support compound versus compound collision shape acceleration on GPU, using aabb tree versus aabb tree.

Remove constructor from b3Vector3,  to make it a POD type, so it can go into a union (and more compatible with OpenCL float4)
Use b3MakeVector3 instead of constructor
Share some code between C++ and GPU in a shared file: see b3TransformAabb2 in src/Bullet3Collision/BroadPhaseCollision/shared/b3Aabb.h
Improve PairBench a bit, show timings and #overlapping pairs.
Increase shadowmap default size to 8192x8192 (hope the GPU supports it)
This commit is contained in:
erwincoumans
2013-08-20 03:19:59 -07:00
parent 41ba48b10d
commit 677722bba3
62 changed files with 1827 additions and 564 deletions

View File

@@ -116,10 +116,10 @@ int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci2)
{
b3Vector4 colors[4] =
{
b3Vector4(1,0,0,1),
b3Vector4(0,1,0,1),
b3Vector4(0,1,1,1),
b3Vector4(1,1,0,1),
b3MakeVector4(1,0,0,1),
b3MakeVector4(0,1,0,1),
b3MakeVector4(0,1,1,1),
b3MakeVector4(1,1,0,1),
};
int curColor = 0;
@@ -143,7 +143,7 @@ int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci2)
{
//mass=0.f;
}
b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
b3Vector3 position=b3MakeVector3((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
//b3Vector3 position(i*2.2,10+j*1.9,k*2.2);
b3Quaternion orn(0,0,0,1);
@@ -151,7 +151,7 @@ int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci2)
b3Vector4 color = colors[curColor];
curColor++;
curColor&=3;
b3Vector4 scaling(1,1,1,1);
b3Vector4 scaling=b3MakeVector4(1,1,1,1);
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
@@ -228,7 +228,7 @@ void GpuRaytraceScene::renderScene2()
rayForward*= farPlane;
b3Vector3 rightOffset;
b3Vector3 vertical(0.f,1.f,0.f);
b3Vector3 vertical=b3MakeVector3(0.f,1.f,0.f);
b3Vector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
@@ -303,7 +303,7 @@ void GpuRaytraceScene::renderScene2()
}
}
b3Vector3 lightPos(1000,1000,100);
b3Vector3 lightPos=b3MakeVector3(1000,1000,100);
{
B3_PROFILE("cast primary rays");