Physics runs in a separate thread from rendering in PhysicsServerExample (preliminary)

Improve rendering performance. OpenVR experience is smooth now.
commit needs a bit more testing before pushing in main repo.
This commit is contained in:
erwin coumans
2016-07-07 19:24:44 -07:00
parent bc5a756c36
commit 60d2b99151
28 changed files with 978 additions and 188 deletions

View File

@@ -37,6 +37,12 @@ static btVector4 sMyColors[4] =
//btVector4(1,1,0,1),
};
struct TinyRendererTexture
{
const unsigned char* m_texels;
int m_width;
int m_height;
};
struct TinyRendererGUIHelper : public GUIHelperInterface
{
@@ -45,6 +51,7 @@ struct TinyRendererGUIHelper : public GUIHelperInterface
btHashMap<btHashInt,TinyRenderObjectData*> m_swRenderObjects;
btHashMap<btHashInt,int> m_swInstances;
btHashMap<btHashInt,TinyRendererTexture> m_textures;
int m_swWidth;
int m_swHeight;
@@ -151,7 +158,8 @@ struct TinyRendererGUIHelper : public GUIHelperInterface
if (gfxVertices.size() && indices.size())
{
int shapeId = registerGraphicsShape(&gfxVertices[0].xyzw[0],gfxVertices.size(),&indices[0],indices.size());
int shapeId = registerGraphicsShape(&gfxVertices[0].xyzw[0],gfxVertices.size(),&indices[0],indices.size(),
1,-1);
collisionShape->setUserIndex(shapeId);
}
}
@@ -249,18 +257,41 @@ struct TinyRendererGUIHelper : public GUIHelperInterface
virtual void createPhysicsDebugDrawer( btDiscreteDynamicsWorld* rbWorld){}
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices)
virtual int registerTexture(const unsigned char* texels, int width, int height)
{
//do we need to make a copy?
int textureId = m_textures.size();
TinyRendererTexture t;
t.m_texels = texels;
t.m_width = width;
t.m_height = height;
this->m_textures.insert(textureId,t);
return textureId;
}
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureId)
{
int shapeIndex = m_swRenderObjects.size();
TinyRenderObjectData* swObj = new TinyRenderObjectData(m_rgbColorBuffer,m_depthBuffer);
float rgbaColor[4] = {1,1,1,1};
swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
//if (textureId>=0)
//{
// swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
//} else
{
swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor);
}
//swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices);
m_swRenderObjects.insert(shapeIndex,swObj);
return shapeIndex;
}
virtual void removeAllGraphicsInstances()
{
}
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
{
int colIndex = m_colObjUniqueIndex++;