#include "GPU_physics.h" #include "fboSupport.h" #include "shaderSupport.h" #define TIMESTEP 0.016f enum DebugOptions { DRAW_WITHOUT_SHADERS, DRAW_WITHOUT_PHYSICS, DRAW_ALL } ; inline float idToFloat ( int i, int j ) { return float ( (i*2) & 255 ) + float ( (j*2) & 255 ) / 256.0f ; } static float *positionData = NULL ; static float *rotationData = NULL ; static bool noVertexTextureSupport = false ; static DebugOptions debugOpt = DRAW_ALL ; void checkVertexTextureSupport ( bool disableVertexTextureSupport ) { GLint nVertTextures ; GLint nFragTextures ; GLint nCombTextures ; glGetIntegerv ( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, & nVertTextures ) ; glGetIntegerv ( GL_MAX_TEXTURE_IMAGE_UNITS, & nFragTextures ) ; glGetIntegerv ( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, & nCombTextures ) ; fprintf(stderr, "INFO: This hardware supports at most:\n" " %2d vert texture samplers\n" " %2d frag texture samplers\n" " %2d total texture samplers\n", nVertTextures, nFragTextures, nCombTextures ) ; noVertexTextureSupport = ( nVertTextures < 2 ) ; if ( noVertexTextureSupport && debugOpt != DRAW_WITHOUT_SHADERS ) { fprintf ( stderr, "\n" "********************************************\n" "* *\n" "* WARNING: This graphics card doesn't have *\n" "* vertex shader texture support - a work- *\n" "* around will be used - but this demo will *\n" "* be much less impressive as a result! *\n" "* *\n" "********************************************\n\n" ) ; } if ( ! noVertexTextureSupport && disableVertexTextureSupport ) { fprintf ( stderr, "WARNING: Vertex Texture Support has" "been disabled from the command line.\n" ) ; noVertexTextureSupport = true ; } } float frand ( float max ) { return (float)(rand() % 32767) * max / 32767.0f ; } static GLSL_ShaderPair *velocityGenerator ; static GLSL_ShaderPair *positionGenerator ; static GLSL_ShaderPair *grndCollisionGenerator ; static GLSL_ShaderPair *forceGenerator ; static GLSL_ShaderPair *cubeShader ; static FrameBufferObject *position ; static FrameBufferObject *rotation ; static FrameBufferObject *velocity ; static FrameBufferObject *rotvelocity ; static FrameBufferObject *force ; static FrameBufferObject *massSizeX ; static FrameBufferObject *old ; static FrameBufferObject *collisions ; #define TEX_SIZE 128 #define NUM_CUBES ( TEX_SIZE * TEX_SIZE ) #define STRIPS_PER_CUBE 2 #define VERTS_PER_STRIP 8 #define NUM_VERTS ( NUM_CUBES * STRIPS_PER_CUBE * VERTS_PER_STRIP ) static GLuint vbo_vx = 0 ; static GLuint vbo_tx = 0 ; static GLuint vbo_co = 0 ; static float vertices [ NUM_VERTS * 3 ] ; static float texcoords [ NUM_VERTS * 2 ] ; static float colours [ NUM_VERTS * 4 ] ; static int starts [ NUM_CUBES * STRIPS_PER_CUBE ] ; static int lengths [ NUM_CUBES * STRIPS_PER_CUBE ] ; static int win_width = 640 ; static int win_height = 480 ; void keybd ( unsigned char, int, int ) { exit ( 0 ) ; } void reshape ( int wid, int ht ) { win_width = wid ; win_height = ht ; } void initGLcontext ( int argc, char **argv, void (*display)(void), bool disableVertexTextureSupport ) { glutInit ( &argc, argv ) ; glutInitDisplayMode ( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ) ; glutInitWindowSize ( win_width, win_height ) ; glutCreateWindow ( "Shader Math Demo" ) ; glutDisplayFunc ( display ) ; glutKeyboardFunc ( keybd ) ; glutReshapeFunc ( reshape ) ; glewInit () ; checkVertexTextureSupport ( disableVertexTextureSupport ) ; } void initMotionTextures () { if ( debugOpt == DRAW_WITHOUT_SHADERS ) return ; position = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; rotation = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; old = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; if ( debugOpt == DRAW_WITHOUT_PHYSICS ) { velocity = NULL ; rotvelocity = NULL ; force = NULL ; massSizeX = NULL ; collisions = NULL ; } else { velocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; rotvelocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; massSizeX = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ; collisions = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 4, FBO_FLOAT ) ; } positionData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ; rotationData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ; float *velocityData ; float *rotvelocityData ; float *forceData ; float *massSizeXData ; float *collisionData ; if ( debugOpt == DRAW_WITHOUT_PHYSICS ) { velocityData = NULL ; rotvelocityData = NULL ; forceData = NULL ; massSizeXData = NULL ; collisionData = NULL ; } else { velocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ; rotvelocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ; forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ; massSizeXData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ; collisionData = new float [ TEX_SIZE * TEX_SIZE * 4 ] ; } /* Give the objects some initial position, rotation, mass, force, etc */ for ( int i = 0 ; i < TEX_SIZE ; i++ ) for ( int j = 0 ; j < TEX_SIZE ; j++ ) { /* Start the cubes on a nice, regular 5m grid, 10m above the ground centered around the origin */ positionData [ (i*TEX_SIZE + j) * 3 + 0 ] = 5.0f * (float) (TEX_SIZE/2 - i) ; positionData [ (i*TEX_SIZE + j) * 3 + 1 ] = 10.0f ; positionData [ (i*TEX_SIZE + j) * 3 + 2 ] = 5.0f * (float) (TEX_SIZE/2 - j) ; /* Zero their rotations */ rotationData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ; rotationData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ; rotationData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; if ( debugOpt != DRAW_WITHOUT_PHYSICS ) { /* Random (but predominantly upwards) velocities. */ velocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 10.0f ) - 5.0f; velocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 100.0f ) ; velocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 10.0f ) - 5.0f; /* Random rotational velocities */ rotvelocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 3.0f ) ; rotvelocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 3.0f ) ; rotvelocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 3.0f ) ; /* Zero forces (just gravity) */ forceData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ; forceData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ; forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* One kg in weight each */ massSizeXData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0005f ; /* Mass */ massSizeXData [ (i*TEX_SIZE + j) * 3 + 1 ] = 1.0f ; /* Radius */ massSizeXData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* Unused */ /* Everyone collides with object 0, 1 and 2 */ /*SJB*/ collisionData [ (i*TEX_SIZE + j) * 3 + 0 ] = idToFloat ( 20, 20 ) ; collisionData [ (i*TEX_SIZE + j) * 3 + 1 ] = idToFloat ( 20, 100 ) ; collisionData [ (i*TEX_SIZE + j) * 3 + 2 ] = idToFloat ( 100, 20 ) ; collisionData [ (i*TEX_SIZE + j) * 3 + 3 ] = idToFloat ( 100, 100 ) ; } } if ( debugOpt != DRAW_WITHOUT_PHYSICS ) { /* Object zero is the 'null' object for collision detection so put it far away and stop it from moving around. */ positionData [ 0 ] = 10.0f ; positionData [ 1 ] = 10.0f ; positionData [ 2 ] = 10.0f ; velocityData [ 0 ] = 0.0f ; velocityData [ 1 ] = 0.0f ; velocityData [ 2 ] = 0.0f ; massSizeXData [ 0 ] = 10000000.0f ; /* Mass */ massSizeXData [ 1 ] = 0.00000001f ; /* Radius */ massSizeXData [ 2 ] = 0.0f ; /* Unused */ collisionData [ 0 ] = 128.5 ; /* Not collide with self! */ collisionData [ 1 ] = 128.5 ; collisionData [ 2 ] = 128.5 ; collisionData [ 3 ] = 128.5 ; } /* Initialise the textures */ position -> fillTexture ( positionData ) ; rotation -> fillTexture ( rotationData ) ; old -> fillTexture ( positionData ) ; // Doesn't really need it... if ( debugOpt != DRAW_WITHOUT_PHYSICS ) { velocity -> fillTexture ( velocityData ) ; rotvelocity -> fillTexture ( rotvelocityData ) ; force -> fillTexture ( forceData ) ; massSizeX -> fillTexture ( massSizeXData ) ; collisions -> fillTexture ( collisionData ) ; } } void initPhysicsShaders () { if ( debugOpt == DRAW_WITHOUT_SHADERS || debugOpt == DRAW_WITHOUT_PHYSICS ) return ; /* The velocity generator shader calculates: velocity = old_velocity + delta_T * ( F / m ) ; */ velocityGenerator = new GLSL_ShaderPair ( "VelocityGenerator", NULL, NULL, "uniform vec4 g_dt ;" "uniform sampler2D old_velocity ;" "uniform sampler2D force ;" "uniform sampler2D massSizeX ;" "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 ( massSizeX , gl_TexCoord[0].st ).x)," " 1.0 ) ; }", "VelocityGenerator Frag Shader" ) ; assert ( velocityGenerator -> compiledOK () ) ; /* The position generater shader calculates: position = old_position + delta_T * velocity ; It's also used to update the rotational velocity. */ positionGenerator = new GLSL_ShaderPair ( "PositionGenerator", NULL, NULL, "uniform float delta_T ;" "uniform sampler2D old_position ;" "uniform sampler2D velocity ;" "void main() {" " gl_FragColor = vec4 (" " texture2D ( old_position, gl_TexCoord[0].st ).xyz +" " texture2D ( velocity , gl_TexCoord[0].st ).xyz *" " delta_T," " 1.0 ) ; }", "PositionGenerator Frag Shader" ) ; assert ( positionGenerator -> compiledOK () ) ; forceGenerator = new GLSL_ShaderPair ( "ForceGenerator", NULL, NULL, "uniform sampler2D position ;" "uniform sampler2D collisions ;" "void main() {" " vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;" " vec4 coll = texture2D ( collisions, gl_TexCoord[0].st ).xyzw ;" " vec2 ctc ;" " vec3 rel ;" " float lrel ;" " vec3 force = vec3 ( 0.0, 0.0, 0.0 ) ;" /* First 'collision' */ " ctc = vec2 ( coll.x / 256.0, coll.x ) ;" " rel = pos - texture2D ( position, ctc ).xyz ;" " lrel = max ( length ( rel ), 0.001 ) ;" " force += (rel/lrel) * -1.0 / (lrel) ;" /* Second 'collision' */ " ctc = vec2 ( coll.y / 256.0, coll.y ) ;" " rel = pos - texture2D ( position, ctc ).xyz ;" " lrel = max ( length ( rel ), 0.001 ) ;" " force += (rel/lrel) * -1.0 / (lrel) ;" /* Third 'collision' */ " ctc = vec2 ( coll.z / 256.0, coll.z ) ;" " rel = pos - texture2D ( position, ctc ).xyz ;" " lrel = max ( length ( rel ), 0.001 ) ;" " force += (rel/lrel) * -1.0 / (lrel) ;" /* Fourth 'collision' */ " ctc = vec2 ( coll.w / 256.0, coll.w ) ;" " rel = pos - texture2D ( position, ctc ).xyz ;" " lrel = max ( length ( rel ), 0.001 ) ;" " force += (rel/lrel) * -1.0 / (lrel) ;" /* Write out results */ " gl_FragColor = vec4 ( force, 1.0 ) ;" "}", "ForceCollisionGenerator Frag Shader" ) ; assert ( forceGenerator -> compiledOK () ) ; grndCollisionGenerator = new GLSL_ShaderPair ( "GroundCollisionGenerator", NULL, NULL, "uniform sampler2D position ;" "uniform sampler2D old_velocity ;" "void main() {" " vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;" " vec3 vel = texture2D ( old_velocity, gl_TexCoord[0].st ).xyz ;" " if ( pos [ 1 ] < 0.0 ) vel *= vec3(0.90,-0.90,0.90) ;" " gl_FragColor = vec4 ( vel, 1.0 ) ; }", "GroundCollisionGenerator Frag Shader" ) ; assert ( grndCollisionGenerator -> compiledOK () ) ; } void initCubeVBO () { float *p = vertices ; float *t = texcoords ; float *c = colours ; int nverts = 0 ; for ( int k = 0 ; k < (noVertexTextureSupport ? 1 : NUM_CUBES) * STRIPS_PER_CUBE ; k++ ) { starts [ k ] = k * VERTS_PER_STRIP ; lengths [ k ] = VERTS_PER_STRIP ; } for ( int i = 0 ; i < (noVertexTextureSupport ? 1 : TEX_SIZE) ; i++ ) for ( int j = 0 ; j < (noVertexTextureSupport ? 1 : TEX_SIZE) ; j++ ) { int n = i * TEX_SIZE + j ; /* I use the colour data to set which cube is which in the physics textures. */ for ( int k = 0 ; k < STRIPS_PER_CUBE * VERTS_PER_STRIP ; k++ ) { *t++ = ((float)i+0.5f)/(float)TEX_SIZE ; *t++ = ((float)j+0.5f)/(float)TEX_SIZE ; if ( (i==20||i==100) && (j==20||j==100) ) { *c++ = 1.0f ; *c++ = 0.0f ; *c++ = 0.0f ; *c++ = 1.0f ; } else { *c++ = 0.0f ; *c++ = frand ( 1.0f ) ; *c++ = frand ( 1.0f ) ; *c++ = 1.0f ; } } float dx, dy, dz ; if ( debugOpt == DRAW_WITHOUT_SHADERS ) { dx = 5.0f * (float) (TEX_SIZE/2 - i) ; dy = 10.0f ; dz = 5.0f * (float) (TEX_SIZE/2 - j) ; } else { dx = 0.0f ; dy = 0.0f ; dz = 0.0f ; } *p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ; *p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ; *p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ; *p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ; *p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ; *p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ; *p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ; *p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ; *p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ; *p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ; *p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ; *p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ; *p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ; *p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ; *p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ; *p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ; nverts += STRIPS_PER_CUBE * VERTS_PER_STRIP ; } glGenBuffersARB ( 1, & vbo_vx ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ; glBufferDataARB ( GL_ARRAY_BUFFER_ARB, nverts * 3 * sizeof(float), vertices, GL_STATIC_DRAW_ARB ) ; glGenBuffersARB ( 1, & vbo_tx ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_tx ) ; glBufferDataARB ( GL_ARRAY_BUFFER_ARB, nverts * 2 * sizeof(float), texcoords, GL_STATIC_DRAW_ARB ) ; glGenBuffersARB ( 1, & vbo_co ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ; glBufferDataARB ( GL_ARRAY_BUFFER_ARB, nverts * 4 * sizeof(float), colours, GL_STATIC_DRAW_ARB ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ; if ( debugOpt == DRAW_WITHOUT_SHADERS ) cubeShader = NULL ; else { //the filenames have additional path to make it easier for some platforms if ( noVertexTextureSupport ) cubeShader = new GLSL_ShaderPair ( "CubeShader", "cubeShaderNoTexture.vert", "cubeShader.frag" ) ; else cubeShader = new GLSL_ShaderPair ( "CubeShader", "cubeShader.vert", "cubeShader.frag" ) ; assert ( cubeShader -> compiledOK () ) ; } } void drawCubesTheHardWay () { /* Without vertex texture support, we have to read the position/rotation data back from the hardware every frame and render each cube individually. */ float p0 = positionData [ 0 ] ; float p1 = positionData [ 1 ] ; float p2 = positionData [ 2 ] ; position -> fetchTexture ( positionData ) ; rotation -> fetchTexture ( rotationData ) ; if ( positionData [ 0 ] == p0 && positionData [ 1 ] == p1 && positionData [ 2 ] == p2 ) { fprintf ( stderr, "WARNING: If nothing seems to be working, you may\n" "have an old version of the nVidia driver.\n" "Version 76.76 is known to be bad.\n" ) ; } cubeShader -> use () ; /* Math = Cube shader */ glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ) ; glDisableClientState ( GL_TEXTURE_COORD_ARRAY ) ; glEnableClientState ( GL_COLOR_ARRAY ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ; glColorPointer ( 4, GL_FLOAT, 0, vbo_co ? NULL : colours ) ; glEnableClientState ( GL_VERTEX_ARRAY ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ; glVertexPointer ( 3, GL_FLOAT, 0, vbo_vx ? NULL : vertices ) ; for ( int i = 0 ; i < TEX_SIZE ; i++ ) for ( int j = 0 ; j < TEX_SIZE ; j++ ) { float *pos = & positionData [ (i*TEX_SIZE + j) * 3 ] ; float *rot = & rotationData [ (i*TEX_SIZE + j) * 3 ] ; glPushMatrix () ; glTranslatef ( pos [ 0 ], pos [ 1 ], pos [ 2 ] ) ; glRotatef ( rot [ 0 ] * 180.0f / 3.14159f, 0, 1, 0 ) ; glRotatef ( rot [ 1 ] * 180.0f / 3.14159f, 1, 0, 0 ) ; glRotatef ( rot [ 2 ] * 180.0f / 3.14159f, 0, 0, 1 ) ; glMultiDrawArraysEXT ( GL_TRIANGLE_STRIP, (GLint*)starts, (GLint*)lengths, STRIPS_PER_CUBE ) ; glPopMatrix () ; } glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ; glPopClientAttrib () ; } void drawCubeVBO () { /* With vertex texture support, we can leave the position/rotation data on the hardware and render all of the cubes in one big VBO! */ if ( debugOpt != DRAW_WITHOUT_SHADERS ) { cubeShader -> use () ; /* Math = Cube shader */ cubeShader -> applyTexture ( "position", position, 0 ) ; cubeShader -> applyTexture ( "rotation", rotation, 1 ) ; } glPushClientAttrib ( GL_CLIENT_VERTEX_ARRAY_BIT ) ; glEnableClientState ( GL_TEXTURE_COORD_ARRAY ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_tx ) ; glTexCoordPointer ( 2, GL_FLOAT, 0, vbo_tx ? NULL : texcoords ) ; glEnableClientState ( GL_COLOR_ARRAY ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_co ) ; glColorPointer ( 4, GL_FLOAT, 0, vbo_co ? NULL : colours ) ; glEnableClientState ( GL_VERTEX_ARRAY ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, vbo_vx ) ; glVertexPointer ( 3, GL_FLOAT, 0, vbo_vx ? NULL : vertices ) ; glMultiDrawArraysEXT ( GL_TRIANGLE_STRIP, (GLint*)starts, (GLint*)lengths, NUM_CUBES * STRIPS_PER_CUBE ) ; glBindBufferARB ( GL_ARRAY_BUFFER_ARB, 0 ) ; glPopClientAttrib () ; } void drawCubes () { glMatrixMode ( GL_PROJECTION ) ; glLoadIdentity () ; glFrustum ( -1.0f, 1.0f, -1.0f / ((float)win_width/(float)win_height), 1.0f / ((float)win_width/(float)win_height), 1.0f, 1000000.0f) ; glMatrixMode ( GL_MODELVIEW ) ; glLoadIdentity () ; glTranslatef ( 10.0, -100.0, -500.0 ) ; glRotatef ( 20.0, 1.0, 0.0, 0.0 ) ; glEnable ( GL_DEPTH_TEST ) ; glEnable ( GL_CULL_FACE ) ; glCullFace ( GL_FRONT ) ; glClearColor ( 0.7f, 0.7f, 0.7f, 1.0f ) ; glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ; if ( noVertexTextureSupport ) drawCubesTheHardWay () ; else drawCubeVBO () ; } void display ( void ) { FrameBufferObject *tmp ; if ( debugOpt != DRAW_WITHOUT_SHADERS && debugOpt != DRAW_WITHOUT_PHYSICS ) { /* Do some simple physics calculations in four stages */ forceGenerator -> use () ; forceGenerator -> applyTexture ( "position" , position , 0 ) ; forceGenerator -> applyTexture ( "collisions", collisions, 1 ) ; force -> paint () ; /* Copy old velocity into old. */ tmp = old ; old = velocity ; velocity = tmp ; velocityGenerator -> use () ; velocityGenerator -> applyTexture ( "old_velocity", old , 0 ) ; velocityGenerator -> applyTexture ( "force" , force , 1 ) ; velocityGenerator -> applyTexture ( "massSizeX" , massSizeX, 2 ) ; velocityGenerator -> setUniform4f ( "g_dt", 0.0f, -9.8f, 0.0f, TIMESTEP ) ; velocity -> paint () ; /* Copy old position into old. */ tmp = old ; old = position ; position = tmp ; positionGenerator -> use () ; positionGenerator -> applyTexture ( "old_position", old , 0 ) ; positionGenerator -> applyTexture ( "velocity" , velocity, 1 ) ; positionGenerator -> setUniform1f ( "delta_T", TIMESTEP ) ; position -> paint () ; /* Copy old velocity into old. */ tmp = old ; old = velocity ; velocity = tmp ; grndCollisionGenerator -> use () ; grndCollisionGenerator -> applyTexture ( "position" , position, 0 ) ; grndCollisionGenerator -> applyTexture ( "old_velocity", old , 1 ) ; velocity -> paint () ; /* Copy old rotation into old. */ tmp = old ; old = rotation ; rotation = tmp ; positionGenerator -> use () ; positionGenerator -> applyTexture ( "old_position", old , 0 ) ; positionGenerator -> applyTexture ( "velocity" , rotvelocity, 1 ) ; positionGenerator -> setUniform1f ( "delta_T", TIMESTEP ) ; rotation -> paint () ; /* Now render the scene using the results */ restoreFrameBuffer () ; } glViewport ( 0, 0, win_width, win_height ) ; drawCubes () ; /* All done! */ glutSwapBuffers () ; glutPostRedisplay () ; } void help () { fprintf ( stderr, "GPUphysics: Usage -\n\n" ) ; fprintf ( stderr, " GPUphysics_demo [-c][-p][-v][-a][-v]\n\n" ) ; fprintf ( stderr, "Where:\n" ) ; fprintf ( stderr, " -s -- Draw with shaders at all\n" ) ; fprintf ( stderr, " -p -- Draw with shaders but no physics\n" ) ; fprintf ( stderr, " -a -- Draw with all features enabled [default]\n" ) ; fprintf ( stderr, " -v -- Disable vertex textures even if " "they are supported in hardware\n" ) ; fprintf ( stderr, "\n" ) ; } int main ( int argc, char **argv ) { bool disableVertexTextureSupport = false ; debugOpt = DRAW_ALL ; for ( int i = 1 ; i < argc ; i++ ) { if ( argv [ i ][ 0 ] == '-' || argv [ i ][ 0 ] == '+' ) for ( int j = 1 ; argv[i][j] != '\0' ; j++ ) switch ( argv [ i ][ j ] ) { case 's' : debugOpt = DRAW_WITHOUT_SHADERS ; break ; case 'p' : debugOpt = DRAW_WITHOUT_PHYSICS ; break ; case 'a' : debugOpt = DRAW_ALL ; break ; case 'v' : disableVertexTextureSupport = true ; break ; default : help () ; exit ( 0 ) ; } else { help () ; exit ( 0 ) ; } } initGLcontext ( argc, argv, display, disableVertexTextureSupport ) ; initMotionTextures () ; initPhysicsShaders () ; initCubeVBO () ; glutMainLoop () ; return 0 ; }