more example refactoring
This commit is contained in:
@@ -19,14 +19,13 @@ bool useShadowMap=true;//false;//true;
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int shadowMapWidth=8192;
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int shadowMapHeight=8192;
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float shadowMapWorldSize=100;
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float WHEEL_MULTIPLIER=0.01f;
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float MOUSE_MOVE_MULTIPLIER = 0.4f;
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#define MAX_POINTS_IN_BATCH 1024
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#define MAX_LINES_IN_BATCH 1024
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#include "OpenGLInclude.h"
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#include "b3gWindowInterface.h"
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#include "../CommonInterfaces/CommonWindowInterface.h"
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//#include "Bullet3Common/b3MinMax.h"
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#ifndef __APPLE__
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@@ -141,20 +140,7 @@ extern int gShapeIndex;
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struct InternalDataRenderer : public GLInstanceRendererInternalData
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{
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b3Vector3 m_cameraPosition;
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b3Vector3 m_cameraTargetPosition;
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float m_cameraDistance;
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b3Vector3 m_cameraUp;
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float m_azi;
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float m_ele;
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float m_mouseXpos;
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float m_mouseYpos;
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bool m_mouseInitialized;
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int m_leftMouseButton;
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int m_middleMouseButton;
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int m_rightMouseButton;
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SimpleCamera m_defaultCamera;
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GLfloat m_projectionMatrix[16];
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GLfloat m_viewMatrix[16];
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@@ -165,25 +151,10 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
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GLRenderToTexture* m_shadowMap;
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GLuint m_shadowTexture;
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int m_altPressed;
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int m_controlPressed;
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InternalDataRenderer() :
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m_cameraPosition(b3MakeVector3(0,0,0)),
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m_cameraTargetPosition(b3MakeVector3(15,2,-24)),
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m_cameraDistance(150),
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m_cameraUp(b3MakeVector3(0,1,0)),
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m_azi(100.f),//135.f),
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//m_ele(25.f),
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m_ele(25.f),
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m_mouseInitialized(false),
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m_leftMouseButton(0),
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m_middleMouseButton(0),
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m_rightMouseButton(0),
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m_shadowMap(0),
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m_shadowTexture(0),
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m_altPressed(0),
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m_controlPressed(0)
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m_shadowTexture(0)
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{
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//clear to zero to make it obvious if the matrix is used uninitialized
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for (int i=0;i<16;i++)
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@@ -194,113 +165,7 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
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}
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void wheelCallback( float deltax, float deltay)
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{
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if (!m_leftMouseButton)
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{
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if (deltay<0 || m_cameraDistance>1)
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{
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m_cameraDistance -= deltay*0.1f;
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if (m_cameraDistance<1)
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m_cameraDistance=1;
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} else
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{
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b3Vector3 fwd = m_cameraTargetPosition-m_cameraPosition;
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fwd.normalize();
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m_cameraTargetPosition += fwd*deltay*WHEEL_MULTIPLIER;
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}
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} else
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{
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if (b3Fabs(deltax)>b3Fabs(deltay))
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{
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b3Vector3 fwd = m_cameraTargetPosition-m_cameraPosition;
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b3Vector3 side = m_cameraUp.cross(fwd);
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side.normalize();
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m_cameraTargetPosition += side * deltax*WHEEL_MULTIPLIER;
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} else
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{
