Added new GPU physics demo into both trunk and branch.
This commit is contained in:
@@ -2,18 +2,23 @@
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#include "fboSupport.h"
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#include "shaderSupport.h"
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#define TIMESTEP 0.016f
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enum DebugOptions
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{
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DRAW_WITHOUT_SHADERS,
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DRAW_WITHOUT_PHYSICS,
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DRAW_WITHOUT_COLLISIONS,
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DRAW_WITHOUT_FORCES,
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DRAW_ALL
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} ;
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inline float idToFloat ( int i, int j )
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{
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return float ( (i*2) & 255 ) + float ( (j*2) & 255 ) / 256.0f ;
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}
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static float *positionData = NULL ;
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static float *rotationData = NULL ;
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static float *positionData = NULL ;
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static float *rotationData = NULL ;
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static bool noVertexTextureSupport = false ;
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static DebugOptions debugOpt = DRAW_ALL ;
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@@ -63,18 +68,20 @@ float frand ( float max )
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}
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static GLSL_ShaderPair *velocityGenerator ;
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static GLSL_ShaderPair *positionGenerator ;
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static GLSL_ShaderPair *collisionGenerator ;
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static GLSL_ShaderPair *cubeShader ;
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static GLSL_ShaderPair *velocityGenerator ;
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static GLSL_ShaderPair *positionGenerator ;
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static GLSL_ShaderPair *grndCollisionGenerator ;
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static GLSL_ShaderPair *forceGenerator ;
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static GLSL_ShaderPair *cubeShader ;
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static FrameBufferObject *position ;
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static FrameBufferObject *rotation ;
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static FrameBufferObject *velocity ;
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static FrameBufferObject *rotvelocity ;
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static FrameBufferObject *force ;
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static FrameBufferObject *massXX ;
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static FrameBufferObject *massSizeX ;
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static FrameBufferObject *old ;
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static FrameBufferObject *collisions ;
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#define TEX_SIZE 128
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#define NUM_CUBES ( TEX_SIZE * TEX_SIZE )
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@@ -139,23 +146,16 @@ void initMotionTextures ()
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velocity = NULL ;
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rotvelocity = NULL ;
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force = NULL ;
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massXX = NULL ;
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massSizeX = NULL ;
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collisions = NULL ;
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}
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else
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{
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velocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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rotvelocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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if ( debugOpt == DRAW_WITHOUT_FORCES )
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{
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force = NULL ;
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massXX = NULL ;
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}
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else
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{
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force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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massXX = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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}
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force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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massSizeX = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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collisions = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 4, FBO_FLOAT ) ;
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}
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positionData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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@@ -164,30 +164,24 @@ void initMotionTextures ()
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float *velocityData ;
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float *rotvelocityData ;
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float *forceData ;
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float *massXXData ;
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float *massSizeXData ;
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float *collisionData ;
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if ( debugOpt == DRAW_WITHOUT_PHYSICS )
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{
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velocityData = NULL ;
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rotvelocityData = NULL ;
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forceData = NULL ;
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massXXData = NULL ;
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massSizeXData = NULL ;
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collisionData = NULL ;
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}
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else
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{
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velocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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rotvelocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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if ( debugOpt == DRAW_WITHOUT_FORCES )
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{
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forceData = NULL ;
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massXXData= NULL ;
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}
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else
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{
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forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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massXXData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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}
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forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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massSizeXData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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collisionData = new float [ TEX_SIZE * TEX_SIZE * 4 ] ;
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}
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/* Give the objects some initial position, rotation, mass, force, etc */
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@@ -221,21 +215,47 @@ void initMotionTextures ()
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rotvelocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 3.0f ) ;
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rotvelocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 3.0f ) ;
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if ( debugOpt != DRAW_WITHOUT_FORCES )
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{
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/* Zero forces (just gravity) */
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forceData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ;
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forceData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ;
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forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
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/* Zero forces (just gravity) */
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forceData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ;
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forceData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ;
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forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
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/* One kg in weight each */
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massXXData [ (i*TEX_SIZE + j) * 3 + 0 ] = 1.0f ;
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massXXData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ; /* Unused */
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massXXData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* Unused */
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}
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/* One kg in weight each */
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massSizeXData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0005f ; /* Mass */
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massSizeXData [ (i*TEX_SIZE + j) * 3 + 1 ] = 1.0f ; /* Radius */
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massSizeXData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* Unused */
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/* Everyone collides with object 0, 1 and 2 */
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/*SJB*/
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collisionData [ (i*TEX_SIZE + j) * 3 + 0 ] = idToFloat ( 20, 20 ) ;
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collisionData [ (i*TEX_SIZE + j) * 3 + 1 ] = idToFloat ( 20, 100 ) ;
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collisionData [ (i*TEX_SIZE + j) * 3 + 2 ] = idToFloat ( 100, 20 ) ;
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collisionData [ (i*TEX_SIZE + j) * 3 + 3 ] = idToFloat ( 100, 100 ) ;
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}
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}
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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/*
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Object zero is the 'null' object for collision detection
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so put it far away and stop it from moving around.
