
||||
{
|
||||
return 0;
|
||||
int newHandle = m_data->m_graphicsInstancesPool.allocHandle();
|
||||
SimpleGL2Instance& instance = *m_data->m_graphicsInstancesPool.getHandle(newHandle);
|
||||
instance.m_shapeIndex = shapeIndex;
|
||||
instance.m_position[0] = position[0];
|
||||
instance.m_position[1] = position[1];
|
||||
instance.m_position[2] = position[2];
|
||||
instance.orn[0] = quaternion[0];
|
||||
instance.orn[1] = quaternion[1];
|
||||
instance.orn[2] = quaternion[2];
|
||||
instance.orn[3] = quaternion[3];
|
||||
instance.m_rgbColor[0] = color[0];
|
||||
instance.m_rgbColor[1] = color[1];
|
||||
instance.m_rgbColor[2] = color[2];
|
||||
instance.m_rgbColor[3] = color[3];
|
||||
|
||||
instance.m_scaling[0] = scaling[0];
|
||||
instance.m_scaling[1] = scaling[1];
|
||||
instance.m_scaling[2] = scaling[2];
|
||||
return newHandle;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)
|
||||
{
|
||||
int pointStrideInFloats = pointStrideInBytes/4;
|
||||
glLineWidth(pointDrawSize);
|
||||
for (int i=0;i<numIndices;i+=2)
|
||||
{
|
||||
int index0 = indices[i];
|
||||
int index1 = indices[i+1];
|
||||
|
||||
b3Vector3 fromColor = b3MakeVector3(color[0],color[1],color[2]);
|
||||
b3Vector3 toColor = b3MakeVector3(color[0],color[1],color[2]);
|
||||
|
||||
b3Vector3 from= b3MakeVector3(positions[index0*pointStrideInFloats],positions[index0*pointStrideInFloats+1],positions[index0*pointStrideInFloats+2]);
|
||||
b3Vector3 to= b3MakeVector3(positions[index1*pointStrideInFloats],positions[index1*pointStrideInFloats+1],positions[index1*pointStrideInFloats+2]);
|
||||
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
glEnd();
|
||||
|
||||
}
|
||||
int pointStrideInFloats = pointStrideInBytes / 4;
|
||||
glLineWidth(pointDrawSize);
|
||||
for (int i = 0; i < numIndices; i += 2)
|
||||
{
|
||||
int index0 = indices[i];
|
||||
int index1 = indices[i + 1];
|
||||
|
||||
b3Vector3 fromColor = b3MakeVector3(color[0], color[1], color[2]);
|
||||
b3Vector3 toColor = b3MakeVector3(color[0], color[1], color[2]);
|
||||
|
||||
b3Vector3 from = b3MakeVector3(positions[index0 * pointStrideInFloats], positions[index0 * pointStrideInFloats + 1], positions[index0 * pointStrideInFloats + 2]);
|
||||
b3Vector3 to = b3MakeVector3(positions[index1 * pointStrideInFloats], positions[index1 * pointStrideInFloats + 1], positions[index1 * pointStrideInFloats + 2]);
|
||||
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
|
||||
glVertex3d(from.getX(), from.getY(), from.getZ());
|
||||
glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
|
||||
glVertex3d(to.getX(), to.getY(), to.getZ());
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
|
||||
{
|
||||
glLineWidth(lineWidth);
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(color[0],color[1],color[2]);
|
||||
glVertex3d(from[0],from[1],from[2]);
|
||||
glVertex3d(to[0],to[1],to[2]);
|
||||
glEnd();
|
||||
glLineWidth(lineWidth);
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(color[0], color[1], color[2]);
|
||||
glVertex3d(from[0], from[1], from[2]);
|
||||
glVertex3d(to[0], to[1], to[2]);
|
||||
glEnd();
|
||||
}
|
||||
int SimpleOpenGL2Renderer::registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureIndex)
|
||||
|
||||
int SimpleOpenGL2Renderer::registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureIndex)
|
||||
{
|
||||
return 0;
|
||||
SimpleGL2Shape* shape = new SimpleGL2Shape();
|
||||
shape->m_textureIndex = textureIndex;
|
||||
shape->m_indices.resize(numIndices);
|
||||
|
||||
for (int i = 0; i < numIndices; i++)
|
||||
{
|
||||
shape->m_indices[i] = indices[i];
|
||||
}
|
||||
|
||||
shape->m_vertices.resize(numvertices);
|
||||
|
||||
for (int v = 0; v < numvertices; v++)
|
||||
{
|
||||
GLInstanceVertex& vtx = shape->m_vertices[v];
|
||||
vtx.xyzw[0] = vertices[9 * v + 0];
|
||||
vtx.xyzw[1] = vertices[9 * v + 1];
|
||||
vtx.xyzw[2] = vertices[9 * v + 2];
|
||||
vtx.xyzw[3] = vertices[9 * v + 3];
