added Steven Baker's GPU physics code (work in progress)
This commit is contained in:
29
Extras/GPUphysics/CHANGES
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29
Extras/GPUphysics/CHANGES
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@@ -0,0 +1,29 @@
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GPUphysics-0.0
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==============
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* Initial release
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GPUphysics-0.1
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==============
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* Fixes for stencil buffer problems on some systems.
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GPUphysics-0.2
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==============
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* Added MacOSX support.
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* Added a ton of command-line debug options (see DEBUG_README)
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* Changed to ZLib license.
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GPUphysics-0.3
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==============
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* Use signed initial velocities so everything doesn't slide off the screen!
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* The 'bounce' now slows down X/Z motion as well as Y so things actually
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do stop moving eventually.
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* Added to the Bullet Subversion repository at Sourceforge.net
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See http://sf.net/projects/bullet
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66
Extras/GPUphysics/CMakeLists.txt
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66
Extras/GPUphysics/CMakeLists.txt
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@@ -0,0 +1,66 @@
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PROJECT(GPUphysics)
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# This is basically the overall name of the project in Visual Studio this is the name of the Solution File
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# For every executable you have with a main method you should have an add_executable line below.
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# For every add executable line you should list every .cpp and .h file you have associated with that executable.
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# This is the variable for Windows. I use this to define the root of my directory structure.
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SET(GLUT_ROOT ${GPUphysics_SOURCE_DIR}/Glut)
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# You shouldn't have to modify anything below this line
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########################################################
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# This is the shortcut to finding GLU, GLUT and OpenGL if they are properly installed on your system
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# This should be the case.
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INCLUDE (${CMAKE_ROOT}/Modules/FindGLU.cmake)
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INCLUDE (${CMAKE_ROOT}/Modules/FindGLUT.cmake)
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INCLUDE (${CMAKE_ROOT}/Modules/FindOpenGL.cmake)
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IF (WIN32)
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# This is the Windows code for which Opengl, and Glut are not properly installed
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# since I can't install them I must cheat and copy libraries around
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INCLUDE_DIRECTORIES(${GLUT_ROOT})
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# LINK_DIRECTORIES(${GLUT_ROOT}\\lib)
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IF (${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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SET(GLUT_glut_LIBRARY ${GPUphysics_SOURCE_DIR}/Glut/glut32.lib)
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# LINK_LIBRARIES(${GLUT_ROOT}\\lib\\glut32 ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${GLUT_ROOT}\\lib\\glut32)
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#
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# ADD_CUSTOM_COMMAND(TARGET table POST_BUILD COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs2005\\Debug
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# COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs2003\\Debug
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# COMMAND copy ${GLUT_ROOT}\\lib\\glut32.dll ${GLUT_ROOT}\\bin\\vs6\\Debug)
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ELSE (${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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# LINK_LIBRARIES(${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${GLUT_glut_LIBRARY})
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ENDIF(${GLUT_glut_LIBRARY} MATCHES "GLUT_glut_LIBRARY-NOTFOUND")
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# TARGET_LINK_LIBRARIES(table ${OPENGL_gl_LIBRARY})
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# TARGET_LINK_LIBRARIES(table ${OPENGL_glu_LIBRARY})
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ELSE (WIN32)
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# This is the lines for linux. This should always work if everything is installed and working fine.
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# SET(CMAKE_BUILD_TYPE Debug)
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# SET(CMAKE_CXX_FLAGS_DEBUG "-g")
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INCLUDE_DIRECTORIES(/usr/include /usr/local/include ${GLUT_INCLUDE_DIR})
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# TARGET_LINK_LIBRARIES(table ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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# TARGET_LINK_LIBRARIES(checker ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY})
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ENDIF (WIN32)
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INCLUDE_DIRECTORIES(
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glew/include
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)
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LINK_LIBRARIES(
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glew/lib/glew32.lib ${GLUT_glut_LIBRARY} ${OPENGL_gl_LIBRARY} ${OPENGL_glU_LIBRARY}
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)
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ADD_EXECUTABLE(GPUphysics
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fboSupport.cxx
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GPU_physics_demo.cxx
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shaderSupport.cxx
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)
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67
Extras/GPUphysics/DEBUGGING_README
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67
Extras/GPUphysics/DEBUGGING_README
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I have added some command line options to hopefully
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help with our debugging problems.
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1) Run without any shaders at all:
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GPU_physics_demo -s
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This should produce a grey screen with a neat grid of randomly
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coloured cubes that are sitting completely motionless. If this
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doesn't work then render-to-texture and shaders are not the
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problem and we have some very basic OpenGL problem to worry
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about.
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2) Run with just one shader - but no render-to-texture:
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GPU_physics_demo -p
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Just like '-s', this should produce a grey screen with a neat
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grid of randomly coloured cubes that are sitting completely
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motionless. This time, the vertex shader is reading the
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positioning information from a texturemap. If this
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doesn't work then render-to-texture isn't the problem but
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something is amiss in shader-land.
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There are several possibilities - the nastiest of which might
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be that either:
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a) Your graphics card/driver doesn't support floating point
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textures. (This is pretty much 'Game Over' for you because
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without that, doing physics in the GPU is going to be
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virtually impossible).
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b) Your graphics card/driver doesn't support vertex shader
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textures (or it supports them but sets the maximum number
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to zero - which is the same thing). This means that we
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can't move things around using GPU textures - but we can
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still use the GPU to accellerate physics calculations.
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In practical game scenarios, I think the CPU needs to know
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where all the objects are - so this may not be the serious
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issue it sounds like. What it mostly does is to clobber
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the idea of running physics on particle system types of
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effect where a vast number of objects are involved but
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where individual objects have zero effect on game play.
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3) Run without forces being applied:
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GPU_physics -f
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This sets the cubes off moving at constant speed (each cube
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going at a different speed and spinning).
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Run without collision against the ground:
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GPU_physics -c
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The cubes move under gravity - but don't interact with the
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notional ground plane so the eventually fall off the bottom
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of the screen..
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If either (3) or (4) fails but (1) and (2) worked then the
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problem is probably something to do with render-to-texture.
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This is the most likely scenario.
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553
Extras/GPUphysics/GPU_physics_demo.cxx
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553
Extras/GPUphysics/GPU_physics_demo.cxx
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@@ -0,0 +1,553 @@
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#ifndef WIN32
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#include <sys/time.h>
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#endif
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#include <assert.h>
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#include <GL/glew.h>
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//think different
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#if defined(__APPLE__) && !defined (VMDMESA)
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#include <OpenGL/gl.h>
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#include <OpenGL/glu.h>
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#include <GLUT/glut.h>
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#else
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#include <GL/glut.h>
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#include <GL/gl.h>
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#endif
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#include "fboSupport.h"
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#include "shaderSupport.h"
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enum DebugOptions
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{
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DRAW_WITHOUT_SHADERS,
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DRAW_WITHOUT_PHYSICS,
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DRAW_WITHOUT_COLLISIONS,
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DRAW_WITHOUT_FORCES,
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DRAW_ALL
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} ;
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DebugOptions debugOpt = DRAW_ALL ;
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float frand ( float max )
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{
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return (float)(rand() % 32767) * max / 32767.0f ;
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}
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static GLSL_ShaderPair *velocityGenerator ;
