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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@@ -12,6 +12,12 @@
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#include "Bullet3Common/b3Matrix3x3.h"
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#include "../Utils/b3Clock.h"
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#include "../MultiThreading/b3ThreadSupportInterface.h"
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#ifdef BT_ENABLE_VR
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#include "../RenderingExamples/TinyVRGui.h"
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#endif//BT_ENABLE_VR
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#include "../CommonInterfaces/CommonParameterInterface.h"
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#define MAX_VR_CONTROLLERS 8
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@@ -546,6 +552,10 @@ class PhysicsServerExample : public SharedMemoryCommon
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bool m_replay;
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int m_options;
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#ifdef BT_ENABLE_VR
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TinyVRGui* m_tinyVrGui;
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#endif
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public:
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PhysicsServerExample(MultiThreadedOpenGLGuiHelper* helper, SharedMemoryInterface* sharedMem=0, int options=0);
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@@ -677,6 +687,9 @@ m_wantsShutdown(false),
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m_isConnected(false),
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m_replay(false),
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m_options(options)
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#ifdef BT_ENABLE_VR
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,m_tinyVrGui(0)
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#endif
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{
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m_multiThreadedHelper = helper;
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b3Printf("Started PhysicsServer\n");
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@@ -686,6 +699,9 @@ m_options(options)
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PhysicsServerExample::~PhysicsServerExample()
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{
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#ifdef BT_ENABLE_VR
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delete m_tinyVrGui;
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#endif
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bool deInitializeSharedMemory = true;
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m_physicsServer.disconnectSharedMemory(deInitializeSharedMemory);
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m_isConnected = false;
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@@ -942,7 +958,73 @@ extern double gSubStep;
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void PhysicsServerExample::renderScene()
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{
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B3_PROFILE("PhysicsServerExample::RenderScene");
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static char line0[1024];
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static char line1[1024];
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if (gEnableRealTimeSimVR)
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{
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static int frameCount=0;
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static btScalar prevTime = m_clock.getTimeSeconds();
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frameCount++;
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static btScalar worseFps = 1000000;
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int numFrames = 200;
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static int count = 0;
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count++;
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if (0 == (count & 1))
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{
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btScalar curTime = m_clock.getTimeSeconds();
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btScalar fps = 1. / (curTime - prevTime);
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prevTime = curTime;
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if (fps < worseFps)
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{
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worseFps = fps;
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}
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if (count > numFrames)
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{
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count = 0;
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sprintf(line0, "fps:%f frame:%d", worseFps, frameCount / 2);
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sprintf(line1, "drop:%d tscale:%f dt:%f, substep %f)", gDroppedSimulationSteps, simTimeScalingFactor,gDtInSec, gSubStep);
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gDroppedSimulationSteps = 0;
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worseFps = 1000000;
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}
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}
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#ifdef BT_ENABLE_VR
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if (m_tinyVrGui==0)
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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,this->m_multiThreadedHelper->m_childGuiHelper->getRenderInterface());
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m_tinyVrGui->init();
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}
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if (m_tinyVrGui)
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{
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b3Transform tr;tr.setIdentity();
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tr.setOrigin(b3MakeVector3(gVRController2Pos[0],gVRController2Pos[1],gVRController2Pos[2]));
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tr.setRotation(b3Quaternion(gVRController2Orn[0],gVRController2Orn[1],gVRController2Orn[2],gVRController2Orn[3]));
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tr = tr*b3Transform(b3Quaternion(0,0,-SIMD_HALF_PI),b3MakeVector3(0,0,0));
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b3Scalar dt = 0.01;
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m_tinyVrGui->clearTextArea();
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m_tinyVrGui->grapicalPrintf(line0,0,0,0,0,0,255);
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m_tinyVrGui->grapicalPrintf(line1,0,16,255,255,255,255);
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m_tinyVrGui->tick(dt,tr);
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}
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#endif//BT_ENABLE_VR
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}
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///debug rendering
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//m_args[0].m_cs->lock();
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@@ -993,38 +1075,6 @@ void PhysicsServerExample::renderScene()
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B3_PROFILE("Draw Debug HUD");
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//some little experiment to add text/HUD to a VR camera (HTC Vive/Oculus Rift)
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static int frameCount=0;
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static btScalar prevTime = m_clock.getTimeSeconds();
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frameCount++;
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static char line0[1024];
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static char line1[1024];
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static btScalar worseFps = 1000000;
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int numFrames = 200;
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static int count = 0;
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count++;
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if (0 == (count & 1))
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{
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btScalar curTime = m_clock.getTimeSeconds();
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btScalar fps = 1. / (curTime - prevTime);
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prevTime = curTime;
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if (fps < worseFps)
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{
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worseFps = fps;
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}
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if (count > numFrames)
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{
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count = 0;
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sprintf(line0, "Graphics FPS (worse) = %f, frame %d", worseFps, frameCount / 2);
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sprintf(line1, "Physics Steps = %d, Drop = %d, time scale=%f, dt %f, Substep %f)", gNumSteps, gDroppedSimulationSteps, simTimeScalingFactor,gDtInSec, gSubStep);
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gDroppedSimulationSteps = 0;
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worseFps = 1000000;
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}
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}
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float pos[4];
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m_guiHelper->getAppInterface()->m_renderer->getActiveCamera()->getCameraTargetPosition(pos);
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