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m_cameraTargetPosition -= m_cameraUp * deltay*WHEEL_MULTIPLIER;
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}
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}
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}
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void mouseMoveCallback(float x, float y)
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{
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// printf("moved to %f,%f\n",x,y);
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if (m_altPressed || m_controlPressed)
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{
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float xDelta = x-m_mouseXpos;
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float yDelta = y-m_mouseYpos;
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if (m_leftMouseButton)
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{
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// if (b3Fabs(xDelta)>b3Fabs(yDelta))
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// {
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m_azi -= xDelta*MOUSE_MOVE_MULTIPLIER;
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// } else
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// {
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m_ele += yDelta*MOUSE_MOVE_MULTIPLIER;
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// }
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}
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if (m_middleMouseButton)
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{
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m_cameraTargetPosition += m_cameraUp * yDelta*0.01;
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b3Vector3 fwd = m_cameraTargetPosition-m_cameraPosition;
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b3Vector3 side = m_cameraUp.cross(fwd);
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side.normalize();
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m_cameraTargetPosition += side * xDelta*0.01;
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}
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if (m_rightMouseButton)
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{
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m_cameraDistance -= xDelta*0.01f;
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m_cameraDistance -= yDelta*0.01f;
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if (m_cameraDistance<1)
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m_cameraDistance=1;
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if (m_cameraDistance>1000)
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m_cameraDistance=1000;
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}
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}
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//printf("m_azi/pitch = %f\n", m_azi);
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// printf("m_ele/yaw = %f\n", m_ele);
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m_mouseXpos = x;
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m_mouseYpos = y;
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m_mouseInitialized = true;
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}
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void mouseButtonCallback(int button, int state, float x, float y)
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{
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if (button==0)
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m_leftMouseButton=state;
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if (button==1)
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m_middleMouseButton=state;
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if (button==2)
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m_rightMouseButton=state;
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m_mouseXpos = x;
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m_mouseYpos = y;
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m_mouseInitialized = true;
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}
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void keyboardCallback(int key, int state)
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{
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if (key==B3G_CONTROL)
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{
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m_controlPressed=state;
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}
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if (key==B3G_ALT)
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{
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m_altPressed = state;
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}
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}
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};
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@@ -309,28 +174,6 @@ struct GLInstanceRendererInternalData* GLInstancingRenderer::getInternalData()
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return m_data;
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}
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void b3DefaultWheelCallback(float deltax, float deltay)
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{
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if (sData2)
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sData2->wheelCallback(deltax,deltay);
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}
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void b3DefaultMouseButtonCallback(int button, int state, float x, float y)
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{
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if (sData2)
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sData2->mouseButtonCallback(button, state, x, y);
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}
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void b3DefaultMouseMoveCallback( float x, float y)
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{
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if (sData2)
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sData2->mouseMoveCallback( x, y);
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}
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void b3DefaultKeyboardCallback(int key, int state)
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{
