refactor to allow various gfx backends (work-in-progress)

This commit is contained in:
Erwin Coumans
2014-09-23 18:27:16 -07:00
parent 76f4bd9a9d
commit e314f56f9d
49 changed files with 1171 additions and 296 deletions

View File

@@ -0,0 +1,51 @@
#ifndef COMMON_GRAPHICS_APP_H
#define COMMON_GRAPHICS_APP_H
struct DrawGridData
{
int gridSize;
float upOffset;
int upAxis;
float gridColor[4];
DrawGridData()
:gridSize(10),
upOffset(0.001f),
upAxis(1)
{
gridColor[0] = 0.6f;
gridColor[1] = 0.6f;
gridColor[2] = 0.6f;
gridColor[3] = 1.f;
}
};
struct CommonGraphicsApp
{
CommonGraphicsApp()
:m_window(0),
m_renderer(0),
m_parameterInterface(0)
{
}
virtual ~CommonGraphicsApp()
{
}
class b3gWindowInterface* m_window;
struct CommonRenderInterface* m_renderer;
struct CommonParameterInterface* m_parameterInterface;
virtual void drawGrid(DrawGridData data=DrawGridData()) = 0;
virtual void setUpAxis(int axis) = 0;
virtual int getUpAxis() const = 0;
virtual void swapBuffer() = 0;
virtual void drawText( const char* txt, int posX, int posY) = 0;
virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ)=0;
virtual int registerGraphicsSphereShape(float radius, bool usePointSprites, int largeSphereThreshold, int mediumSphereThreshold)=0;
};
#endif //COMMON_GRAPHICS_APP_H

View File

@@ -0,0 +1,50 @@
#ifndef COMMON_RENDER_INTERFACE_H
#define COMMON_RENDER_INTERFACE_H
enum
{
B3_GL_TRIANGLES = 1,
B3_GL_POINTS
};
enum
{
B3_DEFAULT_RENDERMODE=1,
//B3_WIREFRAME_RENDERMODE,
B3_CREATE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE,
};
struct CommonRenderInterface
{
virtual void init()=0;
virtual void updateCamera(int upAxis)=0;
virtual void removeAllInstances() = 0;
virtual void setCameraDistance(float dist) = 0;
virtual void setCameraPitch(float pitch) = 0;
virtual void setCameraTargetPosition(float x, float y, float z)=0;
virtual void getCameraPosition(float cameraPos[4])=0;
virtual void getCameraPosition(double cameraPos[4])=0;
virtual void setCameraTargetPosition(float cameraPos[4])=0;
virtual void getCameraTargetPosition(float cameraPos[4]) const=0;
virtual void getCameraTargetPosition(double cameraPos[4]) const=0;
virtual void renderScene()=0;
virtual int getScreenWidth() = 0;
virtual int getScreenHeight() = 0;
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)=0;
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)=0;
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) = 0;
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)=0;
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)=0;
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)=0;
virtual void writeTransforms()=0;
};
#endif//COMMON_RENDER_INTERFACE_H

