add ImplicitCloth demo, by Stan Melax

add SimpleOpenGL3App, used in ImplicitCloth demo. The Bullet 3.x demos should use this as a template, it will clean up some of the mess.
This commit is contained in:
erwincoumans
2013-11-09 12:12:33 -08:00
parent a6bc61ad1a
commit 8f3051fdf1
35 changed files with 3297 additions and 2035 deletions

View File

@@ -322,7 +322,7 @@ static GLint lines_position=0;
static GLint lines_colour=0;
GLuint lineVertexBufferObject=0;
GLuint lineVertexArrayObject=0;
GLuint lineIndexVbo = 0;
@@ -720,17 +720,21 @@ void GLInstancingRenderer::InitShaders()
int SCALE_BUFFER_SIZE = (m_maxNumObjectCapacity*sizeof(float)*3);
linesShader = gltLoadShaderPair(linesVertexShader,linesFragmentShader);
glLinkProgram(linesShader);
glUseProgram(linesShader);
lines_ModelViewMatrix = glGetUniformLocation(linesShader, "ModelViewMatrix");
lines_ProjectionMatrix = glGetUniformLocation(linesShader, "ProjectionMatrix");
lines_colour=glGetUniformLocation(linesShader, "colour");
lines_position=glGetAttribLocation(linesShader, "position");
glLinkProgram(linesShader);
glUseProgram(linesShader);
glGenBuffers(1, &lineVertexBufferObject);
glGenVertexArrays(1, &lineVertexArrayObject);
glBindVertexArray(lineVertexArrayObject);
glGenBuffers(1, &lineVertexBufferObject);
glGenBuffers(1, &lineIndexVbo);
glBindVertexArray(0);
//glGetIntegerv(GL_ALIASED_LINE_WIDTH_RANGE, range);
glGetIntegerv(GL_SMOOTH_LINE_WIDTH_RANGE, lineWidthRange);
@@ -1315,16 +1319,85 @@ void GLInstancingRenderer::drawPoints(const float* positions, const float color[
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, numPoints*pointStrideInBytes, positions, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
// glBindBuffer(GL_ARRAY_BUFFER, 0);
// glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glEnableVertexAttribArray(0);
int numFloats = 3;//pointStrideInBytes/sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, pointStrideInBytes, 0);
int numFloats = pointStrideInBytes/sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POINTS, 0, numPoints);
glBindVertexArray(0);
glPointSize(1);
}
void GLInstancingRenderer::drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)
{
glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vbo);
GLint err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,0);
int curOffset = 0;
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glUseProgram(linesShader);
glUniformMatrix4fv(lines_ProjectionMatrix, 1, false, &projectionMatrix[0]);
glUniformMatrix4fv(lines_ModelViewMatrix, 1, false, &modelviewMatrix[0]);
glUniform4f(lines_colour,color[0],color[1],color[2],color[3]);
// glPointSize(pointDrawSize);
glBindVertexArray(lineVertexArrayObject);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, numPoints*pointStrideInBytes, positions, GL_STATIC_DRAW);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, lineVertexBufferObject);
glEnableVertexAttribArray(0);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
int numFloats = pointStrideInBytes/sizeof(float);
glVertexAttribPointer(0, numFloats, GL_FLOAT, GL_FALSE, 0, 0);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, lineIndexVbo);
int indexBufferSizeInBytes = numIndices*sizeof(int);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexBufferSizeInBytes, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,indexBufferSizeInBytes,indices);
glDrawElements(GL_LINES, numIndices, GL_UNSIGNED_INT,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// for (int i=0;i<numIndices;i++)
// printf("indicec[i]=%d]\n",indices[i]);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glBindVertexArray(0);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glPointSize(1);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
}
void GLInstancingRenderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
{
GLint err = glGetError();