738 lines
24 KiB
C++
738 lines
24 KiB
C++
#include "GPU_physics.h"
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#include "fboSupport.h"
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#include "shaderSupport.h"
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#define TIMESTEP 0.016f
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enum DebugOptions
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{
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DRAW_WITHOUT_SHADERS,
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DRAW_WITHOUT_PHYSICS,
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DRAW_ALL
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} ;
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inline float idToFloat ( int i, int j )
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{
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return float ( (i*2) & 255 ) + float ( (j*2) & 255 ) / 256.0f ;
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}
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static float *positionData = NULL ;
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static float *rotationData = NULL ;
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static bool noVertexTextureSupport = false ;
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static DebugOptions debugOpt = DRAW_ALL ;
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void checkVertexTextureSupport ( bool disableVertexTextureSupport )
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{
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GLint nVertTextures ;
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GLint nFragTextures ;
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GLint nCombTextures ;
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glGetIntegerv ( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, & nVertTextures ) ;
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glGetIntegerv ( GL_MAX_TEXTURE_IMAGE_UNITS, & nFragTextures ) ;
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glGetIntegerv ( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, & nCombTextures ) ;
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fprintf(stderr, "INFO: This hardware supports at most:\n"
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" %2d vert texture samplers\n"
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" %2d frag texture samplers\n"
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" %2d total texture samplers\n",
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nVertTextures, nFragTextures, nCombTextures ) ;
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noVertexTextureSupport = ( nVertTextures < 2 ) ;
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if ( noVertexTextureSupport && debugOpt != DRAW_WITHOUT_SHADERS )
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{
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fprintf ( stderr, "\n"
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"********************************************\n"
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"* *\n"
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"* WARNING: This graphics card doesn't have *\n"
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"* vertex shader texture support - a work- *\n"
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"* around will be used - but this demo will *\n"
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"* be much less impressive as a result! *\n"
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"* *\n"
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"********************************************\n\n" ) ;
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}
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if ( ! noVertexTextureSupport && disableVertexTextureSupport )
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{
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fprintf ( stderr, "WARNING: Vertex Texture Support has"
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"been disabled from the command line.\n" ) ;
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noVertexTextureSupport = true ;
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}
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}
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float frand ( float max )
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{
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return (float)(rand() % 32767) * max / 32767.0f ;
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}
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static GLSL_ShaderPair *velocityGenerator ;
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static GLSL_ShaderPair *positionGenerator ;
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static GLSL_ShaderPair *grndCollisionGenerator ;
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static GLSL_ShaderPair *forceGenerator ;
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static GLSL_ShaderPair *cubeShader ;
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static FrameBufferObject *position ;
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static FrameBufferObject *rotation ;
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static FrameBufferObject *velocity ;
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static FrameBufferObject *rotvelocity ;
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static FrameBufferObject *force ;
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static FrameBufferObject *massSizeX ;
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static FrameBufferObject *old ;
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static FrameBufferObject *collisions ;
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#define TEX_SIZE 128
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#define NUM_CUBES ( TEX_SIZE * TEX_SIZE )
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#define STRIPS_PER_CUBE 2
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#define VERTS_PER_STRIP 8
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#define NUM_VERTS ( NUM_CUBES * STRIPS_PER_CUBE * VERTS_PER_STRIP )
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static GLuint vbo_vx = 0 ;
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static GLuint vbo_tx = 0 ;
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static GLuint vbo_co = 0 ;
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static float vertices [ NUM_VERTS * 3 ] ;
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static float texcoords [ NUM_VERTS * 2 ] ;
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static float colours [ NUM_VERTS * 4 ] ;
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static int starts [ NUM_CUBES * STRIPS_PER_CUBE ] ;
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static int lengths [ NUM_CUBES * STRIPS_PER_CUBE ] ;
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static int win_width = 640 ;
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static int win_height = 480 ;
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void keybd ( unsigned char, int, int )
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{
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exit ( 0 ) ;
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}
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void reshape ( int wid, int ht )
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{
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win_width = wid ;
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win_height = ht ;
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}
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void initGLcontext ( int argc, char **argv,
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void (*display)(void),
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bool disableVertexTextureSupport )
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{
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glutInit ( &argc, argv ) ;
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glutInitDisplayMode ( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE ) ;
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glutInitWindowSize ( win_width, win_height ) ;
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glutCreateWindow ( "Shader Math Demo" ) ;
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glutDisplayFunc ( display ) ;