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if (sData2)
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sData2->keyboardCallback(key,state);
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}
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static GLuint linesShader; // The line renderer
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static GLuint useShadowMapInstancingShader; // The shadow instancing renderer
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@@ -966,111 +809,6 @@ void GLInstancingRenderer::init()
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}
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static void b3CreateFrustum(
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float left,
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float right,
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float bottom,
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float top,
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float nearVal,
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float farVal,
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float frustum[16])
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{
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frustum[0*4+0] = (float(2) * nearVal) / (right - left);
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frustum[0*4+1] = float(0);
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frustum[0*4+2] = float(0);
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frustum[0*4+3] = float(0);
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frustum[1*4+0] = float(0);
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frustum[1*4+1] = (float(2) * nearVal) / (top - bottom);
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frustum[1*4+2] = float(0);
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frustum[1*4+3] = float(0);
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frustum[2*4+0] = (right + left) / (right - left);
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frustum[2*4+1] = (top + bottom) / (top - bottom);
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frustum[2*4+2] = -(farVal + nearVal) / (farVal - nearVal);
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frustum[2*4+3] = float(-1);
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frustum[3*4+0] = float(0);
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frustum[3*4+1] = float(0);
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frustum[3*4+2] = -(float(2) * farVal * nearVal) / (farVal - nearVal);
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frustum[3*4+3] = float(0);
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}
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static void b3Matrix4x4Mul(GLfloat aIn[4][4], GLfloat bIn[4][4], GLfloat result[4][4])
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{
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for (int j=0;j<4;j++)
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for (int i=0;i<4;i++)
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result[j][i] = aIn[0][i] * bIn[j][0] + aIn[1][i] * bIn[j][1] + aIn[2][i] * bIn[j][2] + aIn[3][i] * bIn[j][3];
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}
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static void b3Matrix4x4Mul16(GLfloat aIn[16], GLfloat bIn[16], GLfloat result[16])
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{
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for (int j=0;j<4;j++)
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for (int i=0;i<4;i++)
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result[j*4+i] = aIn[0*4+i] * bIn[j*4+0] + aIn[1*4+i] * bIn[j*4+1] + aIn[2*4+i] * bIn[j*4+2] + aIn[3*4+i] * bIn[j*4+3];
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}
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static void b3CreateDiagonalMatrix(GLfloat value, GLfloat result[4][4])
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{
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for (int i=0;i<4;i++)
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{
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for (int j=0;j<4;j++)
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{
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if (i==j)
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{
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result[i][j] = value;
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} else
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{
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result[i][j] = 0.f;
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}
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}
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}
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}
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static void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar, GLfloat result[4][4])
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{
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b3CreateDiagonalMatrix(1.f,result);
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result[0][0] = 2.f / (right - left);
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result[1][1] = 2.f / (top - bottom);
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result[2][2] = - 2.f / (zFar - zNear);
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result[3][0] = - (right + left) / (right - left);
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result[3][1] = - (top + bottom) / (top - bottom);
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result[3][2] = - (zFar + zNear) / (zFar - zNear);
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}
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static void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, GLfloat result[16])
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{
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b3Vector3 f = (center - eye).normalized();
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b3Vector3 u = up.normalized();
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b3Vector3 s = (f.cross(u)).normalized();
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u = s.cross(f);
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result[0*4+0] = s.x;
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result[1*4+0] = s.y;
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result[2*4+0] = s.z;
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result[0*4+1] = u.x;