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static GLSL_ShaderPair *positionGenerator ;
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static GLSL_ShaderPair *collisionGenerator ;
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static GLSL_ShaderPair *cubeShader ;
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static FrameBufferObject *position ;
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static FrameBufferObject *rotation ;
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static FrameBufferObject *velocity ;
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static FrameBufferObject *rotvelocity ;
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static FrameBufferObject *force ;
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static FrameBufferObject *mass ;
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#define TEX_SIZE 128
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#define NUM_CUBES ( TEX_SIZE * TEX_SIZE )
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#define STRIPS_PER_CUBE 2
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#define VERTS_PER_STRIP 8
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#define NUM_VERTS ( NUM_CUBES * STRIPS_PER_CUBE * VERTS_PER_STRIP )
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static GLuint vbo_vx = 0 ;
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static GLuint vbo_tx = 0 ;
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static GLuint vbo_co = 0 ;
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static float vertices [ NUM_VERTS * 3 ] ;
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static float texcoords [ NUM_VERTS * 2 ] ;
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static float colours [ NUM_VERTS * 4 ] ;
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static int starts [ NUM_CUBES * STRIPS_PER_CUBE ] ;
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static int lengths [ NUM_CUBES * STRIPS_PER_CUBE ] ;
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static int win_width = 640 ;
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static int win_height = 480 ;
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void keybd ( unsigned char, int, int )
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{
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exit ( 0 ) ;
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}
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void reshape ( int wid, int ht )
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{
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win_width = wid ;
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win_height = ht ;
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}
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void initGLcontext ( int argc, char **argv, void (*display)(void) )
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{
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glutInit ( &argc, argv ) ;
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glutInitDisplayMode ( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ) ;
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glutInitWindowSize ( win_width, win_height ) ;
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glutCreateWindow ( "Shader Math Demo" ) ;
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glutDisplayFunc ( display ) ;
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glutKeyboardFunc ( keybd ) ;
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glutReshapeFunc ( reshape ) ;
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glewInit () ;
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}
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void initMotionTextures ()
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{
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if ( debugOpt == DRAW_WITHOUT_SHADERS ) return ;
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position = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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rotation = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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if ( debugOpt == DRAW_WITHOUT_PHYSICS )
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{
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velocity = NULL ;
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rotvelocity = NULL ;
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force = NULL ;
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mass = NULL ;
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}
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else
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{
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velocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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rotvelocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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if ( debugOpt == DRAW_WITHOUT_FORCES )
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{
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force = NULL ;
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mass = NULL ;
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}
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else
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{
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force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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mass = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 1, FBO_FLOAT ) ;
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}
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}
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float *positionData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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float *rotationData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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float *velocityData ;
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float *rotvelocityData ;
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float *forceData ;
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float *massData ;
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if ( debugOpt == DRAW_WITHOUT_PHYSICS )
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{
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velocityData = NULL ;
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rotvelocityData = NULL ;
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forceData = NULL ;
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massData = NULL ;
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}
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else
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{
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velocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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rotvelocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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|
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if ( debugOpt == DRAW_WITHOUT_FORCES )
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{
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forceData = NULL ;
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massData = NULL ;
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}
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else
|
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{
|
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forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
|
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massData = new float [ TEX_SIZE * TEX_SIZE ] ;
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}
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}
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|
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/* Give the objects some initial position, rotation, mass, force, etc */
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|
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for ( int i = 0 ; i < TEX_SIZE ; i++ )
|
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for ( int j = 0 ; j < TEX_SIZE ; j++ )
|
||||
{
|
||||
/*
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Start the cubes on a nice, regular 5m grid, 10m above the ground
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||||
centered around the origin
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*/
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||||
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||||
positionData [ (i*TEX_SIZE + j) * 3 + 0 ] = 5.0f * (float) (TEX_SIZE/2 - i) ;
|
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positionData [ (i*TEX_SIZE + j) * 3 + 1 ] = 10.0f ;
|
||||
positionData [ (i*TEX_SIZE + j) * 3 + 2 ] = 5.0f * (float) (TEX_SIZE/2 - j) ;
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|
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/* Zero their rotations */
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rotationData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ;
|
||||
rotationData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ;
|
||||
rotationData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
|
||||
|
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
|
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{
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/* Random (but predominantly upwards) velocities. */
|
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velocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 10.0f ) ;
|
||||
velocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 100.0f ) ;
|
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velocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 10.0f ) ;
|
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||||
/* Random rotational velocities */
|
||||
rotvelocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 3.0f ) ;
|
||||
rotvelocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 3.0f ) ;
|
||||
rotvelocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 3.0f ) ;
|
||||
|
||||
if ( debugOpt != DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
/* Zero forces (just gravity) */
|
||||
forceData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ;
|
||||
forceData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ;
|
||||
forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
|
||||
|
||||
/* One kg in weight each */
|
||||
massData [ i*TEX_SIZE + j ] = 1.0f ;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Initialise the textures */
|
||||
|
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position -> fillTexture ( positionData ) ;
|
||||
rotation -> fillTexture ( rotationData ) ;
|
||||
|
||||
if ( debugOpt != DRAW_WITHOUT_PHYSICS )
|
||||
{
|
||||
velocity -> fillTexture ( velocityData ) ;
|
||||
rotvelocity -> fillTexture ( rotvelocityData ) ;
|
||||
|
||||
if ( debugOpt != DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
force -> fillTexture ( forceData ) ;
|
||||
mass -> fillTexture ( massData ) ;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void initPhysicsShaders ()
|
||||
{
|
||||
if ( debugOpt == DRAW_WITHOUT_SHADERS ||
|
||||
debugOpt == DRAW_WITHOUT_PHYSICS )
|
||||
return ;
|
||||
|
||||
if ( debugOpt == DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
velocityGenerator = NULL ;
|
||||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
The velocity generator shader calculates:
|
||||
|
||||
velocity = old_velocity + delta_T * ( F / m ) ;
|
||||
*/
|
||||
|
||||
velocityGenerator = new GLSL_ShaderPair (
|
||||
"VelocityGenerator",
|
||||
NULL, NULL,
|
||||
"uniform float delta_T ;"
|
||||
"uniform vec3 g ;"
|
||||
"uniform sampler2D old_velocity ;"
|
||||
"uniform sampler2D force ;"
|
||||
"uniform sampler2D mass ;"
|
||||
"void main() {"
|
||||
" gl_FragColor = vec4 ("
|
||||
" texture2D ( old_velocity, gl_TexCoord[0].st ).xyz +"
|
||||
" delta_T * ( g +"
|
||||
" texture2D ( force , gl_TexCoord[0].st ).xyz /"
|
||||
" texture2D ( mass , gl_TexCoord[0].st ).x),"
|
||||
" 1.0 ) ; }",
|
||||
"VelocityGenerator Frag Shader" ) ;
|
||||
assert ( velocityGenerator -> compiledOK () ) ;
|
||||
}
|
||||
|
||||
/*
|
||||
The position generater shader calculates:
|
||||
|
||||
position = old_position + delta_T * velocity ;
|
||||
|
||||
It's also used to update the rotational velocity.
|
||||
*/
|
||||
|
||||
positionGenerator = new GLSL_ShaderPair (
|
||||
"PositionGenerator",
|
||||
NULL, NULL,
|
||||
"uniform float delta_T ;"
|
||||
"uniform sampler2D old_position ;"
|
||||
"uniform sampler2D velocity ;"
|
||||
"void main() {"
|
||||
" gl_FragColor = vec4 ("
|
||||
" texture2D ( old_position, gl_TexCoord[0].st ).xyz +"
|
||||
" texture2D ( velocity , gl_TexCoord[0].st ).xyz *"
|
||||
" delta_T,"
|
||||
" 1.0 ) ; }",
|
||||
"PositionGenerator Frag Shader" ) ;
|
||||
assert ( positionGenerator -> compiledOK () ) ;
|
||||
|
||||
if ( debugOpt == DRAW_WITHOUT_COLLISIONS )
|
||||
{
|
||||
collisionGenerator = NULL ;
|
||||
}
|
||||
else
|
||||
{
|
||||
collisionGenerator = new GLSL_ShaderPair (
|
||||
"CollisionGenerator",
|
||||
NULL, NULL,
|
||||
"uniform sampler2D position ;"
|
||||
"uniform sampler2D old_velocity ;"
|
||||
"void main() {"
|
||||
" vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;"
|
||||
" vec3 vel = texture2D ( old_velocity, gl_TexCoord[0].st ).xyz ;"
|
||||
" if ( pos [ 1 ] < 0.0 ) vel [ 1 ] *= -0.90 ;"
|
||||
" gl_FragColor = vec4 ( vel, 1.0 ) ; }",
|
||||
"CollisionGenerator Frag Shader" ) ;
|
||||
assert ( collisionGenerator -> compiledOK () ) ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void initCubeVBO ()
|
||||
{
|
||||
float *p = vertices ;
|
||||
float *t = texcoords ;
|
||||
float *c = colours ;
|
||||
|
||||
for ( int k = 0 ; k < NUM_CUBES * STRIPS_PER_CUBE ; k++ )
|
||||
{
|
||||
starts [ k ] = k * VERTS_PER_STRIP ;
|
||||
lengths [ k ] = VERTS_PER_STRIP ;
|
||||
}
|
||||
|
||||
for ( int i = 0 ; i < TEX_SIZE ; i++ )
|
||||
for ( int j = 0 ; j < TEX_SIZE ; j++ )
|
||||
{
|
||||
int n = i * TEX_SIZE + j ;
|
||||
|
||||
/*
|
||||
I use the colour data to set which cube is which in
|
||||
the physics textures.
