move shaders to .glsl files and stringify to .h file.

add crude screenshot facility (using F1 key), it can also be used for debugging
start with shadows using shadowmap, not working yet
add experimental 'ignore' body index in raycast, using b3HitInfo.m_m_hitResult2
This commit is contained in:
erwin coumans 2013-06-28 14:10:23 -07:00
parent bb723f9fd1
commit f2cc840c31
41 changed files with 2060 additions and 645 deletions

View File

@ -13,7 +13,11 @@ struct GpuDemoInternalData
char* m_clDeviceName;
GpuDemoInternalData()
:m_clInitialized(false),
:m_platformId(0),
m_clContext(0),
m_clDevice(0),
m_clQueue(0),
m_clInitialized(false),
m_clDeviceName(0)
{

View File

@ -276,7 +276,7 @@ void ParticleDemo::renderScene()
if (m_instancingRenderer)
{
m_instancingRenderer->RenderScene();
m_instancingRenderer->renderScene();
}
}

View File

@ -230,7 +230,7 @@ void PairBench::exitPhysics()
void PairBench::renderScene()
{
m_instancingRenderer->RenderScene();
m_instancingRenderer->renderScene();
}
void PairBench::clientMoveAndDisplay()

View File

@ -38,8 +38,14 @@
#include "softbody/GpuSoftBodyDemo.h"
#include "../btgui/Timing/b3Quickprof.h"
#include "../btgui/OpenGLWindow/GLRenderToTexture.h"
#include "raytrace/RaytracedShadowDemo.h"
#include "shadows/ShadowMapDemo.h"
bool exportFrame=false;
int frameIndex = 0;
GLRenderToTexture* renderTexture =0;
//#include "BroadphaseBenchmark.h"
int g_OpenGLWidth=1024;
@ -81,11 +87,13 @@ GpuDemo::CreateFunc* allDemos[]=
// ConcaveSphereScene::MyCreateFunc,
// ShadowMapDemo::MyCreateFunc,
GpuBoxPlaneScene::MyCreateFunc,
GpuConvexPlaneScene::MyCreateFunc,
ConcaveSphereScene::MyCreateFunc,
GpuCompoundScene::MyCreateFunc,
@ -197,6 +205,10 @@ void MyKeyboardCallback(int key, int state)
{
window->setRequestExit();
}
if (key==B3G_F1)
{
exportFrame = true;
}
b3DefaultKeyboardCallback(key,state);
}
@ -410,6 +422,68 @@ void myprintf(const char* msg)
fprintf(defaultOutput,msg);
}
//#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "OpenGLTrueTypeFont/stb_image_write.h"
void writeTextureToPng(int textureWidth, int textureHeight, const char* fileName)
{
int numComponents = 4;
//glPixelStorei(GL_PACK_ALIGNMENT,1);
GLuint err=glGetError();
assert(err==GL_NO_ERROR);
glReadBuffer(GL_BACK);//COLOR_ATTACHMENT0);
err=glGetError();
assert(err==GL_NO_ERROR);
float* orgPixels = (float*)malloc(textureWidth*textureHeight*numComponents*4);
glReadPixels(0,0,textureWidth, textureHeight, GL_RGBA, GL_FLOAT, orgPixels);
//it is useful to have the actual float values for debugging purposes
//convert float->char
char* pixels = (char*)malloc(textureWidth*textureHeight*numComponents);
err=glGetError();
assert(err==GL_NO_ERROR);
for (int j=0;j<textureHeight;j++)
{
for (int i=0;i<textureWidth;i++)
{
pixels[(j*textureWidth+i)*numComponents] = orgPixels[(j*textureWidth+i)*numComponents]*255.f;
pixels[(j*textureWidth+i)*numComponents+1]=orgPixels[(j*textureWidth+i)*numComponents+1]*255.f;
pixels[(j*textureWidth+i)*numComponents+2]=orgPixels[(j*textureWidth+i)*numComponents+2]*255.f;
pixels[(j*textureWidth+i)*numComponents+3]=orgPixels[(j*textureWidth+i)*numComponents+3]*255.f;
}
}
if (1)
{
//swap the pixels
unsigned char tmp;
for (int j=0;j<textureHeight/2;j++)
{
for (int i=0;i<textureWidth;i++)
{
for (int c=0;c<numComponents;c++)
{
tmp = pixels[(j*textureWidth+i)*numComponents+c];
pixels[(j*textureWidth+i)*numComponents+c]=
pixels[((textureHeight-j-1)*textureWidth+i)*numComponents+c];
pixels[((textureHeight-j-1)*textureWidth+i)*numComponents+c] = tmp;
}
}
}
}
stbi_write_png(fileName, textureWidth,textureHeight, numComponents, pixels, textureWidth*numComponents);
free(pixels);
free(orgPixels);
}
int main(int argc, char* argv[])
{
//b3OpenCLUtils::setCachePath("/Users/erwincoumans/develop/mycache");
@ -539,7 +613,7 @@ int main(int argc, char* argv[])
glClearColor(1,0,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
{
@ -594,7 +668,7 @@ int main(int argc, char* argv[])
// OpenGL3CoreRenderer render;
glClearColor(0,1,0,1);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
window->endRendering();
@ -621,6 +695,7 @@ int main(int argc, char* argv[])
ci.m_window = window;
ci.m_gui = gui;
ci.m_instancingRenderer->init();
ci.m_instancingRenderer->resize(g_OpenGLWidth,g_OpenGLHeight);
ci.m_instancingRenderer->InitShaders();
ci.m_primRenderer = &prim;
// render.init();
@ -709,15 +784,51 @@ int main(int argc, char* argv[])
fprintf(defaultOutput," Preferred cl_platform index%d\n", ci.preferredOpenCLPlatformIndex);
fprintf(defaultOutput,"\n");
b3OpenCLUtils::printPlatformInfo( demo->getInternalData()->m_platformId);
fprintf(defaultOutput,"\n");
b3OpenCLUtils::printDeviceInfo( demo->getInternalData()->m_clDevice);
fprintf(defaultOutput,"\n");
if (demo->getInternalData()->m_platformId)
{
b3OpenCLUtils::printPlatformInfo( demo->getInternalData()->m_platformId);
fprintf(defaultOutput,"\n");
b3OpenCLUtils::printDeviceInfo( demo->getInternalData()->m_clDevice);
fprintf(defaultOutput,"\n");
}
do
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
if (exportFrame)
{
if (!renderTexture)
{
renderTexture = new GLRenderToTexture();
GLuint renderTextureId;
glGenTextures(1, &renderTextureId);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, renderTextureId);
// Give an empty image to OpenGL ( the last "0" )
//glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_UNSIGNED_BYTE, 0);
//glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA32F, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_FLOAT, 0);
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA32F, g_OpenGLWidth,g_OpenGLHeight, 0,GL_RGBA, GL_FLOAT, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderTexture->init(g_OpenGLWidth,g_OpenGLHeight,renderTextureId, false);
}
bool result = renderTexture->enable();
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3ProfileManager::Reset();
b3ProfileManager::Increment_Frame_Counter();
@ -725,12 +836,20 @@ int main(int argc, char* argv[])
ci.m_instancingRenderer->resize(g_OpenGLWidth,g_OpenGLHeight);
prim.setScreenSize(g_OpenGLWidth,g_OpenGLHeight);
err = glGetError();
assert(err==GL_NO_ERROR);
window->startRendering();
glClearColor(0.6,0.6,0.6,1);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);
err = glGetError();
assert(err==GL_NO_ERROR);
glClearColor(0,0,0,0);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);//|GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
err = glGetError();
assert(err==GL_NO_ERROR);
if (!gPause)
{
@ -762,6 +881,19 @@ int main(int argc, char* argv[])
}
*/
if (exportFrame)
{
char fileName[1024];
sprintf(fileName,"screenShot%d.png",frameIndex++);
writeTextureToPng(g_OpenGLWidth,g_OpenGLHeight,fileName);
exportFrame = false;
renderTexture->disable();
}
{
B3_PROFILE("gui->draw");
gui->draw(g_OpenGLWidth,g_OpenGLHeight);
@ -769,10 +901,12 @@ int main(int argc, char* argv[])
err = glGetError();
assert(err==GL_NO_ERROR);
{
B3_PROFILE("window->endRendering");
window->endRendering();
}
err = glGetError();
assert(err==GL_NO_ERROR);
@ -808,6 +942,7 @@ int main(int argc, char* argv[])
} while (!window->requestedExit() && !gReset);