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result[1*4+1] = u.y;
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result[2*4+1] = u.z;
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result[0*4+2] =-f.x;
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result[1*4+2] =-f.y;
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result[2*4+2] =-f.z;
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result[0*4+3] = 0.f;
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result[1*4+3] = 0.f;
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result[2*4+3] = 0.f;
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result[3*4+0] = -s.dot(eye);
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result[3*4+1] = -u.dot(eye);
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result[3*4+2] = f.dot(eye);
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result[3*4+3] = 1.f;
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}
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void GLInstancingRenderer::resize(int width, int height)
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@@ -1079,188 +817,53 @@ void GLInstancingRenderer::resize(int width, int height)
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m_screenHeight = height;
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}
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const CommonCameraInterface* GLInstancingRenderer::getActiveCamera() const
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{
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return &m_data->m_defaultCamera;
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}
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CommonCameraInterface* GLInstancingRenderer::getActiveCamera()
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{
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return &m_data->m_defaultCamera;
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}
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void GLInstancingRenderer::setActiveCamera(CommonCameraInterface* cam)
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{
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b3Assert(0);//not supported yet
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}
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void GLInstancingRenderer::updateCamera(int upAxis)
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{
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b3Assert(glGetError() ==GL_NO_ERROR);
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m_upAxis = upAxis;
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int m_forwardAxis(-1);
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switch (upAxis)
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{
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case 1:
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m_forwardAxis = 2;
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m_data->m_cameraUp = b3MakeVector3(0,1,0);
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gLightPos = b3MakeVector3(-50.f,100,30);
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gLightPos = b3MakeVector3(-50.f,100,30);
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break;
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case 2:
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m_forwardAxis = 1;
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m_data->m_cameraUp = b3MakeVector3(0,0,1);
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gLightPos = b3MakeVector3(-50.f,30,100);
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break;
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default:
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b3Assert(0);
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};
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m_data->m_defaultCamera.setCameraUpAxis(upAxis);
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m_data->m_defaultCamera.setAspectRatio((float)m_screenWidth/(float)m_screenHeight);
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m_data->m_defaultCamera.update();
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float m_frustumZNear=0.01;
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float m_frustumZFar=1000.f;
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// m_azi=m_azi+0.01;
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b3Scalar rele = m_data->m_ele * b3Scalar(0.01745329251994329547);// rads per deg
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b3Scalar razi = m_data->m_azi * b3Scalar(0.01745329251994329547);// rads per deg
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b3Quaternion rot(m_data->m_cameraUp,razi);
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b3Vector3 eyePos = b3MakeVector3(0,0,0);
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eyePos[m_forwardAxis] = -m_data->m_cameraDistance;
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b3Vector3 forward = b3MakeVector3(eyePos[0],eyePos[1],eyePos[2]);
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if (forward.length2() < B3_EPSILON)
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{
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forward.setValue(1.f,0.f,0.f);
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}
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b3Vector3 right = m_data->m_cameraUp.cross(forward);
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b3Quaternion roll(right,-rele);
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eyePos = b3Matrix3x3(rot) * b3Matrix3x3(roll) * eyePos;
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m_data->m_cameraPosition[0] = eyePos.x;
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m_data->m_cameraPosition[1] = eyePos.y;
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m_data->m_cameraPosition[2] = eyePos.z;
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m_data->m_cameraPosition += m_data->m_cameraTargetPosition;
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if (m_screenWidth == 0 && m_screenHeight == 0)
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return;
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b3Scalar aspect;
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b3Vector3 extents;
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aspect = m_screenWidth / (b3Scalar)m_screenHeight;
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extents.setValue(aspect * 1.0f, 1.0f,0);