|
||||
*/
|
||||
|
||||
for ( int k = 0 ; k < STRIPS_PER_CUBE * VERTS_PER_STRIP ; k++ )
|
||||
{
|
||||
*t++ = ((float)i+0.5f)/(float)TEX_SIZE ;
|
||||
*t++ = ((float)j+0.5f)/(float)TEX_SIZE ;
|
||||
|
||||
*c++ = frand ( 1.0f ) ;
|
||||
*c++ = frand ( 1.0f ) ;
|
||||
*c++ = frand ( 1.0f ) ;
|
||||
*c++ = 1.0f ;
|
||||
}
|
||||
|
||||
float dx, dy, dz ;
|
||||
|
||||
if ( debugOpt == DRAW_WITHOUT_SHADERS )
|
||||
{
|
||||
dx = 5.0f * (float) (TEX_SIZE/2 - i) ;
|
||||
dy = 10.0f ;
|
||||
dz = 5.0f * (float) (TEX_SIZE/2 - j) ;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx = 0.0f ;
|
||||
dy = 0.0f ;
|
||||
dz = 0.0f ;
|
||||
}
|
||||
|
||||
*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
|
||||
*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
|
||||
|
||||
*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
|
||||
*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
|
||||
*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
|
||||
}
|
||||
|
||||
glGenBuffersARB ( 1, & vbo_vx ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ;
|
||||
glBufferDataARB ( GL_ARRAY_BUFFER_ARB, NUM_VERTS * 3 * sizeof(float),
|
||||
vertices, GL_STATIC_DRAW_ARB ) ;
|
||||
|
||||
glGenBuffersARB ( 1, & vbo_tx ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_tx ) ;
|
||||
glBufferDataARB ( GL_ARRAY_BUFFER_ARB, NUM_VERTS * 2 * sizeof(float),
|
||||
texcoords, GL_STATIC_DRAW_ARB ) ;
|
||||
|
||||
glGenBuffersARB ( 1, & vbo_co ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ;
|
||||
glBufferDataARB ( GL_ARRAY_BUFFER_ARB, NUM_VERTS * 4 * sizeof(float),
|
||||
colours, GL_STATIC_DRAW_ARB ) ;
|
||||
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ;
|
||||
|
||||
if ( debugOpt == DRAW_WITHOUT_SHADERS )
|
||||
cubeShader = NULL ;
|
||||
else
|
||||
{
|
||||
cubeShader = new GLSL_ShaderPair ( "CubeShader", "cubeShader.vert",
|
||||
"cubeShader.frag" ) ;
|
||||
assert ( cubeShader -> compiledOK () ) ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void drawCubeVBO ()
|
||||
{
|
||||
glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ) ;
|
||||
|
||||
glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_tx ) ;
|
||||
glTexCoordPointer ( 2, GL_FLOAT, 0, vbo_tx ? NULL : texcoords ) ;
|
||||
|
||||
glEnableClientState ( GL_COLOR_ARRAY ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ;
|
||||
glColorPointer ( 4, GL_FLOAT, 0, vbo_co ? NULL : colours ) ;
|
||||
|
||||
glEnableClientState ( GL_VERTEX_ARRAY ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ;
|
||||
glVertexPointer ( 3, GL_FLOAT, 0, vbo_vx ? NULL : vertices ) ;
|
||||
|
||||
glMultiDrawArraysEXT ( GL_TRIANGLE_STRIP, (GLint*)starts, (GLint*)lengths,
|
||||
NUM_CUBES * STRIPS_PER_CUBE ) ;
|
||||
glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ;
|
||||
glPopClientAttrib () ;
|
||||
}
|
||||
|
||||
|
||||
void drawCubes ()
|
||||
{
|
||||
glMatrixMode ( GL_PROJECTION ) ;
|
||||
glLoadIdentity () ;
|
||||
glFrustum ( -1.0f, 1.0f,
|
||||
-1.0f / ((float)win_width/(float)win_height),
|
||||
1.0f / ((float)win_width/(float)win_height),
|
||||
1.0f, 1000000.0f) ;
|
||||
|
||||
glMatrixMode ( GL_MODELVIEW ) ;
|
||||
glLoadIdentity () ;
|
||||
glTranslatef ( 10.0, -100.0, -500.0 ) ;
|
||||
glRotatef ( 20.0, 1.0, 0.0, 0.0 ) ;
|
||||
|
||||
glEnable ( GL_DEPTH_TEST ) ;
|
||||
glEnable ( GL_CULL_FACE ) ;
|
||||
glCullFace ( GL_FRONT ) ;
|
||||
|
||||
glClearColor ( 0.7f, 0.7f, 0.7f, 1.0f ) ;
|
||||
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
|
||||
|
||||
drawCubeVBO () ;
|
||||
}
|
||||
|
||||
|
||||
void display ( void )
|
||||
{
|
||||
if ( debugOpt != DRAW_WITHOUT_SHADERS &&
|
||||
debugOpt != DRAW_WITHOUT_PHYSICS )
|
||||
{
|
||||
/* Do some simple physics calculations in four stages */
|
||||
|
||||
if ( debugOpt != DRAW_WITHOUT_FORCES )
|
||||
{
|
||||
velocityGenerator -> use () ;
|
||||
velocityGenerator -> applyTexture ( "old_velocity", velocity, 0 ) ;
|
||||
velocityGenerator -> applyTexture ( "force" , force , 1 ) ;
|
||||
velocityGenerator -> applyTexture ( "mass" , mass , 2 ) ;
|
||||
velocityGenerator -> setUniform1f ( "delta_T" , 0.016f ) ;
|
||||
velocityGenerator -> setUniform3f ( "g", 0.0f, -9.8f, 0.0f ) ;
|
||||
velocity -> paint () ;
|
||||
}
|
||||
|
||||
positionGenerator -> use () ;
|
||||
positionGenerator -> applyTexture ( "old_position", position, 0 ) ;
|
||||
positionGenerator -> applyTexture ( "velocity" , velocity, 1 ) ;
|
||||
positionGenerator -> setUniform1f ( "delta_T", 0.016f ) ;
|
||||
position -> paint () ;
|
||||
|
||||
if ( debugOpt != DRAW_WITHOUT_COLLISIONS )
|
||||
{
|
||||
collisionGenerator -> use () ;
|
||||
collisionGenerator -> applyTexture ( "position" , position, 0 ) ;
|
||||
collisionGenerator -> applyTexture ( "old_velocity", velocity, 1 ) ;
|
||||
velocity -> paint () ;
|
||||
}
|
||||
|
||||
positionGenerator -> use () ;
|
||||
positionGenerator -> applyTexture ( "old_position", rotation , 0 ) ;
|
||||
positionGenerator -> applyTexture ( "velocity" , rotvelocity, 1 ) ;
|
||||
positionGenerator -> setUniform1f ( "delta_T", 0.016f ) ;
|
||||
rotation -> paint () ;
|
||||
|
||||
/* Now render the scene using the results */
|
||||
|
||||
restoreFrameBuffer () ;
|
||||
}
|
||||
|
||||
glViewport ( 0, 0, win_width, win_height ) ;
|
||||
|
||||
if ( debugOpt != DRAW_WITHOUT_SHADERS )
|
||||
{
|
||||
cubeShader -> use () ; /* Math = Cube shader */
|
||||
cubeShader -> applyTexture ( "position", position, 0 ) ;
|
||||
cubeShader -> applyTexture ( "rotation", rotation, 1 ) ;
|
||||
}
|
||||
|
||||
drawCubes () ;
|
||||
|
||||
/* All done! */
|
||||
|
||||
glutSwapBuffers () ;
|
||||
glutPostRedisplay () ;
|
||||
}
|
||||
|
||||
|
||||
void help ()
|
||||
{
|
||||
fprintf ( stderr, "GPUphysics: Usage -\n\n" ) ;
|
||||
fprintf ( stderr, " GPUphysics_demo [-c][-p][-v][-a]\n\n" ) ;
|
||||
fprintf ( stderr, "Where:\n" ) ;
|
||||
fprintf ( stderr, " -s -- Draw with shaders at all\n" ) ;
|
||||
fprintf ( stderr, " -p -- Draw with shaders but no physics\n" ) ;
|
||||
fprintf ( stderr, " -c -- Draw with physics but no ground collisions\n" ) ;
|
||||
fprintf ( stderr, " -f -- Draw with physics but no forces\n" ) ;
|
||||
fprintf ( stderr, " -a -- Draw with all features enabled [default]\n" ) ;
|
||||
fprintf ( stderr, "\n" ) ;
|
||||
}
|
||||
|
||||
|
||||
int main ( int argc, char **argv )
|
||||
{
|
||||
debugOpt = DRAW_ALL ;
|
||||
|
||||
for ( int i = 1 ; i < argc ; i++ )
|
||||
{
|
||||
if ( argv [ i ][ 0 ] == '-' || argv [ i ][ 0 ] == '+' )
|
||||
for ( int j = 1 ; argv[i][j] != '\0' ; j++ )
|
||||
switch ( argv [ i ][ j ] )
|
||||
{
|
||||
case 's' : debugOpt = DRAW_WITHOUT_SHADERS ; break ;
|
||||
case 'p' : debugOpt = DRAW_WITHOUT_PHYSICS ; break ;
|
||||
case 'c' : debugOpt = DRAW_WITHOUT_COLLISIONS ; break ;
|
||||
case 'f' : debugOpt = DRAW_WITHOUT_FORCES ; break ;
|
||||
case 'a' : debugOpt = DRAW_ALL ; break ;
|
||||
|
||||
default : help () ; exit ( 0 ) ;
|
||||
}
|
||||
else
|
||||
{
|
||||
help () ;
|
||||
exit ( 0 ) ;
|
||||
}
|
||||
}
|
||||
|
||||
initGLcontext ( argc, argv, display ) ;
|
||||
|
||||
initMotionTextures () ;
|
||||
initPhysicsShaders () ;
|
||||
initCubeVBO () ;
|
||||
|
||||
glutMainLoop () ;
|
||||
return 0 ;
|
||||
}
|
||||
|
||||
25
Extras/GPUphysics/LICENSE
Normal file
25
Extras/GPUphysics/LICENSE
Normal file
@@ -0,0 +1,25 @@
|
||||
|
||||
/* GPUphysics -- A library and demo program to assist in running physics
|
||||
simulations on a GPU.