View File

@ -0,0 +1,444 @@
#include "RaytracedShadowDemo.h"
#include "OpenGLWindow/ShapeData.h"
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "Bullet3Common/b3Quaternion.h"
#include "OpenGLWindow/b3gWindowInterface.h"
#include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h"
#include "../GpuDemoInternalData.h"
#include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h"
#include "OpenGLWindow/OpenGLInclude.h"
#include "OpenGLWindow/GLInstanceRendererInternalData.h"
#include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h"
#include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h"
#include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h"
#include "Bullet3OpenCL/RigidBody/b3Config.h"
#include "../rigidbody/GpuRigidBodyDemoInternalData.h"
#include "../gwenUserInterface.h"
#include "Bullet3Dynamics/ConstraintSolver/b3Point2PointConstraint.h"
#include "OpenGLWindow/GLPrimitiveRenderer.h"
#include "Bullet3OpenCL/Raycast/b3GpuRaycast.h"
#include "Bullet3OpenCL/NarrowphaseCollision/b3ConvexUtility.h"
#include "OpenGLWindow/GLRenderToTexture.h"
struct GpuRaytraceInternalData
{
GLuint* m_texId;
unsigned char* m_texels;
int textureWidth;
int textureHeight;
struct GLRenderToTexture* m_renderToTexture;
};
#include <string.h>
GpuRaytraceScene::GpuRaytraceScene()
{
m_raytraceData = new GpuRaytraceInternalData;
m_raytraceData->m_renderToTexture = 0;//new GLRenderToTexture();
m_raytraceData->m_texId = new GLuint;
m_raytraceData->textureWidth = 512;//1024;//1024;
m_raytraceData->textureHeight = 512;//1024;
//create new texture
glGenTextures(1, m_raytraceData->m_texId);
GLenum err = glGetError();
assert(err==GL_NO_ERROR);
glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
m_raytraceData->m_texels = (unsigned char*)malloc(m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
memset(m_raytraceData->m_texels,0,m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
for (int i=0;i<m_raytraceData->textureWidth;i++)
{
for (int y=0;y<m_raytraceData->textureHeight;y++)
{
int color = 0;
if (y<m_raytraceData->textureHeight-1 && (y>0) && (i>0 && i<m_raytraceData->textureWidth-1))
color = 255;
m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+0] = color;
m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+1] = color;
m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+2] = color;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
err = glGetError();
assert(err==GL_NO_ERROR);
}
GpuRaytraceScene::~GpuRaytraceScene()
{
glDeleteTextures(1,m_raytraceData->m_texId);
delete[] m_raytraceData->m_texels;
delete m_raytraceData->m_renderToTexture;
delete m_raytraceData;
}
int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci2)
{
//m_raytraceData->m_renderToTexture->init(ci2.m_instancingRenderer->getScreenWidth(),ci2.m_instancingRenderer->getScreenHeight());
ConstructionInfo ci = ci2;
ci.arraySizeX = 2;
ci.arraySizeY = 50;
ci.arraySizeZ = 2;
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
return createDynamicsObjects2(ci,cube_vertices,numVertices,cube_indices,numIndices);
float radius=1.f;
int colIndex = m_data->m_np->registerSphereShape(radius);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
int shapeId = registerGraphicsSphereShape(ci,radius,false);
int group=1;
int mask=1;
int index=0;
{
b3Vector4 colors[4] =
{
b3Vector4(1,0,0,1),
b3Vector4(0,1,0,1),
b3Vector4(0,1,1,1),
b3Vector4(1,1,0,1),
};
int curColor = 0;
float scaling[4] = {1,1,1,1};
int prevBody = -1;
int insta = 0;
//int colIndex = m_data->m_np->registerSphereShape(1);
for (int i=0;i<1;i++)
//for (int i=0;i<ci.arraySizeX;i++)
{
//for (int j=0;j<ci.arraySizeY;j++)
for (int j=0;j<10;j++)
{
// for (int k=0;k<ci.arraySizeZ;k++)
for (int k=0;k<1;k++)
{
float mass = 1.f;
if (j==0)//ci.arraySizeY-1)
{
//mass=0.f;
}
b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
//b3Vector3 position(i*2.2,10+j*1.9,k*2.2);
b3Quaternion orn(0,0,0,1);
b3Vector4 color = colors[curColor];
curColor++;
curColor&=3;
b3Vector4 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,false);
if (prevBody>=0)
{
//b3Point2PointConstraint* p2p = new b3Point2PointConstraint(pid,prevBody,b3Vector3(0,-1.1,0),b3Vector3(0,1.1,0));
// m_data->m_rigidBodyPipeline->addConstraint(p2p);//,false);
}
prevBody = pid;
index++;
}
}
}
}
return index;
}
//create primary rays
void GpuRaytraceScene::renderScene()
{
renderScene2();
return;
//m_raytraceData->m_renderToTexture->enable();
m_instancingRenderer->renderScene();
//m_raytraceData->m_renderToTexture->disable();
}
void GpuRaytraceScene::renderScene2()
{
// GpuBoxPlaneScene::renderScene();
// return;
B3_PROFILE("raytrace");
//raytrace into the texels
{
B3_PROFILE("update camera");
m_instancingRenderer->updateCamera();
}
//generate primary rays
{
B3_PROFILE("readbackAllBodiesToCpu");
m_data->m_np->readbackAllBodiesToCpu();
}
{
B3_PROFILE("Generate primary rays");
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float farPlane = 1000.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float screenWidth = m_instancingRenderer->getScreenWidth();
float screenHeight = m_instancingRenderer->getScreenHeight();
float fov = 2. * atanf (tanFov);
float aspect = screenWidth / screenHeight;
b3Vector3 rayFrom, camTarget;
m_instancingRenderer->getCameraPosition(rayFrom);
m_instancingRenderer->getCameraTargetPosition(camTarget);
b3Vector3 rayForward = camTarget-rayFrom;
rayForward.normalize();
rayForward*= farPlane;
b3Vector3 rightOffset;
b3Vector3 vertical(0.f,1.f,0.f);
b3Vector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= aspect*2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
b3Vector3 rayToCenter = rayFrom + rayForward;
float texWidth = m_raytraceData->textureWidth;
float texHeight = m_raytraceData->textureHeight;
float widthFactor = (screenWidth/texWidth);
float heightFactor = (screenHeight/texHeight);
//should be screenwidth/height
b3Vector3 dHor = hor * 1./float(screenWidth);
b3Vector3 dVert = vertical * 1./float(screenHeight);
b3Transform rayFromTrans;
rayFromTrans.setIdentity();
rayFromTrans.setOrigin(rayFrom);
b3Transform rayFromLocal;
b3Transform rayToLocal;
//create primary rays
primaryRays.resize(m_raytraceData->textureWidth*m_raytraceData->textureHeight);
b3Vector3 rayTo;
b3RayInfo ray;
{
for (int x=0;x<m_raytraceData->textureWidth;x++)
{
for (int y=0;y<m_raytraceData->textureHeight;y++)
{
rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor*widthFactor;
rayTo -= y * dVert*heightFactor;
ray.m_from = rayFrom;
ray.m_to = rayTo;
primaryRays[x+m_raytraceData->textureWidth*y] = ray;
}
}
}
}
b3AlignedObjectArray<b3RayHit> hits;
{
B3_PROFILE("hits.resize");
hits.resize(primaryRays.size());
}
if (1)
{
B3_PROFILE("init hits");
for (int i=0;i<hits.size();i++)
{
hits[i].m_hitFraction = 1.f;
hits[i].m_hitResult2 = -1;
}
}
b3Vector3 lightPos(1000,1000,100);
{
B3_PROFILE("cast primary rays");
//m_raycaster->castRaysHost(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(),m_data->m_np->getInternalData());
m_raycaster->castRays(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData());
}
b3AlignedObjectArray<b3RayInfo> shadowRays;
{
B3_PROFILE("shadowRays.resize");
shadowRays.resize(primaryRays.size());
}
b3AlignedObjectArray<b3RayHit> shadowHits;
{
B3_PROFILE("shadowHits.resize");
shadowHits.resize(hits.size());
}
{
B3_PROFILE("init shadow rays");
for (int i=0;i<hits.size();i++)
{
if(hits[i].m_hitFraction<1.f)
{
//hits[i].m_hitPoint.setInterpolate3(primaryRays[i].m_from,primaryRays[i].m_to,hits[i].m_hitFraction);
//b3Vector3 shift = (lightPos-hits[i].m_hitPoint).normalize()*0.001f;
shadowRays[i].m_from = hits[i].m_hitPoint;
shadowRays[i].m_to = lightPos;
shadowHits[i].m_hitFraction=1.f;
shadowHits[i].m_hitResult2 = hits[i].m_hitResult0;
} else
{
shadowRays[i].m_from.setValue(0,0,0);
shadowRays[i].m_to.setValue(0,0,0);
shadowHits[i].m_hitFraction=1.f;
shadowHits[i].m_hitResult2 = -2;
}
}
}
{
B3_PROFILE("cast shadow rays");
//m_raycaster->castRaysHost(primaryRays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
m_raycaster->castRays(shadowRays, shadowHits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData());
}
{
B3_PROFILE("write texels");
for (int i=0;i<shadowHits.size();i++)
{
bool hit = hits[i].m_hitFraction < 1.f;
if (hit)
{
float dotje = hits[i].m_hitNormal.dot(lightPos);
if (dotje>0.f)
{
if (shadowHits[i].m_hitFraction<1.f)
{
dotje = -1.f;
}
}
if (dotje>0.f)
{
m_raytraceData->m_texels[(i)*3+0] = 128+128.f*hits[i].m_hitNormal.x;
m_raytraceData->m_texels[(i)*3+1] = 128+128.f*hits[i].m_hitNormal.y;
m_raytraceData->m_texels[(i)*3+2] = 128+128.f*hits[i].m_hitNormal.z;
if (hits[i].m_hitResult0==0)
{
m_raytraceData->m_texels[(i)*3+0] = 255;
m_raytraceData->m_texels[(i)*3+1] = 255;
m_raytraceData->m_texels[(i)*3+2] = 255;
} else
{
}
} else
{
if (dotje == -1.f)
{
m_raytraceData->m_texels[(i)*3+0] = 0;
m_raytraceData->m_texels[(i)*3+1] = 0;
m_raytraceData->m_texels[(i)*3+2] = 255;
} else
{
m_raytraceData->m_texels[(i)*3+0] = 255;
m_raytraceData->m_texels[(i)*3+1] = 0;
m_raytraceData->m_texels[(i)*3+2] = 0;
}
}
} else
{
m_raytraceData->m_texels[(i)*3+0] = 128;
m_raytraceData->m_texels[(i)*3+1] = 128;
m_raytraceData->m_texels[(i)*3+2] = 192;
}
}
}
GLint err;
{
B3_PROFILE("get error");
err = glGetError();
assert(err==GL_NO_ERROR);
glActiveTexture(GL_TEXTURE0);
}
{
B3_PROFILE("glTexImage2D");
glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
}
{
B3_PROFILE("glGetError");
err = glGetError();
assert(err==GL_NO_ERROR);
}
b3Assert(m_primRenderer);
float color[4] = {1,1,1,1};
//float rect[4] = {0,0,m_raytraceData->textureWidth,m_raytraceData->textureHeight};
float rect[4] = {0,0,m_instancingRenderer->getScreenWidth(),m_instancingRenderer->getScreenHeight()};
float u[2] = {0,1};
float v[2] = {0,1};
int useRGBA = 1;
{
B3_PROFILE("drawTexturedRect");
m_primRenderer->drawTexturedRect(rect[0],rect[1],rect[2],rect[3],color,u[0],v[0],u[1],v[1], useRGBA);
}
{
B3_PROFILE("glGetError");
err = glGetError();
assert(err==GL_NO_ERROR);
}
}