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*/
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positionData [ 0 ] = 10.0f ;
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positionData [ 1 ] = 10.0f ;
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positionData [ 2 ] = 10.0f ;
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velocityData [ 0 ] = 0.0f ;
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velocityData [ 1 ] = 0.0f ;
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velocityData [ 2 ] = 0.0f ;
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massSizeXData [ 0 ] = 10000000.0f ; /* Mass */
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massSizeXData [ 1 ] = 0.00000001f ; /* Radius */
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massSizeXData [ 2 ] = 0.0f ; /* Unused */
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collisionData [ 0 ] = 128.5 ; /* Not collide with self! */
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collisionData [ 1 ] = 128.5 ;
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collisionData [ 2 ] = 128.5 ;
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collisionData [ 3 ] = 128.5 ;
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}
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/* Initialise the textures */
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position -> fillTexture ( positionData ) ;
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@@ -246,12 +266,9 @@ void initMotionTextures ()
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{
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velocity -> fillTexture ( velocityData ) ;
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rotvelocity -> fillTexture ( rotvelocityData ) ;
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if ( debugOpt != DRAW_WITHOUT_FORCES )
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{
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force -> fillTexture ( forceData ) ;
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massXX -> fillTexture ( massXXData ) ;
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}
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force -> fillTexture ( forceData ) ;
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massSizeX -> fillTexture ( massSizeXData ) ;
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collisions -> fillTexture ( collisionData ) ;
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}
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}
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@@ -262,35 +279,28 @@ void initPhysicsShaders ()
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debugOpt == DRAW_WITHOUT_PHYSICS )
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return ;
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if ( debugOpt == DRAW_WITHOUT_FORCES )
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{
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velocityGenerator = NULL ;
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}
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else
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{
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/*
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The velocity generator shader calculates:
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/*
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The velocity generator shader calculates:
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velocity = old_velocity + delta_T * ( F / m ) ;
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*/
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velocity = old_velocity + delta_T * ( F / m ) ;
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*/
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velocityGenerator = new GLSL_ShaderPair (
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"VelocityGenerator",
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NULL, NULL,
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"uniform vec4 g_dt ;"
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"uniform sampler2D old_velocity ;"
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"uniform sampler2D force ;"
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"uniform sampler2D massXX ;"
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"void main() {"
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" gl_FragColor = vec4 ("
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" texture2D ( old_velocity, gl_TexCoord[0].st ).xyz +"
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" g_dt.w * ( g_dt.xyz +"
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" texture2D ( force , gl_TexCoord[0].st ).xyz /"
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" texture2D ( massXX , gl_TexCoord[0].st ).x),"
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" 1.0 ) ; }",
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"VelocityGenerator Frag Shader" ) ;
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velocityGenerator = new GLSL_ShaderPair (
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"VelocityGenerator",
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NULL, NULL,
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"uniform vec4 g_dt ;"
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"uniform sampler2D old_velocity ;"
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"uniform sampler2D force ;"
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"uniform sampler2D massSizeX ;"
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"void main() {"
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" gl_FragColor = vec4 ("
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" texture2D ( old_velocity, gl_TexCoord[0].st ).xyz +"
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" g_dt.w * ( g_dt.xyz +"
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" texture2D ( force , gl_TexCoord[0].st ).xyz /"
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" texture2D ( massSizeX , gl_TexCoord[0].st ).x),"
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" 1.0 ) ; }",
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"VelocityGenerator Frag Shader" ) ;
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assert ( velocityGenerator -> compiledOK () ) ;
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}
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/*
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The position generater shader calculates:
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@@ -315,25 +325,56 @@ void initPhysicsShaders ()
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"PositionGenerator Frag Shader" ) ;
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assert ( positionGenerator -> compiledOK () ) ;
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if ( debugOpt == DRAW_WITHOUT_COLLISIONS )
