Files
bullet3/demo/gpudemo/rigidbody/ConcaveScene.cpp
erwin coumans 0fa8eccac0 add wavefront loader
start adding various scenes to test gpu rigid body pipeline
reserve more memory for shapes (concave triangle mesh can be huge) in GLInstancingRenderer
fix a few crashes when 0 objects
2013-03-18 20:38:40 -07:00

264 lines
7.7 KiB
C++

#include "ConcaveScene.h"
#include "GpuRigidBodyDemo.h"
#include "BulletCommon/btQuickprof.h"
#include "OpenGLWindow/ShapeData.h"
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "BulletCommon/btQuaternion.h"
#include "OpenGLWindow/btgWindowInterface.h"
#include "gpu_broadphase/host/btGpuSapBroadphase.h"
#include "../GpuDemoInternalData.h"
#include "basic_initialize/btOpenCLUtils.h"
#include "OpenGLWindow/OpenGLInclude.h"
#include "OpenGLWindow/GLInstanceRendererInternalData.h"
#include "parallel_primitives/host/btLauncherCL.h"
#include "gpu_rigidbody/host/btGpuRigidBodyPipeline.h"
#include "gpu_rigidbody/host/btGpuNarrowPhase.h"
#include "gpu_rigidbody/host/btConfig.h"
#include "GpuRigidBodyDemoInternalData.h"
#include"../../ObjLoader/objLoader.h"
struct GraphicsVertex
{
float xyzw[4];
float normal[3];
float uv[2];
};
struct GraphicsShape
{
const float* m_vertices;
int m_numvertices;
const int* m_indices;
int m_numIndices;
float m_scaling[4];
};
GraphicsShape* createGraphicsShapeFromWavefrontObj(objLoader* obj)
{
btAlignedObjectArray<GraphicsVertex>* vertices = new btAlignedObjectArray<GraphicsVertex>;
{
// int numVertices = obj->vertexCount;
// int numIndices = 0;
btAlignedObjectArray<int>* indicesPtr = new btAlignedObjectArray<int>;
/*
for (int v=0;v<obj->vertexCount;v++)
{
vtx.xyzw[0] = obj->vertexList[v]->e[0];
vtx.xyzw[1] = obj->vertexList[v]->e[1];
vtx.xyzw[2] = obj->vertexList[v]->e[2];
btVector3 n(vtx.xyzw[0],vtx.xyzw[1],vtx.xyzw[2]);
if (n.length2()>SIMD_EPSILON)
{
n.normalize();
vtx.normal[0] = n[0];
vtx.normal[1] = n[1];
vtx.normal[2] = n[2];
} else
{
vtx.normal[0] = 0; //todo
vtx.normal[1] = 1;
vtx.normal[2] = 0;
}
vtx.uv[0] = 0.5f;vtx.uv[1] = 0.5f; //todo
vertices->push_back(vtx);
}
*/
for (int f=0;f<obj->faceCount;f++)
{
obj_face* face = obj->faceList[f];
//btVector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
if (face->vertex_count>=3)
{
btVector3 normal(0,1,0);
int vtxBaseIndex = vertices->size();
if (face->vertex_count<=4)
{
indicesPtr->push_back(vtxBaseIndex);
indicesPtr->push_back(vtxBaseIndex+1);
indicesPtr->push_back(vtxBaseIndex+2);
GraphicsVertex vtx0;
vtx0.xyzw[0] = obj->vertexList[face->vertex_index[0]]->e[0];
vtx0.xyzw[1] = obj->vertexList[face->vertex_index[0]]->e[1];
vtx0.xyzw[2] = obj->vertexList[face->vertex_index[0]]->e[2];
vtx0.xyzw[3] = 0.f;//obj->vertexList[face->vertex_index[0]]->e[2];
vtx0.uv[0] = 0.5f;//obj->textureList[face->vertex_index[0]]->e[0];
vtx0.uv[1] = 0.5f;//obj->textureList[face->vertex_index[0]]->e[1];
GraphicsVertex vtx1;
vtx1.xyzw[0] = obj->vertexList[face->vertex_index[1]]->e[0];
vtx1.xyzw[1] = obj->vertexList[face->vertex_index[1]]->e[1];
vtx1.xyzw[2] = obj->vertexList[face->vertex_index[1]]->e[2];
vtx1.xyzw[3]= 0.f;
vtx1.uv[0] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[0];
vtx1.uv[1] = 0.5f;//obj->textureList[face->vertex_index[1]]->e[1];
GraphicsVertex vtx2;
vtx2.xyzw[0] = obj->vertexList[face->vertex_index[2]]->e[0];
vtx2.xyzw[1] = obj->vertexList[face->vertex_index[2]]->e[1];
vtx2.xyzw[2] = obj->vertexList[face->vertex_index[2]]->e[2];
vtx2.xyzw[3] = 0.f;