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if (m_screenWidth > m_screenHeight)
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{
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b3CreateFrustum(-aspect * m_frustumZNear, aspect * m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar,m_data->m_projectionMatrix);
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} else
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{
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b3CreateFrustum(-aspect * m_frustumZNear, aspect * m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar,m_data->m_projectionMatrix);
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}
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b3CreateLookAt(m_data->m_cameraPosition,m_data->m_cameraTargetPosition,m_data->m_cameraUp,m_data->m_viewMatrix);
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m_data->m_defaultCamera.getCameraProjectionMatrix(m_data->m_projectionMatrix);
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m_data->m_defaultCamera.getCameraViewMatrix(m_data->m_viewMatrix);
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}
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void GLInstancingRenderer::getCameraPosition(float cameraPos[4])
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{
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cameraPos[0] = m_data->m_cameraPosition[0];
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cameraPos[1] = m_data->m_cameraPosition[1];
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cameraPos[2] = m_data->m_cameraPosition[2];
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cameraPos[3] = 1.f;
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}
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void GLInstancingRenderer::setCameraDistance(float dist)
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{
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m_data->m_cameraDistance = dist;
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}
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void GLInstancingRenderer::setCameraYaw(float yaw)
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{
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m_data->m_ele = yaw;
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}
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void GLInstancingRenderer::setCameraPitch(float pitch)
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{
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m_data->m_azi = pitch;
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}
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float GLInstancingRenderer::getCameraYaw() const
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{
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return m_data->m_ele;
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}
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float GLInstancingRenderer::getCameraPitch() const
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{
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return m_data->m_azi;
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}
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void GLInstancingRenderer::setCameraTargetPosition(float x, float y, float z)
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{
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m_data->m_cameraTargetPosition = b3MakeVector3(x,y,z);
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}
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void GLInstancingRenderer::setCameraTargetPosition(float cameraPos[4])
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{
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setCameraTargetPosition(cameraPos[0],cameraPos[1],cameraPos[2]);
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}
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void GLInstancingRenderer::getCameraTargetPosition(float cameraPos[4]) const
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{
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cameraPos[0] = m_data->m_cameraTargetPosition.x;
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cameraPos[1] = m_data->m_cameraTargetPosition.y;
|
||||
cameraPos[2] = m_data->m_cameraTargetPosition.z;
|
||||
}
|
||||
|
||||
|
||||
float GLInstancingRenderer::getCameraDistance() const
|
||||
{
|
||||
return m_data->m_cameraDistance;
|
||||
}
|
||||
|
||||
|
||||
void GLInstancingRenderer::getMouseDirection(float* dir, int x, int y)
|
||||
{
|
||||
float top = 1.f;
|
||||
float bottom = -1.f;
|
||||
float nearPlane = 1.f;
|
||||
float tanFov = (top-bottom)*0.5f / nearPlane;
|
||||
float fov = b3Scalar(2.0) * b3Atan(tanFov);
|
||||
|
||||
b3Vector3 rayFrom = m_data->m_cameraPosition;
|
||||
b3Vector3 rayForward = (m_data->m_cameraTargetPosition-m_data->m_cameraPosition);
|
||||
rayForward.normalize();
|
||||
float farPlane = 10000.f;
|
||||
rayForward*= farPlane;
|
||||
|
||||
// b3Vector3 rightOffset;
|
||||
b3Vector3 vertical = m_data->m_cameraUp;
|
||||
|
||||
b3Vector3 hor;
|
||||
hor = rayForward.cross(vertical);
|
||||
hor.normalize();
|
||||
vertical = hor.cross(rayForward);
|
||||
vertical.normalize();
|
||||
|
||||
float tanfov = tanf(0.5f*fov);
|
||||
|
||||
|
||||
hor *= 2.f * farPlane * tanfov;
|
||||
vertical *= 2.f * farPlane * tanfov;
|
||||
|
||||
b3Scalar aspect;
|
||||
|
||||
aspect = m_screenWidth / (b3Scalar)m_screenHeight;
|
||||
|
||||
hor*=aspect;
|
||||
|
||||
|
||||
b3Vector3 rayToCenter = rayFrom + rayForward;
|
||||
b3Vector3 dHor = hor * 1.f/float(m_screenWidth);
|
||||
b3Vector3 dVert = vertical * 1.f/float(m_screenHeight);
|
||||
|
||||
|
||||
b3Vector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
rayTo += b3Scalar(x) * dHor;
|
||||
rayTo -= b3Scalar(y) * dVert;
|
||||
|
||||
dir[0] = rayTo[0];
|
||||
dir[1] = rayTo[1];
|
||||
dir[2] = rayTo[2];
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
@@ -1560,6 +1163,119 @@ struct PointerCaster
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
static void b3CreateFrustum(
|
||||
float left,
|
||||
float right,
|
||||
float bottom,
|
||||
float top,
|
||||
float nearVal,
|
||||
float farVal,
|
||||
float frustum[16])
|
||||
{
|
||||
|
||||
frustum[0*4+0] = (float(2) * nearVal) / (right - left);
|
||||
frustum[0*4+1] = float(0);
|
||||
frustum[0*4+2] = float(0);
|
||||
frustum[0*4+3] = float(0);
|
||||
|
||||
frustum[1*4+0] = float(0);
|
||||
frustum[1*4+1] = (float(2) * nearVal) / (top - bottom);
|
||||
frustum[1*4+2] = float(0);
|
||||