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@ -0,0 +1,33 @@
#ifndef RAYTRACED_SHADOW_DEMO_H
#define RAYTRACED_SHADOW_DEMO_H
#include "../rigidbody/GpuConvexScene.h"
class GpuRaytraceScene : public GpuBoxPlaneScene
{
protected:
b3AlignedObjectArray<b3RayInfo> primaryRays;
struct GpuRaytraceInternalData* m_raytraceData;
public:
GpuRaytraceScene();
virtual ~GpuRaytraceScene();
virtual const char* getName()
{
return "GPURaytrace";
}
static GpuDemo* MyCreateFunc()
{
GpuDemo* demo = new GpuRaytraceScene;
return demo;
}
virtual int createDynamicsObjects(const ConstructionInfo& ci);
void renderScene();
void renderScene2();
};
#endif //RAYTRACED_SHADOW_DEMO_H

View File

@ -21,6 +21,7 @@
#include "Bullet3OpenCL/Raycast/b3GpuRaycast.h"
#include "Bullet3OpenCL/NarrowphaseCollision/b3ConvexUtility.h"
#include "OpenGLWindow/GLRenderToTexture.h"
void GpuConvexScene::setupScene(const ConstructionInfo& ci)
{
@ -177,6 +178,7 @@ void GpuConvexScene::createStaticEnvironment(const ConstructionInfo& ci)
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_indices)/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;
@ -184,9 +186,9 @@ void GpuConvexScene::createStaticEnvironment(const ConstructionInfo& ci)
{
b3Vector4 scaling(400,1,400,1);
b3Vector4 scaling(400,400,400,1);
int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
b3Vector3 position(0,0,0);
b3Vector3 position(0,-400,0);
b3Quaternion orn(0,0,0,1);
b3Vector4 color(0,0,1,1);
@ -199,308 +201,28 @@ void GpuConvexScene::createStaticEnvironment(const ConstructionInfo& ci)
void GpuConvexPlaneScene::createStaticEnvironment(const ConstructionInfo& ci)
{
int index=0;
b3Vector3 normal(0,1,0);
float constant=0.f;
int colIndex = m_data->m_np->registerPlaneShape(normal,constant);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
b3Vector3 position(0,0,0);
b3Quaternion orn(0,0,0,1);
// b3Quaternion orn(b3Vector3(1,0,0),0.3);
b3Vector4 color(0,0,1,1);
b3Vector4 scaling(100,0.001,100,1);
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_indices)/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 id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false);
}
struct GpuRaytraceInternalData
{
GLuint* m_texId;
unsigned char* m_texels;
int textureWidth;
int textureHeight;
};
#include <string.h>
GpuRaytraceScene::GpuRaytraceScene()
{
m_raytraceData = new GpuRaytraceInternalData;
m_raytraceData->m_texId = new GLuint;
m_raytraceData->textureWidth = 512;//1024;//1024;
m_raytraceData->textureHeight = 512;//1024;
//create new texture
glGenTextures(1, m_raytraceData->m_texId);
GLenum err = glGetError();
assert(err==GL_NO_ERROR);
glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
m_raytraceData->m_texels = (unsigned char*)malloc(m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
memset(m_raytraceData->m_texels,0,m_raytraceData->textureWidth*m_raytraceData->textureHeight*3);
for (int i=0;i<m_raytraceData->textureWidth;i++)
{
for (int y=0;y<m_raytraceData->textureHeight;y++)
{
int color = 0;
if (y<m_raytraceData->textureHeight-1 && (y>0) && (i>0 && i<m_raytraceData->textureWidth-1))
color = 255;
m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+0] = color;
m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+1] = color;
m_raytraceData->m_texels[(i+m_raytraceData->textureWidth*y)*3+2] = color;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
err = glGetError();
assert(err==GL_NO_ERROR);
}
GpuRaytraceScene::~GpuRaytraceScene()
{
glDeleteTextures(1,m_raytraceData->m_texId);
delete[] m_raytraceData->m_texels;
delete m_raytraceData;
}
int GpuRaytraceScene::createDynamicsObjects(const ConstructionInfo& ci)
{
float radius=1.f;
int colIndex = m_data->m_np->registerSphereShape(radius);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
int shapeId = registerGraphicsSphereShape(ci,radius,false);
int group=1;
int mask=1;
int index=0;
{
b3Vector4 colors[4] =
{
b3Vector4(1,0,0,1),
b3Vector4(0,1,0,1),
b3Vector4(0,1,1,1),
b3Vector4(1,1,0,1),
};
b3Vector4 scaling(400,400,400,1);
int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
b3Vector3 position(0,-400,0);
b3Quaternion orn(0,0,0,1);
int curColor = 0;
float scaling[4] = {1,1,1,1};
int prevBody = -1;
int insta = 0;
b3Vector4 color(0,0,1,1);
//int colIndex = m_data->m_np->registerSphereShape(1);
for (int i=0;i<10;i++)
//for (int i=0;i<ci.arraySizeX;i++)
{
//for (int j=0;j<ci.arraySizeY;j++)
for (int j=0;j<10;j++)
{
// for (int k=0;k<ci.arraySizeZ;k++)
for (int k=0;k<10;k++)
{
float mass = 1.f;
if (j==0)//ci.arraySizeY-1)
{
//mass=0.f;
}
b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
//b3Vector3 position(i*2.2,10+j*1.9,k*2.2);
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f,position,orn,colIndex,index,false);
b3Quaternion orn(0,0,0,1);
b3Vector4 color = colors[curColor];
curColor++;
curColor&=3;
b3Vector4 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,false);
if (prevBody>=0)
{
//b3Point2PointConstraint* p2p = new b3Point2PointConstraint(pid,prevBody,b3Vector3(0,-1.1,0),b3Vector3(0,1.1,0));
// m_data->m_rigidBodyPipeline->addConstraint(p2p);//,false);
}
prevBody = pid;
index++;
}
}
}
}
return index;
}
//create primary rays
b3AlignedObjectArray<b3RayInfo> rays;
void GpuRaytraceScene::renderScene()
{
//GpuBoxPlaneScene::renderScene();
B3_PROFILE("raytrace");
//raytrace into the texels
m_instancingRenderer->updateCamera();
//generate primary rays
{
B3_PROFILE("Generate primary rays");
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float farPlane = 1000.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float screenWidth = m_instancingRenderer->getScreenWidth();
float screenHeight = m_instancingRenderer->getScreenHeight();
float fov = 2. * atanf (tanFov);
float aspect = screenWidth / screenHeight;
b3Vector3 rayFrom, camTarget;
m_instancingRenderer->getCameraPosition(rayFrom);
m_instancingRenderer->getCameraTargetPosition(camTarget);
b3Vector3 rayForward = camTarget-rayFrom;
rayForward.normalize();
rayForward*= farPlane;
b3Vector3 rightOffset;
b3Vector3 vertical(0.f,1.f,0.f);
b3Vector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= aspect*2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
b3Vector3 rayToCenter = rayFrom + rayForward;
float texWidth = m_raytraceData->textureWidth;
float texHeight = m_raytraceData->textureHeight;
float widthFactor = (screenWidth/texWidth);
float heightFactor = (screenHeight/texHeight);
//should be screenwidth/height
b3Vector3 dHor = hor * 1./float(screenWidth);
b3Vector3 dVert = vertical * 1./float(screenHeight);
b3Transform rayFromTrans;
rayFromTrans.setIdentity();
rayFromTrans.setOrigin(rayFrom);
b3Transform rayFromLocal;
b3Transform rayToLocal;
m_data->m_np->readbackAllBodiesToCpu();
//create primary rays
rays.resize(m_raytraceData->textureWidth*m_raytraceData->textureHeight);
b3Vector3 rayTo;
b3RayInfo ray;
{
for (int x=0;x<m_raytraceData->textureWidth;x++)
{
for (int y=0;y<m_raytraceData->textureHeight;y++)
{
rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor*widthFactor;
rayTo -= y * dVert*heightFactor;
ray.m_from = rayFrom;
ray.m_to = rayTo;
rays[x+m_raytraceData->textureWidth*y] = ray;
}
}
}
}
b3AlignedObjectArray<b3RayHit> hits;
hits.resize(rays.size());
{
B3_PROFILE("init hits");
for (int i=0;i<hits.size();i++)
{
hits[i].m_hitFraction = 1.f;
}
}
//m_raycaster->castRaysHost(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu());
m_raycaster->castRays(rays, hits, this->m_data->m_np->getNumRigidBodies(), m_data->m_np->getBodiesCpu(), m_data->m_np->getNumCollidablesGpu(), m_data->m_np->getCollidablesCpu(), m_data->m_np->getInternalData());
{
B3_PROFILE("write texels");
for (int i=0;i<hits.size();i++)
{
bool hit = hits[i].m_hitFraction < 1.f;
if (hit)
{
m_raytraceData->m_texels[(i)*3+0] = 128+128.f*hits[i].m_hitNormal.x;
m_raytraceData->m_texels[(i)*3+1] = 128+128.f*hits[i].m_hitNormal.y;
m_raytraceData->m_texels[(i)*3+2] = 128+128.f*hits[i].m_hitNormal.z;
} else
{
m_raytraceData->m_texels[(i)*3+0] = 0;
m_raytraceData->m_texels[(i)*3+1] = 0;
m_raytraceData->m_texels[(i)*3+2] = 0;
}
}
}
GLint err;
err = glGetError();
assert(err==GL_NO_ERROR);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *m_raytraceData->m_texId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_raytraceData->textureWidth, m_raytraceData->textureHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, m_raytraceData->m_texels);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(m_primRenderer);
float color[4] = {1,1,1,0.2};
//float rect[4] = {0,0,m_raytraceData->textureWidth,m_raytraceData->textureHeight};
float rect[4] = {0,0,m_instancingRenderer->getScreenWidth(),m_instancingRenderer->getScreenHeight()};
float u[2] = {0,1};
float v[2] = {0,1};
int useRGBA = 1;
m_primRenderer->drawTexturedRect(rect[0],rect[1],rect[2],rect[3],color,u[0],v[0],u[1],v[1], useRGBA);
err = glGetError();
assert(err==GL_NO_ERROR);
}