View File

@@ -951,7 +951,7 @@ void GLInstancingRenderer::init()
}
void b3CreateFrustum(
static void b3CreateFrustum(
float left,
float right,
float bottom,
@@ -984,14 +984,14 @@ void b3CreateFrustum(
}
void b3Matrix4x4Mul(GLfloat aIn[4][4], GLfloat bIn[4][4], GLfloat result[4][4])
static void b3Matrix4x4Mul(GLfloat aIn[4][4], GLfloat bIn[4][4], GLfloat result[4][4])
{
for (int j=0;j<4;j++)
for (int i=0;i<4;i++)
result[j][i] = aIn[0][i] * bIn[j][0] + aIn[1][i] * bIn[j][1] + aIn[2][i] * bIn[j][2] + aIn[3][i] * bIn[j][3];
}
void b3Matrix4x4Mul16(GLfloat aIn[16], GLfloat bIn[16], GLfloat result[16])
static void b3Matrix4x4Mul16(GLfloat aIn[16], GLfloat bIn[16], GLfloat result[16])
{
for (int j=0;j<4;j++)
for (int i=0;i<4;i++)
@@ -999,7 +999,7 @@ void b3Matrix4x4Mul16(GLfloat aIn[16], GLfloat bIn[16], GLfloat result[16])
}
void b3CreateDiagonalMatrix(GLfloat value, GLfloat result[4][4])
static void b3CreateDiagonalMatrix(GLfloat value, GLfloat result[4][4])
{
for (int i=0;i<4;i++)
{
@@ -1016,7 +1016,7 @@ void b3CreateDiagonalMatrix(GLfloat value, GLfloat result[4][4])
}
}
void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar, GLfloat result[4][4])
static void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar, GLfloat result[4][4])
{
b3CreateDiagonalMatrix(1.f,result);
@@ -1028,7 +1028,7 @@ void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLf
result[3][2] = - (zFar + zNear) / (zFar - zNear);
}
void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, GLfloat result[16])
static void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, GLfloat result[16])
{
b3Vector3 f = (center - eye).normalized();
b3Vector3 u = up.normalized();
@@ -1172,9 +1172,13 @@ float GLInstancingRenderer::getCameraPitch() const
return m_data->m_azi;
}
void GLInstancingRenderer::setCameraTargetPosition(float x, float y, float z)
{
m_data->m_cameraTargetPosition = b3MakeVector3(x,y,z);
}
void GLInstancingRenderer::setCameraTargetPosition(float cameraPos[4])
{
m_data->m_cameraTargetPosition = b3MakeVector3(cameraPos[0],cameraPos[1],cameraPos[2]);
setCameraTargetPosition(cameraPos[0],cameraPos[1],cameraPos[2]);
}
void GLInstancingRenderer::getCameraTargetPosition(float cameraPos[4]) const

View File

@@ -17,6 +17,7 @@ subject to the following restrictions:
#define GL_INSTANCING_RENDERER_H
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "OpenGLWindow/CommonRenderInterface.h"
void b3DefaultMouseButtonCallback( int button, int state, float x, float y);
@@ -24,21 +25,9 @@ void b3DefaultMouseMoveCallback( float x, float y);
void b3DefaultKeyboardCallback(int key, int state);
void b3DefaultWheelCallback( float deltax, float deltay);
enum
{
B3_GL_TRIANGLES = 1,
B3_GL_POINTS
};
enum
{
B3_DEFAULT_RENDERMODE=1,
//B3_WIREFRAME_RENDERMODE,
B3_CREATE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE,
};
class GLInstancingRenderer
class GLInstancingRenderer : public CommonRenderInterface
{
b3AlignedObjectArray<struct b3GraphicsInstance*> m_graphicsInstances;
@@ -129,6 +118,7 @@ public:
float getCameraDistance() const;
//set the camera 'target'
void setCameraTargetPosition(float x, float y, float z);
void setCameraTargetPosition(float cameraPos[4]);
void getCameraTargetPosition(float cameraPos[4]) const;
void getCameraTargetPosition(double cameraPos[4]) const
@@ -148,11 +138,11 @@ public:
float getCameraPitch() const;
void resize(int width, int height);
int getScreenWidth()
virtual int getScreenWidth()
{
return m_screenWidth;
}
int getScreenHeight()
virtual int getScreenHeight()
{
return m_screenHeight;
}

View File

@@ -1,7 +1,7 @@
#ifndef _GL_PRIMITIVE_RENDERER_H
#define _GL_PRIMITIVE_RENDERER_H
#include "OpenGLInclude.h"
//#include "OpenGLInclude.h"
class GLPrimitiveRenderer
{

