fixed many memory leaks
added working shadows, using basic shadow mapping
This commit is contained in:
@@ -1,7 +1,11 @@
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#include "ShadowMapDemo.h"
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#include "ShadowMapDemoInternalData.h"
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#include "OpenGLWindow/GLInstancingRenderer.h"
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#include "OpenglWindow/GLPrimitiveRenderer.h"
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#include "OpenGLWindow/ShapeData.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include <stdio.h>
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ShadowMapDemo::ShadowMapDemo()
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{
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@@ -17,32 +21,52 @@ ShadowMapDemo::~ShadowMapDemo()
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void ShadowMapDemo::initPhysics(const ConstructionInfo& ci)
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{
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m_shadowData->m_instancingRenderer = ci.m_instancingRenderer;
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m_shadowData->m_primitiveRenderer = ci.m_primRenderer;
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int sphereShape = registerGraphicsSphereShape(ci,0.1,false);
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float pos[4]={0,3,0,0};
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float orn[4]={0,0,0,1};
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float color[4]={1,0,0,1};
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float scaling[4]={1,1,1,1};
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if (1)
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{
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///create a sphere
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int sphereShape = registerGraphicsSphereShape(ci,0.1,false);
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ci.m_instancingRenderer->registerGraphicsInstance(sphereShape,pos,orn,color,scaling);
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}
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if (1)
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{
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//create a cube
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_vertices)/sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int boxShape = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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pos[1]=0.f;
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scaling[0]=scaling[2]=50.f;
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color[0]=1.f;
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color[1]=1.f;
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color[2]=1.f;
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color[3]=1.f;
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ci.m_instancingRenderer->registerGraphicsInstance(boxShape ,pos,orn,color,scaling);
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}
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ci.m_instancingRenderer->registerGraphicsInstance(sphereShape,pos,orn,color,scaling);
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b3Vector3 shift(0,0,0);
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if (0)
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{
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b3Vector3 scaling(1,1,1);
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const char* filename="data/room_thickwalls.obj";
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this->createConcaveMesh(ci,filename,shift,scaling);
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}
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_vertices)/sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int boxShape = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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pos[1]=0.f;
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scaling[0]=scaling[2]=10.f;
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color[0]=1.f;
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color[1]=1.f;
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color[2]=1.f;
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color[3]=1.f;
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ci.m_instancingRenderer->registerGraphicsInstance(boxShape ,pos,orn,color,scaling);
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{
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b3Vector3 camPos(0, 2,5);
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m_shadowData->m_instancingRenderer->setCameraTargetPosition(camPos);
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m_shadowData->m_instancingRenderer->setCameraPitch(0);
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m_shadowData->m_instancingRenderer->setCameraYaw(0);
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m_shadowData->m_instancingRenderer->setCameraTargetPosition(pos);
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m_shadowData->m_instancingRenderer->setCameraDistance(15);
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m_shadowData->m_instancingRenderer->setCameraDistance(15);
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}
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//m_shadowData->m_instancingRenderer->setCameraYaw(55);
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ci.m_instancingRenderer->writeTransforms();
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}
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@@ -50,13 +74,233 @@ void ShadowMapDemo::exitPhysics()
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{
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}
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void ShadowMapDemo::renderScene()
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{
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m_shadowData->m_instancingRenderer->renderScene(B3_CREATE_SHADOWMAP_RENDERMODE);
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//m_shadowData->m_instancingRenderer->renderScene();
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m_shadowData->m_instancingRenderer->renderScene(B3_USE_SHADOWMAP_RENDERMODE);
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}
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void ShadowMapDemo::clientMoveAndDisplay()
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{
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}
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#include"../../Wavefront/objLoader.h"
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#include "OpenGLWindow/GLInstanceGraphicsShape.h"
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static GLInstanceGraphicsShape* createGraphicsShapeFromWavefrontObj(objLoader* obj)
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{
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b3AlignedObjectArray<GLInstanceVertex>* vertices = new b3AlignedObjectArray<GLInstanceVertex>;
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{
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// int numVertices = obj->vertexCount;
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// int numIndices = 0;
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b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
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/*
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for (int v=0;v<obj->vertexCount;v++)
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{
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vtx.xyzw[0] = obj->vertexList[v]->e[0];
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vtx.xyzw[1] = obj->vertexList[v]->e[1];
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vtx.xyzw[2] = obj->vertexList[v]->e[2];
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b3Vector3 n(vtx.xyzw[0],vtx.xyzw[1],vtx.xyzw[2]);
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if (n.length2()>B3_EPSILON)
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{
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n.normalize();
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vtx.normal[0] = n[0];
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vtx.normal[1] = n[1];
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vtx.normal[2] = n[2];
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} else
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{
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vtx.normal[0] = 0; //todo
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vtx.normal[1] = 1;
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vtx.normal[2] = 0;
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}
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vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f; //todo
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vertices->push_back(vtx);
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}
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*/
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for (int f=0;f<obj->faceCount;f++)
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{
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obj_face* face = obj->faceList[f];
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//b3Vector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
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if (face->vertex_count>=3)
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{
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b3Vector3 normal(0,1,0);
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int vtxBaseIndex = vertices->size();
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if (face->vertex_count<=4)
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{
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indicesPtr->push_back(vtxBaseIndex);
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indicesPtr->push_back(vtxBaseIndex+1);
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indicesPtr->push_back(vtxBaseIndex+2);
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GLInstanceVertex vtx0;
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vtx0.xyzw[0] = obj->vertexList[face->vertex_index[0]]->e[0];
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vtx0.xyzw[1] = obj->vertexList[face->vertex_index[0]]->e[1];
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vtx0.xyzw[2] = obj->vertexList[face->vertex_index[0]]->e[2];