View File

@ -2,6 +2,8 @@
#define GPU_CONVEX_SCENE_H
#include "GpuRigidBodyDemo.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
#include "Bullet3OpenCL/Raycast/b3RaycastInfo.h"
class GpuConvexScene : public GpuRigidBodyDemo
{
@ -84,29 +86,7 @@ public:
};
class GpuRaytraceScene : public GpuBoxPlaneScene
{
protected:
struct GpuRaytraceInternalData* m_raytraceData;
public:
GpuRaytraceScene();
virtual ~GpuRaytraceScene();
virtual const char* getName()
{
return "GPURaytrace";
}
static GpuDemo* MyCreateFunc()
{
GpuDemo* demo = new GpuRaytraceScene;
return demo;
}
virtual int createDynamicsObjects(const ConstructionInfo& ci);
void renderScene();
};
#endif //GPU_CONVEX_SCENE_H

View File

@ -155,7 +155,7 @@ void GpuRigidBodyDemo::exitPhysics()
void GpuRigidBodyDemo::renderScene()
{
m_instancingRenderer->RenderScene();
m_instancingRenderer->renderScene();
}
void GpuRigidBodyDemo::clientMoveAndDisplay()
@ -174,6 +174,9 @@ void GpuRigidBodyDemo::clientMoveAndDisplay()
numObjects = m_instancingRenderer->getInstanceCapacity();
}
GLint err = glGetError();
assert(err==GL_NO_ERROR);
b3Vector4* positions = 0;
if (animate && numObjects)
{

View File

@ -0,0 +1,62 @@
#include "ShadowMapDemo.h"
#include "ShadowMapDemoInternalData.h"
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "OpenGLWindow/ShapeData.h"
ShadowMapDemo::ShadowMapDemo()
{
m_shadowData = new ShadowMapDemoInternalData;
}
ShadowMapDemo::~ShadowMapDemo()
{
delete m_shadowData;
}
void ShadowMapDemo::initPhysics(const ConstructionInfo& ci)
{
m_shadowData->m_instancingRenderer = ci.m_instancingRenderer;
int sphereShape = registerGraphicsSphereShape(ci,0.1,false);
float pos[4]={0,3,0,0};
float orn[4]={0,0,0,1};
float color[4]={1,0,0,1};
float scaling[4]={1,1,1,1};
ci.m_instancingRenderer->registerGraphicsInstance(sphereShape,pos,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 boxShape = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
pos[1]=0.f;
scaling[0]=scaling[2]=10.f;
color[0]=1.f;
color[1]=1.f;
color[2]=1.f;
color[3]=1.f;
ci.m_instancingRenderer->registerGraphicsInstance(boxShape ,pos,orn,color,scaling);
m_shadowData->m_instancingRenderer->setCameraTargetPosition(pos);
m_shadowData->m_instancingRenderer->setCameraDistance(15);
ci.m_instancingRenderer->writeTransforms();
}
void ShadowMapDemo::exitPhysics()
{
}
void ShadowMapDemo::renderScene()
{
m_shadowData->m_instancingRenderer->renderScene(B3_CREATE_SHADOWMAP_RENDERMODE);
//m_shadowData->m_instancingRenderer->renderScene();
m_shadowData->m_instancingRenderer->renderScene(B3_USE_SHADOWMAP_RENDERMODE);
}
void ShadowMapDemo::clientMoveAndDisplay()
{
}

View File

@ -0,0 +1,36 @@
#ifndef SHADOW_MAP_DEMO_H
#define SHADOW_MAP_DEMO_H
#include "../GpuDemo.h"
class ShadowMapDemo : public GpuDemo
{
struct ShadowMapDemoInternalData* m_shadowData;
public:
ShadowMapDemo();
virtual ~ShadowMapDemo();
virtual const char* getName()
{
return "ShadowMapDemo";
}
virtual void initPhysics(const ConstructionInfo& ci);
virtual void exitPhysics();
virtual void renderScene();
virtual void clientMoveAndDisplay();
static GpuDemo* MyCreateFunc()
{
GpuDemo* demo = new ShadowMapDemo;
return demo;
}
};
#endif //SHADOW_MAP_DEMO_H

View File

@ -0,0 +1,11 @@
#ifndef SHADOW_MAP_INTERNAL_DATA_H
#define SHADOW_MAP_INTERNAL_DATA_H
struct ShadowMapDemoInternalData
{
class GLInstancingRenderer* m_instancingRenderer;
};
#endif //SHADOW_MAP_INTERNAL_DATA_H

View File

@ -203,12 +203,12 @@ void GpuSoftClothDemo::renderScene()
m_instancingRenderer->updateShape(m_data->m_clothShapeIndex,m_data->m_clothVertices);
}
m_instancingRenderer->RenderScene();
m_instancingRenderer->renderScene();
}
void GpuSoftBodyDemo::renderScene()
{
m_instancingRenderer->RenderScene();
m_instancingRenderer->renderScene();
}
void GpuSoftBodyDemo::clientMoveAndDisplay()

View File

@ -24,7 +24,6 @@ function createProject(vendor)
"gwen"
}
initOpenGL()
initGlew()
@ -34,6 +33,8 @@ function createProject(vendor)
"../../src/Bullet3OpenCL/Initialize/b3OpenCLUtils.h",
"../../btgui/OpenGLWindow/GLInstancingRenderer.cpp",
"../../btgui/OpenGLWindow/GLInstancingRenderer.h",
"../../btgui/OpenGLWindow/GLRenderToTexture.cpp",
"../../btgui/OpenGLWindow/GLRenderToTexture.h",
"../../btgui/OpenGLWindow/GLPrimitiveRenderer.h",
"../../btgui/OpenGLWindow/GLPrimitiveRenderer.cpp",
"../../btgui/OpenGLWindow/LoadShader.cpp",

