Files
bullet3/Demos/Raytracer/Raytracer.cpp

430 lines
9.4 KiB
C++

/*
* Copyright (c) 2005 Erwin Coumans <www.erwincoumans.com>
*
* Permission to use, copy, modify, distribute and sell this software
* and its documentation for any purpose is hereby granted without fee,
* provided that the above copyright notice appear in all copies.
* Erwin Coumans makes no representations about the suitability
* of this software for any purpose.
* It is provided "as is" without express or implied warranty.
*/
#include "BulletCollision/CollisionDispatch/btCollisionWorld.h"
/*
Raytracer uses the Convex rayCast to visualize the Collision Shapes/Minkowski Sum.
Very basic raytracer, rendering into a texture.
*/
///Low level demo, doesn't include btBulletCollisionCommon.h
#include "LinearMath/btQuaternion.h"
#include "LinearMath/btTransform.h"
#include "GL_ShapeDrawer.h"
#include "GLDebugDrawer.h"
#include "Raytracer.h"
#include "GlutStuff.h"
#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
#include "BulletCollision/NarrowPhaseCollision/btGjkConvexCast.h"
#include "BulletCollision/NarrowPhaseCollision/btContinuousConvexCollision.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletCollision/CollisionShapes/btMultiSphereShape.h"
#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
#include "LinearMath/btAabbUtil2.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletCollision/CollisionShapes/btTetrahedronShape.h"
#include "BulletCollision/CollisionShapes/btConeShape.h"
#include "BulletCollision/CollisionShapes/btCylinderShape.h"
#include "BulletCollision/CollisionShapes/btMinkowskiSumShape.h"
#include "RenderTexture.h"
static btVoronoiSimplexSolver simplexSolver;
static float yaw=0.f,pitch=0.f,roll=0.f;
static const int maxNumObjects = 4;
static const int numObjects = 1;
static btConvexShape* shapePtr[maxNumObjects];
static btTransform transforms[maxNumObjects];
renderTexture* raytracePicture = 0;
//this applies to the raytracer virtual screen/image buffer
static int screenWidth = 128;
//float aspectRatio = (3.f/4.f);
static int screenHeight = 128;//screenWidth * aspectRatio;
GLuint glTextureId;
btConeShape myCone(1,1);
///
///
///
void Raytracer::initPhysics()
{
raytracePicture = new renderTexture(screenWidth,screenHeight);
myCone.setMargin(0.2f);
/// convex hull of 5 spheres
#define NUM_SPHERES 5
btVector3 inertiaHalfExtents(10.f,10.f,10.f);
btVector3 positions[NUM_SPHERES] = {
btVector3(-1.2f, -0.3f, 0.f),
btVector3(0.8f, -0.3f, 0.f),
btVector3(0.5f, 0.6f, 0.f),
btVector3(-0.5f, 0.6f, 0.f),
btVector3(0.f, 0.f, 0.f)
};
btVector3 sphereOffset1(0,0,0);
btScalar sphereRadius = 2.f;
btVector3 nonUniformScaling(0.5,2,0.5);
//choose shape
shapePtr[0] = &myCone;
}
Raytracer::~Raytracer()
{
delete raytracePicture;
raytracePicture=0;
}
//to be implemented by the demo
void Raytracer::clientMoveAndDisplay()
{
displayCallback();
}
int once = 1;
void Raytracer::displayCallback()
{
updateCamera();
for (int i=0;i<numObjects;i++)
{
transforms[i].setIdentity();
btVector3 pos(-(2.5* numObjects * 0.5)+i*2.5f,0.f,0.f);
transforms[i].setOrigin( pos );
btQuaternion orn;
if (i < 2)
{
orn.setEuler(yaw,pitch,roll);
//transforms[i].setRotation(orn);
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
if (once)
{
glGenTextures(1, &glTextureId);
glBindTexture(GL_TEXTURE_2D,glTextureId );
once = 0;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#define RAYTRACER
#ifdef RAYTRACER
btVector4 rgba(1.f,0.f,0.f,0.5f);
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);
btVector3 rayFrom = getCameraPosition();
btVector3 rayForward = getCameraTargetPosition()-getCameraPosition();
rayForward.normalize();
float farPlane = 600.f;
rayForward*= farPlane;
btVector3 rightOffset;
btVector3 vertical(0.f,1.f,0.f);
btVector3 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;
btVector3 rayToCenter = rayFrom + rayForward;
btVector3 dHor = hor * 1.f/float(screenWidth);
btVector3 dVert = vertical * 1.f/float(screenHeight);
btTransform rayFromTrans;
rayFromTrans.setIdentity();
rayFromTrans.setOrigin(rayFrom);
btTransform rayFromLocal;
