#include "RaytracedShadowDemo.h" #include "OpenGLWindow/ShapeData.h" #include "OpenGLWindow/GLInstancingRenderer.h" #include "Bullet3Common/b3Quaternion.h" #include "OpenGLWindow/b3gWindowInterface.h" #include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h" #include "../GpuDemoInternalData.h" #include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h" #include "OpenGLWindow/OpenGLInclude.h" #include "OpenGLWindow/GLInstanceRendererInternalData.h" #include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h" #include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h" #include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h" #include "Bullet3OpenCL/RigidBody/b3Config.h" #include "../rigidbody/GpuRigidBodyDemoInternalData.h" #include "../gwenUserInterface.h" #include "Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h" #include "OpenGLWindow/GLPrimitiveRenderer.h" #include "Bullet3OpenCL/Raycast/b3GpuRaycast.h" #include "Bullet3OpenCL/NarrowphaseCollision/b3ConvexUtility.h" #include "OpenGLWindow/GLRenderToTexture.h" struct GpuRaytraceInternalData { GLuint* m_texId; unsigned char* m_texels; int textureWidth; int textureHeight; struct GLRenderToTexture* m_renderToTexture; }; #include GpuRaytraceScene::GpuRaytraceScene() { m_raytraceData = new GpuRaytraceInternalData; m_raytraceData->m_renderToTexture = 0;//new GLRenderToTexture(); m_raytraceData->m_texId = new GLuint; m_raytraceData->textureWidth = 512;//1024;//1024; m_raytraceData->textureHeight = 512;//1024; //create new texture glGenTextures(1, m_raytraceData->m_texId); GLenum err = glGetError(); assert(err==GL_NO_ERROR); glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId); m_raytraceData->m_texels = (unsigned char*)malloc(m_raytraceData->textureWidth*m_raytraceData->textureHeight*3); memset(m_raytraceData->m_texels,0,m_raytraceData->textureWidth*m_raytraceData->textureHeight*3); for (int i=0;itextureWidth;i++) { for (int y=0;ytextureHeight;y++) { int color = 0; if (ytextureHeight-1 && (y>0) && (i>0 && itextureWidth-1)) color = 255; m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+0] = color; m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+1] = color; m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+2] = color; } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); err = glGetError(); assert(err==GL_NO_ERROR); } GpuRaytraceScene::~GpuRaytraceScene() { glDeleteTextures(1,m_raytraceData->m_texId); delete[] m_raytraceData->m_texels; delete m_raytraceData->m_renderToTexture; delete m_raytraceData->m_texId; delete m_raytraceData; } int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci2) { //m_raytraceData->m_renderToTexture->init(ci2.m_instancingRenderer->getScreenWidth(),ci2.m_instancingRenderer->getScreenHeight()); ConstructionInfo ci = ci2; ci.arraySizeX = 2; ci.arraySizeY = 50; ci.arraySizeZ = 2; int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); return createDynamicsObjects2(ci,cube_vertices,numVertices,cube_indices,numIndices); 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;iregisterGraphicsInstance(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; } //create primary rays void GpuRaytraceScene::renderScene() { renderScene2(); return; //m_raytraceData->m_renderToTexture->enable(); m_instancingRenderer->renderScene(); //m_raytraceData->m_renderToTexture->disable(); } void GpuRaytraceScene::renderScene2() { // GpuBoxPlaneScene::renderScene(); // return; B3_PROFILE("raytrace"); //raytrace into the texels { B3_PROFILE("update camera"); m_instancingRenderer->updateCamera(); } //generate primary rays { B3_PROFILE("readbackAllBodiesToCpu"); m_data->m_np->readbackAllBodiesToCpu(); } { B3_PROFILE("Generate