frustum[1*4+3] = float(0);
|
||||
|
||||
frustum[2*4+0] = (right + left) / (right - left);
|
||||
frustum[2*4+1] = (top + bottom) / (top - bottom);
|
||||
frustum[2*4+2] = -(farVal + nearVal) / (farVal - nearVal);
|
||||
frustum[2*4+3] = float(-1);
|
||||
|
||||
frustum[3*4+0] = float(0);
|
||||
frustum[3*4+1] = float(0);
|
||||
frustum[3*4+2] = -(float(2) * farVal * nearVal) / (farVal - nearVal);
|
||||
frustum[3*4+3] = float(0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
static void b3Matrix4x4Mul(GLfloat aIn[4][4], GLfloat bIn[4][4], GLfloat result[4][4])
|
||||
{
|
||||
for (int j=0;j<4;j++)
|
||||
for (int i=0;i<4;i++)
|
||||
result[j][i] = aIn[0][i] * bIn[j][0] + aIn[1][i] * bIn[j][1] + aIn[2][i] * bIn[j][2] + aIn[3][i] * bIn[j][3];
|
||||
}
|
||||
|
||||
static void b3Matrix4x4Mul16(GLfloat aIn[16], GLfloat bIn[16], GLfloat result[16])
|
||||
{
|
||||
for (int j=0;j<4;j++)
|
||||
for (int i=0;i<4;i++)
|
||||
result[j*4+i] = aIn[0*4+i] * bIn[j*4+0] + aIn[1*4+i] * bIn[j*4+1] + aIn[2*4+i] * bIn[j*4+2] + aIn[3*4+i] * bIn[j*4+3];
|
||||
}
|
||||
|
||||
|
||||
static void b3CreateDiagonalMatrix(GLfloat value, GLfloat result[4][4])
|
||||
{
|
||||
for (int i=0;i<4;i++)
|
||||
{
|
||||
for (int j=0;j<4;j++)
|
||||
{
|
||||
if (i==j)
|
||||
{
|
||||
result[i][j] = value;
|
||||
} else
|
||||
{
|
||||
result[i][j] = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar, GLfloat result[4][4])
|
||||
{
|
||||
b3CreateDiagonalMatrix(1.f,result);
|
||||
|
||||
result[0][0] = 2.f / (right - left);
|
||||
result[1][1] = 2.f / (top - bottom);
|
||||
result[2][2] = - 2.f / (zFar - zNear);
|
||||
result[3][0] = - (right + left) / (right - left);
|
||||
result[3][1] = - (top + bottom) / (top - bottom);
|
||||
result[3][2] = - (zFar + zNear) / (zFar - zNear);
|
||||
}
|
||||
|
||||
static void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, GLfloat result[16])
|
||||
{
|
||||
b3Vector3 f = (center - eye).normalized();
|
||||
b3Vector3 u = up.normalized();
|
||||
b3Vector3 s = (f.cross(u)).normalized();
|
||||
u = s.cross(f);
|
||||
|
||||
result[0*4+0] = s.x;
|
||||
result[1*4+0] = s.y;
|
||||
result[2*4+0] = s.z;
|
||||
|
||||
result[0*4+1] = u.x;
|
||||
result[1*4+1] = u.y;
|
||||
result[2*4+1] = u.z;
|
||||
|
||||
result[0*4+2] =-f.x;
|
||||
result[1*4+2] =-f.y;
|
||||
result[2*4+2] =-f.z;
|
||||
|
||||
result[0*4+3] = 0.f;
|
||||
result[1*4+3] = 0.f;
|
||||
result[2*4+3] = 0.f;
|
||||
|
||||
result[3*4+0] = -s.dot(eye);
|
||||
result[3*4+1] = -u.dot(eye);
|
||||
result[3*4+2] = f.dot(eye);
|
||||
result[3*4+3] = 1.f;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void GLInstancingRenderer::renderSceneInternal(int renderMode)
|
||||
{
|
||||
|
||||
@@ -1644,7 +1360,9 @@ void GLInstancingRenderer::renderSceneInternal(int renderMode)
|
||||
b3CreateOrtho(-shadowMapWorldSize,shadowMapWorldSize,-shadowMapWorldSize,shadowMapWorldSize,1,300,depthProjectionMatrix);//-14,14,-14,14,1,200, depthProjectionMatrix);
|
||||
float depthViewMatrix[4][4];
|
||||
b3Vector3 center = b3MakeVector3(0,0,0);
|
||||
b3Vector3 up =b3MakeVector3(0,1,0);
|
||||
float upf[3];
|
||||
m_data->m_defaultCamera.getCameraUpVector(upf);
|
||||
b3Vector3 up = b3MakeVector3(upf[0],upf[1],upf[2]);
|
||||
b3CreateLookAt(gLightPos,center,up,&depthViewMatrix[0][0]);
|
||||
//b3CreateLookAt(lightPos,m_data->m_cameraTargetPosition,b3Vector3(0,1,0),(float*)depthModelViewMatrix2);
|
||||
|
||||
@@ -1912,18 +1630,3 @@ void GLInstancingRenderer::enableShadowMap()
|
||||
|
||||
}
|
||||
|
||||
void GLInstancingRenderer::getCameraViewMatrix(float viewMat[16]) const
|
||||
{
|
||||
for (int i=0;i<16;i++)
|
||||
{
|
||||
viewMat[i] = m_data->m_viewMatrix[i];
|
||||
}
|
||||
|
||||
}
|
||||
void GLInstancingRenderer::getCameraProjectionMatrix(float projMat[16]) const
|
||||
{
|
||||
for (int i=0;i<16;i++)
|
||||
{
|
||||
projMat[i] = m_data->m_projectionMatrix[i];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,12 +18,9 @@ subject to the following restrictions:
|
||||
|
||||
#include "Bullet3Common/b3AlignedObjectArray.h"
|
||||
#include "../CommonInterfaces/CommonRenderInterface.h"
|
||||
#include "SimpleCamera.h"
|
||||
|
||||
|
||||
void b3DefaultMouseButtonCallback( int button, int state, float x, float y);
|
||||
void b3DefaultMouseMoveCallback( float x, float y);
|
||||
void b3DefaultKeyboardCallback(int key, int state);
|
||||
void b3DefaultWheelCallback( float deltax, float deltay);
|
||||
|
||||
|
||||
|
||||
@@ -48,6 +45,7 @@ class GLInstancingRenderer : public CommonRenderInterface
|
||||
void renderSceneInternal(int renderMode=B3_DEFAULT_RENDERMODE);
|
||||
|
||||
|
||||
|
||||
public:
|
||||
GLInstancingRenderer(int m_maxObjectCapacity, int maxShapeCapacityInBytes = 56*1024*1024);
|
||||
virtual ~GLInstancingRenderer();
|
||||
@@ -95,8 +93,7 @@ public:
|
||||
virtual void writeSingleInstanceColorToCPU(float* color, int srcIndex);
|
||||
virtual void writeSingleInstanceColorToCPU(double* color, int srcIndex);
|
||||
|
||||
virtual void getMouseDirection(float* dir, int mouseX, int mouseY);
|
||||
|
||||
|
||||
struct GLInstanceRendererInternalData* getInternalData();
|
||||
|
||||
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth=1);
|
||||
@@ -107,44 +104,11 @@ public:
|
||||
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize=1);
|
||||
virtual void updateCamera(int upAxis=1);
|
||||
|
||||
virtual void getCameraPosition(float cameraPos[4]);
|
||||
virtual void getCameraPosition(double cameraPos[4])
|
||||
{
|
||||
float campos[4];
|
||||
getCameraPosition(campos);
|
||||
cameraPos[0] = campos[0];
|
||||
cameraPos[1] = campos[1];
|
||||
cameraPos[2] = campos[2];
|
||||
cameraPos[3] = campos[3];
|
||||
}
|
||||
|
||||
virtual void setCameraDistance(float dist);
|
||||
virtual float getCameraDistance() const;
|
||||
|
||||
//set the camera 'target'
|
||||
virtual void setCameraTargetPosition(float x, float y, float z);
|
||||
virtual void setCameraTargetPosition(float cameraPos[4]);
|
||||
virtual void getCameraTargetPosition(float cameraPos[4]) const;
|
||||
virtual void getCameraTargetPosition(double cameraPos[4]) const
|
||||
{
|
||||
float campos[4];
|
||||
getCameraTargetPosition(campos);
|
||||
cameraPos[0] = campos[0];
|
||||
cameraPos[1] = campos[1];
|
||||
cameraPos[2] = campos[2];
|
||||
cameraPos[3] = campos[3];
|
||||
|
||||
}
|
||||
virtual const CommonCameraInterface* getActiveCamera() const;
|
||||
virtual CommonCameraInterface* getActiveCamera();
|
||||
virtual void setActiveCamera(CommonCameraInterface* cam);
|
||||
|
||||
|
||||
virtual void setCameraYaw(float yaw);
|
||||
virtual void setCameraPitch(float pitch);