View File

@ -26,12 +26,27 @@ subject to the following restrictions:
#include <string.h>
//#include "DemoSettings.h"
#include <stdio.h>
#include <assert.h>
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3Quaternion.h"
#include "Bullet3Common/b3Matrix3x3.h"
#include "LoadShader.h"
#include "GLInstanceRendererInternalData.h"
//GLSL shader strings, embedded using build3/stringify
#include "OpenGLWindow/Shaders/pointSpriteVS.h"
#include "OpenGLWindow/Shaders/pointSpritePS.h"
#include "OpenGLWindow/Shaders/instancingVS.h"
#include "OpenGLWindow/Shaders/instancingPS.h"
#include "OpenGLWindow/Shaders/createShadowMapInstancingVS.h"
#include "OpenGLWindow/Shaders/createShadowMapInstancingPS.h"
#include "OpenGLWindow/Shaders/useShadowMapInstancingVS.h"
#include "OpenGLWindow/Shaders/useShadowMapInstancingPS.h"
#include "OpenGLWindow/GLRenderToTexture.h"
//#include "../../opencl/gpu_rigidbody_pipeline/b3GpuNarrowphaseAndSolver.h"//for m_maxNumObjectCapacity
@ -67,6 +82,8 @@ bool m_ortho = false;
static GLfloat projectionMatrix[16];
static GLfloat modelviewMatrix[16];
static GLfloat depthLightModelviewMatrix[16];
static void checkError(const char *functionName)
{
GLenum error;
@ -87,7 +104,7 @@ extern int gShapeIndex;
#include "GLInstanceRendererInternalData.h"
struct InternalDataRenderer : public GLInstanceRendererInternalData
{
@ -108,6 +125,9 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
GLuint m_defaultTexturehandle;
b3AlignedObjectArray<GLuint> m_textureHandles;
GLRenderToTexture* m_shadowMap;
GLuint m_shadowTexture;
InternalDataRenderer() :
m_cameraPosition(b3Vector3(0,0,0)),
m_cameraTargetPosition(b3Vector3(15,2,-24)),
@ -117,7 +137,9 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
//m_ele(25.f),
m_ele(25.f),
m_mouseInitialized(false),
m_mouseButton(0)
m_mouseButton(0),
m_shadowMap(0),
m_shadowTexture(0)
{
@ -129,7 +151,7 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
{
if (b3Fabs(deltax)>b3Fabs(deltay))
{
m_azi -= deltax*0.1;
m_azi -= deltax*0.1f;
} else
{
@ -163,10 +185,10 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
float yDelta = y-m_mouseYpos;
// if (b3Fabs(xDelta)>b3Fabs(yDelta))
// {
m_azi += xDelta*0.1;
m_azi += xDelta*0.1f;
// } else
// {
m_ele += yDelta*0.1;
m_ele += yDelta*0.1f;
// }
}
@ -215,6 +237,8 @@ void b3DefaultKeyboardCallback(int key, int state)
}
static GLuint useShadowMapInstancingShader; // The shadow instancing renderer
static GLuint createShadowMapInstancingShader; // The shadow instancing renderer
static GLuint instancingShader; // The instancing renderer
static GLuint instancingShaderPointSprite; // The point sprite instancing renderer
@ -222,9 +246,20 @@ static GLuint instancingShaderPointSprite; // The point spr
static bool done = false;
static GLint angle_loc = 0;
static GLint useShadow_ModelViewMatrix=0;
static GLint useShadow_ProjectionMatrix=0;
static GLint useShadow_DepthBiasModelViewMatrix=0;
static GLint useShadow_uniform_texture_diffuse = 0;
static GLint useShadow_shadowMap = 0;
static GLint createShadow_ModelViewMatrix=0;
static GLint createShadow_ProjectionMatrix=0;
static GLint createShadow_uniform_texture_diffuse = 0;
static GLint ModelViewMatrix=0;
static GLint ProjectionMatrix=0;
static GLint DepthModelViewMatrix=0;
static GLint uniform_texture_diffuse = 0;
static GLint screenWidthPointSprite=0;
@ -238,7 +273,9 @@ GLInstancingRenderer::GLInstancingRenderer(int maxNumObjectCapacity, int maxShap
:m_maxNumObjectCapacity(maxNumObjectCapacity),
m_maxShapeCapacityInBytes(maxShapeCapacityInBytes),
m_textureenabled(true),
m_textureinitialized(false)
m_textureinitialized(false),
m_screenWidth(0),
m_screenHeight(0)
{
m_data = new InternalDataRenderer;
@ -277,227 +314,8 @@ GLInstancingRenderer::~GLInstancingRenderer()
//used for dynamic loading from disk (default switched off)
//#define MAX_SHADER_LENGTH 8192
//static GLubyte shaderText[MAX_SHADER_LENGTH];
static const char* vertexShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec3 instance_scale;\n"
"\n"
"\n"
"uniform float angle = 0.0;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"out Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"\n"
"out vec3 lightDir,normal,ambient;\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" ambient = vec3(0.3,.3,0.3);\n"
" \n"
" \n"
" vec4 local_normal = (quatRotate3( vertexnormal,q));\n"
" vec3 light_pos = vec3(-0.3,0.1,0.1);\n"
" normal = local_normal.xyz;\n"//normalize(ModelViewMatrix * local_normal).xyz;\n"
"\n"
" lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));\n"
"// lightDir = normalize(vec3(gl_LightSource[0].position));\n"
" \n"
" vec4 axis = vec4(1,1,1,0);\n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);\n"
"\n"
" gl_Position = vertexPos;\n"
" \n"
" fragment.color = instance_color;\n"
" vert.texcoord = uvcoords;\n"
"}\n"
;
static const char* fragmentShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"uniform sampler2D Diffuse;\n"
"\n"
"in vec3 lightDir,normal,ambient;\n"
"\n"
"out vec4 color;\n"
"\n"
"void main_textured(void)\n"
"{\n"
" color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" intensity = max(dot(lightDir,normalize(normal)),0);\n"
" cf = intensity*vec3(1.0,1.0,1.0)+ambient;"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" color = vec4(ct * cf, at * af); \n"
"}\n"
;
static const char* vertexShaderPointSprite= \
"#version 330\n"
"precision highp float;\n"
"\n"
"\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec3 instance_scale;\n"
"\n"
"\n"
"uniform float screenWidth = 700.f;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"\n"
"\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"\n"
"out vec3 ambient;\n"
"\n"
"void main(void)\n"
"{\n"
" ambient = vec3(0.3,.3,0.3);\n"
" \n"
" \n"
" vec4 axis = vec4(1,1,1,0);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);\n"
" vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));\n"
" float dist = length(posEye);\n"
" float pointRadius = 1.f;\n"
" gl_PointSize = instance_scale.x * pointRadius * (screenWidth / dist);\n"
"\n"
" gl_Position = vertexPos;\n"
" \n"
" fragment.color = instance_color;\n"
"}\n"
;
static const char* fragmentShaderPointSprite= \
"#version 330\n"
"precision highp float;\n"
"\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"\n"
"in vec3 ambient;\n"
"\n"
"out vec4 color;\n"
"\n"
"void main_textured(void)\n"
"{\n"
" color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 N;\n"
" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
" float mag = dot(N.xy, N.xy);\n"
" if (mag > 1.0) discard; \n"
" vec4 texel = vec4(1,0,0,1);\n"//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct;\n"
" float at,af;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" vec3 lightDir= vec3(1,0,0);\n"
" float diffuse = max(0.0, dot(lightDir, N));\n"
" color = vec4(ct * diffuse, at * af); \n"
"}\n"
;
@ -572,14 +390,14 @@ void GLInstancingRenderer::writeSingleInstanceTransformToGPU(float* position, fl
void GLInstancingRenderer::writeTransforms()
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glBindBuffer(GL_ARRAY_BUFFER, m_data->m_vbo);
glFlush();
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
char* orgBase = (char*)glMapBuffer( GL_ARRAY_BUFFER,GL_READ_WRITE);
if (orgBase)
@ -650,7 +468,7 @@ void GLInstancingRenderer::writeTransforms()
b3Error("ERROR glMapBuffer failed\n");
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glUnmapBuffer( GL_ARRAY_BUFFER);
//if this glFinish is removed, the animation is not always working/blocks
@ -659,7 +477,7 @@ void GLInstancingRenderer::writeTransforms()
glBindBuffer(GL_ARRAY_BUFFER, 0);//m_data->m_vbo);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
}
@ -708,7 +526,7 @@ int GLInstancingRenderer::registerGraphicsInstance(int shapeIndex, const float*
int GLInstancingRenderer::registerTexture(const unsigned char* texels, int width, int height)
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
int textureIndex = m_data->m_textureHandles.size();
const GLubyte* image= (const GLubyte*)texels;
@ -717,18 +535,18 @@ int GLInstancingRenderer::registerTexture(const unsigned char* texels, int width
glBindTexture(GL_TEXTURE_2D,textureHandle);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width,height,0,GL_RGB,GL_UNSIGNED_BYTE,image);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glGenerateMipmap(GL_TEXTURE_2D);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
m_data->m_textureHandles.push_back(textureHandle);
@ -813,25 +631,41 @@ void GLInstancingRenderer::InitShaders()
int SCALE_BUFFER_SIZE = (m_maxNumObjectCapacity*sizeof(float)*3);
useShadowMapInstancingShader = gltLoadShaderPair(useShadowMapInstancingVertexShader,useShadowMapInstancingFragmentShader);
glLinkProgram(useShadowMapInstancingShader);
glUseProgram(useShadowMapInstancingShader);
useShadow_ModelViewMatrix = glGetUniformLocation(useShadowMapInstancingShader, "ModelViewMatrix");
useShadow_ProjectionMatrix = glGetUniformLocation(useShadowMapInstancingShader, "ProjectionMatrix");
useShadow_DepthBiasModelViewMatrix = glGetUniformLocation(useShadowMapInstancingShader, " DepthBiasModelViewProjectionMatrix");
useShadow_uniform_texture_diffuse = glGetUniformLocation(useShadowMapInstancingShader, "Diffuse");
useShadow_shadowMap = glGetUniformLocation(useShadowMapInstancingShader,"shadowMap");
instancingShaderPointSprite = gltLoadShaderPair(vertexShaderPointSprite,fragmentShaderPointSprite);
glUseProgram(instancingShaderPointSprite);
ModelViewMatrixPointSprite = glGetUniformLocation(instancingShaderPointSprite, "ModelViewMatrix");
ProjectionMatrixPointSprite = glGetUniformLocation(instancingShaderPointSprite, "ProjectionMatrix");
screenWidthPointSprite = glGetUniformLocation(instancingShaderPointSprite, "screenWidth");
createShadowMapInstancingShader = gltLoadShaderPair(createShadowMapInstancingVertexShader,createShadowMapInstancingFragmentShader);
glLinkProgram(createShadowMapInstancingShader);
glUseProgram(createShadowMapInstancingShader);
createShadow_ModelViewMatrix = glGetUniformLocation(createShadowMapInstancingShader, "ModelViewMatrix");
createShadow_ProjectionMatrix = glGetUniformLocation(createShadowMapInstancingShader, "ProjectionMatrix");
createShadow_uniform_texture_diffuse = glGetUniformLocation(createShadowMapInstancingShader, "Diffuse");
glUseProgram(0);
instancingShader = gltLoadShaderPair(vertexShader,fragmentShader);
instancingShader = gltLoadShaderPair(instancingVertexShader,instancingFragmentShader);
glLinkProgram(instancingShader);
glUseProgram(instancingShader);
angle_loc = glGetUniformLocation(instancingShader, "angle");
ModelViewMatrix = glGetUniformLocation(instancingShader, "ModelViewMatrix");
ProjectionMatrix = glGetUniformLocation(instancingShader, "ProjectionMatrix");
uniform_texture_diffuse = glGetUniformLocation(instancingShader, "Diffuse");
glUseProgram(0);
instancingShaderPointSprite = gltLoadShaderPair(pointSpriteVertexShader,pointSpriteFragmentShader);
