fix shaders, so that shadowed and non-shadowed are matching fix registerGraphicsUnitSphereShape API (level of detail), support textured sphere too add support for textured cube add start for a Tutorial.cpp
132 lines
4.3 KiB
C++
132 lines
4.3 KiB
C++
#include "Wavefront2GLInstanceGraphicsShape.h"
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#include "../OpenGLWindow/GLInstancingRenderer.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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#include "btBulletDynamicsCommon.h"
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#include "../OpenGLWindow/SimpleOpenGL3App.h"
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#include "Wavefront2GLInstanceGraphicsShape.h"
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#include "../OpenGLWindow/GLInstancingRenderer.h"
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#include "../OpenGLWindow/GLInstanceGraphicsShape.h"
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GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tinyobj::shape_t>& shapes)
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{
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b3AlignedObjectArray<GLInstanceVertex>* vertices = new b3AlignedObjectArray<GLInstanceVertex>;
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{
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// int numVertices = obj->vertexCount;
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// int numIndices = 0;
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b3AlignedObjectArray<int>* indicesPtr = new b3AlignedObjectArray<int>;
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for (int s=0;s<(int)shapes.size();s++)
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{
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tinyobj::shape_t& shape = shapes[s];
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int faceCount = shape.mesh.indices.size();
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for (int f=0;f<faceCount;f+=3)
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{
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//btVector3 normal(face.m_plane[0],face.m_plane[1],face.m_plane[2]);
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if (1)
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{
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btVector3 normal(0,1,0);
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int vtxBaseIndex = vertices->size();
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GLInstanceVertex vtx0;
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vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f]*3+0];
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vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f]*3+1];
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vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f]*3+2];
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vtx0.xyzw[3] = 0.f;
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if (shape.mesh.texcoords.size())
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{
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vtx0.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f]*2+0];
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vtx0.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f]*2+1];
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} else
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{
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vtx0.uv[0] = 0.5;
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vtx0.uv[1] = 0.5;
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}
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GLInstanceVertex vtx1;
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vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+1]*3+0];
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vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+1]*3+1];
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vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+1]*3+2];
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vtx1.xyzw[3]= 0.f;
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if (shape.mesh.texcoords.size())
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{
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vtx1.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f+1]*2+0];
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vtx1.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f+1]*2+1];
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} else
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{
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vtx1.uv[0] = 0.5f;
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vtx1.uv[1] = 0.5f;
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}
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GLInstanceVertex vtx2;
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vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f+2]*3+0];
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vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f+2]*3+1];
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vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f+2]*3+2];
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vtx2.xyzw[3] = 0.f;
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if (shape.mesh.texcoords.size())
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{
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vtx2.uv[0] = shape.mesh.texcoords[shape.mesh.indices[f+2]*2+0];
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vtx2.uv[1] = shape.mesh.texcoords[shape.mesh.indices[f+2]*2+1];
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} else
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{
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vtx2.uv[0] = 0.5;
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vtx2.uv[1] = 0.5;
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}
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btVector3 v0(vtx0.xyzw[0],vtx0.xyzw[1],vtx0.xyzw[2]);
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btVector3 v1(vtx1.xyzw[0],vtx1.xyzw[1],vtx1.xyzw[2]);
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btVector3 v2(vtx2.xyzw[0],vtx2.xyzw[1],vtx2.xyzw[2]);
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normal = (v1-v0).cross(v2-v0);
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btScalar len2 = normal.length2();
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//skip degenerate triangles
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if (len2 > SIMD_EPSILON)
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{
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normal.normalize();
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} else
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{
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normal.setValue(0,0,0);
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}
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vtx0.normal[0] = normal[0];
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vtx0.normal[1] = normal[1];
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vtx0.normal[2] = normal[2];
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vtx1.normal[0] = normal[0];
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vtx1.normal[1] = normal[1];
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vtx1.normal[2] = normal[2];
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vtx2.normal[0] = normal[0];
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vtx2.normal[1] = normal[1];
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vtx2.normal[2] = normal[2];
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vertices->push_back(vtx0);
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vertices->push_back(vtx1);
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vertices->push_back(vtx2);
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indicesPtr->push_back(vtxBaseIndex);
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indicesPtr->push_back(vtxBaseIndex+1);
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indicesPtr->push_back(vtxBaseIndex+2);
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}
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}
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}
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GLInstanceGraphicsShape* gfxShape = new GLInstanceGraphicsShape;
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gfxShape->m_vertices = vertices;
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gfxShape->m_numvertices = vertices->size();
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gfxShape->m_indices = indicesPtr;
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gfxShape->m_numIndices = indicesPtr->size();
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for (int i=0;i<4;i++)
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gfxShape->m_scaling[i] = 1;//bake the scaling into the vertices
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return gfxShape;
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}
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}
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