|
||||
vtx.normal[0] = vertices[9 * v + 4];
|
||||
vtx.normal[1] = vertices[9 * v + 5];
|
||||
vtx.normal[2] = vertices[9 * v + 6];
|
||||
vtx.uv[0] = vertices[9 * v + 7];
|
||||
vtx.uv[1] = vertices[9 * v + 8];
|
||||
}
|
||||
int sz = m_data->m_shapes.size();
|
||||
m_data->m_shapes.push_back(shape);
|
||||
return sz;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)
|
||||
{
|
||||
SimpleGL2Instance& graphicsInstance = *m_data->m_graphicsInstancesPool.getHandle(srcIndex);
|
||||
|
||||
graphicsInstance.m_position[0] = position[0];
|
||||
graphicsInstance.m_position[1] = position[1];
|
||||
graphicsInstance.m_position[2] = position[2];
|
||||
|
||||
graphicsInstance.orn[0] = orientation[0];
|
||||
graphicsInstance.orn[1] = orientation[1];
|
||||
graphicsInstance.orn[2] = orientation[2];
|
||||
graphicsInstance.orn[3] = orientation[3];
|
||||
}
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
|
||||
{
|
||||
SimpleGL2Instance& graphicsInstance = *m_data->m_graphicsInstancesPool.getHandle(srcIndex);
|
||||
|
||||
graphicsInstance.m_position[0] = position[0];
|
||||
graphicsInstance.m_position[1] = position[1];
|
||||
graphicsInstance.m_position[2] = position[2];
|
||||
|
||||
graphicsInstance.orn[0] = orientation[0];
|
||||
graphicsInstance.orn[1] = orientation[1];
|
||||
graphicsInstance.orn[2] = orientation[2];
|
||||
graphicsInstance.orn[3] = orientation[3];
|
||||
}
|
||||
void SimpleOpenGL2Renderer::writeTransforms()
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::resize(int width, int height)
|
||||
{
|
||||
m_data->m_width = width;
|
||||
m_data->m_height = height;
|
||||
}
|
||||
|
||||
int SimpleOpenGL2Renderer::getScreenWidth()
|
||||
{
|
||||
return m_data->m_width;
|
||||
}
|
||||
int SimpleOpenGL2Renderer::getScreenHeight()
|
||||
{
|
||||
return m_data->m_height;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::drawLine(const double from[4], const double to[4], const double color[4], double lineWidth)
|
||||
{
|
||||
|
||||
glLineWidth(lineWidth);
|
||||
glBegin(GL_LINES);
|
||||
glColor3f(color[0], color[1], color[2]);
|
||||
glVertex3d(from[0], from[1], from[2]);
|
||||
glVertex3d(to[0], to[1], to[2]);
|
||||
glEnd();
|
||||
}
|
||||
void SimpleOpenGL2Renderer::drawPoint(const float* position, const float color[4], float pointDrawSize)
|
||||
{
|
||||
|
|
@ -166,13 +636,32 @@ void SimpleOpenGL2Renderer::drawPoint(const float* position, const float color[4
|
|||
void SimpleOpenGL2Renderer::drawPoint(const double* position, const double color[4], double pointDrawSize)
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::updateShape(int shapeIndex, const float* vertices)
|
||||
void SimpleOpenGL2Renderer::drawPoints(const float* positions, const float* colors, int numPoints, int pointStrideInBytes, float pointDrawSize)
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::enableBlend(bool blend)
|
||||
void SimpleOpenGL2Renderer::updateShape(int shapeIndex, const float* vertices, int numVertices)
|
||||
{
|
||||
SimpleGL2Shape* shape = m_data->m_shapes[shapeIndex];
|
||||
int numvertices = shape->m_vertices.size();
|
||||
b3Assert(numVertices = numvertices);
|
||||
if (numVertices != numvertices)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < numvertices; i++)
|
||||
{
|
||||
shape->m_vertices[i].xyzw[0] = vertices[9 * i + 0];
|
||||
shape->m_vertices[i].xyzw[1] = vertices[9 * i + 1];
|
||||
shape->m_vertices[i].xyzw[2] = vertices[9 * i + 2];
|
||||
shape->m_vertices[i].xyzw[3] = vertices[9 * i + 3];
|
||||
|
||||
shape->m_vertices[i].normal[0] = vertices[9 * i + 4];
|
||||
shape->m_vertices[i].normal[1] = vertices[9 * i + 5];
|
||||
shape->m_vertices[i].normal[2] = vertices[9 * i + 6];
|
||||
|
||||
shape->m_vertices[i].uv[0] = vertices[9 * i + 7];
|
||||
shape->m_vertices[i].uv[1] = vertices[9 * i + 8];
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::clearZBuffer()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue