enable base OpenGL2 rendering as fallback for more demos including physics server (use --opengl2 flag in Example Browser), no shadows yet.
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@@ -1,13 +1,15 @@
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#include "SimpleOpenGL2App.h"
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#define USE_OPENGL2
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#include "OpenGLInclude.h"
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#include "ShapeData.h"
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#include "Bullet3Common/b3Logging.h"//b3Assert?
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#include "Bullet3Common/b3Scalar.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "../OpenGLWindow/GLPrimitiveRenderer.h"
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#include "GLInstanceGraphicsShape.h"
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#include "stdlib.h"
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#include "TwFonts.h"
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#ifdef __APPLE__
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@@ -161,13 +163,13 @@ SimpleOpenGL2App::SimpleOpenGL2App(const char* title, int width, int height)
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b3Assert(glGetError() ==GL_NO_ERROR);
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//m_instancingRenderer = new GLInstancingRenderer(128*1024,32*1024*1024);
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//m_instancingRenderer->init();
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//m_instancingRenderer->resize(width,height);
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//m_renderer = new GLInstancingRenderer(128*1024,32*1024*1024);
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//m_renderer->init();
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//m_renderer->resize(width,height);
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b3Assert(glGetError() ==GL_NO_ERROR);
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//m_instancingRenderer->InitShaders();
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//m_renderer->InitShaders();
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m_window->setMouseMoveCallback(Simple2MouseMoveCallback);
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m_window->setMouseButtonCallback(Simple2MouseButtonCallback);
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@@ -275,7 +277,7 @@ void SimpleOpenGL2App::drawGrid(DrawGridData data)
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//we don't use drawPoints because all points would have the same color
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// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
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// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
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// m_renderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
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}
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void SimpleOpenGL2App::setUpAxis(int axis)
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{
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@@ -466,8 +468,106 @@ void SimpleOpenGL2App::drawText3D( const char* txt, float worldPosX, float world
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restoreOpenGLState();
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}
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void SimpleOpenGL2App::registerGrid(int xres, int yres, float color0[4], float color1[4])
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void SimpleOpenGL2App::registerGrid(int cells_x, int cells_z, float color0[4], float color1[4])
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{
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b3Vector3 cubeExtents=b3MakeVector3(0.5,0.5,0.5);
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cubeExtents[m_data->m_upAxis] = 0;
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int cubeId = registerCubeShape(cubeExtents[0],cubeExtents[1],cubeExtents[2]);
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b3Quaternion orn(0,0,0,1);
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b3Vector3 center=b3MakeVector3(0,0,0,1);
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b3Vector3 scaling=b3MakeVector3(1,1,1,1);
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for ( int i = 0; i < cells_x; i++)
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{
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for (int j = 0; j < cells_z; j++)
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{
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float* color =0;
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if ((i + j) % 2 == 0)
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{
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color = (float*)color0;
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} else {
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color = (float*)color1;
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}
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if (this->m_data->m_upAxis==1)
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{
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center =b3MakeVector3((i + 0.5f) - cells_x * 0.5f, 0.f, (j + 0.5f) - cells_z * 0.5f);
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} else
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{
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center =b3MakeVector3((i + 0.5f) - cells_x * 0.5f, (j + 0.5f) - cells_z * 0.5f,0.f );
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}
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m_renderer->registerGraphicsInstance(cubeId,center,orn,color,scaling);
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}
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}
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}
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int SimpleOpenGL2App::registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId)
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{
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int strideInBytes = 9*sizeof(float);
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int graphicsShapeIndex = -1;
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switch (lod)
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{
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case SPHERE_LOD_POINT_SPRITE:
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{
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int numVertices = sizeof(point_sphere_vertices)/strideInBytes;
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int numIndices = sizeof(point_sphere_indices)/sizeof(int);
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graphicsShapeIndex = m_renderer->registerShape(&point_sphere_vertices[0],numVertices,point_sphere_indices,numIndices,B3_GL_POINTS,textureId);
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break;
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}
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case SPHERE_LOD_LOW:
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{
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int numVertices = sizeof(low_sphere_vertices)/strideInBytes;
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int numIndices = sizeof(low_sphere_indices)/sizeof(int);
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graphicsShapeIndex = m_renderer->registerShape(&low_sphere_vertices[0],numVertices,low_sphere_indices,numIndices,B3_GL_TRIANGLES,textureId);
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break;
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}
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case SPHERE_LOD_MEDIUM:
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{
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int numVertices = sizeof(medium_sphere_vertices)/strideInBytes;
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int numIndices = sizeof(medium_sphere_indices)/sizeof(int);
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graphicsShapeIndex = m_renderer->registerShape(&medium_sphere_vertices[0],numVertices,medium_sphere_indices,numIndices,B3_GL_TRIANGLES,textureId);
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break;
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}
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case SPHERE_LOD_HIGH:
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default:
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{
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int numVertices = sizeof(detailed_sphere_vertices)/strideInBytes;
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int numIndices = sizeof(detailed_sphere_indices)/sizeof(int);
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graphicsShapeIndex = m_renderer->registerShape(&detailed_sphere_vertices[0],numVertices,detailed_sphere_indices,numIndices,B3_GL_TRIANGLES,textureId);
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break;
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}
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};
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return graphicsShapeIndex;
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}
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int SimpleOpenGL2App::registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ, int textureIndex, float textureScaling )
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{
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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b3AlignedObjectArray<GLInstanceVertex> verts;
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verts.resize(numVertices);
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for (int i=0;i<numVertices;i++)
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{
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verts[i].xyzw[0] = halfExtentsX*cube_vertices_textured[i*9];
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verts[i].xyzw[1] = halfExtentsY*cube_vertices_textured[i*9+1];
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verts[i].xyzw[2] = halfExtentsZ*cube_vertices_textured[i*9+2];
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verts[i].xyzw[3] = cube_vertices_textured[i*9+3];
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verts[i].normal[0] = cube_vertices_textured[i*9+4];
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verts[i].normal[1]= cube_vertices_textured[i*9+5];
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verts[i].normal[2] = cube_vertices_textured[i*9+6];
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verts[i].uv[0] = cube_vertices_textured[i*9+7]*textureScaling;
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verts[i].uv[1] = cube_vertices_textured[i*9+8]*textureScaling;
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}
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int shapeId = m_renderer->registerShape(&verts[0].xyzw[0],numVertices,cube_indices,numIndices,B3_GL_TRIANGLES,textureIndex);
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return shapeId;
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}
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