View File

@@ -5,6 +5,8 @@
#include "Gwen/Gwen.h"
#include "Gwen/BaseRender.h"
#include "GLPrimitiveRenderer.h"
#include "OpenGLWindow/OpenGLInclude.h"
struct sth_stash;
#include "fontstash.h"
#include "Gwen/Texture.h"
@@ -74,14 +76,14 @@ class GwenOpenGL3CoreRenderer : public Gwen::Renderer::Base
GLuint m_fontTextureId;
MyTextureLoader* m_textureLoader;
public:
GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale)
GwenOpenGL3CoreRenderer (GLPrimitiveRenderer* primRender, sth_stash* font,float screenWidth, float screenHeight, float retinaScale, MyTextureLoader* loader=0)
:m_primitiveRenderer(primRender),
m_font(font),
m_screenWidth(screenWidth),
m_screenHeight(screenHeight),
m_retinaScale(retinaScale),
m_useTrueTypeFont(false),
m_textureLoader(0)
m_textureLoader(loader)
{
///only enable true type fonts on Macbook Retina, it looks gorgeous
if (retinaScale==2.0f)
@@ -323,10 +325,6 @@ public:
return Gwen::Renderer::Base::MeasureText(pFont,text);
}
void setTextureLoader(MyTextureLoader* loader)
{
m_textureLoader = loader;
}
virtual void LoadTexture( Gwen::Texture* pTexture )
{

View File

@@ -56,10 +56,25 @@ public:
{
m_keyboardCallback = keyboardCallback;
}
virtual b3MouseMoveCallback getMouseMoveCallback()
{
return m_mouseMoveCallback;
}
virtual b3MouseButtonCallback getMouseButtonCallback()
{
return m_mouseButtonCallback;
}
virtual b3ResizeCallback getResizeCallback();
virtual b3WheelCallback getWheelCallback()
{
return m_wheelCallback;
}
b3KeyboardCallback getKeyboardCallback()
{
return m_keyboardCallback;
}
return m_keyboardCallback;
}
void setWheelCallback (b3WheelCallback wheelCallback)
{

View File

@@ -53,6 +53,7 @@ void dumpInfo(void)
-(float) GetWindowWidth;
-(float) GetWindowHeight;
-(void) setResizeCallback:(b3ResizeCallback) callback;
-(b3ResizeCallback) getResizeCallback;
@end
float loop;
@@ -70,6 +71,11 @@ float loop;
return m_lastHeight;
}
-(b3ResizeCallback) getResizeCallback
{
return m_resizeCallback;
}
-(void)setResizeCallback:(b3ResizeCallback)callback
{
m_resizeCallback = callback;
@@ -1057,4 +1063,7 @@ void MacOpenGLWindow::setResizeCallback(b3ResizeCallback resizeCallback)
}
}
b3ResizeCallback MacOpenGLWindow::getResizeCallback()
{
return [m_internalData->m_myview getResizeCallback];
}