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{
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collisionGenerator = NULL ;
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}
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else
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{
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collisionGenerator = new GLSL_ShaderPair (
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"CollisionGenerator",
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NULL, NULL,
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"uniform sampler2D position ;"
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"uniform sampler2D old_velocity ;"
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"void main() {"
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" vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;"
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" vec3 vel = texture2D ( old_velocity, gl_TexCoord[0].st ).xyz ;"
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" if ( pos [ 1 ] < 0.0 ) vel *= vec3(0.90,-0.90,0.90) ;"
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" gl_FragColor = vec4 ( vel, 1.0 ) ; }",
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"CollisionGenerator Frag Shader" ) ;
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assert ( collisionGenerator -> compiledOK () ) ;
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}
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forceGenerator = new GLSL_ShaderPair (
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"ForceGenerator",
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NULL, NULL,
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"uniform sampler2D position ;"
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"uniform sampler2D collisions ;"
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"void main() {"
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" vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;"
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" vec4 coll = texture2D ( collisions, gl_TexCoord[0].st ).xyzw ;"
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" vec2 ctc ;"
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" vec3 rel ;"
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" float lrel ;"
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" vec3 force = vec3 ( 0.0, 0.0, 0.0 ) ;"
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/* First 'collision' */
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" ctc = vec2 ( coll.x / 256.0, coll.x ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Second 'collision' */
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" ctc = vec2 ( coll.y / 256.0, coll.y ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Third 'collision' */
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" ctc = vec2 ( coll.z / 256.0, coll.z ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Fourth 'collision' */
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" ctc = vec2 ( coll.w / 256.0, coll.w ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Write out results */
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" gl_FragColor = vec4 ( force, 1.0 ) ;"
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"}",
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"ForceCollisionGenerator Frag Shader" ) ;
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assert ( forceGenerator -> compiledOK () ) ;
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grndCollisionGenerator = new GLSL_ShaderPair (
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"GroundCollisionGenerator",
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NULL, NULL,
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"uniform sampler2D position ;"
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"uniform sampler2D old_velocity ;"
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"void main() {"
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" vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;"
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" vec3 vel = texture2D ( old_velocity, gl_TexCoord[0].st ).xyz ;"
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" if ( pos [ 1 ] < 0.0 ) vel *= vec3(0.90,-0.90,0.90) ;"
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" gl_FragColor = vec4 ( vel, 1.0 ) ; }",
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"GroundCollisionGenerator Frag Shader" ) ;
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assert ( grndCollisionGenerator -> compiledOK () ) ;
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}
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@@ -366,10 +407,20 @@ void initCubeVBO ()
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*t++ = ((float)i+0.5f)/(float)TEX_SIZE ;
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*t++ = ((float)j+0.5f)/(float)TEX_SIZE ;
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*c++ = frand ( 1.0f ) ;
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*c++ = frand ( 1.0f ) ;
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*c++ = frand ( 1.0f ) ;
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*c++ = 1.0f ;
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if ( (i==20||i==100) && (j==20||j==100) )
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{
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*c++ = 1.0f ;
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*c++ = 0.0f ;
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*c++ = 0.0f ;
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*c++ = 1.0f ;
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}
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else
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{
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*c++ = 0.0f ;
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*c++ = frand ( 1.0f ) ;
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*c++ = frand ( 1.0f ) ;
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*c++ = 1.0f ;
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}
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}
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float dx, dy, dz ;
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@@ -571,20 +622,22 @@ void display ( void )
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{
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/* Do some simple physics calculations in four stages */
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if ( debugOpt != DRAW_WITHOUT_FORCES )
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{
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/* Copy old velocity into old. */
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tmp = old ;
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old = velocity ;