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glutKeyboardFunc ( keybd ) ;
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glutReshapeFunc ( reshape ) ;
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glewInit () ;
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checkVertexTextureSupport ( disableVertexTextureSupport ) ;
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}
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void initMotionTextures ()
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{
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if ( debugOpt == DRAW_WITHOUT_SHADERS ) return ;
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position = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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rotation = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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old = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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if ( debugOpt == DRAW_WITHOUT_PHYSICS )
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{
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velocity = NULL ;
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rotvelocity = NULL ;
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force = NULL ;
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massSizeX = NULL ;
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collisions = NULL ;
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}
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else
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{
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velocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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rotvelocity = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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force = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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massSizeX = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 3, FBO_FLOAT ) ;
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collisions = new FrameBufferObject ( TEX_SIZE, TEX_SIZE, 4, FBO_FLOAT ) ;
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}
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positionData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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rotationData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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float *velocityData ;
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float *rotvelocityData ;
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float *forceData ;
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float *massSizeXData ;
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float *collisionData ;
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if ( debugOpt == DRAW_WITHOUT_PHYSICS )
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{
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velocityData = NULL ;
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rotvelocityData = NULL ;
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forceData = NULL ;
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massSizeXData = NULL ;
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collisionData = NULL ;
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}
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else
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{
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velocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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rotvelocityData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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forceData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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massSizeXData = new float [ TEX_SIZE * TEX_SIZE * 3 ] ;
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collisionData = new float [ TEX_SIZE * TEX_SIZE * 4 ] ;
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}
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/* Give the objects some initial position, rotation, mass, force, etc */
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for ( int i = 0 ; i < TEX_SIZE ; i++ )
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for ( int j = 0 ; j < TEX_SIZE ; j++ )
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{
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/*
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Start the cubes on a nice, regular 5m grid, 10m above the ground
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centered around the origin
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*/
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positionData [ (i*TEX_SIZE + j) * 3 + 0 ] = 5.0f * (float) (TEX_SIZE/2 - i) ;
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positionData [ (i*TEX_SIZE + j) * 3 + 1 ] = 10.0f ;
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positionData [ (i*TEX_SIZE + j) * 3 + 2 ] = 5.0f * (float) (TEX_SIZE/2 - j) ;
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/* Zero their rotations */
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rotationData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ;
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rotationData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ;
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rotationData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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/* Random (but predominantly upwards) velocities. */
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velocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 10.0f ) - 5.0f;
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velocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 100.0f ) ;
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velocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 10.0f ) - 5.0f;
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/* Random rotational velocities */
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rotvelocityData [ (i*TEX_SIZE + j) * 3 + 0 ] = frand ( 3.0f ) ;
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rotvelocityData [ (i*TEX_SIZE + j) * 3 + 1 ] = frand ( 3.0f ) ;
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rotvelocityData [ (i*TEX_SIZE + j) * 3 + 2 ] = frand ( 3.0f ) ;
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/* Zero forces (just gravity) */
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forceData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0f ;
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forceData [ (i*TEX_SIZE + j) * 3 + 1 ] = 0.0f ;
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forceData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ;
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/* One kg in weight each */
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massSizeXData [ (i*TEX_SIZE + j) * 3 + 0 ] = 0.0005f ; /* Mass */
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massSizeXData [ (i*TEX_SIZE + j) * 3 + 1 ] = 1.0f ; /* Radius */
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massSizeXData [ (i*TEX_SIZE + j) * 3 + 2 ] = 0.0f ; /* Unused */
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/* Everyone collides with object 0, 1 and 2 */
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/*SJB*/
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collisionData [ (i*TEX_SIZE + j) * 3 + 0 ] = idToFloat ( 20, 20 ) ;
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collisionData [ (i*TEX_SIZE + j) * 3 + 1 ] = idToFloat ( 20, 100 ) ;
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collisionData [ (i*TEX_SIZE + j) * 3 + 2 ] = idToFloat ( 100, 20 ) ;
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collisionData [ (i*TEX_SIZE + j) * 3 + 3 ] = idToFloat ( 100, 100 ) ;
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}
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}
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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/*
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Object zero is the 'null' object for collision detection
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so put it far away and stop it from moving around.