|
||||
|
||||
Copyright (C) 2006 Stephen J. Baker
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Steve Baker sjbaker1@airmail.net
|
||||
*/
|
||||
|
||||
19
Extras/GPUphysics/Makefile
Normal file
19
Extras/GPUphysics/Makefile
Normal file
@@ -0,0 +1,19 @@
|
||||
|
||||
HDRS = fboSupport.h shaderSupport.h
|
||||
OBJS = GPU_physics_demo.o fboSupport.o shaderSupport.o
|
||||
|
||||
all: ${OBJS}
|
||||
g++ -o GPU_physics_demo ${OBJS} -lglut -lGLEW -lGL
|
||||
|
||||
shaderSupport.o : shaderSupport.cxx ${HDRS}
|
||||
g++ -c shaderSupport.cxx
|
||||
|
||||
fboSupport.o : fboSupport.cxx ${HDRS}
|
||||
g++ -c fboSupport.cxx
|
||||
|
||||
GPU_physics_demo.o : GPU_physics_demo.cxx ${HDRS}
|
||||
g++ -c GPU_physics_demo.cxx
|
||||
|
||||
clean:
|
||||
-rm -f ${OBJS}
|
||||
|
||||
19
Extras/GPUphysics/Makefile.Mac
Normal file
19
Extras/GPUphysics/Makefile.Mac
Normal file
@@ -0,0 +1,19 @@
|
||||
|
||||
HDRS = fboSupport.h shaderSupport.h
|
||||
OBJS = GPU_physics_demo.o fboSupport.o shaderSupport.o
|
||||
|
||||
all: ${OBJS}
|
||||
g++ -framework GLUT -framework OpenGL -L"/System/Library/Frameworks/OpenGL.framework/Libraries" -lGL -lGLU -o GPU_physics_demo ${OBJS} -L"/System/Library/Frameworks/OpenGL.framework/Libraries" -lGLU -lGLEW -lGL -lGLU -lobjc
|
||||
|
||||
shaderSupport.o : shaderSupport.cxx ${HDRS}
|
||||
g++ -c shaderSupport.cxx
|
||||
|
||||
fboSupport.o : fboSupport.cxx ${HDRS}
|
||||
g++ -c fboSupport.cxx
|
||||
|
||||
GPU_physics_demo.o : GPU_physics_demo.cxx ${HDRS}
|
||||
g++ -c GPU_physics_demo.cxx
|
||||
|
||||
clean:
|
||||
-rm -f ${OBJS}
|
||||
|
||||
105
Extras/GPUphysics/README
Normal file
105
Extras/GPUphysics/README
Normal file
@@ -0,0 +1,105 @@
|
||||
|
||||
Author : Steve Baker (sjbaker1@airmail.net)
|
||||
Build using: 'make'
|
||||
Run using: 'GPU_physics_demo'
|
||||
Requires : A pretty modern graphics card - nVidia 6800 or better.
|
||||
Not tested on ATI hardware.
|
||||
License : zLib - see file: 'LICENSE'
|
||||
|
||||
----------------------------------------------------------
|
||||
Demonstrates 16,384 cubes moving under the influence of
|
||||
gravity and one other force - all with potentially different
|
||||
masses, velocities, applied forces, etc. The CPU is not
|
||||
involved in any of the calculations - or even in applying
|
||||
those calculations to the graphics when rendering the cubes.
|
||||
----------------------------------------------------------
|
||||
C++ Sources:
|
||||
|
||||
shaderSupport.cxx -- A wrapper layer for OpenGL/GLSL shaders.
|
||||
|
||||
fboSupport.cxx -- A wrapper layer for render-to-texture tricks.
|
||||
|
||||
GPU_physics_demo.cxx -- The application code.
|
||||
|
||||
----------------------------------------------------------
|
||||
GLSLShader Sources used in the Demo:
|
||||
|
||||
cubeShader.vert
|
||||
cubeShader.frag -- Used to render the cubes.
|
||||
|
||||
----------------------------------------------------------
|
||||
The objective of this library is to provide a basis for the
|
||||
the Bullet physics engine to:
|
||||
|
||||
* Compile shader source code into a 'class GLSL_ShaderPair' object.
|
||||
* Allocate an NxM texture that you can render into. (class FrameBufferObject)
|
||||
* Populate a specified texture with floating point data.
|
||||
* Run a specified shader on a specified set of textures - leaving the
|
||||
results in another specified texture.
|
||||
* Demonstrate that this texture can be applied directly into the
|
||||
graphics code without any CPU intervention whatever.
|
||||
|
||||
-------------------------------------------------------------
|
||||
Step 1: In initialisation code:
|
||||
|
||||
* Declare some number of FrameBufferObjects. These are texture
|
||||
maps that you can render to that represent the 'variables'
|
||||
in the massively parallel calculations:
|
||||
|
||||
eg:
|
||||
|
||||
position = new FrameBufferObject ( 512, 512, 4, FBO_FLOAT ) ;
|
||||
|
||||
* Declare some number of GLSL_ShaderPair objects:
|
||||
|
||||
/* GLSL code read from disk */
|
||||
|
||||
teapotShaders = new GLSL_ShaderPair (
|
||||
"TeapotShader", "shader.vert", "shader.frag" ) ;
|
||||
|
||||
/* ...or...Inline GLSL code */
|
||||
|
||||
textureShaders = new GLSL_ShaderPair (
|
||||
"TextureShader",
|
||||
"void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }",
|
||||
"Render2Texture Vert Shader",
|
||||
"void main() { gl_FragColor = vec4 ( 1, 1, 0, 1 ) ; }",
|
||||
"Render2Texture Frag Shader" ) )
|
||||
|
||||
* Check that they compiled OK:
|
||||
|
||||
assert ( textureShaders -> compiledOK () ) ;
|
||||
assert ( teapotShaders -> compiledOK () ) ;
|
||||
|
||||
Step 2: In the main loop:
|
||||
|
||||
* Select one shader pair to use to do the calculations:
|
||||
|
||||
teapotShaders -> use () ;
|
||||
|
||||
* Set any 'uniform' parameters that the shader might need to be
|
||||
the same for all of the objects being calculated:
|
||||
|
||||
teapotShaders -> setUniform3f ( "gravity", 0, -9.8f,0 ) ;
|
||||
teapotShaders -> setUniform1f ( "delta_T", 0.016f ) ;
|
||||
|
||||
* Assign slot numbers to any FBO/Textures that the shader uses as inputs
|
||||
and bind them to uniforms in the shader code:
|
||||
|
||||
/* Texture 'slots' 0 up to about 15 */
|
||||
teapotShaders -> applyTexture ( "velocity" , velocityFBO, 0 ) ;
|
||||
teapotShaders -> applyTexture ( "accelleration", accnFBO, 1 ) ;
|
||||
|
||||
* Choose a target FBO/Texture as the place to store the results and
|
||||
render a polygon of suitable size to perform the calculations:
|
||||
|
||||
position -> paint () ;
|
||||
|
||||
* Restore the frame buffer to normal so we can go back to using the GPU
|
||||
to do graphics:
|
||||
|
||||
restoreFrameBuffer () ;
|
||||
|
||||
Step 3: Draw stuff!
