latest 0.5 changes from Steven Baker, and fixed Windows MSVC compiling issues
This commit is contained in:
@@ -1,17 +1,4 @@
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#ifndef WIN32
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#include <sys/time.h>
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#endif
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#include <assert.h>
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#include <GL/glew.h>
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//think different
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#if defined(__APPLE__) && !defined (VMDMESA)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#include <GL/gl.h>
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#endif
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#include "GPU_physics.h"
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#include "fboSupport.h"
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#include "shaderSupport.h"
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@@ -25,7 +12,49 @@ enum DebugOptions
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} ;
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DebugOptions debugOpt = DRAW_ALL ;
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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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void checkVertexTextureSupport ( bool disableVertexTextureSupport )
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{
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GLint nVertTextures ;
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GLint nFragTextures ;
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GLint nCombTextures ;
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glGetIntegerv ( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, & nVertTextures ) ;
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glGetIntegerv ( GL_MAX_TEXTURE_IMAGE_UNITS, & nFragTextures ) ;
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glGetIntegerv ( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, & nCombTextures ) ;
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fprintf(stderr, "INFO: This hardware supports at most:\n"
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" %2d vert texture samplers\n"
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" %2d frag texture samplers\n"
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" %2d total texture samplers\n",
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nVertTextures, nFragTextures, nCombTextures ) ;
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noVertexTextureSupport = ( nVertTextures < 2 ) ;
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if ( noVertexTextureSupport && debugOpt != DRAW_WITHOUT_SHADERS )
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{
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fprintf ( stderr, "\n"
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"********************************************\n"
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"* *\n"
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"* WARNING: This graphics card doesn't have *\n"
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"* vertex shader texture support - a work- *\n"
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"* around will be used - but this demo will *\n"
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"* be much less impressive as a result! *\n"
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"* *\n"
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"********************************************\n\n" ) ;
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}
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if ( ! noVertexTextureSupport && disableVertexTextureSupport )
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{
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fprintf ( stderr, "WARNING: Vertex Texture Support has"
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"been disabled from the command line.\n" ) ;
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noVertexTextureSupport = true ;
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}
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}
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float frand ( float max )
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@@ -33,6 +62,7 @@ float frand ( float max )
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return (float)(rand() % 32767) * max / 32767.0f ;
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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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@@ -44,6 +74,7 @@ static FrameBufferObject *velocity ;
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static FrameBufferObject *rotvelocity ;
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static FrameBufferObject *force ;
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static FrameBufferObject *mass ;
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static FrameBufferObject *old ;
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#define TEX_SIZE 128
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#define NUM_CUBES ( TEX_SIZE * TEX_SIZE )
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@@ -77,7 +108,9 @@ void reshape ( int wid, int ht )
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}
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void initGLcontext ( int argc, char **argv, void (*display)(void) )
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void initGLcontext ( int argc, char **argv,
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void (*display)(void),
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bool disableVertexTextureSupport )
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{
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glutInit ( &argc, argv ) ;
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glutInitDisplayMode ( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ) ;
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@@ -88,6 +121,8 @@ void initGLcontext ( int argc, char **argv, void (*display)(void) )
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glutReshapeFunc ( reshape ) ;
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glewInit () ;
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checkVertexTextureSupport ( disableVertexTextureSupport ) ;
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}
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@@ -97,6 +132,7 @@ void initMotionTextures ()
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position = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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rotation = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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old = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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if ( debugOpt == DRAW_WITHOUT_PHYSICS )
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{
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@@ -122,8 +158,9 @@ void initMotionTextures ()
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}
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}
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float *positionData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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float *rotationData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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positionData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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rotationData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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float *velocityData ;
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float *rotvelocityData ;
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float *forceData ;
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@@ -175,9 +212,9 @@ void initMotionTextures ()
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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/* Random (but predominantly upwards) velocities. */
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velocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 10.0f ) ;
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velocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 10.0f ) - 5.0f;
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velocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 100.0f ) ;
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velocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 10.0f ) ;
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velocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 10.0f ) - 5.0f;
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/* Random rotational velocities */
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rotvelocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 3.0f ) ;
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@@ -201,6 +238,7 @@ void initMotionTextures ()
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position -> fillTexture ( positionData ) ;
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rotation -> fillTexture ( rotationData ) ;
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old -> fillTexture ( positionData ) ; // Doesn't really need it...
