Files
bullet3/Demos/OpenCLClothDemo/cloth.h
erwin.coumans d52f58edd8 Synchronize changes from branches/GpuClothAMD to trunk
Main improvements are: GPU cloth collision detection against a capsule shape
,OpenCL-OpenGL interoperability (keeping data buffers on GPU), and bug fixes
Thanks to Lee Howes
2011-02-27 09:07:07 +00:00

264 lines
7.1 KiB
C++

/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2008 Advanced Micro Devices
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "gl_win.h" //for OpenGL stuff
#include "bmpLoader.h"
#include <string>
#include <cstring>
#include "LinearMath/btScalar.h"
#include <stdio.h> //sprintf
struct vertex_struct
{
float pos[3];
float normal[3];
float texcoord[2];
};
class btVertexBufferDescriptor;
class piece_of_cloth
{
public:
void destroy(void)
{
if(created)
{
if(cpu_buffer) delete [] cpu_buffer;
}
}
piece_of_cloth()
{
created = false;
cpu_buffer = NULL;
m_vertexBufferDescriptor = NULL;
clothVBO = 0;
}
bool created;
vertex_struct* cpu_buffer;
unsigned int* indices;
btVertexBufferDescriptor *m_vertexBufferDescriptor;
double x_offset, y_offset, z_offset;
int width;
int height;
GLuint m_texture;
GLuint clothVBO;
GLuint getVBO()
{
return clothVBO;
}
void draw(void)
{
glEnable(GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, m_texture);
glEnable(GL_DEPTH_TEST);
glColor3f(0.0f, 1.0f, 1.0f);
int error = 0;
glBindBuffer(GL_ARRAY_BUFFER, clothVBO);
#ifndef USE_GPU_COPY
// Upload data to VBO
// Needed while we're not doing interop
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_struct)*width*height, &(cpu_buffer[0]), GL_DYNAMIC_DRAW);
#endif
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(GL_TEXTURE_2D, m_texture);
error = glGetError();
// VBO version
glVertexPointer( 3, GL_FLOAT, sizeof(vertex_struct), (const GLvoid *)0 );
error = glGetError();
glNormalPointer( GL_FLOAT, sizeof(vertex_struct), (const GLvoid *)(sizeof(float)*3) );
error = glGetError();
glTexCoordPointer( 2, GL_FLOAT, sizeof(vertex_struct), (const GLvoid *)(sizeof(float)*6) );
error = glGetError();
glDrawElements(GL_TRIANGLES, (height-1 )*(width-1)*3*2, GL_UNSIGNED_INT, indices);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
error = glGetError();
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
error = glGetError();
}
void create_texture(std::string filename)
{
amd::BitMap texBMP(filename.c_str());
if ( !texBMP.isLoaded() )
{
//alternative path
char newPath[1024];
sprintf(newPath,"Demos/OpenCLClothDemo/%s",filename.c_str());
texBMP.load(newPath);
if (!texBMP.isLoaded())
{
sprintf(newPath,"../../../../../Demos/OpenCLClothDemo/%s",filename.c_str());
texBMP.load(newPath);
}
}
if ( texBMP.isLoaded() ) {
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RGBA8,
texBMP.getWidth(),
texBMP.getHeight(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
texBMP.getPixels());
glBindTexture(GL_TEXTURE_2D, 0);
}
else {
std::cout << "ERROR: could not load bitmap, using placeholder " << std::endl;
GLubyte* image=new GLubyte[256*256*3];
for(int y=0;y<256;++y)
{
const int t=y>>4;
GLubyte* pi=image+y*256*3;
for(int x=0;x<256;++x)
{
const int s=x>>4;
const GLubyte b=180;
GLubyte c=b+((s+t&1)&1)*(255-b);
pi[0]=pi[1]=pi[2]=c;pi+=3;
}
}
glGenTextures(1,(GLuint*)&m_texture);
glBindTexture(GL_TEXTURE_2D,m_texture);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D,3,256,256,GL_RGB,GL_UNSIGNED_BYTE,image);
delete[] image;
}
}
void create_buffers(int width_, int height_)
{
width = width_;
height = height_;
created = true;
cpu_buffer = new vertex_struct[width*height];
memset(cpu_buffer, 0, width*height*sizeof(vertex_struct));
// Initial test data for rendering
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
double coord = btSin(x/5.0)*0.01;
//coord = sin(y/);
cpu_buffer[y*width+x].pos[0] = (x/((float)(width-1)))*1;
cpu_buffer[y*width+x].pos[1] = coord;
cpu_buffer[y*width+x].pos[2] = (y/((float)(height-1)))*1;
cpu_buffer[y*width+x].normal[0] = 1;
cpu_buffer[y*width+x].normal[1] = 0;
cpu_buffer[y*width+x].normal[2] = 0;
cpu_buffer[y*width+x].texcoord[0] = x/((float)(width-1));
cpu_buffer[y*width+x].texcoord[1] = y/((float)(height-1));
}
}
// Generate and fill index array for rendering
indices = new unsigned int[width*3*2+2 + height*width*3*2];
for(int y = 0; y < height-1; y++)
{
for(int x = 0; x < width-1; x++)
{
// *3 indices/triangle, *2 triangles/quad
int baseIndex = (x + y*(width-1))*3*2;
indices[baseIndex] = x + y*width;
indices[baseIndex+1] = x+1 + y*width;
indices[baseIndex+2] = x+width + y*width;
indices[baseIndex+3] = x + 1 + y*width;
indices[baseIndex+4] = x+(width+1) + y*width;
indices[baseIndex+5] = x+width + y*width;
}
}
// Construct VBO
glGenBuffers(1, &clothVBO);
glBindBuffer(GL_ARRAY_BUFFER, clothVBO);
// Do initial upload to ensure that the buffer exists on the device
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_struct)*width*height, &(cpu_buffer[0]), GL_DYNAMIC_DRAW);
int error = glGetError();
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
};