glUseProgram(instancingShaderPointSprite);
ModelViewMatrixPointSprite = glGetUniformLocation(instancingShaderPointSprite, "ModelViewMatrix");
ProjectionMatrixPointSprite = glGetUniformLocation(instancingShaderPointSprite, "ProjectionMatrix");
screenWidthPointSprite = glGetUniformLocation(instancingShaderPointSprite, "screenWidth");
glUseProgram(0);
//GLuint offset = 0;
@ -860,25 +694,25 @@ void GLInstancingRenderer::InitShaders()
void GLInstancingRenderer::init()
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glClearColor(float(0.7),float(0.7),float(0.7),float(0));
glClearColor(float(0.),float(0.),float(0.4),float(0));
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
{
B3_PROFILE("texture");
@ -923,62 +757,62 @@ void GLInstancingRenderer::init()
glGenTextures(1,(GLuint*)&m_data->m_defaultTexturehandle);
glBindTexture(GL_TEXTURE_2D,m_data->m_defaultTexturehandle);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
#if 0
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
#endif
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256,256,0,GL_RGB,GL_UNSIGNED_BYTE,image);
glGenerateMipmap(GL_TEXTURE_2D);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
delete[] image;
m_textureinitialized=true;
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glBindTexture(GL_TEXTURE_2D,m_data->m_defaultTexturehandle);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
} else
{
glDisable(GL_TEXTURE_2D);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
}
}
//glEnable(GL_COLOR_MATERIAL);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
@ -1018,6 +852,41 @@ void b3CreateFrustum(
}
void b3Matrix4x4Mul(GLfloat aIn[4][4], GLfloat bIn[4][4], GLfloat result[4][4])
{
for (int j=0;j<4;j++)
for (int i=0;i<4;i++)
result[j][i] = aIn[0][i] * bIn[j][0] + aIn[1][i] * bIn[j][1] + aIn[2][i] * bIn[j][2] + aIn[3][i] * bIn[j][3];
}
void b3CreateDiagonalMatrix(GLfloat value, GLfloat result[4][4])
{
for (int i=0;i<4;i++)
{
for (int j=0;j<4;j++)
{
if (i==j)
{
result[i][j] = value;
} else
{
result[i][j] = 0.f;
}
}
}
}
void b3CreateOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar, GLfloat result[4][4])
{
b3CreateDiagonalMatrix(1.f,result);
result[0][0] = 2.f / (right - left);
result[1][1] = 2.f / (top - bottom);
result[2][2] = - 2.f / (zFar - zNear);
result[3][0] = - (right + left) / (right - left);
result[3][1] = - (top + bottom) / (top - bottom);
result[3][2] = - (zFar + zNear) / (zFar - zNear);
}
void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vector3& up, GLfloat result[16])
{
@ -1029,13 +898,19 @@ void b3CreateLookAt(const b3Vector3& eye, const b3Vector3& center,const b3Vec
result[0*4+0] = s.getX();
result[1*4+0] = s.getY();
result[2*4+0] = s.getZ();
result[0*4+1] = u.getX();
result[0*4+1] = u.getX();
result[1*4+1] = u.getY();
result[2*4+1] = u.getZ();
result[0*4+2] =-f.getX();
result[1*4+2] =-f.getY();
result[2*4+2] =-f.getZ();
result[0*4+3] = 0.f;
result[1*4+3] = 0.f;
result[2*4+3] = 0.f;
result[3*4+0] = -s.dot(eye);
result[3*4+1] = -u.dot(eye);
result[3*4+2] = f.dot(eye);
@ -1053,7 +928,7 @@ void GLInstancingRenderer::updateCamera()
{
GLint err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
int m_forwardAxis(2);
@ -1221,8 +1096,82 @@ void GLInstancingRenderer::getMouseDirection(float* dir, int x, int y)
}
void GLInstancingRenderer::RenderScene(void)
//#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "OpenGLTrueTypeFont/stb_image_write.h"
void writeTextureToPng(int textureWidth, int textureHeight, const char* fileName, int numComponents)
{
GLuint err;
err = glGetError();
b3Assert(err==GL_NO_ERROR);
glPixelStorei(GL_PACK_ALIGNMENT,4);
glReadBuffer(GL_NONE);
float* orgPixels = (float*)malloc(textureWidth*textureHeight*numComponents*4);
char* pixels = (char*)malloc(textureWidth*textureHeight*numComponents*4);
glReadPixels(0,0,textureWidth, textureHeight, GL_DEPTH_COMPONENT, GL_FLOAT, orgPixels);
err = glGetError();
b3Assert(err==GL_NO_ERROR);
for (int j=0;j<textureHeight;j++)
{
for (int i=0;i<textureWidth;i++)
{
float val = orgPixels[(j*textureWidth+i)];
if (val!=1.f)
{
//printf("val[i,j]=%f\n", i,j,val);
}
pixels[(j*textureWidth+i)*numComponents]=orgPixels[(j*textureWidth+i)]*255.f;
pixels[(j*textureWidth+i)*numComponents+1]=0.f;//255.f;
pixels[(j*textureWidth+i)*numComponents+2]=0.f;//255.f;
pixels[(j*textureWidth+i)*numComponents+3]=255;
//pixels[(j*textureWidth+i)*+1]=val;
//pixels[(j*textureWidth+i)*numComponents+2]=val;
//pixels[(j*textureWidth+i)*numComponents+3]=255;
}
/* pixels[(j*textureWidth+j)*numComponents]=255;
pixels[(j*textureWidth+j)*numComponents+1]=0;
pixels[(j*textureWidth+j)*numComponents+2]=0;
pixels[(j*textureWidth+j)*numComponents+3]=255;
*/
}
if (0)
{
//swap the pixels
unsigned char tmp;
for (int j=0;j<textureHeight/2;j++)
{
for (int i=0;i<textureWidth;i++)
{
for (int c=0;c<numComponents;c++)
{
tmp = pixels[(j*textureWidth+i)*numComponents+c];
pixels[(j*textureWidth+i)*numComponents+c]=
pixels[((textureHeight-j-1)*textureWidth+i)*numComponents+c];
pixels[((textureHeight-j-1)*textureWidth+i)*numComponents+c] = tmp;
}
}
}
}
stbi_write_png(fileName, textureWidth,textureHeight, numComponents, pixels, textureWidth*numComponents);
free(pixels);
}
void GLInstancingRenderer::renderScene(int renderMode)
{
B3_PROFILE("GLInstancingRenderer::RenderScene");
{
@ -1231,21 +1180,90 @@ void GLInstancingRenderer::RenderScene(void)
}
GLint err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
float depthProjectionMatrix[4][4];
GLfloat depthModelViewMatrix[4][4];
//GLfloat depthModelViewMatrix2[4][4];
// Compute the MVP matrix from the light's point of view
if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
{
if (!m_data->m_shadowMap)
{
glGenTextures(1,&m_data->m_shadowTexture);
glBindTexture(GL_TEXTURE_2D,m_data->m_shadowTexture);
//glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT16,m_screenWidth,m_screenHeight,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
glTexImage2D(GL_TEXTURE_2D,0,GL_DEPTH_COMPONENT32,m_screenWidth,m_screenHeight,0,GL_DEPTH_COMPONENT,GL_FLOAT,0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
m_data->m_shadowMap=new GLRenderToTexture();
m_data->m_shadowMap->init(m_screenWidth,m_screenHeight,m_data->m_shadowTexture,RENDERTEXTURE_DEPTH);
}
m_data->m_shadowMap->enable();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLint err = glGetError();
b3Assert(err==GL_NO_ERROR);
}
b3Vector3 lightPos(0.5f,2,2);//20,15,10);//-13,6,2);// = b3Vector3(0.5f,2,2);
b3CreateOrtho(-10,10,-10,10,-10,200,depthProjectionMatrix);//-14,14,-14,14,1,200, depthProjectionMatrix);
float depthViewMatrix[4][4];
b3Vector3 center(0,0,0);
b3Vector3 up(0,1,0);
b3CreateLookAt(lightPos,center,up,&depthViewMatrix[0][0]);
//b3CreateLookAt(lightPos,m_data->m_cameraTargetPosition,b3Vector3(0,1,0),(float*)depthModelViewMatrix2);
GLfloat depthModelMatrix[4][4];
b3CreateDiagonalMatrix(1.f,depthModelMatrix);
b3Matrix4x4Mul(depthViewMatrix, depthModelMatrix, depthModelViewMatrix);
GLfloat depthMVP[4][4];
b3Matrix4x4Mul(depthProjectionMatrix,depthModelViewMatrix,depthMVP);
GLfloat biasMatrix[4][4]={
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0
};
GLfloat depthBiasMVP[4][4];
b3Matrix4x4Mul(biasMatrix,depthMVP,depthBiasMVP);
float m_frustumZNear=1;
float m_frustumZFar=10000.f;
//b3CreateFrustum(-m_frustumZNear, m_frustumZNear, -m_frustumZNear, m_frustumZNear, m_frustumZNear, m_frustumZFar,(float*)depthProjectionMatrix);
//b3CreateLookAt(lightPos,m_data->m_cameraTargetPosition,b3Vector3(0,0,1),(float*)depthModelViewMatrix);
{
B3_PROFILE("updateCamera");
updateCamera();
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
//render coordinate system
#if 0
glBegin(GL_LINES);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glColor3f(1,0,0);
glVertex3f(0,0,0);
@ -1273,7 +1291,7 @@ void GLInstancingRenderer::RenderScene(void)
glFlush();
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
//updatePos();
@ -1305,14 +1323,14 @@ void GLInstancingRenderer::RenderScene(void)
else
curBindTexture = m_data->m_defaultTexturehandle;
if (lastBindTexture != curBindTexture)
//if (lastBindTexture != curBindTexture)
{
glBindTexture(GL_TEXTURE_2D,curBindTexture);
}
lastBindTexture = curBindTexture;
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
// int myOffset = gfxObj->m_instanceOffset*4*sizeof(float);
int POSITION_BUFFER_SIZE = (totalNumInstances*sizeof(float)*4);
@ -1376,7 +1394,7 @@ void GLInstancingRenderer::RenderScene(void)
//glUniform1i(uniform_texture_diffusePointSprite, 0);
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
glPointSize(20);
#ifndef __APPLE__
@ -1388,12 +1406,50 @@ void GLInstancingRenderer::RenderScene(void)
glDrawElementsInstanced(GL_POINTS, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
} else
{
glUseProgram(instancingShader);
glUniform1f(angle_loc, 0);
glUniformMatrix4fv(ProjectionMatrix, 1, false, &projectionMatrix[0]);
glUniformMatrix4fv(ModelViewMatrix, 1, false, &modelviewMatrix[0]);
glUniform1i(uniform_texture_diffuse, 0);
glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
switch (renderMode)
{
case B3_DEFAULT_RENDERMODE:
{
glUseProgram(instancingShader);
glUniformMatrix4fv(ProjectionMatrix, 1, false, &projectionMatrix[0]);
glUniformMatrix4fv(ModelViewMatrix, 1, false, &modelviewMatrix[0]);
glUniform1i(uniform_texture_diffuse, 0);
glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
break;
}
case B3_CREATE_SHADOWMAP_RENDERMODE:
{
glUseProgram(createShadowMapInstancingShader);
glUniformMatrix4fv(createShadow_ProjectionMatrix, 1, false, &depthProjectionMatrix[0][0]);
glUniformMatrix4fv(createShadow_ModelViewMatrix, 1, false, &depthModelViewMatrix[0][0]);
glUniform1i(createShadow_uniform_texture_diffuse, 0);
glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
break;
}
case B3_USE_SHADOWMAP_RENDERMODE:
{
glUseProgram(useShadowMapInstancingShader);
glUniformMatrix4fv(useShadow_ProjectionMatrix, 1, false, &projectionMatrix[0]);
glUniformMatrix4fv(useShadow_ModelViewMatrix, 1, false, &modelviewMatrix[0]);
glUniformMatrix4fv(useShadow_DepthBiasModelViewMatrix, 1, false, &depthBiasMVP[0][0]);
glUniform1i(useShadow_uniform_texture_diffuse, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_data->m_shadowTexture);
glUniform1i(useShadow_shadowMap,1);
glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, (void*)indexOffset, gfxObj->m_numGraphicsInstances);
break;
}
default:
{
// b3Assert(0);
}
};
}
@ -1402,8 +1458,17 @@ void GLInstancingRenderer::RenderScene(void)
}
curOffset+= gfxObj->m_numGraphicsInstances;
}
if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
{
//writeTextureToPng(m_screenWidth,m_screenHeight,"shadowmap.png",4);
m_data->m_shadowMap->disable();
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
{
B3_PROFILE("glUseProgram(0);");
glUseProgram(0);
@ -1411,8 +1476,11 @@ void GLInstancingRenderer::RenderScene(void)
glBindVertexArray(0);
}
err = glGetError();
assert(err==GL_NO_ERROR);
b3Assert(err==GL_NO_ERROR);
}