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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@@ -237,15 +275,14 @@ void initPhysicsShaders ()
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velocityGenerator = new GLSL_ShaderPair (
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"VelocityGenerator",
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NULL, NULL,
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"uniform float delta_T ;"
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"uniform vec3 g ;"
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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 mass ;"
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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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" delta_T * ( g +"
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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 ( mass , gl_TexCoord[0].st ).x),"
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" 1.0 ) ; }",
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@@ -290,7 +327,7 @@ void initPhysicsShaders ()
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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 [ 1 ] *= -0.90 ;"
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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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@@ -303,15 +340,17 @@ void initCubeVBO ()
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float *p = vertices ;
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float *t = texcoords ;
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float *c = colours ;
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int nverts = 0 ;
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for ( int k = 0 ; k < NUM_CUBES * STRIPS_PER_CUBE ; k++ )
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for ( int k = 0 ;
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k < (noVertexTextureSupport ? 1 : NUM_CUBES) * STRIPS_PER_CUBE ; k++ )
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{
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starts [ k ] = k * VERTS_PER_STRIP ;
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lengths [ k ] = VERTS_PER_STRIP ;
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}
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for ( int i = 0 ; i < TEX_SIZE ; i++ )
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for ( int j = 0 ; j < TEX_SIZE ; j++ )
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for ( int i = 0 ; i < (noVertexTextureSupport ? 1 : TEX_SIZE) ; i++ )
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for ( int j = 0 ; j < (noVertexTextureSupport ? 1 : TEX_SIZE) ; j++ )
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{
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int n = i * TEX_SIZE + j ;
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@@ -363,21 +402,23 @@ void initCubeVBO ()
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*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
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*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
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*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
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nverts += STRIPS_PER_CUBE * VERTS_PER_STRIP ;
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}
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glGenBuffersARB ( 1, & vbo_vx ) ;
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ;
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glBufferDataARB ( GL_ARRAY_BUFFER_ARB, NUM_VERTS * 3 * sizeof(float),
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glBufferDataARB ( GL_ARRAY_BUFFER_ARB, nverts * 3 * sizeof(float),
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vertices, GL_STATIC_DRAW_ARB ) ;
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glGenBuffersARB ( 1, & vbo_tx ) ;
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_tx ) ;
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glBufferDataARB ( GL_ARRAY_BUFFER_ARB, NUM_VERTS * 2 * sizeof(float),
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glBufferDataARB ( GL_ARRAY_BUFFER_ARB, nverts * 2 * sizeof(float),
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texcoords, GL_STATIC_DRAW_ARB ) ;
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glGenBuffersARB ( 1, & vbo_co ) ;
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ;
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glBufferDataARB ( GL_ARRAY_BUFFER_ARB, NUM_VERTS * 4 * sizeof(float),
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glBufferDataARB ( GL_ARRAY_BUFFER_ARB, nverts * 4 * sizeof(float),
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colours, GL_STATIC_DRAW_ARB ) ;
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ;
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@@ -386,15 +427,89 @@ void initCubeVBO ()
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cubeShader = NULL ;
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else
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{
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cubeShader = new GLSL_ShaderPair ( "CubeShader", "cubeShader.vert",
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"cubeShader.frag" ) ;
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if ( noVertexTextureSupport )
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cubeShader = new GLSL_ShaderPair ( "CubeShader", "cubeShaderNoTexture.vert",
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"cubeShader.frag" ) ;
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else
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cubeShader = new GLSL_ShaderPair ( "CubeShader", "cubeShader.vert",
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"cubeShader.frag" ) ;
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assert ( cubeShader -> compiledOK () ) ;
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}
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}
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void drawCubesTheHardWay ()
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{
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/*
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Without vertex texture support, we have to read the position/rotation
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data back from the hardware every frame and render each cube individually.
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*/
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float p0 = positionData [ 0 ] ;
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float p1 = positionData [ 1 ] ;
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float p2 = positionData [ 2 ] ;
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position -> fetchTexture ( positionData ) ;
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rotation -> fetchTexture ( rotationData ) ;
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if ( positionData [ 0 ] == p0 &&
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positionData [ 1 ] == p1 &&
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positionData [ 2 ] == p2 )
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{
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fprintf ( stderr, "WARNING: If nothing seems to be working, you may\n"
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"have an old version of the nVidia driver.\n"
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"Version 76.76 is known to be bad.\n" ) ;
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}
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cubeShader -> use () ; /* Math = Cube shader */
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glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ) ;
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glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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glEnableClientState ( GL_COLOR_ARRAY ) ;
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ;
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glColorPointer ( 4, GL_FLOAT, 0, vbo_co ? NULL : colours ) ;
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glEnableClientState ( GL_VERTEX_ARRAY ) ;
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ;
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glVertexPointer ( 3, GL_FLOAT, 0, vbo_vx ? NULL : vertices ) ;
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for ( int i = 0 ; i < TEX_SIZE ; i++ )
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for ( int j = 0 ; j < TEX_SIZE ; j++ )
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{
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float *pos = & positionData [ (i*TEX_SIZE + j) * 3 ] ;
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float *rot = & rotationData [ (i*TEX_SIZE + j) * 3 ] ;
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glPushMatrix () ;
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glTranslatef ( pos [ 0 ], pos [ 1 ], pos [ 2 ] ) ;
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glRotatef ( rot [ 0 ] * 180.0f / 3.14159f, 0, 1, 0 ) ;
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glRotatef ( rot [ 1 ] * 180.0f / 3.14159f, 1, 0, 0 ) ;
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glRotatef ( rot [ 2 ] * 180.0f / 3.14159f, 0, 0, 1 ) ;
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glMultiDrawArraysEXT ( GL_TRIANGLE_STRIP, (GLint*)starts, (GLint*)lengths,
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STRIPS_PER_CUBE ) ;
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glPopMatrix () ;
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}
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glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ;
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glPopClientAttrib () ;
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}
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void drawCubeVBO ()
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{
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/*
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With vertex texture support, we can leave the position/rotation
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data on the hardware and render all of the cubes in one big VBO!
