GpuRaytraceScene work-in-progress, CPU only at the moment.
This commit is contained in:
@@ -41,9 +41,9 @@ public:
|
||||
:useOpenCL(true),
|
||||
preferredOpenCLPlatformIndex(-1),
|
||||
preferredOpenCLDeviceIndex(-1),
|
||||
arraySizeX(2),
|
||||
arraySizeY(2),
|
||||
arraySizeZ(2),
|
||||
arraySizeX(30),
|
||||
arraySizeY(30),
|
||||
arraySizeZ(30),
|
||||
m_useConcaveMesh(false),
|
||||
gapX(14.3),
|
||||
gapY(14.0),
|
||||
|
||||
@@ -76,7 +76,7 @@ GpuDemo::CreateFunc* allDemos[]=
|
||||
// GpuConvexScene::MyCreateFunc,
|
||||
|
||||
//ConcaveSphereScene::MyCreateFunc,
|
||||
GpuRaytraceScene::MyCreateFunc,
|
||||
//GpuRaytraceScene::MyCreateFunc,
|
||||
|
||||
GpuBoxPlaneScene::MyCreateFunc,
|
||||
GpuConvexPlaneScene::MyCreateFunc,
|
||||
@@ -700,6 +700,8 @@ int main(int argc, char* argv[])
|
||||
b3ProfileManager::Increment_Frame_Counter();
|
||||
|
||||
// render.reshape(g_OpenGLWidth,g_OpenGLHeight);
|
||||
ci.m_instancingRenderer->resize(g_OpenGLWidth,g_OpenGLHeight);
|
||||
prim.setScreenSize(g_OpenGLWidth,g_OpenGLHeight);
|
||||
|
||||
window->startRendering();
|
||||
|
||||
|
||||
@@ -31,14 +31,12 @@ void GpuConvexScene::setupScene(const ConstructionInfo& ci)
|
||||
|
||||
m_data->m_rigidBodyPipeline->writeAllInstancesToGpu();
|
||||
|
||||
|
||||
float camPos[4]={0,0,0,0};//ci.arraySizeX,ci.arraySizeY/2,ci.arraySizeZ,0};
|
||||
float camPos[4]={ci.arraySizeX,ci.arraySizeY/2,ci.arraySizeZ,0};
|
||||
//float camPos[4]={1,12.5,1.5,0};
|
||||
|
||||
m_instancingRenderer->setCameraTargetPosition(camPos);
|
||||
m_instancingRenderer->setCameraDistance(30);
|
||||
m_instancingRenderer->setCameraYaw(0);
|
||||
m_instancingRenderer->setCameraPitch(0);
|
||||
m_instancingRenderer->setCameraDistance(100);
|
||||
|
||||
|
||||
m_instancingRenderer->updateCamera();
|
||||
|
||||
@@ -196,8 +194,8 @@ GpuRaytraceScene::GpuRaytraceScene()
|
||||
m_raytraceData = new GpuRaytraceInternalData;
|
||||
|
||||
m_raytraceData->m_texId = new GLuint;
|
||||
m_raytraceData->textureWidth = 1024;
|
||||
m_raytraceData->textureHeight = 768;
|
||||
m_raytraceData->textureWidth = 256;//1024;
|
||||
m_raytraceData->textureHeight = 256;
|
||||
|
||||
//create new texture
|
||||
glGenTextures(1, m_raytraceData->m_texId);
|
||||
@@ -260,8 +258,82 @@ bool sphere_intersect(const b3Vector3& spherePos, b3Scalar radius, const b3Vect
|
||||
return false;
|
||||
}
|
||||
|
||||
int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci)
|
||||
{
|
||||
float radius=1.f;
|
||||
int colIndex = m_data->m_np->registerSphereShape(radius);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
|
||||
int shapeId = registerGraphicsSphereShape(ci,radius,false);
|
||||
|
||||
int group=1;
|
||||
int mask=1;
|
||||
int index=0;
|
||||
|
||||
{
|
||||
b3Vector4 colors[4] =
|
||||
{
|
||||
b3Vector4(1,0,0,1),
|
||||
b3Vector4(0,1,0,1),
|
||||
b3Vector4(0,1,1,1),
|
||||
b3Vector4(1,1,0,1),
|
||||
};
|
||||
|
||||
int curColor = 0;
|
||||
float scaling[4] = {1,1,1,1};
|
||||
int prevBody = -1;
|
||||
int insta = 0;
|
||||
|
||||
|
||||
//int colIndex = m_data->m_np->registerSphereShape(1);
|
||||
for (int i=0;i<1;i++)
|
||||
//for (int i=0;i<ci.arraySizeX;i++)
|
||||
{
|
||||
//for (int j=0;j<ci.arraySizeY;j++)
|
||||
for (int j=0;j<5;j++)
|
||||
{
|
||||
// for (int k=0;k<ci.arraySizeZ;k++)
|
||||
for (int k=0;k<1;k++)
|
||||
{
|
||||
float mass = 1.f;
|
||||
if (j==0)//ci.arraySizeY-1)
|
||||
{
|
||||
//mass=0.f;
|
||||
}
|
||||
b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
|
||||
//b3Vector3 position(i*2.2,10+j*1.9,k*2.2);
|
||||
|
||||
b3Quaternion orn(0,0,0,1);