vtx2.uv[0] = 0.5f;obj->textureList[face->vertex_index[2]]->e[0];
vtx2.uv[1] = 0.5f;obj->textureList[face->vertex_index[2]]->e[1];
btVector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
btVector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
btVector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
normal = (v1-v0).cross(v2-v0);
normal.normalize();
vtx0.normal[0] = normal[0];
vtx0.normal[1] = normal[1];
vtx0.normal[2] = normal[2];
vtx1.normal[0] = normal[0];
vtx1.normal[1] = normal[1];
vtx1.normal[2] = normal[2];
vtx2.normal[0] = normal[0];
vtx2.normal[1] = normal[1];
vtx2.normal[2] = normal[2];
vertices->push_back(vtx0);
vertices->push_back(vtx1);
vertices->push_back(vtx2);
}
if (face->vertex_count==4)
{
indicesPtr->push_back(vtxBaseIndex);
indicesPtr->push_back(vtxBaseIndex+1);
indicesPtr->push_back(vtxBaseIndex+2);
indicesPtr->push_back(vtxBaseIndex+3);
//
GraphicsVertex vtx3;
vtx3.xyzw[0] = obj->vertexList[face->vertex_index[3]]->e[0];
vtx3.xyzw[1] = obj->vertexList[face->vertex_index[3]]->e[1];
vtx3.xyzw[2] = obj->vertexList[face->vertex_index[3]]->e[2];
vtx3.uv[0] = 0.5;
vtx3.uv[1] = 0.5;
vtx3.normal[0] = normal[0];
vtx3.normal[1] = normal[1];
vtx3.normal[2] = normal[2];
vertices->push_back(vtx3);
}
}
}
GraphicsShape* gfxShape = new GraphicsShape;
gfxShape->m_vertices = &vertices->at(0).xyzw[0];
gfxShape->m_numvertices = vertices->size();
gfxShape->m_indices = &indicesPtr->at(0);
gfxShape->m_numIndices = indicesPtr->size();
for (int i=0;i<4;i++)
gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
return gfxShape;
}
}
void ConcaveScene::setupScene(const ConstructionInfo& ci)
{
objLoader* objData = new objLoader();
//char* fileName = "data/plane.obj";
//char* fileName = "data/teddy.obj";//"plane.obj";
char* fileName = "data/sponza_closed.obj";//"plane.obj";
FILE* f = 0;
char relativeFileName[1024];
{
const char* prefix[]={"../","../../","../../../","../../../../"};
int numPrefixes = sizeof(prefix)/sizeof(char*);
for (int i=0;i<numPrefixes;i++)
{
sprintf(relativeFileName,"%s%s",prefix[i],fileName);
f = fopen(relativeFileName,"r");
if (f)
{
fclose(f);
break;
}
}
}
if (f)
fclose(f);
else
return;
objData->load(relativeFileName);
GraphicsShape* shape = createGraphicsShapeFromWavefrontObj(objData);
{
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_vertices)/sizeof(int);
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
int shapeId = ci.m_instancingRenderer->registerShape(shape->m_vertices, shape->m_numvertices, shape->m_indices, shape->m_numIndices);
btQuaternion orn(0,0,0,1);
btVector4 color(0,1,0,1.f);//0.5);
btVector4 scaling(1,1,1,1);
{
btVector3 position(0,0,0);
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
}
}
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_vertices)/sizeof(int);
//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
int group=1;
int mask=1;
int index=10;
float scaling[4] = {1,1,1,1};
int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
if (0)
{
for (int i=0;i<1;i++)
{
for (int j=0;j<ci.arraySizeY;j++)
{
for (int k=0;k<1;k++)
{
float mass = j==0? 0.f : 1.f;
btVector3 position(40+i*ci.gapX,j*ci.gapY,k*ci.gapZ);
btQuaternion orn(1,0,0,0);
btVector4 color(0,1,0,1);
btVector4 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);
index++;
}
}
}
}
float camPos[4]={0,0,0,0};//65.5,4.5,65.5,0};
//float camPos[4]={1,12.5,1.5,0};
m_instancingRenderer->setCameraTargetPosition(camPos);
m_instancingRenderer->setCameraDistance(16);
}