don't use GL_LINEAR_MIPMAP_LINEAR for shadow maps
optimize gpu upload (use glBufferSubData instead of glMapBuffer Avoid checking char array against zero.
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152
examples/RenderingExamples/DynamicTexturedCubeDemo.cpp
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152
examples/RenderingExamples/DynamicTexturedCubeDemo.cpp
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#include "DynamicTexturedCubeDemo.h"
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#include "Bullet3Common/b3Logging.h"
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "../CommonInterfaces/CommonExampleInterface.h"
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#include "../CommonInterfaces/CommonGUIHelperInterface.h"
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#include "GwenGuiSupport/GraphingTexture.h"
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#include "../CommonInterfaces/Common2dCanvasInterface.h"
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#include "../RenderingExamples/TimeSeriesCanvas.h"
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#include "../RenderingExamples/TimeSeriesFontData.h"
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#include "../Importers/ImportMeshUtility/b3ImportMeshUtility.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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#include "TinyVRGui.h"
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#include "../CommonInterfaces/CommonParameterInterface.h"
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class DynamicTexturedCubeDemo : public CommonExampleInterface
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{
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CommonGraphicsApp* m_app;
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float m_x;
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float m_y;
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float m_z;
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b3AlignedObjectArray<int> m_movingInstances;
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TinyVRGui* m_tinyVrGUI;
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enum
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{
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numCubesX = 1,
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numCubesY = 1
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};
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public:
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DynamicTexturedCubeDemo(CommonGraphicsApp* app)
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:m_app(app),
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m_x(0),
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m_y(0),
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m_z(0),
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m_tinyVrGUI(0)
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{
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m_app->setUpAxis(2);
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{
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b3Vector3 extents=b3MakeVector3(100,100,100);
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extents[m_app->getUpAxis()]=1;
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int xres = 20;
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int yres = 20;
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b3Vector4 color0=b3MakeVector4(0.1, 0.1, 0.5,1);
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b3Vector4 color1=b3MakeVector4(0.6, 0.6, 0.6,1);
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m_app->registerGrid(xres, yres, color0, color1);
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}
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ComboBoxParams comboParams;
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comboParams.m_comboboxId = 0;
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comboParams.m_numItems = 0;
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comboParams.m_startItem = 0;
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comboParams.m_callback = 0;//MyComboBoxCallback;
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comboParams.m_userPointer = 0;//this;
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m_tinyVrGUI = new TinyVRGui(comboParams,m_app->m_renderer);
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m_tinyVrGUI->init();
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m_app->m_renderer->writeTransforms();
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}
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virtual ~DynamicTexturedCubeDemo()
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{
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delete m_tinyVrGUI;
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m_app->m_renderer->enableBlend(false);
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}
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virtual void physicsDebugDraw(int debugDrawMode)
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{
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}
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virtual void initPhysics()
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{
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}
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virtual void exitPhysics()
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{
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}
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virtual void stepSimulation(float deltaTime)
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{
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static b3Transform tr = b3Transform::getIdentity();
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static b3Scalar t = 0.f;
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t+=deltaTime;
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tr.setOrigin(b3MakeVector3(0.,0.,2.)+b3MakeVector3(0.,0.,0.02*b3Sin(t)));
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m_tinyVrGUI->tick(deltaTime,tr);
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m_app->m_renderer->writeTransforms();
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}
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virtual void renderScene()
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{
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m_app->m_renderer->renderScene();
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}
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virtual void physicsDebugDraw()
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{
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}
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virtual bool mouseMoveCallback(float x,float y)
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{
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return false;
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}
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virtual bool mouseButtonCallback(int button, int state, float x, float y)
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{
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return false;
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}
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virtual bool keyboardCallback(int key, int state)
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{
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return false;
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}
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virtual void resetCamera()
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{
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float dist = 1.15;
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float pitch = 396;
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float yaw = 33.7;
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float targetPos[3]={-0.5,0.7,1.45};
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if (m_app->m_renderer && m_app->m_renderer->getActiveCamera())
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{
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m_app->m_renderer->getActiveCamera()->setCameraDistance(dist);
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m_app->m_renderer->getActiveCamera()->setCameraPitch(pitch);
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m_app->m_renderer->getActiveCamera()->setCameraYaw(yaw);
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m_app->m_renderer->getActiveCamera()->setCameraTargetPosition(targetPos[0],targetPos[1],targetPos[2]);
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}
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}
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};
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class CommonExampleInterface* DynamicTexturedCubeDemoCreateFunc(struct CommonExampleOptions& options)
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{
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return new DynamicTexturedCubeDemo(options.m_guiHelper->getAppInterface());
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}
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