|
||||
virtual float getCameraYaw() const;
|
||||
virtual float getCameraPitch() const;
|
||||
|
||||
virtual void getCameraViewMatrix(float viewMat[16]) const;
|
||||
virtual void getCameraProjectionMatrix(float projMat[16]) const;
|
||||
|
||||
|
||||
virtual void resize(int width, int height);
|
||||
virtual int getScreenWidth()
|
||||
{
|
||||
|
||||
@@ -149,6 +149,11 @@ void SimpleCamera::setCameraUpAxis(int upAxis)
|
||||
update();
|
||||
}
|
||||
|
||||
int SimpleCamera::getCameraUpAxis() const
|
||||
{
|
||||
return m_data->m_cameraUpAxis;
|
||||
}
|
||||
|
||||
void SimpleCamera::update()
|
||||
{
|
||||
|
||||
@@ -230,6 +235,11 @@ void SimpleCamera::setCameraTargetPosition(float x,float y,float z)
|
||||
m_data->m_cameraTargetPosition.setValue(x,y,z);
|
||||
update();
|
||||
}
|
||||
float SimpleCamera::getCameraDistance() const
|
||||
{
|
||||
return m_data->m_cameraDistance;
|
||||
}
|
||||
|
||||
void SimpleCamera::setCameraDistance(float dist)
|
||||
{
|
||||
m_data->m_cameraDistance = dist;
|
||||
@@ -241,12 +251,25 @@ void SimpleCamera::setCameraUpVector(float x,float y ,float z)
|
||||
update();
|
||||
}
|
||||
|
||||
void SimpleCamera::getCameraUpVector(float up[3]) const
|
||||
{
|
||||
up[0] = float(m_data->m_cameraUp[0]);
|
||||
up[1] = float(m_data->m_cameraUp[1]);
|
||||
up[2] = float(m_data->m_cameraUp[2]);
|
||||
}
|
||||
|
||||
|
||||
void SimpleCamera::setCameraYaw(float yaw)
|
||||
{
|
||||
m_data->m_yaw = yaw;
|
||||
update();
|
||||
}
|
||||
|
||||
float SimpleCamera::getCameraYaw() const
|
||||
{
|
||||
return m_data->m_yaw;
|
||||
}
|
||||
|
||||
void SimpleCamera::setCameraPitch(float pitch)
|
||||
{
|
||||
m_data->m_pitch = pitch;
|
||||
@@ -258,3 +281,12 @@ void SimpleCamera::setAspectRatio(float ratio)
|
||||
m_data->m_aspect = ratio;
|
||||
update();
|
||||
}
|
||||
|
||||
float SimpleCamera::getCameraPitch() const
|
||||
{
|
||||
return m_data->m_pitch;
|
||||
}
|
||||
float SimpleCamera::getAspectRatio() const
|
||||
{
|
||||
return m_data->m_aspect;
|
||||
}
|
||||
|
||||
@@ -1,11 +1,7 @@
|
||||
#ifndef SIMPLE_CAMERA_H
|
||||
#define SIMPLE_CAMERA_H
|
||||
|
||||
struct CommonCameraInterface
|
||||
{
|
||||
virtual void getCameraProjectionMatrix(float m[16])const = 0;
|
||||
virtual void getCameraViewMatrix(float m[16]) const = 0;
|
||||
};
|
||||
#include "../CommonInterfaces/CommonCameraInterface.h"
|
||||
|
||||
struct SimpleCamera : public CommonCameraInterface
|
||||
{
|
||||
@@ -23,14 +19,22 @@ struct SimpleCamera : public CommonCameraInterface
|
||||
|
||||
virtual void setCameraTargetPosition(float x,float y,float z);
|
||||
virtual void setCameraDistance(float dist);
|
||||
virtual float getCameraDistance() const;
|
||||
|
||||
virtual void setCameraUpVector(float x,float y, float z);
|
||||
void getCameraUpVector(float up[3]) const;
|
||||
///the setCameraUpAxis will call the 'setCameraUpVector' and 'setCameraForwardVector'
|
||||
virtual void setCameraUpAxis(int axis);
|
||||
virtual void setCameraYaw(float yaw);
|
||||
|
||||
virtual void setCameraPitch(float pitch);
|
||||
virtual void setAspectRatio(float ratio);
|
||||
virtual int getCameraUpAxis() const;
|
||||
|
||||
virtual void setCameraYaw(float yaw);
|
||||
virtual float getCameraYaw() const;
|
||||
|
||||
virtual void setCameraPitch(float pitch);
|
||||
virtual float getCameraPitch() const;
|
||||
|
||||
virtual void setAspectRatio(float ratio);
|
||||
virtual float getAspectRatio() const;
|
||||
};
|
||||
|
||||
#endif //SIMPLE_CAMERA_H
|
||||
@@ -15,6 +15,19 @@ void SimpleOpenGL2Renderer::init()
|
||||
{
|
||||
}
|
||||
|
||||
const CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera() const
|
||||
{
|
||||
return &m_camera;
|
||||
}
|
||||
CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera()
|
||||
{
|
||||
return &m_camera;
|
||||
}
|
||||
void SimpleOpenGL2Renderer::setActiveCamera(CommonCameraInterface* cam)
|
||||
{
|
||||
b3Assert(0);//not supported yet
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::updateCamera(int upAxis)
|
||||
{
|
||||
float projection[16];
|
||||
@@ -43,56 +56,6 @@ void SimpleOpenGL2Renderer::removeAllInstances()
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::setCameraDistance(float dist)
|
||||
{
|
||||
m_camera.setCameraDistance(dist);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::setCameraPitch(float pitch)
|
||||
{
|
||||
m_camera.setCameraPitch(pitch);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::setCameraTargetPosition(float x, float y, float z)
|
||||
{
|
||||
m_camera.setCameraTargetPosition(x,y,z);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::getCameraPosition(float cameraPos[4])
|
||||
{
|
||||
float pos[3];
|
||||
m_camera.getCameraPosition(pos);
|
||||
cameraPos[0] = pos[0];
|
||||
cameraPos[1] = pos[1];
|
||||
cameraPos[2] = pos[2];
|
||||
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::getCameraPosition(double cameraPos[4])
|
||||
{
|
||||
float pos[3];
|
||||
m_camera.getCameraPosition(pos);
|
||||
cameraPos[0] = pos[0];
|
||||
cameraPos[1] = pos[1];
|
||||
cameraPos[2] = pos[2];
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::setCameraTargetPosition(float cameraPos[4])
|
||||
{
|
||||
m_camera.setCameraTargetPosition(cameraPos[0],cameraPos[1],cameraPos[2]);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::getCameraTargetPosition(float cameraPos[4]) const
|
||||
{
|
||||
m_camera.getCameraTargetPosition(cameraPos);
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::getCameraTargetPosition(double cameraPos[4]) const
|
||||
{
|
||||
cameraPos[0] = 1;
|
||||
cameraPos[1] = 1;
|
||||
cameraPos[2] = 1;
|
||||
}
|
||||
|
||||
void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(float* color, int srcIndex)
|
||||
{
|
||||
|
||||
@@ -17,23 +17,12 @@ struct SimpleOpenGL2Renderer : public CommonRenderInterface
|
||||
|
||||
virtual void updateCamera(int upAxis);
|
||||
|
||||
virtual const CommonCameraInterface* getActiveCamera() const;
|
||||
virtual CommonCameraInterface* getActiveCamera();
|
||||
virtual void setActiveCamera(CommonCameraInterface* cam);
|
||||
|
||||
virtual void removeAllInstances();
|
||||
|
||||
virtual void setCameraDistance(float dist);
|
||||
|
||||
virtual void setCameraPitch(float pitch);
|
||||
|
||||
virtual void setCameraTargetPosition(float x, float y, float z);
|
||||
|
||||
virtual void getCameraPosition(float cameraPos[4]);
|
||||
|
||||
virtual void getCameraPosition(double cameraPos[4]);
|
||||
|
||||
virtual void setCameraTargetPosition(float cameraPos[4]);
|
||||
|
||||
virtual void getCameraTargetPosition(float cameraPos[4]) const;
