add preliminary ray tracing test (ray-sphere placeholder on CPU)
This commit is contained in:
@@ -1,6 +1,7 @@
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#ifndef GPU_DEMO_H
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#define GPU_DEMO_H
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class GLInstancingRenderer;
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class GLPrimitiveRenderer;
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@@ -31,6 +32,8 @@ public:
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float gapY;
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float gapZ;
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GLInstancingRenderer* m_instancingRenderer;
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GLPrimitiveRenderer* m_primRenderer;
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class b3gWindowInterface* m_window;
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class GwenUserInterface* m_gui;
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@@ -38,9 +41,9 @@ public:
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:useOpenCL(true),
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preferredOpenCLPlatformIndex(-1),
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preferredOpenCLDeviceIndex(-1),
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arraySizeX(30),
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arraySizeY(30),
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arraySizeZ(30),
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arraySizeX(2),
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arraySizeY(2),
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arraySizeZ(2),
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m_useConcaveMesh(false),
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gapX(14.3),
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gapY(14.0),
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@@ -76,6 +76,8 @@ GpuDemo::CreateFunc* allDemos[]=
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// GpuConvexScene::MyCreateFunc,
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//ConcaveSphereScene::MyCreateFunc,
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GpuRaytraceScene::MyCreateFunc,
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GpuBoxPlaneScene::MyCreateFunc,
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GpuConvexPlaneScene::MyCreateFunc,
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@@ -601,7 +603,7 @@ int main(int argc, char* argv[])
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ci.m_gui = gui;
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ci.m_instancingRenderer->init();
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ci.m_instancingRenderer->InitShaders();
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ci.m_primRenderer = &prim;
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// render.init();
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demo->initPhysics(ci);
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@@ -18,9 +18,11 @@
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#include "GpuRigidBodyDemoInternalData.h"
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#include "../gwenUserInterface.h"
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#include "Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h"
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#include "OpenGLWindow/GLPrimitiveRenderer.h"
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void GpuConvexScene::setupScene(const ConstructionInfo& ci)
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{
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m_primRenderer = ci.m_primRenderer;
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int index=0;
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createStaticEnvironment(ci);
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@@ -30,11 +32,15 @@ void GpuConvexScene::setupScene(const ConstructionInfo& ci)
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m_data->m_rigidBodyPipeline->writeAllInstancesToGpu();
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float camPos[4]={ci.arraySizeX,ci.arraySizeY/2,ci.arraySizeZ,0};
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float camPos[4]={0,0,0,0};//ci.arraySizeX,ci.arraySizeY/2,ci.arraySizeZ,0};
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//float camPos[4]={1,12.5,1.5,0};
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m_instancingRenderer->setCameraTargetPosition(camPos);
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m_instancingRenderer->setCameraDistance(100);
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m_instancingRenderer->setCameraDistance(30);
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m_instancingRenderer->setCameraYaw(0);
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m_instancingRenderer->setCameraPitch(0);
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m_instancingRenderer->updateCamera();
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char msg[1024];
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int numInstances = index;
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@@ -174,3 +180,203 @@ void GpuConvexPlaneScene::createStaticEnvironment(const ConstructionInfo& ci)
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int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false);
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}
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struct GpuRaytraceInternalData
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{
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GLuint* m_texId;
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unsigned char* m_texels;
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int textureWidth;
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int textureHeight;
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};
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#include <string.h>
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GpuRaytraceScene::GpuRaytraceScene()
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{
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m_raytraceData = new GpuRaytraceInternalData;
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m_raytraceData->m_texId = new GLuint;
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m_raytraceData->textureWidth = 1024;
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m_raytraceData->textureHeight = 768;
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//create new texture
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glGenTextures(1, m_raytraceData->m_texId);
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GLenum err = glGetError();
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assert(err==GL_NO_ERROR);
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glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
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m_raytraceData->m_texels = (unsigned char*)malloc(m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
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memset(m_raytraceData->m_texels,0,m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
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for (int i=0;i<m_raytraceData->textureWidth;i++)
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{
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for (int y=0;y<m_raytraceData->textureHeight;y++)
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{
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int color = 0;
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if (y<m_raytraceData->textureHeight-1 && (y>0) && (i>0 && i<m_raytraceData->textureWidth-1))
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color = 255;
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m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+0] = color;
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m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+1] = color;
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m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+2] = color;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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GpuRaytraceScene::~GpuRaytraceScene()