View File

@@ -0,0 +1,260 @@
#include "OpenGLWindow/SimpleCamera.h"
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Quaternion.h"
#include "Bullet3Common/b3Matrix3x3.h"
struct SimpleCameraInternalData
{
SimpleCameraInternalData()
:m_cameraTargetPosition(b3MakeVector3(0,0,0)),
m_cameraDistance(20),
m_cameraUp(b3MakeVector3(0,1,0)),
m_cameraUpAxis(1),
m_cameraForward(b3MakeVector3(1,0,0)),
m_frustumZNear(1),
m_frustumZFar(10000),
m_yaw(20),
m_pitch(0),
m_aspect(1)
{
}
b3Vector3 m_cameraTargetPosition;
float m_cameraDistance;
b3Vector3 m_cameraUp;
b3Vector3 m_cameraForward;
int m_cameraUpAxis;
//the m_cameraPosition is a cached value, recomputed from other values
b3Vector3 m_cameraPosition;
float m_yaw;
float m_pitch;
float m_aspect;
float m_frustumZNear;
float m_frustumZFar;
};
SimpleCamera::SimpleCamera()
{
m_data = new SimpleCameraInternalData;
}
SimpleCamera::~SimpleCamera()
{
delete m_data;
}
static void b3CreateFrustum(
float left,
float right,
float bottom,
float top,
float nearVal,
float farVal,
float frustum[16])
{
frustum[0*4+0] = (float(2) * nearVal) / (right - left);
frustum[0*4+1] = float(0);
frustum[0*4+2] = float(0);
frustum[0*4+3] = float(0);
frustum[1*4+0] = float(0);
frustum[1*4+1] = (float(2) * nearVal) / (top - bottom);
frustum[1*4+2] = float(0);
frustum[1*4+3] = float(0);
frustum[2*4+0] = (right + left) / (right - left);
frustum[2*4+1] = (top + bottom) / (top - bottom);
frustum[2*4+2] = -(farVal + nearVal) / (farVal - nearVal);
frustum[2*4+3] = float(-1);
frustum[3*4+0] = float(0);
frustum[3*4+1] = float(0);
frustum[3*4+2] = -(float(2) * farVal * nearVal) / (farVal - nearVal);
frustum[3*4+3] = float(0);
}
static void b3CreateDiagonalMatrix(float value, float result[4][4])
{
for (int i=0;i<4;i++)
{
for (int j=0;j<4;j++)
{
if (i==j)
{
result[i][j] = value;
} else
{
result[i][j] = 0.f;
}
}
}
}
static void b3CreateOrtho(float left, float right, float bottom, float top, float zNear, float zFar, float result[4][4])
{
b3CreateDiagonalMatrix(1.f,result);
result[0][0] = 2.f / (right - left);
result[1][1] = 2.f / (top - bottom);
result[2][2] = - 2.f / (zFar - zNear);
result[3][0] = - (right + left) / (right - left);
result[3][1] = - (top + bottom) / (top - bottom);
result[3][2] = - (zFar + zNear) / (zFar - zNear);
}
static void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, float result[16])
{
b3Vector3 f = (center - eye).normalized();
b3Vector3 u = up.normalized();
b3Vector3 s = (f.cross(u)).normalized();
u = s.cross(f);
result[0*4+0] = s.x;
result[1*4+0] = s.y;
result[2*4+0] = s.z;
result[0*4+1] = u.x;
result[1*4+1] = u.y;
result[2*4+1] = u.z;
result[0*4+2] =-f.x;
result[1*4+2] =-f.y;
result[2*4+2] =-f.z;
result[0*4+3] = 0.f;
result[1*4+3] = 0.f;
result[2*4+3] = 0.f;
result[3*4+0] = -s.dot(eye);
result[3*4+1] = -u.dot(eye);
result[3*4+2] = f.dot(eye);
result[3*4+3] = 1.f;
}
void SimpleCamera::setCameraUpAxis(int upAxis)
{
m_data->m_cameraUpAxis = upAxis;
update();
}
void SimpleCamera::update()
{
int forwardAxis(-1);
switch (m_data->m_cameraUpAxis)
{
case 1:
forwardAxis = 2;
m_data->m_cameraUp = b3MakeVector3(0,1,0);
//gLightPos = b3MakeVector3(-50.f,100,30);
break;
case 2:
forwardAxis = 1;
m_data->m_cameraUp = b3MakeVector3(0,0,1);
//gLightPos = b3MakeVector3(-50.f,30,100);
break;
default:
{
b3Assert(0);
return;
}
};
b3Vector3 eyePos = b3MakeVector3(0,0,0);
eyePos[forwardAxis] = -m_data->m_cameraDistance;
m_data->m_cameraForward = b3MakeVector3(eyePos[0],eyePos[1],eyePos[2]);
if (m_data->m_cameraForward.length2() < B3_EPSILON)
{
m_data->m_cameraForward.setValue(1.f,0.f,0.f);
} else
{
m_data->m_cameraForward.normalize();
}
// m_azi=m_azi+0.01;
b3Scalar rele = m_data->m_yaw * b3Scalar(0.01745329251994329547);// rads per deg
b3Scalar razi = m_data->m_pitch * b3Scalar(0.01745329251994329547);// rads per deg
b3Quaternion rot(m_data->m_cameraUp,razi);
b3Vector3 right = m_data->m_cameraUp.cross(m_data->m_cameraForward);
b3Quaternion roll(right,-rele);
eyePos = b3Matrix3x3(rot) * b3Matrix3x3(roll) * eyePos;
m_data->m_cameraPosition = eyePos;
m_data->m_cameraPosition+= m_data->m_cameraTargetPosition;
}
void SimpleCamera::getCameraProjectionMatrix(float projectionMatrix[16]) const
{
b3CreateFrustum(-m_data->m_aspect * m_data->m_frustumZNear, m_data->m_aspect * m_data->m_frustumZNear, -m_data->m_frustumZNear,m_data->m_frustumZNear, m_data->m_frustumZNear, m_data->m_frustumZFar,projectionMatrix);
}
void SimpleCamera::getCameraViewMatrix(float viewMatrix[16]) const
{
b3CreateLookAt(m_data->m_cameraPosition,m_data->m_cameraTargetPosition,m_data->m_cameraUp,viewMatrix);
}
void SimpleCamera::getCameraTargetPosition(float pos[3]) const
{
pos[0] =m_data->m_cameraTargetPosition[0];
pos[1] =m_data->m_cameraTargetPosition[1];
pos[2] =m_data->m_cameraTargetPosition[2];
}
void SimpleCamera::getCameraPosition(float pos[3]) const
{
pos[0] =m_data->m_cameraPosition[0];
pos[1] =m_data->m_cameraPosition[1];
pos[2] =m_data->m_cameraPosition[2];
}
void SimpleCamera::setCameraTargetPosition(float x,float y,float z)
{
m_data->m_cameraTargetPosition.setValue(x,y,z);
update();
}
void SimpleCamera::setCameraDistance(float dist)
{
m_data->m_cameraDistance = dist;
update();
}
void SimpleCamera::setCameraUpVector(float x,float y ,float z)
{
m_data->m_cameraUp.setValue(x,y,z);
update();
}
void SimpleCamera::setCameraYaw(float yaw)
{
m_data->m_yaw = yaw;
update();
}
void SimpleCamera::setCameraPitch(float pitch)
{
m_data->m_pitch = pitch;
update();
}
void SimpleCamera::setAspectRatio(float ratio)
{
m_data->m_aspect = ratio;
update();
}