|
||||
|
||||
b3Vector4 color = colors[curColor];
|
||||
curColor++;
|
||||
curColor&=3;
|
||||
b3Vector4 scaling(1,1,1,1);
|
||||
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
|
||||
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass,position,orn,colIndex,index,false);
|
||||
|
||||
|
||||
if (prevBody>=0)
|
||||
{
|
||||
//b3Point2PointConstraint* p2p = new b3Point2PointConstraint(pid,prevBody,b3Vector3(0,-1.1,0),b3Vector3(0,1.1,0));
|
||||
// m_data->m_rigidBodyPipeline->addConstraint(p2p);//,false);
|
||||
}
|
||||
prevBody = pid;
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return index;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GpuRaytraceScene::renderScene()
|
||||
{
|
||||
|
||||
GpuBoxPlaneScene::renderScene();
|
||||
|
||||
B3_PROFILE("raytrace");
|
||||
//raytrace into the texels
|
||||
m_instancingRenderer->updateCamera();
|
||||
@@ -270,17 +342,21 @@ void GpuRaytraceScene::renderScene()
|
||||
float top = 1.f;
|
||||
float bottom = -1.f;
|
||||
float nearPlane = 1.f;
|
||||
float farPlane = 1000.f;
|
||||
|
||||
float tanFov = (top-bottom)*0.5f / nearPlane;
|
||||
float screenWidth = m_instancingRenderer->getScreenWidth();
|
||||
float screenHeight = m_instancingRenderer->getScreenHeight();
|
||||
|
||||
float fov = 2.0 * atanf (tanFov);
|
||||
float fov = 2. * atanf (tanFov);
|
||||
float aspect = screenWidth / screenHeight;
|
||||
|
||||
b3Vector3 rayFrom, camTarget;
|
||||
m_instancingRenderer->getCameraPosition(rayFrom);
|
||||
m_instancingRenderer->getCameraTargetPosition(camTarget);
|
||||
b3Vector3 rayForward = camTarget-rayFrom;
|
||||
rayForward.normalize();
|
||||
float farPlane = 500.f;
|
||||
|
||||
rayForward*= farPlane;
|
||||
|
||||
b3Vector3 rightOffset;
|
||||
@@ -293,14 +369,21 @@ void GpuRaytraceScene::renderScene()
|
||||
|
||||
float tanfov = tanf(0.5f*fov);
|
||||
|
||||
hor *= 2.f * farPlane * tanfov;
|
||||
hor *= aspect*2.f * farPlane * tanfov;
|
||||
vertical *= 2.f * farPlane * tanfov;
|
||||
|
||||
b3Vector3 rayToCenter = rayFrom + rayForward;
|
||||
float texWidth = m_raytraceData->textureWidth;
|
||||
float texHeight = m_raytraceData->textureHeight;
|
||||
|
||||
|
||||
float widthFactor = (screenWidth/texWidth);
|
||||
float heightFactor = (screenHeight/texHeight);
|
||||
|
||||
//should be screenwidth/height
|
||||
b3Vector3 dHor = hor * 1.f/float(m_raytraceData->textureWidth);
|
||||
b3Vector3 dVert = vertical * 1.f/float(m_raytraceData->textureHeight);
|
||||
|
||||
b3Vector3 dHor = hor * 1./float(screenWidth);
|
||||
b3Vector3 dVert = vertical * 1./float(screenHeight);
|
||||
|
||||
b3Transform rayFromTrans;
|
||||
rayFromTrans.setIdentity();
|
||||
@@ -321,8 +404,8 @@ void GpuRaytraceScene::renderScene()
|
||||
{
|
||||
|
||||
b3Vector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
rayTo += x * dHor;
|
||||
rayTo -= y * dVert;
|
||||
rayTo += x * dHor*widthFactor;
|
||||
rayTo -= y * dVert*heightFactor;
|
||||
|
||||
//if there is a hit, color the pixels
|
||||
int numBodies = m_data->m_rigidBodyPipeline->getNumBodies();
|
||||
@@ -371,8 +454,9 @@ void GpuRaytraceScene::renderScene()
|
||||
err = glGetError();
|
||||
assert(err==GL_NO_ERROR);
|
||||
b3Assert(m_primRenderer);
|
||||
float color[4] = {1,1,1,1};
|
||||
float rect[4] = {0,0,m_raytraceData->textureWidth,m_raytraceData->textureHeight};
|
||||
float color[4] = {1,1,1,0.2};
|
||||
//float rect[4] = {0,0,m_raytraceData->textureWidth,m_raytraceData->textureHeight};
|
||||
float rect[4] = {0,0,m_instancingRenderer->getScreenWidth(),m_instancingRenderer->getScreenHeight()};
|