btTransform rayToLocal;
btSphereShape pointShape(0.0f);
int x;
///clear texture
for (x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
btVector4 rgba(0.f,0.f,0.f,0.f);
raytracePicture->setPixel(x,y,rgba);
}
}
#define USE_WORLD_RAYCAST 1
#ifndef USE_WORLD_RAYCAST
btConvexCast::CastResult rayResult;
#endif
btTransform rayToTrans;
rayToTrans.setIdentity();
btVector3 rayTo;
btTransform colObjWorldTransform;
colObjWorldTransform.setIdentity();
for (x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor;
rayTo -= y * dVert;
rayToTrans.setOrigin(rayTo);
for (int s=0;s<numObjects;s++)
{
//do some culling, ray versus aabb
btVector3 aabbMin,aabbMax;
shapePtr[s]->getAabb(transforms[s],aabbMin,aabbMax);
btScalar hitLambda = 1.f;
btVector3 hitNormal;
btCollisionWorld::ClosestRayResultCallback resultCallback(rayFrom,rayTo);
btCollisionObject tmpObj;
tmpObj.setWorldTransform(transforms[s]);
if (btRayAabb(rayFrom,rayTo,aabbMin,aabbMax,hitLambda,hitNormal))
{
#ifdef USE_WORLD_RAYCAST
btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans,
&tmpObj,
shapePtr[s],
transforms[s],
resultCallback);
if (resultCallback.HasHit())
{
//float fog = 1.f - 0.1f * rayResult.m_fraction;
resultCallback.m_hitNormalWorld.normalize();//.m_normal.normalize();
btVector3 worldNormal = resultCallback.m_hitNormalWorld;
#else //use USE_WORLD_RAYCAST
//reset previous result
rayResult.m_fraction = 1.f;
//choose the continuous collision detection method
btSubsimplexConvexCast convexCaster(&pointShape,shapePtr[s],&simplexSolver);
//btGjkConvexCast convexCaster(&pointShape,shapePtr[0],&simplexSolver);
//btContinuousConvexCollision convexCaster(&pointShape,shapePtr[0],&simplexSolver,0);
if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,transforms[s],transforms[s],rayResult))
{
btVector3 worldNormal;
worldNormal = transforms[s].getBasis() *rayResult.m_normal;
worldNormal.normalize();
#endif // USE_WORLD_RAYCAST
//
float lightVec0 = worldNormal.dot(btVector3(0,-1,-1));//0.4f,-1.f,-0.4f));
float lightVec1= worldNormal.dot(btVector3(-1,0,-1));//-0.4f,-1.f,-0.4f));
rgba = btVector4(lightVec0,lightVec1,0,1.f);
rgba.setMin(btVector3(1,1,1));
rgba.setMax(btVector3(0.2,0.2,0.2));
rgba[3] = 1.f;
raytracePicture->setPixel(x,y,rgba);
} else
{
//clear is already done
//rgba = btVector4(0.f,0.f,0.f,0.f);
//raytracePicture->setPixel(x,y,rgba);
}
} else
{
btVector4 rgba = raytracePicture->getPixel(x,y);
if (!rgba.length2())
{
raytracePicture->setPixel(x,y,btVector4(1,1,1,1));
}
}
}
}
}
#define TEST_PRINTF
#ifdef TEST_PRINTF
extern BMF_FontData BMF_font_helv10;
raytracePicture->grapicalPrintf("CCD RAYTRACER",&BMF_font_helv10);
char buffer[256];
sprintf(buffer,"%d RAYS / Frame",screenWidth*screenHeight*numObjects);
raytracePicture->grapicalPrintf(buffer,&BMF_font_helv10,0,10);
#endif //TEST_PRINTF
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glFrustum(-1.0,1.0,-1.0,1.0,3,2020.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity(); // reset The Modelview Matrix
glTranslatef(0.0f,0.0f,-3.1f); // Move Into The Screen 5 Units
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,glTextureId );
const unsigned char *ptr = raytracePicture->getBuffer();
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
raytracePicture->getWidth(),raytracePicture->getHeight(),
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
ptr);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f (1,1,1,1); // alpha=0.5=half visible
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(-1,1);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(1,1);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(1,-1);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(-1,-1);
glEnd();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
#endif //RAYRACER
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
GL_ShapeDrawer::drawCoordSystem();
{
for (int i=0;i<numObjects;i++)
{
btVector3 aabbMin,aabbMax;
shapePtr[i]->getAabb(transforms[i],aabbMin,aabbMax);
}
}
glPushMatrix();
glPopMatrix();
pitch += 0.005f;
yaw += 0.01f;
glFlush();
glutSwapBuffers();
}