View File

@ -29,6 +29,14 @@ enum
B3_GL_POINTS
};
enum
{
B3_DEFAULT_RENDERMODE=1,
//B3_WIREFRAME_RENDERMODE,
B3_CREATE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE,
};
class GLInstancingRenderer
{
@ -52,7 +60,7 @@ public:
void init();
void InitShaders();
void RenderScene(void);
void renderScene(int renderMode=B3_DEFAULT_RENDERMODE);
void CleanupShaders();
void updateShape(int shapeIndex, const float* vertices);

View File

@ -2,37 +2,47 @@
///See http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
#include "GLRenderToTexture.h"
#include "Bullet3Common/b3Scalar.h" // for b3Assert
GLRenderToTexture::GLRenderToTexture()
:m_framebufferName(0)
{
}
void GLRenderToTexture::init(int width, int height)
void GLRenderToTexture::init(int width, int height, GLuint textureId, int renderTextureType)
{
m_renderTextureType = renderTextureType;
glGenFramebuffers(1, &m_framebufferName);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
GLuint m_renderedTexture;
glGenTextures(1, &m_renderedTexture);
// "Bind" the newly created texture : all future texture functions will modify this texture
glBindTexture(GL_TEXTURE_2D, m_renderedTexture);
// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0,GL_RGB, width, height, 0,GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
switch (m_renderTextureType)
{
case RENDERTEXTURE_COLOR:
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureId, 0);
break;
}
case RENDERTEXTURE_DEPTH:
{
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureId, 0);
break;
}
default:
{
b3Assert(0);
}
};
// The depth buffer
glGenRenderbuffers(1, &m_depthrenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_renderedTexture, 0);
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
}
@ -40,9 +50,29 @@ bool GLRenderToTexture::enable()
{
bool status = false;
// Set the list of draw buffers.
GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0,0};
glDrawBuffers(1, drawBuffers);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
switch (m_renderTextureType)
{
case RENDERTEXTURE_COLOR:
{
// Set the list of draw buffers.
GLenum drawBuffers[2] = {GL_COLOR_ATTACHMENT0,0};
glDrawBuffers(1, drawBuffers);
break;
}
case RENDERTEXTURE_DEPTH:
{
glDrawBuffer(GL_NONE);
break;
}
default:
{
b3Assert(0);
}
};
// Always check that our framebuffer is ok
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
@ -50,6 +80,7 @@ bool GLRenderToTexture::enable()
status = true;
}
return status;
}
@ -57,7 +88,6 @@ bool GLRenderToTexture::enable()
void GLRenderToTexture::disable()
{
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glBindTexture(GL_TEXTURE_2D, 0);
}
GLRenderToTexture::~GLRenderToTexture()
@ -65,10 +95,10 @@ GLRenderToTexture::~GLRenderToTexture()
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
if (m_depthrenderbuffer)
{
glDeleteRenderbuffers(1,&m_depthrenderbuffer);
}
if(m_renderedTexture)
glDeleteTextures(1, &m_renderedTexture);
if( m_framebufferName)
{

View File

@ -5,17 +5,22 @@
///See http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-14-render-to-texture/
#include "OpenGLInclude.h"
enum
{
RENDERTEXTURE_COLOR=1,
RENDERTEXTURE_DEPTH,
};
struct GLRenderToTexture
{
GLuint m_framebufferName;
GLuint m_renderedTexture;
GLuint m_depthrenderbuffer;
bool m_initialized;
int m_renderTextureType;
public:
GLRenderToTexture();
void init(int width, int height);
void init(int width, int height, GLuint textureId, int renderTextureType=RENDERTEXTURE_COLOR);
bool enable();
void disable();

View File

@ -0,0 +1,10 @@
#version 330
precision highp float;
layout(location = 0) out float fragmentdepth;
void main(void)
{
fragmentdepth = gl_FragCoord.z;
}

View File

@ -0,0 +1,14 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* createShadowMapInstancingFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"\n"
"layout(location = 0) out float fragmentdepth;\n"
"\n"
"void main(void)\n"
"{\n"
" fragmentdepth = gl_FragCoord.z;\n"
"}\n"
"\n"
;

View File

@ -0,0 +1,60 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* createShadowMapInstancingVertexShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec3 instance_scale;\n"
"\n"
"\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"\n"
"\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix * vec4( (instance_position+localcoord).xyz,1);\n"
" gl_Position = vertexPos;\n"
"}\n"
"\n"
"\n"
;

View File

@ -0,0 +1,56 @@
#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec3 instance_scale;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
void main(void)
{
vec4 q = instance_quaternion;
vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix * vec4( (instance_position+localcoord).xyz,1);
gl_Position = vertexPos;
}

View File

@ -0,0 +1,36 @@
#version 330
precision highp float;
in Fragment
{
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
in vec3 lightDir,normal,ambient;
out vec4 color;
void main_textured(void)
{
color = vec4(0.1,0.2,0.3,0.3);
}
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
vec3 ct,cf;
float intensity,at,af;
intensity = max(dot(lightDir,normalize(normal)),0);
cf = intensity*vec3(1.0,1.0,1.0)+ambient;
af = 1.0;
ct = texel.rgb;
at = texel.a;
color = vec4(ct * cf, at * af);
}

View File

@ -0,0 +1,40 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* instancingFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"uniform sampler2D Diffuse;\n"
"in vec3 lightDir,normal,ambient;\n"
"out vec4 color;\n"
"\n"
"void main_textured(void)\n"
"{\n"
" color = vec4(0.1,0.2,0.3,0.3);\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" intensity = max(dot(lightDir,normalize(normal)),0);\n"
" cf = intensity*vec3(1.0,1.0,1.0)+ambient;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" color = vec4(ct * cf, at * af); \n"
"}\n"
"\n"
;

View File

@ -0,0 +1,82 @@
#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec3 instance_scale;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
out Fragment
{
vec4 color;
} fragment;
out Vert
{
vec2 texcoord;
} vert;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
out vec3 lightDir,normal,ambient;
void main(void)
{
vec4 q = instance_quaternion;
ambient = vec3(0.3,.3,0.3);
vec4 local_normal = (quatRotate3( vertexnormal,q));
vec3 light_pos = vec3(-0.3,0.1,0.1);
normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;
lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));
// lightDir = normalize(vec3(gl_LightSource[0].position));
vec4 axis = vec4(1,1,1,0);
vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);
gl_Position = vertexPos;
fragment.color = instance_color;
vert.texcoord = uvcoords;
}

View File

@ -0,0 +1,86 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* instancingVertexShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec3 instance_scale;\n"
"\n"
"\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"out Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"\n"
"out vec3 lightDir,normal,ambient;\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" ambient = vec3(0.3,.3,0.3);\n"
" \n"
" \n"
" vec4 local_normal = (quatRotate3( vertexnormal,q));\n"
" vec3 light_pos = vec3(-0.3,0.1,0.1);\n"
" normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;\n"
"\n"
" lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));\n"
"// lightDir = normalize(vec3(gl_LightSource[0].position));\n"
" \n"
" vec4 axis = vec4(1,1,1,0);\n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);\n"
"\n"
" gl_Position = vertexPos;\n"
" \n"
" fragment.color = instance_color;\n"
" vert.texcoord = uvcoords;\n"
"}\n"
"\n"
"\n"
;

View File

@ -0,0 +1,37 @@
#version 330
precision highp float;
in Fragment
{
vec4 color;
} fragment;
in vec3 ambient;
out vec4 color;
void main_textured(void)
{
color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;
}
void main(void)
{
vec3 N;
N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
float mag = dot(N.xy, N.xy);
if (mag > 1.0) discard;
vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
vec3 ct;
float at,af;
af = 1.0;
ct = texel.rgb;
at = texel.a;
vec3 lightDir= vec3(1,0,0);
float diffuse = max(0.0, dot(lightDir, N));
color = vec4(ct * diffuse, at * af);
}

View File

@ -0,0 +1,41 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* pointSpriteFragmentShader= \
"\n"
"#version 330\n"
"precision highp float;\n"
"\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"\n"
"in vec3 ambient;\n"
"\n"
"out vec4 color;\n"
"\n"
"void main_textured(void)\n"
"{\n"
" color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
" vec3 N;\n"
" N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);\n"
" float mag = dot(N.xy, N.xy);\n"
" if (mag > 1.0) discard; \n"
" vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct;\n"
" float at,af;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" vec3 lightDir= vec3(1,0,0);\n"
" float diffuse = max(0.0, dot(lightDir, N));\n"
" color = vec4(ct * diffuse, at * af); \n"
"}\n"
"\n"
;

View File

@ -0,0 +1,46 @@
#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec3 instance_scale;
uniform float screenWidth = 700.f;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
out Fragment
{
vec4 color;
} fragment;
//
// vector rotation via quaternion
//
out vec3 ambient;
void main(void)
{
ambient = vec3(0.3,.3,0.3);
vec4 axis = vec4(1,1,1,0);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);
vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));
float dist = length(posEye);
float pointRadius = 1.f;
gl_PointSize = instance_scale.x * pointRadius * (screenWidth / dist);
gl_Position = vertexPos;
fragment.color = instance_color;
}

View File

@ -0,0 +1,50 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* pointSpriteVertexShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec3 instance_scale;\n"
"\n"
"\n"
"uniform float screenWidth = 700.f;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"\n"
"\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"\n"
"out vec3 ambient;\n"
"\n"
"void main(void)\n"
"{\n"
" ambient = vec3(0.3,.3,0.3);\n"
" \n"
" \n"
" vec4 axis = vec4(1,1,1,0);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position);\n"
" vec3 posEye = vec3(ModelViewMatrix * vec4(instance_position.xyz, 1.0));\n"
" float dist = length(posEye);\n"
" float pointRadius = 1.f;\n"
" gl_PointSize = instance_scale.x * pointRadius * (screenWidth / dist);\n"
"\n"
" gl_Position = vertexPos;\n"
" \n"
" fragment.color = instance_color;\n"
"}\n"
"\n"
;