View File

@@ -0,0 +1,36 @@
#ifndef SIMPLE_CAMERA_H
#define SIMPLE_CAMERA_H
struct CommonCameraInterface
{
virtual void getCameraProjectionMatrix(float m[16])const = 0;
virtual void getCameraViewMatrix(float m[16]) const = 0;
};
struct SimpleCamera : public CommonCameraInterface
{
struct SimpleCameraInternalData* m_data;
SimpleCamera();
virtual ~SimpleCamera();
void update();
virtual void getCameraProjectionMatrix(float m[16]) const;
virtual void getCameraViewMatrix(float m[16]) const;
virtual void getCameraTargetPosition(float pos[3]) const;
virtual void getCameraPosition(float pos[3]) const;
virtual void setCameraTargetPosition(float x,float y,float z);
virtual void setCameraDistance(float dist);
virtual void setCameraUpVector(float x,float y, float z);
///the setCameraUpAxis will call the 'setCameraUpVector' and 'setCameraForwardVector'
virtual void setCameraUpAxis(int axis);
virtual void setCameraYaw(float yaw);
virtual void setCameraPitch(float pitch);
virtual void setAspectRatio(float ratio);
};
#endif //SIMPLE_CAMERA_H

View File

@@ -0,0 +1,196 @@
#include "OpenGLWindow/SimpleOpenGL2App.h"
#include "OpenGLWindow/OpenGLInclude.h"
#include "Bullet3Common/b3Logging.h"//b3Assert?
#include "Bullet3Common/b3Scalar.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "Bullet3Common/b3Vector3.h"
#include "stdlib.h"
#ifdef __APPLE__
#include "OpenGLWindow/MacOpenGLWindow.h"
#else
#include "OpenGLWindow/GlewWindows/GL/glew.h"
//#include "GL/glew.h"
#ifdef _WIN32
#include "OpenGLWindow/Win32OpenGLWindow.h"
#else
//let's cross the fingers it is Linux/X11
#include "OpenGLWindow/X11OpenGLWindow.h"
#endif //_WIN32
#endif//__APPLE__
#include <stdio.h>
#include "OpenGLWindow/CommonRenderInterface.h"
struct SimpleOpenGL2AppInternalData
{
};
SimpleOpenGL2App::SimpleOpenGL2App(const char* title, int width, int height)
{
m_data = new SimpleOpenGL2AppInternalData;
m_window = new b3gDefaultOpenGLWindow();
b3gWindowConstructionInfo ci;
ci.m_title = title;
ci.m_openglVersion = 2;
ci.m_width = width;
ci.m_height = height;
m_window->createWindow(ci);
m_window->setWindowTitle(title);
#ifndef __APPLE__
#ifndef _WIN32
//some Linux implementations need the 'glewExperimental' to be true
glewExperimental = GL_TRUE;
#endif
if (glewInit() != GLEW_OK)
{
b3Error("glewInit failed");
exit(1);
}
if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
{
b3Error("GLEW_VERSION_2_1 needs to support 2_1");
exit(1); // or handle the error in a nicer way
}
#endif
glGetError();//don't remove this call, it is needed for Ubuntu
glClearColor(0.9,0.9,1,1);
b3Assert(glGetError() ==GL_NO_ERROR);
//m_primRenderer = new GLPrimitiveRenderer(width,height);
m_parameterInterface = 0;
b3Assert(glGetError() ==GL_NO_ERROR);
//m_instancingRenderer = new GLInstancingRenderer(128*1024,32*1024*1024);
//m_instancingRenderer->init();
//m_instancingRenderer->resize(width,height);
b3Assert(glGetError() ==GL_NO_ERROR);
//m_instancingRenderer->InitShaders();
}
SimpleOpenGL2App::~SimpleOpenGL2App()
{
delete m_data;
}
void SimpleOpenGL2App::drawGrid(DrawGridData data)
{
int gridSize = data.gridSize;
float upOffset = data.upOffset;
int upAxis = data.upAxis;
float gridColor[4];
gridColor[0] = data.gridColor[0];
gridColor[1] = data.gridColor[1];
gridColor[2] = data.gridColor[2];
gridColor[3] = data.gridColor[3];
int sideAxis=-1;
int forwardAxis=-1;
switch (upAxis)
{
case 1:
forwardAxis=2;
sideAxis=0;
break;
case 2:
forwardAxis=1;
sideAxis=0;
break;
default:
b3Assert(0);
};
//b3Vector3 gridColor = b3MakeVector3(0.5,0.5,0.5);
b3AlignedObjectArray<unsigned int> indices;
b3AlignedObjectArray<b3Vector3> vertices;
int lineIndex=0;
for(int i=-gridSize;i<=gridSize;i++)
{
{
b3Assert(glGetError() ==GL_NO_ERROR);
b3Vector3 from = b3MakeVector3(0,0,0);
from[sideAxis] = float(i);
from[upAxis] = upOffset;
from[forwardAxis] = float(-gridSize);
b3Vector3 to=b3MakeVector3(0,0,0);
to[sideAxis] = float(i);
to[upAxis] = upOffset;
to[forwardAxis] = float(gridSize);
vertices.push_back(from);
indices.push_back(lineIndex++);
vertices.push_back(to);
indices.push_back(lineIndex++);
// m_renderer->drawLine(from,to,gridColor);
}
b3Assert(glGetError() ==GL_NO_ERROR);
{
b3Assert(glGetError() ==GL_NO_ERROR);
b3Vector3 from=b3MakeVector3(0,0,0);
from[sideAxis] = float(-gridSize);
from[upAxis] = upOffset;
from[forwardAxis] = float(i);
b3Vector3 to=b3MakeVector3(0,0,0);
to[sideAxis] = float(gridSize);
to[upAxis] = upOffset;
to[forwardAxis] = float(i);
vertices.push_back(from);
indices.push_back(lineIndex++);
vertices.push_back(to);
indices.push_back(lineIndex++);
// m_renderer->drawLine(from,to,gridColor);
}
}
m_renderer->drawLines(&vertices[0].x,
gridColor,
vertices.size(),sizeof(b3Vector3),&indices[0],indices.size(),1);
m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),3);
m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),3);
m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),3);
// void GLInstancingRenderer::drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize)
//we don't use drawPoints because all points would have the same color
// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
}
void SimpleOpenGL2App::setUpAxis(int axis)
{
}
int SimpleOpenGL2App::getUpAxis() const
{
return 1;
}
void SimpleOpenGL2App::swapBuffer()
{
m_window->endRendering();
m_window->startRendering();
}
void SimpleOpenGL2App::drawText( const char* txt, int posX, int posY)
{
}

