* Merged in my latest changes into SVN repository.

* Arranged to avoid reading/writing textures at same time.
* Removed depth and stencil buffers from FBO's.
* Eliminated 1-component FBO that caused grief for FBO completeness test.
* Added back missing cubeShaderNoTexture.vert
This commit is contained in:
sjbaker
2006-09-20 00:44:41 +00:00
parent 22fdf584b8
commit dad2cb634e
12 changed files with 884 additions and 803 deletions

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@@ -1,5 +1,10 @@
(Add new stuff at the top!)
* Merged in my latest changes into SVN repository.
* Arranged to avoid reading/writing textures at same time.
* Removed depth and stencil buffers from FBO's.
* Eliminated 1-component FBO that caused grief for FBO completeness test.
* Added back missing cubeShaderNoTexture.vert
------------------- FIRST ADDITION TO SUBVERSION ---------------------
GPUphysics-0.4

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@@ -99,3 +99,15 @@
#include <GL/gl.h>
#endif
#ifdef DISABLE_GL_ERROR_CHECKS
inline void showGLerror ( const char * ) {}
#else
inline void showGLerror ( const char *msg )
{
GLenum err ;
while ( (err = glGetError()) != GL_NO_ERROR )
fprintf ( stderr, "%s: OpenGL Error - %s\n", msg, gluErrorString ( err ) ) ;
}
#endif

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@@ -73,7 +73,7 @@ static FrameBufferObject *rotation ;
static FrameBufferObject *velocity ;
static FrameBufferObject *rotvelocity ;
static FrameBufferObject *force ;
static FrameBufferObject *mass ;
static FrameBufferObject *massXX ;
static FrameBufferObject *old ;
#define TEX_SIZE 128
@@ -139,7 +139,7 @@ void initMotionTextures ()
velocity = NULL ;
rotvelocity = NULL ;
force = NULL ;
mass = NULL ;
massXX = NULL ;
}
else
{
@@ -149,12 +149,12 @@ void initMotionTextures ()
if ( debugOpt == DRAW_WITHOUT_FORCES )
{
force = NULL ;
mass = NULL ;
massXX = NULL ;
}
else
{
force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
mass = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 1, FBO_FLOAT ) ;
massXX = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
}
}
@@ -164,14 +164,14 @@ void initMotionTextures ()
float *velocityData ;
float *rotvelocityData ;
float *forceData ;
float *massData ;
float *massXXData ;
if ( debugOpt == DRAW_WITHOUT_PHYSICS )
{
velocityData = NULL ;
rotvelocityData = NULL ;
forceData = NULL ;
massData = NULL ;
massXXData = NULL ;
}
else
{
@@ -181,12 +181,12 @@ void initMotionTextures ()
if ( debugOpt == DRAW_WITHOUT_FORCES )
{
forceData = NULL ;
massData = NULL ;
massXXData= NULL ;
}
else
{
forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
massData = new float [ TEX_SIZE * TEX_SIZE ] ;
massXXData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
}
}
@@ -229,7 +229,9 @@ void initMotionTextures ()
forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
/* One kg in weight each */
massData [ i*TEX_SIZE + j ] = 1.0f ;
massXXData [ (i*TEX_SIZE + j) * 3 + 0 ] = 1.0f ;
massXXData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ; /* Unused */
massXXData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* Unused */
}
}
}
@@ -248,7 +250,7 @@ void initMotionTextures ()
if ( debugOpt != DRAW_WITHOUT_FORCES )
{
force -> fillTexture ( forceData ) ;
mass -> fillTexture ( massData ) ;
massXX -> fillTexture ( massXXData ) ;
}
}
}
@@ -278,13 +280,13 @@ void initPhysicsShaders ()
"uniform vec4 g_dt ;"
"uniform sampler2D old_velocity ;"
"uniform sampler2D force ;"
"uniform sampler2D mass ;"
"uniform sampler2D massXX ;"
"void main() {"
" gl_FragColor = vec4 ("
" texture2D ( old_velocity, gl_TexCoord[0].st ).xyz +"
" g_dt.w * ( g_dt.xyz +"
" texture2D ( force , gl_TexCoord[0].st ).xyz /"
" texture2D ( mass , gl_TexCoord[0].st ).x),"
" texture2D ( massXX , gl_TexCoord[0].st ).x),"
" 1.0 ) ; }",
"VelocityGenerator Frag Shader" ) ;
assert ( velocityGenerator -> compiledOK () ) ;
@@ -578,7 +580,7 @@ void display ( void )
velocityGenerator -> use () ;
velocityGenerator -> applyTexture ( "old_velocity", old , 0 ) ;
velocityGenerator -> applyTexture ( "force" , force , 1 ) ;
velocityGenerator -> applyTexture ( "mass" , mass , 2 ) ;
velocityGenerator -> applyTexture ( "massXX" , massXX , 2 ) ;
velocityGenerator -> setUniform4f ( "g_dt", 0.0f, -9.8f, 0.0f, 0.016f ) ;
velocity -> paint () ;
}