|
||||
|
||||
|
||||
6
Extras/GPUphysics/cubeShader.frag
Normal file
6
Extras/GPUphysics/cubeShader.frag
Normal file
@@ -0,0 +1,6 @@
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = gl_Color ;
|
||||
}
|
||||
|
||||
42
Extras/GPUphysics/cubeShader.vert
Normal file
42
Extras/GPUphysics/cubeShader.vert
Normal file
@@ -0,0 +1,42 @@
|
||||
|
||||
/* Use this for rendering the little cubes. */
|
||||
|
||||
/* Translation & rotation passed in texture maps */
|
||||
|
||||
uniform sampler2D position ;
|
||||
uniform sampler2D rotation ;
|
||||
|
||||
/* gl_Color is just the vertex colour */
|
||||
/* gl_MultiTexCoord0 selects where within the texture we
|
||||
find this cubes location */
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = vec4 ( texture2D ( position, gl_MultiTexCoord0.st ).xyz, 1.0 ) ;
|
||||
vec3 rot = texture2D ( rotation, gl_MultiTexCoord0.st ).xyz ;
|
||||
|
||||
/* Build a rotation matrix */
|
||||
|
||||
float sh = sin ( rot.x ) ; float ch = cos ( rot.x ) ;
|
||||
float sp = sin ( rot.y ) ; float cp = cos ( rot.y ) ;
|
||||
float sr = sin ( rot.z ) ; float cr = cos ( rot.z ) ;
|
||||
|
||||
mat4 mat = mat4 ( ch * cr - sh * sr * sp,
|
||||
-sh * cp,
|
||||
sr * ch + sh * cr * sp,
|
||||
0,
|
||||
cr * sh + sr * sp * ch,
|
||||
ch * cp,
|
||||
sr * sh - cr * sp * ch,
|
||||
0,
|
||||
-sr * cp,
|
||||
sp,
|
||||
cr * cp,
|
||||
0,
|
||||
0.0, 0.0, 0.0, 1.0 ) ;
|
||||
|
||||
gl_FrontColor = gl_Color ;
|
||||
pos.xyz += (mat * gl_Vertex).xyz ;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * pos ;
|
||||
}
|
||||
|
||||
261
Extras/GPUphysics/fboSupport.cxx
Normal file
261
Extras/GPUphysics/fboSupport.cxx
Normal file
@@ -0,0 +1,261 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
|
||||
// #define FBO_USE_NVIDIA_FLOAT_TEXTURE_EXTENSION 1
|
||||
#include <GL/glew.h>
|
||||
|
||||
#if defined(__APPLE__) && !defined (VMDMESA)
|
||||
#include <OpenGL/gl.h>
|
||||
#include <OpenGL/glu.h>
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/glut.h>
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
#include "fboSupport.h"
|
||||
|
||||
#ifdef FBO_USE_NVIDIA_FLOAT_TEXTURE_EXTENSION
|
||||
|
||||
/* nVidia float texture extension */
|
||||
#define FBO_R_HALFFLOAT GL_FLOAT_R16_NV
|
||||
#define FBO_RG_HALFFLOAT GL_FLOAT_RG16_NV
|
||||
#define FBO_RGB_HALFFLOAT GL_FLOAT_RGB16_NV
|
||||
#define FBO_RGBA_HALFFLOAT GL_FLOAT_RGBA16_NV
|
||||
|
||||
#define FBO_R_FLOAT GL_FLOAT_R32_NV
|
||||
#define FBO_RG_FLOAT GL_FLOAT_RG32_NV
|
||||
#define FBO_RGB_FLOAT GL_FLOAT_RGB32_NV
|
||||
#define FBO_RGBA_FLOAT GL_FLOAT_RGBA32_NV
|
||||
|
||||
#else
|
||||
|
||||
/* ATI float texture extension */
|
||||
#define FBO_R_HALFFLOAT GL_LUMINANCE_FLOAT16_ATI
|
||||
#define FBO_RG_HALFFLOAT GL_LUMINANCE_ALPHA_FLOAT16_ATI
|
||||
#define FBO_RGB_HALFFLOAT GL_RGB_FLOAT16_ATI
|
||||
#define FBO_RGBA_HALFFLOAT GL_RGBA_FLOAT16_ATI
|
||||
|
||||
#define FBO_R_FLOAT GL_LUMINANCE_FLOAT32_ATI
|
||||
#define FBO_RG_FLOAT GL_LUMINANCE_ALPHA_FLOAT32_ATI
|
||||
#define FBO_RGB_FLOAT GL_RGB_FLOAT32_ATI
|
||||
#define FBO_RGBA_FLOAT GL_RGBA_FLOAT32_ATI
|
||||
|
||||
#endif
|
||||
|
||||
static void checkFrameBufferStatus ()
|
||||
{
|
||||
GLenum status ;
|
||||
|
||||
status = glCheckFramebufferStatusEXT ( GL_FRAMEBUFFER_EXT ) ;
|
||||
|
||||
switch ( status )
|
||||
{
|
||||
case GL_FRAMEBUFFER_COMPLETE_EXT :
|
||||
break ;
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED_EXT :
|
||||
/* choose different formats */
|
||||
break ;
|
||||
default :
|
||||
printf("status : %i\n",status);
|
||||
assert ( 1 ) ; /* programming error; will fail on all hardware */
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
FrameBufferObject::FrameBufferObject ( int _width ,
|
||||
int _height,
|
||||
int _ncomps,
|
||||
fboDataType _type )
|
||||
{
|
||||
if ( (_width & (_width-1)) == 0 )
|
||||
width = _width ;
|
||||
else
|
||||
{
|
||||
fprintf ( stderr, "FBO: Non-power of two width!\n" ) ;
|
||||
width = 512 ;
|
||||
}
|
||||
|
||||
if ( (_height & (_height-1)) == 0 )
|
||||
height = _height ;
|
||||
else
|
||||
{
|
||||
fprintf ( stderr, "FBO: Non-power of two height!\n" ) ;
|
||||
width = 512 ;
|
||||
}
|
||||
|
||||
ncomps = _ncomps ;
|
||||
type = _type ;
|
||||
|
||||
switch ( ncomps )
|
||||
{
|
||||
case 1 : format = GL_LUMINANCE ; break ;
|
||||
case 2 : format = GL_LUMINANCE_ALPHA ; break ;
|
||||
case 3 : format = GL_RGB ; break ;
|
||||
case 4 : format = GL_RGBA ; break ;
|
||||
default: fprintf ( stderr, "Illegal number of components"
|
||||
" in a FrameBufferObject.\n" ) ;
|
||||
ncomps = 4 ; format = GL_RGBA ; break ;
|
||||
}
|
||||
|
||||
|
||||
switch ( type )
|
||||
{
|
||||
case FBO_BYTE :
|
||||
case FBO_UNSIGNED_BYTE : iformat = format ; break ;
|
||||
|
||||
case FBO_INT :
|
||||
case FBO_UNSIGNED_INT :
|
||||
fprintf ( stderr, "FBO: GL_INT/GL_UINT textures are unsupported,"
|
||||
" truncating to 16 bits per component" ) ;
|
||||
/* FALL THROUGH */
|
||||
case FBO_SHORT :
|
||||
case FBO_UNSIGNED_SHORT :
|
||||
switch ( ncomps )
|
||||
{
|
||||
case 1 : iformat = GL_LUMINANCE16 ; break ;
|
||||
case 2 : iformat = GL_LUMINANCE16_ALPHA16 ; break ;
|
||||
case 3 : iformat = GL_RGB16 ; break ;
|
||||
case 4 : iformat = GL_RGBA16 ; break ;
|
||||
}
|
||||
break ;
|
||||
|
||||
case FBO_DOUBLE :
|
||||
fprintf ( stderr, "FBO: GL_DOUBLE textures are unsupported,"
|
||||
" truncating to GL_FLOAT per component" ) ;
|
||||
/* FALL THROUGH */
|
||||
case FBO_FLOAT :
|
||||
switch ( ncomps )
|
||||
{
|
||||
case 1 : iformat = FBO_R_FLOAT ; break ;
|
||||
case 2 : iformat = FBO_RG_FLOAT ; break ;
|
||||
case 3 : iformat = FBO_RGB_FLOAT ; break ;
|
||||
case 4 : iformat = FBO_RGBA_FLOAT ; break ;
|
||||
}
|
||||
break ;
|
||||
|
||||
case FBO_HALF :
|
||||
switch ( ncomps )
|
||||
{
|
||||
case 1 : iformat = FBO_R_HALFFLOAT ; break ;
|
||||
case 2 : iformat = FBO_RG_HALFFLOAT ; break ;
|
||||
case 3 : iformat = FBO_RGB_HALFFLOAT ; break ;
|
||||
case 4 : iformat = FBO_RGBA_HALFFLOAT ; break ;
|
||||
}
|
||||
break ;
|
||||
|
||||
default :
|
||||
fprintf ( stderr, "FBO: Unsupported data type?!?" ) ;
|
||||
break ;
|
||||
}
|
||||
|
||||
glGenTextures ( 1, & textureHandle ) ;
|
||||
|
||||
glBindTexture ( GL_TEXTURE_2D, textureHandle ) ;
|
||||
glTexParameterf ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ) ;
|
||||
glTexParameterf ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ) ;
|
||||
|
||||
fillTexture ( (void *) NULL ) ;
|
||||
|
||||
glGenFramebuffersEXT ( 1, & fboHandle ) ;
|
||||
glGenRenderbuffersEXT ( 1, & depth_rb ) ;
|
||||
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, fboHandle ) ;
|
||||
|
||||
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
||||
GL_TEXTURE_2D, textureHandle, 0 ) ;
|
||||
|
||||
// initialize depth renderbuffer
|
||||
|
||||
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24,
|
||||
width, height ) ;
|
||||
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, depth_rb ) ;
|
||||
|
||||
#ifdef NEED_STENCIL_BUFFER
|
||||
statuc GLuint stencil_rb ;
|
||||
glGenRenderbuffersEXT ( 1, & stencil_rb ) ;
|
||||
// initialize stencil renderbuffer
|
||||
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, width, height ) ;
|
||||
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
|
||||
GL_RENDERBUFFER_EXT, stencil_rb ) ;
|
||||
#endif
|
||||
|
||||
// Check framebuffer completeness at the end of initialization.