||||
float u[2] = {0,1};
|
||||
float v[2] = {0,1};
|
||||
int useRGBA = 1;
|
||||
|
||||
@@ -97,6 +97,8 @@ public:
|
||||
return demo;
|
||||
}
|
||||
|
||||
virtual int createDynamicsObjects(const ConstructionInfo& ci);
|
||||
|
||||
void renderScene();
|
||||
};
|
||||
|
||||
|
||||
@@ -59,8 +59,6 @@ struct b3GraphicsInstance
|
||||
|
||||
|
||||
bool m_ortho = false;
|
||||
int m_glutScreenWidth = 1024;
|
||||
int m_glutScreenHeight = 768;
|
||||
|
||||
static GLfloat projectionMatrix[16];
|
||||
static GLfloat modelviewMatrix[16];
|
||||
@@ -1016,8 +1014,8 @@ void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vec
|
||||
|
||||
void GLInstancingRenderer::resize(int width, int height)
|
||||
{
|
||||
m_glutScreenWidth = width;
|
||||
m_glutScreenHeight = height;
|
||||
m_screenWidth = width;
|
||||
m_screenHeight = height;
|
||||
}
|
||||
|
||||
void GLInstancingRenderer::updateCamera()
|
||||
@@ -1059,13 +1057,13 @@ void GLInstancingRenderer::updateCamera()
|
||||
m_data->m_cameraPosition[2] = eyePos.getZ();
|
||||
m_data->m_cameraPosition += m_data->m_cameraTargetPosition;
|
||||
|
||||
if (m_glutScreenWidth == 0 && m_glutScreenHeight == 0)
|
||||
if (m_screenWidth == 0 && m_screenHeight == 0)
|
||||
return;
|
||||
|
||||
b3Scalar aspect;
|
||||
b3Vector3 extents;
|
||||
|
||||
aspect = m_glutScreenWidth / (b3Scalar)m_glutScreenHeight;
|
||||
aspect = m_screenWidth / (b3Scalar)m_screenHeight;
|
||||
extents.setValue(aspect * 1.0f, 1.0f,0);
|
||||
|
||||
|
||||
@@ -1085,7 +1083,7 @@ void GLInstancingRenderer::updateCamera()
|
||||
}
|
||||
|
||||
|
||||
if (m_glutScreenWidth > m_glutScreenHeight)
|
||||
if (m_screenWidth > m_screenHeight)
|
||||
{
|
||||
b3CreateFrustum(-aspect * m_frustumZNear, aspect * m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar,projectionMatrix);
|
||||
} else
|
||||
@@ -1171,14 +1169,14 @@ void GLInstancingRenderer::getMouseDirection(float* dir, int x, int y)
|
||||
|
||||
b3Scalar aspect;
|
||||
|
||||
aspect = m_glutScreenWidth / (b3Scalar)m_glutScreenHeight;
|
||||
aspect = m_screenWidth / (b3Scalar)m_screenHeight;
|
||||
|
||||
hor*=aspect;
|
||||
|
||||
|
||||
b3Vector3 rayToCenter = rayFrom + rayForward;
|
||||
b3Vector3 dHor = hor * 1.f/float(m_glutScreenWidth);
|
||||
b3Vector3 dVert = vertical * 1.f/float(m_glutScreenHeight);
|
||||
b3Vector3 dHor = hor * 1.f/float(m_screenWidth);
|
||||
b3Vector3 dVert = vertical * 1.f/float(m_screenHeight);
|
||||
|
||||
|
||||
b3Vector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
|
||||
@@ -1343,7 +1341,7 @@ void GLInstancingRenderer::RenderScene(void)
|
||||
glUseProgram(instancingShaderPointSprite);
|
||||
glUniformMatrix4fv(ProjectionMatrixPointSprite, 1, false, &projectionMatrix[0]);
|
||||
glUniformMatrix4fv(ModelViewMatrixPointSprite, 1, false, &modelviewMatrix[0]);
|
||||
glUniform1f(screenWidthPointSprite,m_glutScreenWidth);
|
||||
glUniform1f(screenWidthPointSprite,m_screenWidth);
|
||||
|
||||
//glUniform1i(uniform_texture_diffusePointSprite, 0);
|
||||
err = glGetError();
|
||||
|
||||
@@ -41,6 +41,8 @@ class GLInstancingRenderer
|
||||
bool m_textureenabled;
|
||||
bool m_textureinitialized;
|
||||
|
||||
int m_screenWidth;
|
||||
int m_screenHeight;
|
||||
|
||||
|
||||
public:
|
||||
@@ -90,6 +92,14 @@ public:
|
||||
|
||||
|
||||
void resize(int width, int height);
|
||||
int getScreenWidth()
|
||||
{
|
||||
return m_screenWidth;
|
||||
}
|
||||
int getScreenHeight()
|
||||
{
|
||||
return m_screenHeight;
|
||||
}
|
||||
|
||||
int getMaxShapeCapacity() const
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user