|
||||
|
||||
virtual void getCameraTargetPosition(double cameraPos[4]) const;
|
||||
|
||||
virtual void writeSingleInstanceColorToCPU(float* color, int srcIndex);
|
||||
virtual void writeSingleInstanceColorToCPU(double* color, int srcIndex);
|
||||
|
||||
@@ -66,10 +66,24 @@ static void SimpleKeyboardCallback(int key, int state)
|
||||
gApp->m_window->setRequestExit();
|
||||
} else
|
||||
{
|
||||
b3DefaultKeyboardCallback(key,state);
|
||||
//gApp->defaultKeyboardCallback(key,state);
|
||||
}
|
||||
}
|
||||
|
||||
void SimpleMouseButtonCallback( int button, int state, float x, float y)
|
||||
{
|
||||
gApp->defaultMouseButtonCallback(button,state,x,y);
|
||||
}
|
||||
void SimpleMouseMoveCallback( float x, float y)
|
||||
{
|
||||
gApp->defaultMouseMoveCallback(x,y);
|
||||
}
|
||||
|
||||
void SimpleWheelCallback( float deltax, float deltay)
|
||||
{
|
||||
gApp->defaultWheelCallback(deltax,deltay);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -152,10 +166,10 @@ SimpleOpenGL3App::SimpleOpenGL3App( const char* title, int width,int height)
|
||||
|
||||
m_instancingRenderer->InitShaders();
|
||||
|
||||
m_window->setMouseMoveCallback(b3DefaultMouseMoveCallback);
|
||||
m_window->setMouseButtonCallback(b3DefaultMouseButtonCallback);
|
||||
m_window->setMouseMoveCallback(SimpleMouseMoveCallback);
|
||||
m_window->setMouseButtonCallback(SimpleMouseButtonCallback);
|
||||
m_window->setKeyboardCallback(SimpleKeyboardCallback);
|
||||
m_window->setWheelCallback(b3DefaultWheelCallback);
|
||||
m_window->setWheelCallback(SimpleWheelCallback);
|
||||
m_window->setResizeCallback(SimpleResizeCallback);
|
||||
|
||||
TwGenerateDefaultFonts();
|
||||
@@ -200,12 +214,14 @@ void SimpleOpenGL3App::drawText3D( const char* txt, float worldPosX, float world
|
||||
|
||||
float viewMat[16];
|
||||
float projMat[16];
|
||||
m_instancingRenderer->getCameraViewMatrix(viewMat);
|
||||
m_instancingRenderer->getCameraProjectionMatrix(projMat);
|
||||
CommonCameraInterface* cam = m_instancingRenderer->getActiveCamera();
|
||||
|
||||
cam->getCameraViewMatrix(viewMat);
|
||||
cam->getCameraProjectionMatrix(projMat);
|
||||
|
||||
|
||||
float camPos[4];
|
||||
this->m_instancingRenderer->getCameraPosition(camPos);
|
||||
cam->getCameraPosition(camPos);
|
||||
b3Vector3 cp= b3MakeVector3(camPos[0],camPos[2],camPos[1]);
|
||||
b3Vector3 p = b3MakeVector3(worldPosX,worldPosY,worldPosZ);
|
||||
//float dist = (cp-p).length();
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
#include "../OpenGLWindow/GLInstancingRenderer.h"
|
||||
#include "../OpenGLWindow/GLPrimitiveRenderer.h"
|
||||
#include "../OpenGLWindow/b3gWindowInterface.h"
|
||||
#include "../CommonInterfaces/CommonWindowInterface.h"
|
||||
|
||||
#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@ subject to the following restrictions:
|
||||
|
||||
struct InternalData2;
|
||||
|
||||
#include "b3gWindowInterface.h"
|
||||
#include "../CommonInterfaces/CommonWindowInterface.h"
|
||||
|
||||
class Win32Window : public b3gWindowInterface
|
||||
{
|
||||
|
||||
@@ -1,126 +0,0 @@
|
||||
#ifndef B3G_WINDOW_INTERFACE_H
|
||||
#define B3G_WINDOW_INTERFACE_H
|
||||
|
||||
|
||||
typedef void (*b3WheelCallback)(float deltax, float deltay);
|
||||
typedef void (*b3ResizeCallback)( float width, float height);
|
||||
typedef void (*b3MouseMoveCallback)( float x, float y);
|
||||
typedef void (*b3MouseButtonCallback)(int button, int state, float x, float y);
|
||||
typedef void (*b3KeyboardCallback)(int keycode, int state);
|
||||
typedef void (*b3RenderCallback) ();
|
||||
|
||||
enum {
|
||||
B3G_ESCAPE = 27,
|
||||
B3G_F1 = 0xff00,
|
||||
B3G_F2,
|
||||
B3G_F3,
|
||||
B3G_F4,
|
||||
B3G_F5,
|
||||
B3G_F6,
|
||||
B3G_F7,
|
||||
B3G_F8,
|
||||
B3G_F9,
|
||||
B3G_F10,
|
||||
B3G_F11,
|
||||
B3G_F12,
|
||||
B3G_F13,
|
||||
B3G_F14,
|
||||
B3G_F15,
|
||||
B3G_LEFT_ARROW,
|
||||
B3G_RIGHT_ARROW,
|
||||
B3G_UP_ARROW,
|
||||
B3G_DOWN_ARROW,
|
||||
B3G_PAGE_UP,
|
||||
B3G_PAGE_DOWN,
|
||||
B3G_END,
|
||||
B3G_HOME,
|
||||
B3G_INSERT,
|
||||
B3G_DELETE,
|
||||
B3G_BACKSPACE,
|
||||
B3G_SHIFT,
|
||||
B3G_CONTROL,
|
||||
B3G_ALT,
|
||||
B3G_RETURN
|
||||
};
|
||||
|
||||
struct b3gWindowConstructionInfo
|
||||
{
|
||||
int m_width;
|
||||
int m_height;
|
||||
bool m_fullscreen;
|
||||
int m_colorBitsPerPixel;
|
||||
void* m_windowHandle;
|
||||
const char* m_title;
|
||||
int m_openglVersion;
|
||||
|
||||
|
||||
b3gWindowConstructionInfo(int width=1024, int height=768)
|
||||
:m_width(width),
|
||||
m_height(height),
|
||||
m_fullscreen(false),
|
||||
m_colorBitsPerPixel(32),
|
||||
m_windowHandle(0),
|
||||
m_title("title"),
|
||||
m_openglVersion(3)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class b3gWindowInterface
|
||||
{
|
||||
public:
|
||||
|
||||
virtual ~b3gWindowInterface()
|
||||
{
|
||||
}
|
||||
|
||||
virtual void createDefaultWindow(int width, int height, const char* title)
|
||||
{
|
||||
b3gWindowConstructionInfo ci(width,height);
|
||||
ci.m_title = title;
|
||||
createWindow(ci);
|
||||
}
|
||||
|
||||
virtual void createWindow(const b3gWindowConstructionInfo& ci)=0;
|
||||
|
||||
virtual void closeWindow()=0;
|
||||
|
||||
virtual void runMainLoop()=0;
|
||||
virtual float getTimeInSeconds()=0;
|
||||
|
||||
virtual bool requestedExit() const = 0;
|
||||
virtual void setRequestExit() = 0;
|
||||
|
||||
virtual void startRendering()=0;
|
||||
|
||||
virtual void endRendering()=0;
|
||||
|
||||
virtual bool isModifiedKeyPressed(int key) = 0;
|
||||
|
||||
virtual void setMouseMoveCallback(b3MouseMoveCallback mouseCallback)=0;
|
||||
virtual b3MouseMoveCallback getMouseMoveCallback()=0;
|
||||
|
||||
virtual void setMouseButtonCallback(b3MouseButtonCallback mouseCallback)=0;
|
||||
virtual b3MouseButtonCallback getMouseButtonCallback()=0;
|
||||
|
||||
virtual void setResizeCallback(b3ResizeCallback resizeCallback)=0;
|
||||
virtual b3ResizeCallback getResizeCallback()=0;
|
||||
|
||||
virtual void setWheelCallback(b3WheelCallback wheelCallback)=0;
|
||||
virtual b3WheelCallback getWheelCallback()=0;
|
||||
|
||||
virtual void setKeyboardCallback( b3KeyboardCallback keyboardCallback)=0;
|
||||
virtual b3KeyboardCallback getKeyboardCallback()=0;
|
||||
|
||||
virtual void setRenderCallback( b3RenderCallback renderCallback) = 0;
|
||||
|
||||
virtual void setWindowTitle(const char* title)=0;
|
||||
|
||||
virtual float getRetinaScale() const =0;
|
||||
|
||||
virtual int fileOpenDialog(char* fileName, int maxFileNameLength) = 0;
|
||||
|
||||
};
|
||||
|
||||
#endif //B3G_WINDOW_INTERFACE_H
|
||||
Reference in New Issue
Block a user