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@@ -0,0 +1,12 @@
/*
Use this for rendering the little cubes when
there is no vertex shader texture support.
*/
void main()
{
gl_FrontColor = gl_Color ;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex ;
}

View File

@@ -47,7 +47,33 @@ static void checkFrameBufferStatus ()
exit ( 1 ) ;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT :
fprintf ( stderr, "WARNING: Incomplete FBO setup.\n" ) ;
fprintf ( stderr, "WARNING: Incomplete FBO attachment.\n" ) ;
break ;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT :
fprintf ( stderr, "WARNING: Incomplete FBO - missing attachment.\n" ) ;
break ;
#ifdef GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT
case GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT:
fprintf ( stderr, "WARNING: Incomplete FBO - duplicate attachment.\n" ) ;
break ;
#endif
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT :
fprintf ( stderr, "WARNING: Incomplete FBO - improper dimensions.\n" ) ;
break ;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT :
fprintf ( stderr, "WARNING: Incomplete FBO - improper formats.\n" ) ;
break ;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT :
fprintf ( stderr, "WARNING: Incomplete FBO draw buffer.\n" ) ;
break ;
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT :
fprintf ( stderr, "WARNING: Incomplete FBO read buffer.\n" ) ;
break ;
default :
@@ -145,38 +171,61 @@ FrameBufferObject::FrameBufferObject ( int _width ,
}
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 ) ;
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ) ;
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
#ifdef NEED_DEPTH_BUFFER
static GLuint depth_rb = 0 ;
if ( depth_rb == 0 )
{
glGenRenderbuffersEXT ( 1, & depth_rb ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT, depth_rb ) ;
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24,
width, height ) ;
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_rb ) ;
}
else
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth_rb ) ;
#else
glDisable ( GL_DEPTH_TEST ) ;
glDepthMask ( 0 ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, 0 ) ;
#endif
#ifdef NEED_STENCIL_BUFFER
static GLuint stencil_rb ;
static GLuint stencil_rb = 0 ;
if ( stencil_rb == 0 )
{
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,
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
width, height ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil_rb ) ;
}
else
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil_rb ) ;
#else
glDisable ( GL_STENCIL_TEST ) ;
glStencilMask ( 0 ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, 0 ) ;
#endif
// Check framebuffer completeness at the end of initialization.
@@ -278,6 +327,7 @@ void FrameBufferObject::paint ()
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 ;

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@@ -3,7 +3,9 @@ GLuint makeTextureTarget ( GLuint textureHandle ) ;
void renderTo2DTexture ( GLuint fboHandle ) ;
void renderToFrameBuffer () ;
//#define NEED_STENCIL_BUFFER 1
// #define NEED_STENCIL_BUFFER 1
// #define NEED_DEPTH_BUFFER 1
enum fboDataType
{
@@ -44,11 +46,6 @@ class FrameBufferObject
GLuint textureHandle ;
GLuint fboHandle ;
GLuint depth_rb ;
#ifdef NEED_STENCIL_BUFFER
GLuint stencil_rb ;
#endif
void fillTexture ( void *data ) ;
void fetchTexture ( void *data ) ;
@@ -61,6 +58,12 @@ public:
void makeDestination ()
{
#ifndef NEED_DEPTH_BUFFER
glDepthMask ( 0 ) ;
#endif
#ifndef NEED_STENCIL_BUFFER
glStencilMask ( 0 ) ;
#endif
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, fboHandle ) ;
}
@@ -83,5 +86,11 @@ public:
inline void restoreFrameBuffer ()
{
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT, 0 ) ;
#ifndef NEED_DEPTH_BUFFER
glDepthMask ( 1 ) ;
#endif
#ifndef NEED_STENCIL_BUFFER
glStencilMask ( 1 ) ;
#endif
}

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@@ -2,15 +2,6 @@
#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()" \
"{" \
@@ -99,9 +90,9 @@ static void showShaderInfo ( const char *which,
{
int len = 0 ;
showGLerror () ;
showGLerror ( "showShaderInfo_0" ) ;
glGetObjectParameterivARB ( handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, (GLint*) &len ) ;
showGLerror () ;
showGLerror ( "showShaderInfo_1" ) ;
if ( len > 0 )
{
@@ -183,7 +174,7 @@ GLint GLSL_ShaderPair::getUniformLocation ( const char *uni_name )
uni_name,
name ) ;
else
showGLerror () ;
showGLerror ( "GLSL_ShaderPair::getUniformLocation" ) ;
return loc ;
}