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vtx0.xyzw[3] = 0.f;//obj->vertexList[face->vertex_index[0]]->e[2];
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vtx0.uv[0] = 0.5f;//obj->textureList[face->vertex_index[0]]->e[0];
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vtx0.uv[1] = 0.5f;//obj->textureList[face->vertex_index[0]]->e[1];
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GLInstanceVertex vtx1;
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vtx1.xyzw[0] = obj->vertexList[face->vertex_index[1]]->e[0];
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vtx1.xyzw[1] = obj->vertexList[face->vertex_index[1]]->e[1];
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vtx1.xyzw[2] = obj->vertexList[face->vertex_index[1]]->e[2];
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vtx1.xyzw[3]= 0.f;
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vtx1.uv[0] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[0];
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vtx1.uv[1] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[1];
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GLInstanceVertex vtx2;
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vtx2.xyzw[0] = obj->vertexList[face->vertex_index[2]]->e[0];
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vtx2.xyzw[1] = obj->vertexList[face->vertex_index[2]]->e[1];
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vtx2.xyzw[2] = obj->vertexList[face->vertex_index[2]]->e[2];
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vtx2.xyzw[3] = 0.f;
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vtx2.uv[0] = 0.5f;obj->textureList[face->vertex_index[2]]->e[0];
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vtx2.uv[1] = 0.5f;obj->textureList[face->vertex_index[2]]->e[1];
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b3Vector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
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b3Vector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
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b3Vector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
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normal = (v1-v0).cross(v2-v0);
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normal.normalize();
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vtx0.normal[0] = normal[0];
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vtx0.normal[1] = normal[1];
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vtx0.normal[2] = normal[2];
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vtx1.normal[0] = normal[0];
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vtx1.normal[1] = normal[1];
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vtx1.normal[2] = normal[2];
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vtx2.normal[0] = normal[0];
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vtx2.normal[1] = normal[1];
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vtx2.normal[2] = normal[2];
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vertices->push_back(vtx0);
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vertices->push_back(vtx1);
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vertices->push_back(vtx2);
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}
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if (face->vertex_count==4)
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{
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indicesPtr->push_back(vtxBaseIndex);
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indicesPtr->push_back(vtxBaseIndex+1);
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indicesPtr->push_back(vtxBaseIndex+2);
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indicesPtr->push_back(vtxBaseIndex+3);
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//
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GLInstanceVertex vtx3;
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vtx3.xyzw[0] = obj->vertexList[face->vertex_index[3]]->e[0];
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vtx3.xyzw[1] = obj->vertexList[face->vertex_index[3]]->e[1];
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vtx3.xyzw[2] = obj->vertexList[face->vertex_index[3]]->e[2];
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vtx3.uv[0] = 0.5;
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vtx3.uv[1] = 0.5;
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vtx3.normal[0] = normal[0];
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vtx3.normal[1] = normal[1];
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vtx3.normal[2] = normal[2];
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vertices->push_back(vtx3);
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}
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}
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}
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GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape;
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gfxShape->m_vertices = vertices;
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gfxShape->m_numvertices = vertices->size();
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gfxShape->m_indices = indicesPtr;
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gfxShape->m_numIndices = indicesPtr->size();
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for (int i=0;i<4;i++)
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gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
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return gfxShape;
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}
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}
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void ShadowMapDemo::createConcaveMesh(const ConstructionInfo& ci, const char* fileName, const b3Vector3& shift, const b3Vector3& scaling)
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{
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objLoader* objData = new objLoader();
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FILE* f = 0;
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char relativeFileName[1024];
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{
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const char* prefix[]={"./","../","../../","../../../","../../../../"};
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int numPrefixes = sizeof(prefix)/sizeof(char*);
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for (int i=0;i<numPrefixes;i++)
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{
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sprintf(relativeFileName,"%s%s",prefix[i],fileName);
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f = fopen(relativeFileName,"r");
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if (f)
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{
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break;
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}
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}
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}
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if (f)
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{
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fclose(f);
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f=0;
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}
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else
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return;
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objData->load(relativeFileName);
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int index=10;
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{
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GLInstanceGraphicsShape* shape = createGraphicsShapeFromWavefrontObj(objData);
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b3AlignedObjectArray<b3Vector3> verts;
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for (int i=0;i<shape->m_numvertices;i++)
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{
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for (int j=0;j<3;j++)
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shape->m_vertices->at(i).xyzw[j] += shift[j];
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b3Vector3 vtx(shape->m_vertices->at(i).xyzw[0],
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shape->m_vertices->at(i).xyzw[1],
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shape->m_vertices->at(i).xyzw[2]);
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verts.push_back(vtx*scaling);
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}
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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int shapeId = ci.m_instancingRenderer->registerShape(&shape->m_vertices->at(0).xyzw[0], shape->m_numvertices, &shape->m_indices->at(0), shape->m_numIndices);
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b3Quaternion orn(0,0,0,1);
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b3Vector4 color(0.3,0.3,1,1.f);//0.5);//1.f
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{
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float mass = 0.f;
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b3Vector3 position(0,0,0);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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index++;
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}
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}
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}
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delete objData;
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}
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void ShadowMapDemo::renderScene()
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{
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float color[4]={1,1,1,1};
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m_shadowData->m_instancingRenderer->renderScene();
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m_shadowData->m_instancingRenderer->enableShadowMap();
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
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// glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
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m_shadowData->m_primitiveRenderer->drawTexturedRect(10,10,90,90,color,0,0,1,1,true);
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
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}
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