View File

@@ -0,0 +1,31 @@
#ifndef SIMPLE_OPENGL2_APP_H
#define SIMPLE_OPENGL2_APP_H
#include "OpenGLWindow/CommonGraphicsApp.h"
class SimpleOpenGL2App : public CommonGraphicsApp
{
protected:
struct SimpleOpenGL2AppInternalData* m_data;
public:
SimpleOpenGL2App(const char* title, int width, int height);
virtual ~SimpleOpenGL2App();
virtual void drawGrid(DrawGridData data=DrawGridData());
virtual void setUpAxis(int axis);
virtual int getUpAxis() const;
virtual void swapBuffer();
virtual void drawText( const char* txt, int posX, int posY);
virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ)
{
return 0;
}
virtual int registerGraphicsSphereShape(float radius, bool usePointSprites, int largeSphereThreshold, int mediumSphereThreshold)
{
return 0;
}
};
#endif //SIMPLE_OPENGL2_APP_H

View File

@@ -140,6 +140,7 @@ SimpleOpenGL3App::SimpleOpenGL3App( const char* title, int width,int height)
b3Assert(glGetError() ==GL_NO_ERROR);
m_instancingRenderer = new GLInstancingRenderer(128*1024,32*1024*1024);
m_renderer = m_instancingRenderer ;
m_instancingRenderer->init();
m_instancingRenderer->resize(width,height);

View File

@@ -5,33 +5,16 @@
#include "OpenGLWindow/GLPrimitiveRenderer.h"
#include "OpenGLWindow/b3gWindowInterface.h"
struct DrawGridData
{
int gridSize;
float upOffset;
int upAxis;
float gridColor[4];
#include "OpenGLWindow/CommonGraphicsApp.h"
DrawGridData()
:gridSize(10),
upOffset(0.001f),
upAxis(1)
{
gridColor[0] = 0.6f;
gridColor[1] = 0.6f;
gridColor[2] = 0.6f;
gridColor[3] = 1.f;
}
};
struct SimpleOpenGL3App
struct SimpleOpenGL3App : public CommonGraphicsApp
{
struct SimpleInternalData* m_data;
class b3gWindowInterface* m_window;
class GLPrimitiveRenderer* m_primRenderer;
class GLInstancingRenderer* m_instancingRenderer;
struct CommonParameterInterface* m_parameterInterface;
SimpleOpenGL3App(const char* title, int width,int height);
virtual ~SimpleOpenGL3App();
@@ -43,11 +26,11 @@ struct SimpleOpenGL3App
void dumpFramesToVideo(const char* mp4Filename);
void drawGrid(DrawGridData data=DrawGridData());
void setUpAxis(int axis);
int getUpAxis() const;
virtual void setUpAxis(int axis);
virtual int getUpAxis() const;
void swapBuffer();
void drawText( const char* txt, int posX, int posY);
virtual void swapBuffer();
virtual void drawText( const char* txt, int posX, int posY);
struct sth_stash* getFontStash();

View File

@@ -46,8 +46,13 @@ void Win32OpenGLWindow::enableOpenGL()
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 16;
pfd.cStencilBits = 1;
pfd.cRedBits = 8;
pfd.cGreenBits = 8;
pfd.cBlueBits = 8;
pfd.cAlphaBits = 8;
pfd.cDepthBits = 24;
pfd.cStencilBits = 8;//1;
pfd.iLayerType = PFD_MAIN_PLANE;
format = ChoosePixelFormat( m_data->m_hDC, &pfd );
SetPixelFormat( m_data->m_hDC, format, &pfd );
@@ -115,15 +120,15 @@ void Win32OpenGLWindow::closeWindow()
void Win32OpenGLWindow::startRendering()
{
pumpMessage();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //clear buffers
//don't clear all 3 buffers because some AMD drivers are buggy
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glCullFace(GL_BACK);
//glFrontFace(GL_CCW);
glEnable(GL_DEPTH_TEST);
}