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{
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glDeleteTextures(1,m_raytraceData->m_texId);
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delete[] m_raytraceData->m_texels;
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delete m_raytraceData;
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}
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bool sphere_intersect(const b3Vector3& spherePos, b3Scalar radius, const b3Vector3& rayFrom, const b3Vector3& rayTo)
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{
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// rs = ray.org - sphere.center
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const b3Vector3& rs = rayFrom - spherePos;
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b3Vector3 rayDir = rayTo-rayFrom;//rayFrom-rayTo;
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rayDir.normalize();
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float B = b3Dot(rs, rayDir);
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float C = b3Dot(rs, rs) - (radius * radius);
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float D = B * B - C;
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if (D > 0.0)
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{
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float t = -B - sqrt(D);
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if ( (t > 0.0))// && (t < isect.t) )
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{
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return true;//isect.t = t;
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}
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}
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return false;
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}
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void GpuRaytraceScene::renderScene()
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{
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B3_PROFILE("raytrace");
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//raytrace into the texels
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m_instancingRenderer->updateCamera();
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//generate primary rays
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float top = 1.f;
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float bottom = -1.f;
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float nearPlane = 1.f;
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float tanFov = (top-bottom)*0.5f / nearPlane;
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float fov = 2.0 * atanf (tanFov);
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b3Vector3 rayFrom, camTarget;
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m_instancingRenderer->getCameraPosition(rayFrom);
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m_instancingRenderer->getCameraTargetPosition(camTarget);
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b3Vector3 rayForward = camTarget-rayFrom;
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rayForward.normalize();
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float farPlane = 500.f;
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rayForward*= farPlane;
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b3Vector3 rightOffset;
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b3Vector3 vertical(0.f,1.f,0.f);
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b3Vector3 hor;
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hor = rayForward.cross(vertical);
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hor.normalize();
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vertical = hor.cross(rayForward);
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vertical.normalize();
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float tanfov = tanf(0.5f*fov);
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hor *= 2.f * farPlane * tanfov;
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vertical *= 2.f * farPlane * tanfov;
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b3Vector3 rayToCenter = rayFrom + rayForward;
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//should be screenwidth/height
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b3Vector3 dHor = hor * 1.f/float(m_raytraceData->textureWidth);
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b3Vector3 dVert = vertical * 1.f/float(m_raytraceData->textureHeight);
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b3Transform rayFromTrans;
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rayFromTrans.setIdentity();
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rayFromTrans.setOrigin(rayFrom);
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b3Transform rayFromLocal;
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b3Transform rayToLocal;
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//cast primary rays
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m_data->m_np->readbackAllBodiesToCpu();
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for (int x=0;x<m_raytraceData->textureWidth;x++)
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{
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for (int y=0;y<m_raytraceData->textureHeight;y++)
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{
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b3Vector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
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rayTo += x * dHor;
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rayTo -= y * dVert;
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//if there is a hit, color the pixels
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int numBodies = m_data->m_rigidBodyPipeline->getNumBodies();
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bool hits = false;
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for (int i=0;i<numBodies && !hits;i++)
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{
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b3Vector3 pos;
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b3Quaternion orn;
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m_data->m_np->getObjectTransformFromCpu(pos,orn,i);
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b3Scalar radius = 1;
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hits = sphere_intersect(pos, radius, rayFrom, rayTo);
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}
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if (hits)
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{
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+0] = 255;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+1] = 0;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+2] = 0;
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} else
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{
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+0] = 0;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+1] = 0;
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m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+2] = 0;
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}
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}
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}
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GLint err;
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err = glGetError();
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assert(err==GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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b3Assert(m_primRenderer);
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float color[4] = {1,1,1,1};
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float rect[4] = {0,0,m_raytraceData->textureWidth,m_raytraceData->textureHeight};
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float u[2] = {0,1};
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float v[2] = {0,1};
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int useRGBA = 1;
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m_primRenderer->drawTexturedRect(rect[0],rect[1],rect[2],rect[3],color,u[0],v[0],u[1],v[1], useRGBA);