|
||||
|
||||
checkFrameBufferStatus () ;
|
||||
restoreFrameBuffer () ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void FrameBufferObject::fillTexture ( void *data )
|
||||
{
|
||||
glBindTexture( GL_TEXTURE_2D, textureHandle ) ;
|
||||
glTexImage2D ( GL_TEXTURE_2D, 0, /* MIP level...zero */
|
||||
iformat, /* Internal format */
|
||||
width, height, /* Size */
|
||||
0, /* Border...false */
|
||||
format, /* External format */
|
||||
type, /* Data type */
|
||||
data /* Image data */ ) ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void FrameBufferObject::fillTexture ( unsigned char *data )
|
||||
{
|
||||
if ( type != FBO_UNSIGNED_BYTE )
|
||||
{
|
||||
fprintf ( stderr, "FBO: Data format mismatch!" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
fillTexture ( (void *)data ) ;
|
||||
}
|
||||
|
||||
void FrameBufferObject::fillTexture ( float *data )
|
||||
{
|
||||
if ( type != FBO_FLOAT )
|
||||
{
|
||||
fprintf ( stderr, "FBO: Data format mismatch!" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
fillTexture ( (void *)data ) ;
|
||||
}
|
||||
|
||||
|
||||
void FrameBufferObject::paint ()
|
||||
{
|
||||
makeDestination () ;
|
||||
|
||||
glViewport ( 0, 0, width, height ) ;
|
||||
|
||||
glMatrixMode ( GL_PROJECTION ) ;
|
||||
glLoadIdentity () ;
|
||||
glOrtho ( -1, 1, -1, 1, -1, 1 ) ;
|
||||
|
||||
glMatrixMode ( GL_MODELVIEW ) ;
|
||||
glLoadIdentity () ;
|
||||
|
||||
glDisable ( GL_DEPTH_TEST ) ;
|
||||
glDisable ( GL_CULL_FACE ) ;
|
||||
glDisable ( GL_BLEND ) ;
|
||||
|
||||
float s_min = 0.5f / (float) width ;
|
||||
float s_max = (((float) width) - 0.5f) / (float) width ;
|
||||
float t_min = 0.5f / (float) height ;
|
||||
float t_max = (((float) height) - 0.5f) / (float) height ;
|
||||
|
||||
glBegin ( GL_QUADS ) ;
|
||||
glTexCoord2f ( s_min, t_min ) ; glVertex2f ( -1, -1 ) ;
|
||||
glTexCoord2f ( s_max, t_min ) ; glVertex2f ( 1, -1 ) ;
|
||||
glTexCoord2f ( s_max, t_max ) ; glVertex2f ( 1, 1 ) ;
|
||||
glTexCoord2f ( s_min, t_max ) ; glVertex2f ( -1, 1 ) ;
|
||||
glEnd () ;
|
||||
}
|
||||
|
||||
|
||||
84
Extras/GPUphysics/fboSupport.h
Normal file
84
Extras/GPUphysics/fboSupport.h
Normal file
@@ -0,0 +1,84 @@
|
||||
|
||||
GLuint makeTextureTarget ( GLuint textureHandle ) ;
|
||||
void renderTo2DTexture ( GLuint fboHandle ) ;
|
||||
void renderToFrameBuffer () ;
|
||||
|
||||
enum fboDataType
|
||||
{
|
||||
#ifndef GL_BYTE
|
||||
FBO_BYTE = 0x1400,
|
||||
FBO_UNSIGNED_BYTE = 0x1401,
|
||||
FBO_SHORT = 0x1402,
|
||||
FBO_UNSIGNED_SHORT = 0x1403,
|
||||
FBO_INT = 0x1404,
|
||||
FBO_UNSIGNED_INT = 0x1405,
|
||||
FBO_FLOAT = 0x1406,
|
||||
FBO_DOUBLE = 0x140A,
|
||||
#else
|
||||
FBO_BYTE = GL_BYTE,
|
||||
FBO_UNSIGNED_BYTE = GL_UNSIGNED_BYTE,
|
||||
FBO_SHORT = GL_SHORT,
|
||||
FBO_UNSIGNED_SHORT = GL_UNSIGNED_SHORT,
|
||||
FBO_INT = GL_INT,
|
||||
FBO_UNSIGNED_INT = GL_UNSIGNED_INT,
|
||||
FBO_FLOAT = GL_FLOAT,
|
||||
FBO_DOUBLE = GL_DOUBLE,
|
||||
#endif
|
||||
#ifndef GL_HALF_FLOAT_NV
|
||||
FBO_HALF = 0x140B
|
||||
#else
|
||||
FBO_HALF = GL_HALF_FLOAT_NV
|
||||
#endif
|
||||
} ;
|
||||
|
||||
class FrameBufferObject
|
||||
{
|
||||
int width ;
|
||||
int height ;
|
||||
int ncomps ;
|
||||
fboDataType type ;
|
||||
GLenum format ;
|
||||
GLenum iformat ;
|
||||
|
||||
GLuint textureHandle ;
|
||||
GLuint fboHandle ;
|
||||
GLuint depth_rb ;
|
||||
|
||||
#ifdef NEED_STENCIL
|
||||
GLuint stencil_rb ;
|
||||
#endif
|
||||
|
||||
void fillTexture ( void *data ) ;
|
||||
|
||||
public:
|
||||
FrameBufferObject ( int _width, /* Must be a power of two! */
|
||||
int _height, /* Must be a power of two! */
|
||||
int _numComponents, /* 1, 2, 3 or 4 only! */
|
||||
fboDataType _type ) ;
|
||||
|
||||
void makeDestination ()
|
||||
{
|
||||
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, fboHandle ) ;
|
||||
}
|
||||
|
||||
void use ( int texture_unit )
|
||||
{
|
||||
glActiveTexture ( GL_TEXTURE0 + texture_unit ) ;
|
||||
glBindTexture ( GL_TEXTURE_2D, textureHandle ) ;
|
||||
}
|
||||
|
||||
void paint () ;
|
||||
|
||||
void fillTexture ( float *data ) ;
|
||||
void fillTexture ( unsigned char *data ) ;
|
||||
|
||||
void fetchTexture ( float *data ) ;
|
||||
void fetchTexture ( unsigned char *data ) ;
|
||||
} ;
|
||||
|
||||
|
||||
inline void restoreFrameBuffer ()
|
||||
{
|
||||
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, 0 ) ;
|
||||
}
|
||||
|
||||
441
Extras/GPUphysics/shaderSupport.cxx
Normal file
441
Extras/GPUphysics/shaderSupport.cxx
Normal file
@@ -0,0 +1,441 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <sys/types.h>
|
||||
#include <sys/stat.h>
|
||||
#ifndef WIN32
|
||||
#include <unistd.h>
|
||||
#endif
|
||||
#include <assert.h>
|
||||
#include <GL/glew.h>
|
||||
#if defined(__APPLE__) && !defined (VMDMESA)
|
||||
#include <OpenGL/gl.h>
|
||||
#include <OpenGL/glu.h>
|
||||
#include <GLUT/glut.h>
|
||||
#else
|
||||
#include <GL/glut.h>
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
#include "shaderSupport.h"
|
||||
#include "fboSupport.h"
|
||||
|
||||
static void showGLerror ()
|
||||
{
|
||||
GLenum err ;
|
||||
|
||||
while ( (err = glGetError()) != GL_NO_ERROR )
|
||||
fprintf ( stderr, "OpenGL Error: %s\n", gluErrorString ( err ) ) ;
|
||||
}
|
||||
|
||||
|
||||
#define DEFAULT_VERT_SHADER \
|
||||
"void main()" \
|
||||
"{" \
|
||||
" gl_TexCoord[0] = gl_MultiTexCoord0 ;" \
|
||||
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex ;" \
|
||||
"}"
|
||||
|
||||
class FrameBufferObject ;
|
||||
|
||||
|
||||
class GLSL_Shader
|
||||
{
|
||||
GLenum type ;
|
||||
GLhandleARB handle ;
|
||||
char *name ;
|
||||
char *source ;
|
||||
|
||||
public:
|
||||
|
||||
GLSL_Shader ()
|
||||
{
|
||||
type = (GLenum) 0 ;
|
||||
handle = 0 ;
|
||||
name = NULL ;
|
||||
source = NULL ;
|
||||
}
|
||||
|
||||
~GLSL_Shader ()
|
||||
{
|
||||
delete [] name ;
|
||||
delete [] source ;
|
||||
}
|
||||
|
||||
bool compileFile ( const char *fname , GLenum type ) ;
|
||||
bool compileString ( const char *source, GLenum type,
|
||||
const char *name ) ;
|
||||
|
||||
GLenum getType () { return type ; }
|
||||
GLhandleARB getHandle () { return handle ; }