View File

@@ -709,5 +709,21 @@ b3KeyboardCallback Win32Window::getKeyboardCallback()
return m_data->m_keyboardCallback;
}
b3MouseMoveCallback Win32Window::getMouseMoveCallback()
{
return m_data->m_mouseMoveCallback;
}
b3MouseButtonCallback Win32Window::getMouseButtonCallback()
{
return m_data->m_mouseButtonCallback;
}
b3ResizeCallback Win32Window::getResizeCallback()
{
return m_data->m_resizeCallback;
}
b3WheelCallback Win32Window::getWheelCallback()
{
return m_data->m_wheelCallback;
}

View File

@@ -69,7 +69,11 @@ public:
virtual void setResizeCallback(b3ResizeCallback resizeCallback);
virtual void setWheelCallback(b3WheelCallback wheelCallback);
virtual void setKeyboardCallback( b3KeyboardCallback keyboardCallback);
virtual b3MouseMoveCallback getMouseMoveCallback();
virtual b3MouseButtonCallback getMouseButtonCallback();
virtual b3ResizeCallback getResizeCallback();
virtual b3WheelCallback getWheelCallback();
virtual b3KeyboardCallback getKeyboardCallback();
virtual void setRenderCallback( b3RenderCallback renderCallback);

View File

@@ -964,10 +964,29 @@ void X11OpenGLWindow::setKeyboardCallback( b3KeyboardCallback keyboardCallback)
}
b3MouseMoveCallback X11OpenGLWindow::getMouseMoveCallback()
{
return m_data->m_mouseMoveCallback;
}
b3MouseButtonCallback X11OpenGLWindow::getMouseButtonCallback()
{
return m_data->m_mouseButtonCallback;
}
b3ResizeCallback X11OpenGLWindow::getResizeCallback()
{
return m_data->m_resizeCallback;
}
b3WheelCallback X11OpenGLWindow::getWheelCallback()
{
return m_data->m_wheelCallback;
}
b3KeyboardCallback X11OpenGLWindow::getKeyboardCallback()
{
return m_data->m_keyboardCallback;
}
#include <stdio.h>
int X11OpenGLWindow::fileOpenDialog(char* filename, int maxNameLength)

View File

@@ -53,7 +53,12 @@ public:
virtual void setResizeCallback(b3ResizeCallback resizeCallback);
virtual void setWheelCallback(b3WheelCallback wheelCallback);
virtual void setKeyboardCallback( b3KeyboardCallback keyboardCallback);
virtual b3KeyboardCallback getKeyboardCallback();
virtual b3MouseMoveCallback getMouseMoveCallback();
virtual b3MouseButtonCallback getMouseButtonCallback();
virtual b3ResizeCallback getResizeCallback();
virtual b3WheelCallback getWheelCallback();
virtual b3KeyboardCallback getKeyboardCallback();
virtual void setRenderCallback( b3RenderCallback renderCallback);

View File

@@ -98,9 +98,17 @@ class b3gWindowInterface
virtual void setMouseMoveCallback(b3MouseMoveCallback mouseCallback)=0;
virtual b3MouseMoveCallback getMouseMoveCallback()=0;
virtual void setMouseButtonCallback(b3MouseButtonCallback mouseCallback)=0;
virtual b3MouseButtonCallback getMouseButtonCallback()=0;
virtual void setResizeCallback(b3ResizeCallback resizeCallback)=0;
virtual b3ResizeCallback getResizeCallback()=0;
virtual void setWheelCallback(b3WheelCallback wheelCallback)=0;
virtual b3WheelCallback getWheelCallback()=0;
virtual void setKeyboardCallback( b3KeyboardCallback keyboardCallback)=0;
virtual b3KeyboardCallback getKeyboardCallback()=0;