fix double precision build

This commit is contained in:
erwin coumans
2014-10-17 13:39:34 -07:00
parent 1baf2e5cc6
commit 5f61473229
3 changed files with 45 additions and 34 deletions

View File

@@ -38,8 +38,10 @@ struct CommonRenderInterface
virtual int getScreenHeight() = 0;
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)=0;
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)=0;
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)=0;
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) = 0;
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)=0;
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)=0;

View File

@@ -1442,6 +1442,14 @@ void GLInstancingRenderer::drawLines(const float* positions, const float color[4
}
void GLInstancingRenderer::drawLine(const double fromIn[4], const double toIn[4], const double colorIn[4], double lineWidthIn)
{
float from[4]={float(fromIn[0]),float(fromIn[1]),float(fromIn[2]),float(fromIn[3])};
float to[4]={float(toIn[0]),float(toIn[1]),float(toIn[2]),float(toIn[3])};
float color[4]={float(colorIn[0]),float(colorIn[1]),float(colorIn[2]),float(colorIn[3])};
float lineWidth=float(lineWidthIn);
drawLine(from,to,color,lineWidth);
}
void GLInstancingRenderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
{
b3Assert(glGetError() ==GL_NO_ERROR);
@@ -1752,7 +1760,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
glUseProgram(instancingShaderPointSprite);
glUniformMatrix4fv(ProjectionMatrixPointSprite, 1, false, &projectionMatrix[0]);
glUniformMatrix4fv(ModelViewMatrixPointSprite, 1, false, &modelviewMatrix[0]);
glUniform1f(screenWidthPointSprite,m_screenWidth);
glUniform1f(screenWidthPointSprite,float(m_screenWidth));
//glUniform1i(uniform_texture_diffusePointSprite, 0);
b3Assert(glGetError() ==GL_NO_ERROR);

View File

@@ -52,29 +52,29 @@ public:
GLInstancingRenderer(int m_maxObjectCapacity, int maxShapeCapacityInBytes = 56*1024*1024);
virtual ~GLInstancingRenderer();
void init();
virtual void init();
void renderScene();
virtual void renderScene();
void InitShaders();
void CleanupShaders();
void removeAllInstances();
void updateShape(int shapeIndex, const float* vertices);
virtual void updateShape(int shapeIndex, const float* vertices);
///vertices must be in the format x,y,z, nx,ny,nz, u,v
int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1);
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1);
int registerTexture(const unsigned char* texels, int width, int height);
virtual int registerTexture(const unsigned char* texels, int width, int height);
///position x,y,z, quaternion x,y,z,w, color r,g,b,a, scaling x,y,z
int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling);
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling);
void writeTransforms();
void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex);
void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex);
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
{
float pos[4];
float orn[4];
@@ -90,22 +90,23 @@ public:
}
void writeSingleInstanceTransformToGPU(float* position, float* orientation, int srcIndex);
virtual void writeSingleInstanceTransformToGPU(float* position, float* orientation, int srcIndex);
void writeSingleInstanceColorToCPU(float* color, int srcIndex);
virtual void writeSingleInstanceColorToCPU(float* color, int srcIndex);
void getMouseDirection(float* dir, int mouseX, int mouseY);
virtual void getMouseDirection(float* dir, int mouseX, int mouseY);
struct GLInstanceRendererInternalData* getInternalData();
void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth=1);
void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize);
void drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize);
void drawPoint(const float* position, const float color[4], float pointSize=1);
void updateCamera(int upAxis=1);
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth=1);
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth=1);
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize);
virtual void drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize);
virtual void drawPoint(const float* position, const float color[4], float pointSize=1);
virtual void updateCamera(int upAxis=1);
void getCameraPosition(float cameraPos[4]);
void getCameraPosition(double cameraPos[4])
virtual void getCameraPosition(float cameraPos[4]);
virtual void getCameraPosition(double cameraPos[4])
{
float campos[4];
getCameraPosition(campos);
@@ -115,14 +116,14 @@ public:
cameraPos[3] = campos[3];
}
void setCameraDistance(float dist);
float getCameraDistance() const;
virtual void setCameraDistance(float dist);
virtual float getCameraDistance() const;
//set the camera 'target'
void setCameraTargetPosition(float x, float y, float z);
void setCameraTargetPosition(float cameraPos[4]);
void getCameraTargetPosition(float cameraPos[4]) const;
void getCameraTargetPosition(double cameraPos[4]) const
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);
@@ -133,12 +134,12 @@ public:
}
void setCameraYaw(float yaw);
void setCameraPitch(float pitch);
float getCameraYaw() const;
float getCameraPitch() const;
virtual void setCameraYaw(float yaw);
virtual void setCameraPitch(float pitch);
virtual float getCameraYaw() const;
virtual float getCameraPitch() const;
void resize(int width, int height);
virtual void resize(int width, int height);
virtual int getScreenWidth()
{
return m_screenWidth;
@@ -148,15 +149,15 @@ public:
return m_screenHeight;
}
int getMaxShapeCapacity() const
virtual int getMaxShapeCapacity() const
{
return m_maxShapeCapacityInBytes;
}
int getInstanceCapacity() const
virtual int getInstanceCapacity() const
{
return m_maxNumObjectCapacity;
}
void enableShadowMap();
virtual void enableShadowMap();
virtual void enableBlend(bool blend)
{
m_enableBlend = blend;