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Low level File I/O junk *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
static int fSize ( const char *fname )
|
||||
{
|
||||
struct stat st ;
|
||||
return ( stat ( fname, &st ) != -1 ) ? st . st_size : -1 ;
|
||||
}
|
||||
|
||||
|
||||
static char *readShaderText ( const char *fname )
|
||||
{
|
||||
int size = fSize ( fname ) ;
|
||||
|
||||
char *shader = new char [ size + 1 ] ;
|
||||
|
||||
FILE *fd = fopen ( fname, "r" ) ;
|
||||
|
||||
if ( fd == NULL )
|
||||
{
|
||||
fprintf ( stderr, "Cannot read shader '%s'\n", fname ) ;
|
||||
exit ( 1 ) ;
|
||||
}
|
||||
|
||||
int count = fread ( shader, 1, size, fd ) ;
|
||||
|
||||
shader [ count ] = '\0' ;
|
||||
|
||||
fclose ( fd ) ;
|
||||
|
||||
return shader ;
|
||||
}
|
||||
|
||||
|
||||
/*****************************\
|
||||
* *
|
||||
* Error handling stuff *
|
||||
* *
|
||||
\*****************************/
|
||||
|
||||
|
||||
static void showShaderInfo ( const char *which,
|
||||
GLhandleARB handle, const char *name )
|
||||
{
|
||||
int len = 0 ;
|
||||
|
||||
showGLerror () ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &len ) ;
|
||||
showGLerror () ;
|
||||
|
||||
if ( len > 0 )
|
||||
{
|
||||
int trueLen ;
|
||||
char *s = new char [ len ] ;
|
||||
|
||||
glGetInfoLogARB ( handle, len, (GLint*)&trueLen, s ) ;
|
||||
|
||||
if ( trueLen > 0 && s [ 0 ] != '\0' )
|
||||
fprintf ( stderr, "%s:%s - \n%s\n", which, name, s ) ;
|
||||
|
||||
delete [] s ;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Single Shader Stuff *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
|
||||
|
||||
bool GLSL_Shader::compileFile ( const char *fname, GLenum _type )
|
||||
{
|
||||
return compileString ( readShaderText ( fname ), _type, fname ) ;
|
||||
}
|
||||
|
||||
|
||||
bool GLSL_Shader::compileString ( const char *_source,
|
||||
GLenum _type,
|
||||
const char *_name )
|
||||
{
|
||||
delete [] name ;
|
||||
delete [] source ;
|
||||
|
||||
type = _type ;
|
||||
name = strdup ( _name ) ;
|
||||
source = strdup ( _source ) ;
|
||||
|
||||
GLint stat ;
|
||||
|
||||
handle = glCreateShaderObjectARB ( type ) ;
|
||||
|
||||
glShaderSourceARB ( handle, 1, (const GLcharARB **) & source, NULL);
|
||||
glCompileShaderARB ( handle ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_COMPILE_STATUS_ARB, & stat ) ;
|
||||
showShaderInfo ( "Compiling", handle, name ) ;
|
||||
|
||||
if ( ! stat )
|
||||
{
|
||||
fprintf ( stderr, "Failed to compile shader '%s'.\n", name ) ;
|
||||
return false ;
|
||||
}
|
||||
|
||||
return true ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/************************************\
|
||||
* *
|
||||
* Shader Pair Stuff *
|
||||
* *
|
||||
\************************************/
|
||||
|
||||
|
||||
|
||||
GLint GLSL_ShaderPair::getUniformLocation ( const char *uni_name )
|
||||
{
|
||||
assert ( success ) ;
|
||||
|
||||
GLint loc = glGetUniformLocationARB ( handle, uni_name ) ;
|
||||
|
||||
if ( loc == -1 )
|
||||
fprintf ( stderr, "No such uniform as '%s' or"
|
||||
" '%s' is unused in shader pair '%s'.\n", uni_name,
|
||||
uni_name,
|
||||
name ) ;
|
||||
else
|
||||
showGLerror () ;
|
||||
|
||||
return loc ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GLSL_ShaderPair::showActiveUniforms ( FILE *fd )
|
||||
{
|
||||
GLint maxlen = 0 ;
|
||||
GLint maxattrs = 0 ;
|
||||
|
||||
if ( fd == NULL ) fd = stderr ;
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_UNIFORMS_ARB,
|
||||
&maxattrs ) ;
|
||||
|
||||
if ( maxattrs == 0 )
|
||||
{
|
||||
fprintf ( fd, "No Active Uniforms.\n" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,
|
||||
&maxlen ) ;
|
||||
|
||||
char *name = new char [ maxlen+1 ] ;
|
||||
|
||||
fprintf ( fd, "Active Uniforms:\n" ) ;
|
||||
|
||||
for ( int i = 0 ; i < maxattrs ; i++ )
|
||||
{
|
||||
GLsizei len ;
|
||||
GLint size ;
|
||||
GLenum vartype ;
|
||||
char *vartypename ;
|
||||
GLint location ;
|
||||
|
||||
glGetActiveUniformARB ( handle, i,
|
||||
maxlen+1, &len, &size, &vartype, name ) ;
|
||||
|
||||
location = glGetUniformLocationARB ( handle, name ) ;
|
||||
|
||||
switch ( vartype )
|
||||
{
|
||||
case GL_FLOAT : vartypename = "float " ; break ;
|
||||
case GL_FLOAT_VEC2_ARB : vartypename = "vec2 " ; break ;
|
||||
case GL_FLOAT_VEC3_ARB : vartypename = "vec3 " ; break ;
|
||||
case GL_FLOAT_VEC4_ARB : vartypename = "vec4 " ; break ;
|
||||
case GL_INT : vartypename = "int " ; break ;
|
||||
case GL_INT_VEC2_ARB : vartypename = "intvec2 " ; break ;
|
||||
case GL_INT_VEC3_ARB : vartypename = "intvec3 " ; break ;
|
||||
case GL_INT_VEC4_ARB : vartypename = "intvec4 " ; break ;
|
||||
case GL_BOOL : vartypename = "bool " ; break ;
|
||||
case GL_BOOL_VEC2_ARB : vartypename = "boolvec2 " ; break ;
|
||||
case GL_BOOL_VEC3_ARB : vartypename = "boolvec3 " ; break ;
|
||||
case GL_BOOL_VEC4_ARB : vartypename = "boolvec4 " ; break ;
|
||||
case GL_FLOAT_MAT2_ARB : vartypename = "mat2 " ; break ;
|
||||
case GL_FLOAT_MAT3_ARB : vartypename = "mat3 " ; break ;
|
||||
case GL_FLOAT_MAT4_ARB : vartypename = "mat4 " ; break ;
|
||||
case GL_SAMPLER_1D_ARB : vartypename = "sampler1D" ; break ;
|
||||
case GL_SAMPLER_2D_ARB : vartypename = "sampler2D" ; break ;
|
||||
case GL_SAMPLER_3D_ARB : vartypename = "sampler3D" ; break ;
|
||||
default : vartypename = "?????????" ; break ;
|
||||
}
|
||||
|
||||
if ( size == 1 )
|
||||
fprintf ( fd, "%2d) %s %s ; // @%d\n", i,
|
||||
vartypename, name, location ) ;
|
||||
else
|
||||
fprintf ( fd, "%2d) %s %s [ %d ] ; // @%d\n", i,
|
||||
vartypename, name, size, location ) ;
|
||||
}
|
||||
|
||||
fprintf ( fd, "\n" ) ;
|
||||
delete name ;
|
||||
}
|
||||
|
||||
|
||||
void GLSL_ShaderPair::showActiveAttribs ( FILE *fd )
|
||||
{
|
||||
if ( fd == NULL ) fd = stderr ;
|
||||
|
||||
GLint maxlen = 0 ;
|
||||
GLint maxattrs = 0 ;
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_ATTRIBUTES_ARB,
|
||||
&maxattrs ) ;
|
||||
|
||||
if ( maxattrs == 0 )
|
||||
{
|
||||
fprintf ( fd, "No Active Attributes.\n" ) ;
|
||||
return ;
|
||||
}
|
||||
|
||||
glGetObjectParameterivARB ( handle,