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*/
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positionData [ 0 ] = 10.0f ;
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positionData [ 1 ] = 10.0f ;
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positionData [ 2 ] = 10.0f ;
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velocityData [ 0 ] = 0.0f ;
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velocityData [ 1 ] = 0.0f ;
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velocityData [ 2 ] = 0.0f ;
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massSizeXData [ 0 ] = 10000000.0f ; /* Mass */
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massSizeXData [ 1 ] = 0.00000001f ; /* Radius */
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massSizeXData [ 2 ] = 0.0f ; /* Unused */
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collisionData [ 0 ] = 128.5 ; /* Not collide with self! */
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collisionData [ 1 ] = 128.5 ;
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collisionData [ 2 ] = 128.5 ;
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collisionData [ 3 ] = 128.5 ;
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}
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/* Initialise the textures */
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position -> fillTexture ( positionData ) ;
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rotation -> fillTexture ( rotationData ) ;
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old -> fillTexture ( positionData ) ; // Doesn't really need it...
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if ( debugOpt != DRAW_WITHOUT_PHYSICS )
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{
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velocity -> fillTexture ( velocityData ) ;
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rotvelocity -> fillTexture ( rotvelocityData ) ;
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force -> fillTexture ( forceData ) ;
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massSizeX -> fillTexture ( massSizeXData ) ;
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collisions -> fillTexture ( collisionData ) ;
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}
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}
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void initPhysicsShaders ()
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{
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if ( debugOpt == DRAW_WITHOUT_SHADERS ||
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debugOpt == DRAW_WITHOUT_PHYSICS )
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return ;
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/*
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The velocity generator shader calculates:
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velocity = old_velocity + delta_T * ( F / m ) ;
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*/
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velocityGenerator = new GLSL_ShaderPair (
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"VelocityGenerator",
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NULL, NULL,
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"uniform vec4 g_dt ;"
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"uniform sampler2D old_velocity ;"
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"uniform sampler2D force ;"
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"uniform sampler2D massSizeX ;"
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"void main() {"
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" gl_FragColor = vec4 ("
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" texture2D ( old_velocity, gl_TexCoord[0].st ).xyz +"
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" g_dt.w * ( g_dt.xyz +"
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" texture2D ( force , gl_TexCoord[0].st ).xyz /"
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" texture2D ( massSizeX , gl_TexCoord[0].st ).x),"
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" 1.0 ) ; }",
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"VelocityGenerator Frag Shader" ) ;
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assert ( velocityGenerator -> compiledOK () ) ;
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/*
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The position generater shader calculates:
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position = old_position + delta_T * velocity ;
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It's also used to update the rotational velocity.