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velocity = tmp ;
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forceGenerator -> use () ;
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forceGenerator -> applyTexture ( "position" , position , 0 ) ;
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forceGenerator -> applyTexture ( "collisions", collisions, 1 ) ;
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force -> paint () ;
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velocityGenerator -> use () ;
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velocityGenerator -> applyTexture ( "old_velocity", old , 0 ) ;
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velocityGenerator -> applyTexture ( "force" , force , 1 ) ;
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velocityGenerator -> applyTexture ( "massXX" , massXX , 2 ) ;
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velocityGenerator -> setUniform4f ( "g_dt", 0.0f, -9.8f, 0.0f, 0.016f ) ;
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velocity -> paint () ;
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}
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/* Copy old velocity into old. */
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tmp = old ;
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old = velocity ;
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velocity = tmp ;
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velocityGenerator -> use () ;
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velocityGenerator -> applyTexture ( "old_velocity", old , 0 ) ;
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velocityGenerator -> applyTexture ( "force" , force , 1 ) ;
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velocityGenerator -> applyTexture ( "massSizeX" , massSizeX, 2 ) ;
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velocityGenerator -> setUniform4f ( "g_dt", 0.0f, -9.8f, 0.0f, TIMESTEP ) ;
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velocity -> paint () ;
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/* Copy old position into old. */
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tmp = old ;
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@@ -594,21 +647,18 @@ void display ( void )
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positionGenerator -> use () ;
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positionGenerator -> applyTexture ( "old_position", old , 0 ) ;
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positionGenerator -> applyTexture ( "velocity" , velocity, 1 ) ;
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positionGenerator -> setUniform1f ( "delta_T", 0.016f ) ;
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positionGenerator -> setUniform1f ( "delta_T", TIMESTEP ) ;
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position -> paint () ;
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if ( debugOpt != DRAW_WITHOUT_COLLISIONS )
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{
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/* Copy old velocity into old. */
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tmp = old ;
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old = velocity ;
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velocity = tmp ;
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/* Copy old velocity into old. */
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tmp = old ;
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old = velocity ;
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velocity = tmp ;
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collisionGenerator -> use () ;
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collisionGenerator -> applyTexture ( "position" , position, 0 ) ;
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collisionGenerator -> applyTexture ( "old_velocity", old , 1 ) ;
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velocity -> paint () ;
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}
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grndCollisionGenerator -> use () ;
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grndCollisionGenerator -> applyTexture ( "position" , position, 0 ) ;
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grndCollisionGenerator -> applyTexture ( "old_velocity", old , 1 ) ;
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velocity -> paint () ;
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/* Copy old rotation into old. */
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tmp = old ;
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@@ -618,7 +668,7 @@ void display ( void )
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positionGenerator -> use () ;
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positionGenerator -> applyTexture ( "old_position", old , 0 ) ;
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positionGenerator -> applyTexture ( "velocity" , rotvelocity, 1 ) ;
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positionGenerator -> setUniform1f ( "delta_T", 0.016f ) ;
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positionGenerator -> setUniform1f ( "delta_T", TIMESTEP ) ;
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rotation -> paint () ;
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/* Now render the scene using the results */
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@@ -644,8 +694,6 @@ void help ()
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fprintf ( stderr, "Where:\n" ) ;
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fprintf ( stderr, " -s -- Draw with shaders at all\n" ) ;
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fprintf ( stderr, " -p -- Draw with shaders but no physics\n" ) ;
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fprintf ( stderr, " -c -- Draw with physics but no ground collisions\n" ) ;
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fprintf ( stderr, " -f -- Draw with physics but no forces\n" ) ;
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fprintf ( stderr, " -a -- Draw with all features enabled [default]\n" ) ;
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fprintf ( stderr, " -v -- Disable vertex textures even if "
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||||
"they are supported in hardware\n" ) ;
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||||
@@ -666,8 +714,6 @@ int main ( int argc, char **argv )
|
||||
{
|
||||
case 's' : debugOpt = DRAW_WITHOUT_SHADERS ; break ;
|
||||
case 'p' : debugOpt = DRAW_WITHOUT_PHYSICS ; break ;
|
||||
case 'c' : debugOpt = DRAW_WITHOUT_COLLISIONS ; break ;
|
||||
case 'f' : debugOpt = DRAW_WITHOUT_FORCES ; break ;
|
||||
case 'a' : debugOpt = DRAW_ALL ; break ;
|
||||
|
||||
case 'v' : disableVertexTextureSupport = true ; break ;
|
||||
|
||||
Reference in New Issue
Block a user