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err = glGetError();
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assert(err==GL_NO_ERROR);
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}
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@@ -5,9 +5,12 @@
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class GpuConvexScene : public GpuRigidBodyDemo
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{
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protected:
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class GLPrimitiveRenderer* m_primRenderer;
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public:
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GpuConvexScene(){}
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GpuConvexScene() :m_primRenderer(0) {}
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virtual ~GpuConvexScene(){}
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virtual const char* getName()
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{
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@@ -72,7 +75,30 @@ public:
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virtual int createDynamicsObjects(const ConstructionInfo& ci);
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};
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class GpuRaytraceScene : public GpuBoxPlaneScene
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{
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protected:
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struct GpuRaytraceInternalData* m_raytraceData;
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public:
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GpuRaytraceScene();
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virtual ~GpuRaytraceScene();
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virtual const char* getName()
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{
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return "GPURaytrace";
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}
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static GpuDemo* MyCreateFunc()
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{
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GpuDemo* demo = new GpuRaytraceScene;
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return demo;
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}
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void renderScene();
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};
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#endif //GPU_CONVEX_SCENE_H
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@@ -9,7 +9,6 @@
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static const char* vertexShader= \
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"#version 150 \n"
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"\n"
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"uniform vec2 p;\n"
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"\n"
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"in vec4 position;\n"
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"in vec4 colour;\n"
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@@ -22,13 +21,14 @@ static const char* vertexShader= \
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"void main (void)\n"
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"{\n"
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" colourV = colour;\n"
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" gl_Position = vec4(p.x+position.x, p.y+position.y,0.f,1.f);\n"
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" gl_Position = vec4(position.x, position.y,0.f,1.f);\n"
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" texuvV=texuv;\n"
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"}\n";
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static const char* fragmentShader= \
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"#version 150\n"
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"\n"
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"uniform vec2 p;\n"
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"in vec4 colourV;\n"
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"out vec4 fragColour;\n"
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"in vec2 texuvV;\n"
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@@ -37,9 +37,11 @@ static const char* fragmentShader= \
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"\n"
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"void main(void)\n"
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"{\n"
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" vec4 texcolorred = texture(Diffuse,texuvV);\n"
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"// vec4 texcolor = vec4(texcolorred.x,texcolorred.x,texcolorred.x,1);\n"
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" vec4 texcolor = vec4(1,1,1,texcolorred.x);\n"
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" vec4 texcolor = texture(Diffuse,texuvV);\n"
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" if (p.x==0.f)\n"
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" {\n"
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" texcolor = vec4(1,1,1,texcolor.x);\n"
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" }\n"
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"\n"
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" fragColour = colourV*texcolor;\n"
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"}\n";
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@@ -89,6 +91,7 @@ m_screenHeight(screenHeight)
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m_data = new PrimInternalData;
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m_data->m_shaderProg = gltLoadShaderPair(vertexShader,fragmentShader);
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m_data->m_positionUniform = glGetUniformLocation(m_data->m_shaderProg, "p");
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if (m_data->m_positionUniform < 0) {
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@@ -231,7 +234,7 @@ void GLPrimitiveRenderer::drawRect(float x0, float y0, float x1, float y1, float
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}
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void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1)//Line()//float from[4], float to[4], float color[4])
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void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA)
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{
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GLint err;
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@@ -276,6 +279,12 @@ void GLPrimitiveRenderer::drawTexturedRect(float x0, float y0, float x1, float y
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assert(err==GL_NO_ERROR);
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vec2 p( 0.f,0.f);//?b?0.5f * sinf(timeValue), 0.5f * cosf(timeValue) );
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if (useRGBA)
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{
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p.p[0] = 1.f;
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p.p[1] = 1.f;
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}
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glUniform2fv(m_data->m_positionUniform, 1, (const GLfloat *)&p);
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err = glGetError();
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@@ -18,7 +18,7 @@ public:
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virtual ~GLPrimitiveRenderer();
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void drawRect(float x0, float y0, float x1, float y1, float color[4]);
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void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1);
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void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA=0);
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void drawLine();//float from[4], float to[4], float color[4]);
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void setScreenSize(int width, int height);
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