|
||||
GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB,
|
||||
&maxlen ) ;
|
||||
|
||||
char *name = new char [ maxlen+1 ] ;
|
||||
|
||||
fprintf ( fd, "Active Attributes:\n" ) ;
|
||||
|
||||
for ( int i = 0 ; i < maxattrs ; i++ )
|
||||
{
|
||||
GLsizei len ;
|
||||
GLint size ;
|
||||
GLenum vartype ;
|
||||
char *vartypename ;
|
||||
GLint location ;
|
||||
|
||||
glGetActiveAttribARB ( handle, i, maxlen+1, &len, &size, &vartype, name ) ;
|
||||
|
||||
location = glGetAttribLocationARB ( handle, name ) ;
|
||||
|
||||
switch ( vartype )
|
||||
{
|
||||
case GL_FLOAT : vartypename = "float" ; break ;
|
||||
case GL_FLOAT_VEC2_ARB : vartypename = "vec2 " ; break ;
|
||||
case GL_FLOAT_VEC3_ARB : vartypename = "vec3 " ; break ;
|
||||
case GL_FLOAT_VEC4_ARB : vartypename = "vec4 " ; break ;
|
||||
case GL_FLOAT_MAT2_ARB : vartypename = "mat2 " ; break ;
|
||||
case GL_FLOAT_MAT3_ARB : vartypename = "mat3 " ; break ;
|
||||
case GL_FLOAT_MAT4_ARB : vartypename = "mat4 " ; break ;
|
||||
default : vartypename = "???? " ; break ;
|
||||
}
|
||||
|
||||
if ( size == 1 )
|
||||
fprintf ( fd, "%2d) %s %s ; // @%d\n", i,
|
||||
vartypename, name, location ) ;
|
||||
else
|
||||
fprintf ( fd, "%2d) %s %s [ %d ] ; // @%d\n", i,
|
||||
vartypename, name, size, location ) ;
|
||||
}
|
||||
|
||||
fprintf ( fd, "\n" ) ;
|
||||
delete name ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool GLSL_ShaderPair::link ()
|
||||
{
|
||||
GLint stat ;
|
||||
|
||||
handle = glCreateProgramObjectARB () ;
|
||||
|
||||
glAttachObjectARB ( handle, vertShader -> getHandle () ) ;
|
||||
glAttachObjectARB ( handle, fragShader -> getHandle () ) ;
|
||||
glLinkProgramARB ( handle ) ;
|
||||
glGetObjectParameterivARB ( handle, GL_OBJECT_LINK_STATUS_ARB, &stat ) ;
|
||||
showShaderInfo ( "Linking", handle, name ) ;
|
||||
glValidateProgramARB ( handle ) ;
|
||||
showShaderInfo ( "Validate", handle, name ) ;
|
||||
|
||||
if ( ! stat )
|
||||
{
|
||||
fprintf ( stderr, "Failed to link shader.\n" ) ;
|
||||
return false ;
|
||||
}
|
||||
|
||||
return true ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertFname,
|
||||
const char *fragFname )
|
||||
{
|
||||
name = strdup ( _name ) ;
|
||||
handle = 0 ;
|
||||
|
||||
vertShader = new GLSL_Shader () ;
|
||||
fragShader = new GLSL_Shader () ;
|
||||
|
||||
bool res1 = ( vertFname == NULL ) ?
|
||||
vertShader -> compileString ( DEFAULT_VERT_SHADER,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
"Default Vertex Shader" ) :
|
||||
vertShader -> compileFile ( vertFname, GL_VERTEX_SHADER_ARB ) ;
|
||||
|
||||
bool res2 = fragShader -> compileFile ( fragFname, GL_FRAGMENT_SHADER_ARB ) ;
|
||||
|
||||
success = ( res1 && res2 && link () ) ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertSource,
|
||||
const char *vertName,
|
||||
const char *fragSource,
|
||||
const char *fragName )
|
||||
{
|
||||
name = strdup ( _name ) ;
|
||||
handle = 0 ;
|
||||
|
||||
vertShader = new GLSL_Shader () ;
|
||||
fragShader = new GLSL_Shader () ;
|
||||
|
||||
bool res1 = ( vertSource == NULL ) ?
|
||||
vertShader -> compileString ( DEFAULT_VERT_SHADER,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
"Default Vertex Shader" ) :
|
||||
vertShader -> compileString ( vertSource,
|
||||
GL_VERTEX_SHADER_ARB,
|
||||
vertName );
|
||||
|
||||
bool res2 = fragShader -> compileString ( fragSource,
|
||||
GL_FRAGMENT_SHADER_ARB,
|
||||
fragName );
|
||||
|
||||
success = ( res1 && res2 && link () ) ;
|
||||
}
|
||||
|
||||
|
||||
GLSL_ShaderPair::~GLSL_ShaderPair ()
|
||||
{
|
||||
delete [] name ;
|
||||
delete vertShader ;
|
||||
delete fragShader ;
|
||||
}
|
||||
|
||||
|
||||
void GLSL_ShaderPair::applyTexture ( const char *uniformName,
|
||||
FrameBufferObject *fbo,
|
||||
int slot )
|
||||
{
|
||||
fbo -> use ( slot ) ;
|
||||
glUniform1iARB ( getUniformLocation ( uniformName ), slot ) ;
|
||||
}
|
||||
|
||||
|
||||
79
Extras/GPUphysics/shaderSupport.h
Normal file
79
Extras/GPUphysics/shaderSupport.h
Normal file
@@ -0,0 +1,79 @@
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
class GLSL_Shader ;
|
||||
class FrameBufferObject ;
|
||||
|
||||
class GLSL_ShaderPair
|
||||
{
|
||||
GLSL_Shader *vertShader ;
|
||||
GLSL_Shader *fragShader ;
|
||||
GLhandleARB handle ;
|
||||
char *name ;
|
||||
bool success ;
|
||||
|
||||
bool link () ;
|
||||
|
||||
public:
|
||||
|
||||
GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertFname, const char *fragFname ) ;
|
||||
GLSL_ShaderPair ( const char *_name,
|
||||
const char *vertSource, const char *vertName,
|
||||
const char *fragSource, const char *fragName ) ;
|
||||
|
||||
~GLSL_ShaderPair () ;
|
||||
|
||||
bool compiledOK () { return success ; }
|
||||
|
||||
/* Debug functions */
|
||||
|
||||
void showActiveUniforms ( FILE *fd = NULL ) ;
|
||||
void showActiveAttribs ( FILE *fd = NULL ) ;
|
||||
|
||||
GLint getUniformLocation ( const char *varname ) ;
|
||||
|
||||
void applyTexture ( const char *uniformName,
|
||||
FrameBufferObject *fbo,
|
||||
int slot ) ;
|
||||
void setUniform1f ( const char *uniformName, float valueX )
|
||||
{
|
||||
glUniform1fARB ( getUniformLocation ( uniformName ), valueX ) ;
|
||||
}
|
||||
|
||||
void setUniform2f ( const char *uniformName, float valueX,
|
||||
float valueY )
|
||||
{
|
||||
glUniform2fARB ( getUniformLocation ( uniformName ), valueX, valueY ) ;
|
||||
}
|
||||
|
||||
void setUniform3f ( const char *uniformName, float valueX,
|
||||
float valueY,
|
||||
float valueZ )
|
||||
{
|
||||
glUniform3fARB ( getUniformLocation ( uniformName ), valueX, valueY,
|
||||
valueZ ) ;
|
||||
}
|
||||
|
||||
void setUniform4f ( const char *uniformName, float valueX,
|
||||
float valueY,
|
||||
float valueZ,
|
||||
float valueW )
|
||||
{
|
||||
glUniform4fARB ( getUniformLocation ( uniformName ), valueX, valueY,
|
||||
valueZ, valueW ) ;
|
||||
}
|
||||
|
||||
|
||||
/* To apply the shaders for rendering */
|
||||
|
||||
void use ()
|
||||
{
|
||||
assert ( success ) ;
|
||||
glUseProgramObjectARB ( handle ) ;
|
||||
}
|
||||
|
||||
} ;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user