primary rays"); 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. * atanf (tanFov); float aspect = screenWidth / screenHeight; b3Vector3 rayFrom, camTarget; m_instancingRenderer->getCameraPosition(rayFrom); m_instancingRenderer->getCameraTargetPosition(camTarget); b3Vector3 rayForward = camTarget-rayFrom; rayForward.normalize(); rayForward*= farPlane; b3Vector3 rightOffset; b3Vector3 vertical(0.f,1.f,0.f); b3Vector3 hor; hor = rayForward.cross(vertical); hor.normalize(); vertical = hor.cross(rayForward); vertical.normalize(); float tanfov = tanf(0.5f*fov); 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./float(screenWidth); b3Vector3 dVert = vertical * 1./float(screenHeight); b3Transform rayFromTrans; rayFromTrans.setIdentity(); rayFromTrans.setOrigin(rayFrom); b3Transform rayFromLocal; b3Transform rayToLocal; //create primary rays primaryRays.resize(m_raytraceData->textureWidth*m_raytraceData->textureHeight); b3Vector3 rayTo; b3RayInfo ray; { for (int x=0;xtextureWidth;x++) { for (int y=0;ytextureHeight;y++) { rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical; rayTo += x * dHor*widthFactor; rayTo -= y * dVert*heightFactor; ray.m_from = rayFrom; ray.m_to = rayTo; primaryRays[x+m_raytraceData->textureWidth*y] = ray; } } } } b3AlignedObjectArray hits; { B3_PROFILE("hits.resize"); hits.resize(primaryRays.size()); } if (1) { B3_PROFILE("init hits"); for (int i=0;icastRaysHost(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(),m_data->m_np->getInternalData()); m_raycaster->castRays(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData()); } b3AlignedObjectArray shadowRays; { B3_PROFILE("shadowRays.resize"); shadowRays.resize(primaryRays.size()); } b3AlignedObjectArray shadowHits; { B3_PROFILE("shadowHits.resize"); shadowHits.resize(hits.size()); } { B3_PROFILE("init shadow rays"); for (int i=0;icastRaysHost(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu()); m_raycaster->castRays(shadowRays, shadowHits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData()); } { B3_PROFILE("write texels"); for (int i=0;i0.f) { if (shadowHits[i].m_hitFraction<1.f) { dotje = -1.f; } } if (dotje>0.f) { m_raytraceData->m_texels[(i)*3+0] = 128+128.f*hits[i].m_hitNormal.x; m_raytraceData->m_texels[(i)*3+1] = 128+128.f*hits[i].m_hitNormal.y; m_raytraceData->m_texels[(i)*3+2] = 128+128.f*hits[i].m_hitNormal.z; if (hits[i].m_hitBody==0) { m_raytraceData->m_texels[(i)*3+0] = 255; m_raytraceData->m_texels[(i)*3+1] = 255; m_raytraceData->m_texels[(i)*3+2] = 255; } else { } } else { if (dotje == -1.f) { m_raytraceData->m_texels[(i)*3+0] = 0; m_raytraceData->m_texels[(i)*3+1] = 0; m_raytraceData->m_texels[(i)*3+2] = 255; } else { m_raytraceData->m_texels[(i)*3+0] = 255; m_raytraceData->m_texels[(i)*3+1] = 0; m_raytraceData->m_texels[(i)*3+2] = 0; } } } else { m_raytraceData->m_texels[(i)*3+0] = 128; m_raytraceData->m_texels[(i)*3+1] = 128; m_raytraceData->m_texels[(i)*3+2] = 192; } } } GLint err; { B3_PROFILE("get error"); err = glGetError(); assert(err==GL_NO_ERROR); glActiveTexture(GL_TEXTURE0); } { B3_PROFILE("glTexImage2D"); glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels); } { B3_PROFILE("glGetError"); 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 rect[4] = {0,0,m_instancingRenderer->getScreenWidth(),m_instancingRenderer->getScreenHeight()}; float u[2] = {0,1}; float v[2] = {0,1}; int useRGBA = 1; { B3_PROFILE("drawTexturedRect"); m_primRenderer->drawTexturedRect(rect[0],rect[1],rect[2],rect[3],color,u[0],v[0],u[1],v[1], useRGBA); } { B3_PROFILE("glGetError"); err = glGetError(); assert(err==GL_NO_ERROR); } }