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*/
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if ( debugOpt != DRAW_WITHOUT_SHADERS )
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{
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cubeShader -> use () ; /* Math = Cube shader */
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cubeShader -> applyTexture ( "position", position, 0 ) ;
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cubeShader -> applyTexture ( "rotation", rotation, 1 ) ;
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}
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glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ) ;
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glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
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@@ -437,12 +552,17 @@ void drawCubes ()
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glClearColor ( 0.7f, 0.7f, 0.7f, 1.0f ) ;
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glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
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drawCubeVBO () ;
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if ( noVertexTextureSupport )
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drawCubesTheHardWay () ;
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else
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drawCubeVBO () ;
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}
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void display ( void )
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{
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FrameBufferObject *tmp ;
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if ( debugOpt != DRAW_WITHOUT_SHADERS &&
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debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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@@ -450,31 +570,50 @@ void display ( void )
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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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velocityGenerator -> use () ;
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velocityGenerator -> applyTexture ( "old_velocity", velocity, 0 ) ;
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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 ( "mass" , mass , 2 ) ;
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velocityGenerator -> setUniform1f ( "delta_T" , 0.016f ) ;
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velocityGenerator -> setUniform3f ( "g", 0.0f, -9.8f, 0.0f ) ;
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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 position into old. */
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tmp = old ;
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old = position ;
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position = tmp ;
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positionGenerator -> use () ;
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positionGenerator -> applyTexture ( "old_position", position, 0 ) ;
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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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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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collisionGenerator -> use () ;
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collisionGenerator -> applyTexture ( "position" , position, 0 ) ;
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collisionGenerator -> applyTexture ( "old_velocity", velocity, 1 ) ;
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collisionGenerator -> applyTexture ( "old_velocity", old , 1 ) ;
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velocity -> paint () ;
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}
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/* Copy old rotation into old. */
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tmp = old ;
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old = rotation ;
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rotation = tmp ;
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positionGenerator -> use () ;
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positionGenerator -> applyTexture ( "old_position", rotation , 0 ) ;
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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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rotation -> paint () ;
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@@ -486,13 +625,6 @@ void display ( void )
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glViewport ( 0, 0, win_width, win_height ) ;
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if ( debugOpt != DRAW_WITHOUT_SHADERS )
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{
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cubeShader -> use () ; /* Math = Cube shader */
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cubeShader -> applyTexture ( "position", position, 0 ) ;
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cubeShader -> applyTexture ( "rotation", rotation, 1 ) ;
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}
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drawCubes () ;
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/* All done! */
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@@ -505,19 +637,22 @@ void display ( void )
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void help ()
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{
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fprintf ( stderr, "GPUphysics: Usage -\n\n" ) ;
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fprintf ( stderr, " GPUphysics_demo [-c][-p][-v][-a]\n\n" ) ;
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fprintf ( stderr, " GPUphysics_demo [-c][-p][-v][-a][-v]\n\n" ) ;
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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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fprintf ( stderr, "\n" ) ;
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}
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int main ( int argc, char **argv )
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{
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bool disableVertexTextureSupport = false ;
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debugOpt = DRAW_ALL ;
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for ( int i = 1 ; i < argc ; i++ )
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@@ -532,6 +667,7 @@ int main ( int argc, char **argv )
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case 'f' : debugOpt = DRAW_WITHOUT_FORCES ; break ;
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case 'a' : debugOpt = DRAW_ALL ; break ;
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case 'v' : disableVertexTextureSupport = true ; break ;
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default : help () ; exit ( 0 ) ;
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}
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else
|
||||
@@ -541,8 +677,7 @@ int main ( int argc, char **argv )
|
||||
}
|
||||
}
|
||||
|
||||
initGLcontext ( argc, argv, display ) ;
|
||||
|
||||
initGLcontext ( argc, argv, display, disableVertexTextureSupport ) ;
|
||||
initMotionTextures () ;
|
||||
initPhysicsShaders () ;
|
||||
initCubeVBO () ;
|
||||
|
||||
Reference in New Issue
Block a user