#include "GpuConvexScene.h" #include "GpuRigidBodyDemo.h" #include "Bullet3Common/b3Quickprof.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 "GpuRigidBodyDemoInternalData.h" #include "../gwenUserInterface.h" #include "Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h" #include "OpenGLWindow/GLPrimitiveRenderer.h" void GpuConvexScene::setupScene(const ConstructionInfo& ci) { m_primRenderer = ci.m_primRenderer; int index=0; createStaticEnvironment(ci); index+=createDynamicsObjects(ci); m_data->m_rigidBodyPipeline->writeAllInstancesToGpu(); float camPos[4]={0,0,0,0};//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->updateCamera(); char msg[1024]; int numInstances = index; sprintf(msg,"Num objects = %d",numInstances); ci.m_gui->setStatusBarMessage(msg,true); } int GpuConvexScene::createDynamicsObjects(const ConstructionInfo& ci) { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(barrel_vertices)/strideInBytes; int numIndices = sizeof(barrel_indices)/sizeof(int); return createDynamicsObjects2(ci,barrel_vertices,numVertices,barrel_indices,numIndices); } int GpuBoxPlaneScene::createDynamicsObjects(const ConstructionInfo& ci) { 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); } int GpuConvexScene::createDynamicsObjects2(const ConstructionInfo& ci, const float* vertices, int numVertices, const int* indices, int numIndices) { int strideInBytes = 9*sizeof(float); int shapeId = ci.m_instancingRenderer->registerShape(&vertices[0],numVertices,indices,numIndices); 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->registerConvexHullShape(&vertices[0],strideInBytes,numVertices, scaling); //int colIndex = m_data->m_np->registerSphereShape(1); 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; } void GpuConvexScene::createStaticEnvironment(const ConstructionInfo& ci) { int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int group=1; int mask=1; int index=0; { b3Vector4 scaling(400,1,400,1); int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); b3Vector3 position(0,0,0); b3Quaternion orn(0,0,0,1); b3Vector4 color(0,0,1,1); int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false); } } void GpuConvexPlaneScene::createStaticEnvironment(const ConstructionInfo& ci) { int index=0; b3Vector3 normal(0,1,0); float constant=0.f; int colIndex = m_data->m_np->registerPlaneShape(normal,constant);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling); b3Vector3 position(0,0,0); b3Quaternion orn(0,0,0,1); // b3Quaternion orn(b3Vector3(1,0,0),0.3); b3Vector4 color(0,0,1,1); b3Vector4 scaling(100,0.001,100,1); int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices); int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling); int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false); } struct GpuRaytraceInternalData { GLuint* m_texId; unsigned char* m_texels; int textureWidth; int textureHeight; }; #include GpuRaytraceScene::GpuRaytraceScene() { m_raytraceData = new GpuRaytraceInternalData; m_raytraceData->m_texId = new GLuint; m_raytraceData->textureWidth = 1024; m_raytraceData->textureHeight = 768; //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; } bool sphere_intersect(const b3Vector3& spherePos, b3Scalar radius, const b3Vector3& rayFrom, const b3Vector3& rayTo) { // rs = ray.org - sphere.center const b3Vector3& rs = rayFrom - spherePos; b3Vector3 rayDir = rayTo-rayFrom;//rayFrom-rayTo; rayDir.normalize(); float B = b3Dot(rs, rayDir); float C = b3Dot(rs, rs) - (radius * radius); float D = B * B - C; if (D > 0.0) { float t = -B - sqrt(D); if ( (t > 0.0))// && (t < isect.t) ) { return true;//isect.t = t; } } return false; } void GpuRaytraceScene::renderScene() { B3_PROFILE("raytrace"); //raytrace into the texels m_instancingRenderer->updateCamera(); //generate primary rays float top = 1.f; float bottom = -1.f; float nearPlane = 1.f; float tanFov = (top-bottom)*0.5f / nearPlane; float fov = 2.0 * atanf (tanFov); 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; 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 *= 2.f * farPlane * tanfov; vertical *= 2.f * farPlane * tanfov; b3Vector3 rayToCenter = rayFrom + rayForward; //should be screenwidth/height b3Vector3 dHor = hor * 1.f/float(m_raytraceData->textureWidth); b3Vector3 dVert = vertical * 1.f/float(m_raytraceData->textureHeight); b3Transform rayFromTrans; rayFromTrans.setIdentity(); rayFromTrans.setOrigin(rayFrom); b3Transform rayFromLocal; b3Transform rayToLocal; //cast primary rays m_data->m_np->readbackAllBodiesToCpu(); for (int x=0;xtextureWidth;x++) { for (int y=0;ytextureHeight;y++) { b3Vector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical; rayTo += x * dHor; rayTo -= y * dVert; //if there is a hit, color the pixels int numBodies = m_data->m_rigidBodyPipeline->getNumBodies(); bool hits = false; for (int i=0;im_np->getObjectTransformFromCpu(pos,orn,i); b3Scalar radius = 1; hits = sphere_intersect(pos, radius, rayFrom, rayTo); } if (hits) { m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+0] = 255; m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+1] = 0; m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+2] = 0; } else { m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+0] = 0; m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+1] = 0; m_raytraceData->m_texels[(x+m_raytraceData->textureWidth*y)*3+2] = 0; } } } GLint err; err = glGetError(); assert(err==GL_NO_ERROR); glActiveTexture(GL_TEXTURE0); 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); 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 u[2] = {0,1}; float v[2] = {0,1}; int useRGBA = 1; m_primRenderer->drawTexturedRect(rect[0],rect[1],rect[2],rect[3],color,u[0],v[0],u[1],v[1], useRGBA); err = glGetError(); assert(err==GL_NO_ERROR); }