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*/
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positionGenerator = new GLSL_ShaderPair (
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"PositionGenerator",
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NULL, NULL,
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"uniform float delta_T ;"
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"uniform sampler2D old_position ;"
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"uniform sampler2D velocity ;"
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"void main() {"
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" gl_FragColor = vec4 ("
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" texture2D ( old_position, gl_TexCoord[0].st ).xyz +"
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" texture2D ( velocity , gl_TexCoord[0].st ).xyz *"
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" delta_T,"
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" 1.0 ) ; }",
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"PositionGenerator Frag Shader" ) ;
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assert ( positionGenerator -> compiledOK () ) ;
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forceGenerator = new GLSL_ShaderPair (
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"ForceGenerator",
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NULL, NULL,
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"uniform sampler2D position ;"
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"uniform sampler2D collisions ;"
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"void main() {"
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" vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;"
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" vec4 coll = texture2D ( collisions, gl_TexCoord[0].st ).xyzw ;"
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" vec2 ctc ;"
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" vec3 rel ;"
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" float lrel ;"
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" vec3 force = vec3 ( 0.0, 0.0, 0.0 ) ;"
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/* First 'collision' */
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" ctc = vec2 ( coll.x / 256.0, coll.x ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Second 'collision' */
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" ctc = vec2 ( coll.y / 256.0, coll.y ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Third 'collision' */
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" ctc = vec2 ( coll.z / 256.0, coll.z ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Fourth 'collision' */
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" ctc = vec2 ( coll.w / 256.0, coll.w ) ;"
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" rel = pos - texture2D ( position, ctc ).xyz ;"
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" lrel = max ( length ( rel ), 0.001 ) ;"
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" force += (rel/lrel) * -1.0 / (lrel) ;"
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/* Write out results */
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" gl_FragColor = vec4 ( force, 1.0 ) ;"
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"}",
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"ForceCollisionGenerator Frag Shader" ) ;
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assert ( forceGenerator -> compiledOK () ) ;
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grndCollisionGenerator = new GLSL_ShaderPair (
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"GroundCollisionGenerator",
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NULL, NULL,
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"uniform sampler2D position ;"
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"uniform sampler2D old_velocity ;"
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"void main() {"
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" vec3 pos = texture2D ( position , gl_TexCoord[0].st ).xyz ;"
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" vec3 vel = texture2D ( old_velocity, gl_TexCoord[0].st ).xyz ;"
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" if ( pos [ 1 ] < 0.0 ) vel *= vec3(0.90,-0.90,0.90) ;"
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" gl_FragColor = vec4 ( vel, 1.0 ) ; }",
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"GroundCollisionGenerator Frag Shader" ) ;
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assert ( grndCollisionGenerator -> compiledOK () ) ;
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}
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void initCubeVBO ()
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{
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float *p = vertices ;
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float *t = texcoords ;
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float *c = colours ;
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int nverts = 0 ;
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for ( int k = 0 ;
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k < (noVertexTextureSupport ? 1 : NUM_CUBES) * STRIPS_PER_CUBE ; k++ )
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{
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starts [ k ] = k * VERTS_PER_STRIP ;
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lengths [ k ] = VERTS_PER_STRIP ;
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}
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for ( int i = 0 ; i < (noVertexTextureSupport ? 1 : TEX_SIZE) ; i++ )
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for ( int j = 0 ; j < (noVertexTextureSupport ? 1 : TEX_SIZE) ; j++ )
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{
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int n = i * TEX_SIZE + j ;
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/*
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I use the colour data to set which cube is which in
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the physics textures.
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*/
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for ( int k = 0 ; k < STRIPS_PER_CUBE * VERTS_PER_STRIP ; k++ )
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{
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*t++ = ((float)i+0.5f)/(float)TEX_SIZE ;
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*t++ = ((float)j+0.5f)/(float)TEX_SIZE ;
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if ( (i==20||i==100) && (j==20||j==100) )
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{
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*c++ = 1.0f ;
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*c++ = 0.0f ;
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*c++ = 0.0f ;
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*c++ = 1.0f ;
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}
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else
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{
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*c++ = 0.0f ;
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*c++ = frand ( 1.0f ) ;
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*c++ = frand ( 1.0f ) ;
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*c++ = 1.0f ;
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}
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}
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float dx, dy, dz ;
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if ( debugOpt == DRAW_WITHOUT_SHADERS )
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{
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dx = 5.0f * (float) (TEX_SIZE/2 - i) ;
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dy = 10.0f ;
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dz = 5.0f * (float) (TEX_SIZE/2 - j) ;
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}
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else
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{
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dx = 0.0f ;
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dy = 0.0f ;
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dz = 0.0f ;
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}
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*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
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*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
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*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
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*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
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*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
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*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
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*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
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*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
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*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
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*p++ = -1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
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*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
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*p++ = -1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
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*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = -1 + dz ;
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*p++ = +1 + dx ; *p++ = -1 + dy ; *p++ = +1 + dz ;
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*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = -1 + dz ;
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*p++ = +1 + dx ; *p++ = +1 + dy ; *p++ = +1 + dz ;
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nverts += STRIPS_PER_CUBE * VERTS_PER_STRIP ;
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}
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glGenBuffersARB ( 1, & vbo_vx ) ;
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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 ;
|
|
}
|
|
|