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@ -0,0 +1,40 @@
#version 330 core
//precision highp float;
in Fragment
{
vec4 color;
} fragment;
in Vert
{
vec2 texcoord;
} vert;
uniform sampler2D Diffuse;
uniform sampler2DShadow shadowMap;
in vec3 lightDir,normal,ambient;
in vec4 ShadowCoord;
out vec4 color;
void main(void)
{
vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
vec3 ct,cf;
float intensity,at,af;
intensity = max(dot(lightDir,normalize(normal)),0);
cf = intensity*vec3(1.0,1.0,1.0)+ambient;
af = 1.0;
ct = texel.rgb;
at = texel.a;
float bias = 0.005f;
float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z-bias)/ShadowCoord.w));
color = vec4(ct * cf * visibility, at * af);
}

View File

@ -0,0 +1,44 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* useShadowMapInstancingFragmentShader= \
"#version 330 core\n"
"//precision highp float;\n"
"\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"uniform sampler2D Diffuse;\n"
"uniform sampler2DShadow shadowMap;\n"
"\n"
"in vec3 lightDir,normal,ambient;\n"
"in vec4 ShadowCoord;\n"
"\n"
"out vec4 color;\n"
"\n"
"\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" intensity = max(dot(lightDir,normalize(normal)),0);\n"
" cf = intensity*vec3(1.0,1.0,1.0)+ambient;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" float bias = 0.005f;\n"
" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z-bias)/ShadowCoord.w));\n"
" \n"
" color = vec4(ct * cf * visibility, at * af); \n"
"}\n"
"\n"
;

View File

@ -0,0 +1,86 @@
#version 330 core
//precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec3 instance_scale;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 DepthBiasModelViewProjectionMatrix;
out vec4 ShadowCoord;
out Fragment
{
vec4 color;
} fragment;
out Vert
{
vec2 texcoord;
} vert;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
out vec3 lightDir,normal,ambient;
void main(void)
{
vec4 q = instance_quaternion;
ambient = vec3(0.3,.3,0.3);
vec4 local_normal = (quatRotate3( vertexnormal,q));
vec3 light_pos = vec3(-0.3,0.1,0.1);
normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;
lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));
// lightDir = normalize(vec3(gl_LightSource[0].position));
vec4 axis = vec4(1,1,1,0);
vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);
vec4 vertexPos = ProjectionMatrix * ModelViewMatrix * vec4((instance_position+localcoord).xyz,1);
gl_Position = vertexPos;
ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
fragment.color = instance_color;
vert.texcoord = uvcoords;
}

View File

@ -0,0 +1,90 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* useShadowMapInstancingVertexShader= \
"#version 330 core\n"
"//precision highp float;\n"
"\n"
"\n"
"layout (location = 0) in vec4 position;\n"
"layout (location = 1) in vec4 instance_position;\n"
"layout (location = 2) in vec4 instance_quaternion;\n"
"layout (location = 3) in vec2 uvcoords;\n"
"layout (location = 4) in vec3 vertexnormal;\n"
"layout (location = 5) in vec4 instance_color;\n"
"layout (location = 6) in vec3 instance_scale;\n"
"\n"
"\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
"\n"
"out vec4 ShadowCoord;\n"
"\n"
"out Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"out Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"\n"
"vec4 quatMul ( in vec4 q1, in vec4 q2 )\n"
"{\n"
" vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );\n"
" vec4 dt = q1 * q2;\n"
" float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );\n"
" return vec4 ( im, re );\n"
"}\n"
"\n"
"vec4 quatFromAxisAngle(vec4 axis, in float angle)\n"
"{\n"
" float cah = cos(angle*0.5);\n"
" float sah = sin(angle*0.5);\n"
" float d = inversesqrt(dot(axis,axis));\n"
" vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);\n"
" return q;\n"
"}\n"
"//\n"
"// vector rotation via quaternion\n"
"//\n"
"vec4 quatRotate3 ( in vec3 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"vec4 quatRotate ( in vec4 p, in vec4 q )\n"
"{\n"
" vec4 temp = quatMul ( q, p );\n"
" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
"}\n"
"\n"
"out vec3 lightDir,normal,ambient;\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 q = instance_quaternion;\n"
" ambient = vec3(0.3,.3,0.3);\n"
" \n"
" \n"
" vec4 local_normal = (quatRotate3( vertexnormal,q));\n"
" vec3 light_pos = vec3(-0.3,0.1,0.1);\n"
" normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;\n"
"\n"
" lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));\n"
"// lightDir = normalize(vec3(gl_LightSource[0].position));\n"
" \n"
" vec4 axis = vec4(1,1,1,0);\n"
" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix * vec4((instance_position+localcoord).xyz,1);\n"
"\n"
" gl_Position = vertexPos;\n"
" ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
"\n"
" fragment.color = instance_color;\n"
" vert.texcoord = uvcoords;\n"
"}\n"
"\n"
"\n"
;

View File

@ -28,4 +28,22 @@ premake4 --file=stringifyKernel.lua --kernelfile="../src/Bullet3OpenCL/RigidBody
premake4 --file=stringifyKernel.lua --kernelfile="../src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.cl" --headerfile="../src/Bullet3OpenCL/Raycast/kernels/rayCastKernels.h" --stringname="rayCastKernelCL" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/instancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/instancingVS.h" --stringname="instancingVertexShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/instancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/instancingPS.h" --stringname="instancingFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/pointSpriteVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/pointSpriteVS.h" --stringname="pointSpriteVertexShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/pointSpritePS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/pointSpritePS.h" --stringname="pointSpriteFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingPS.h" --stringname="createShadowMapInstancingFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingVS.h" --stringname="createShadowMapInstancingVertexShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify
pause

View File

@ -0,0 +1,17 @@
rem @echo off
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/instancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/instancingVS.h" --stringname="instancingVertexShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/instancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/instancingPS.h" --stringname="instancingFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/pointSpriteVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/pointSpriteVS.h" --stringname="pointSpriteVertexShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/pointSpritePS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/pointSpritePS.h" --stringname="pointSpriteFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingPS.h" --stringname="createShadowMapInstancingFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/createShadowMapInstancingVS.h" --stringname="createShadowMapInstancingVertexShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify
premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify
pause

View File

@ -194,6 +194,7 @@ cl_platform_id b3OpenCLUtils_getPlatform(int platformIndex0, cl_int* pErrNum)
void b3OpenCLUtils::getPlatformInfo(cl_platform_id platform, b3OpenCLPlatformInfo* platformInfo)
{
b3Assert(platform);
cl_int ciErrNum;
ciErrNum = clGetPlatformInfo( platform,CL_PLATFORM_VENDOR,B3_MAX_STRING_LENGTH,platformInfo->m_platformVendor,NULL);
oclCHECKERROR(ciErrNum,CL_SUCCESS);

View File

@ -105,12 +105,19 @@ typedef struct
} b3OpenCLDeviceInfo;
typedef struct
struct b3OpenCLPlatformInfo
{
char m_platformVendor[B3_MAX_STRING_LENGTH];
char m_platformName[B3_MAX_STRING_LENGTH];
char m_platformVersion[B3_MAX_STRING_LENGTH];
} b3OpenCLPlatformInfo;
b3OpenCLPlatformInfo()
{
m_platformVendor[0]=0;
m_platformName[0]=0;
m_platformVersion[0]=0;
}
};
///C++ API for OpenCL utilities: convenience functions

View File

@ -214,11 +214,16 @@ void b3GpuRaycast::castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3Align
B3_PROFILE("castRaysGPU");
b3OpenCLArray<b3RayInfo> gpuRays(m_data->m_context,m_data->m_q);
gpuRays.copyFromHost(rays);
b3OpenCLArray<b3RayHit> gpuHitResults(m_data->m_context,m_data->m_q);
gpuHitResults.resize(hitResults.size());
gpuHitResults.copyFromHost(hitResults);
{
B3_PROFILE("raycast copyFromHost");
gpuRays.copyFromHost(rays);
gpuHitResults.resize(hitResults.size());
gpuHitResults.copyFromHost(hitResults);
}
//run kernel
@ -243,6 +248,9 @@ void b3GpuRaycast::castRays(const b3AlignedObjectArray<b3RayInfo>& rays, b3Align
}
//copy results
gpuHitResults.copyToHost(hitResults);
{
B3_PROFILE("raycast copyToHost");
gpuHitResults.copyToHost(hitResults);
}
}

View File

@ -281,7 +281,8 @@ __kernel void rayCastKernel(
for (int b=0;b<numBodies;b++)
{
if (hitResults[i].m_hitResult2==b)
continue;
Body body = bodies[b];
float4 pos = body.m_pos;
float4 orn = body.m_quat;
@ -310,6 +311,7 @@ __kernel void rayCastKernel(
if (rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))
{
hitBodyIndex = b;
}
}
}
@ -320,7 +322,6 @@ __kernel void rayCastKernel(
if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))
{
hitBodyIndex = b;
hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);
hitNormal = (float4) (hitPoint-bodies[b].m_pos);
}
}
@ -328,6 +329,7 @@ __kernel void rayCastKernel(
if (hitBodyIndex>=0)
{
hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);
hitResults[i].m_hitFraction = hitFraction;
hitResults[i].m_hitPoint = hitPoint;
hitResults[i].m_hitNormal = normalize(hitNormal);

View File

@ -283,7 +283,8 @@ static const char* rayCastKernelCL= \
"\n"
" for (int b=0;b<numBodies;b++)\n"
" {\n"
"\n"
" if (hitResults[i].m_hitResult2==b)\n"
" continue;\n"
" Body body = bodies[b];\n"
" float4 pos = body.m_pos;\n"
" float4 orn = body.m_quat;\n"
@ -312,6 +313,7 @@ static const char* rayCastKernelCL= \
" if (rayConvex(rayFromLocal, rayToLocal, numFaces, faceOffset,faces, &hitFraction, &hitNormal))\n"
" {\n"
" hitBodyIndex = b;\n"
" \n"
" }\n"
" }\n"
" }\n"
@ -322,7 +324,6 @@ static const char* rayCastKernelCL= \
" if (sphere_intersect(pos, radius, rayFrom, rayTo, &hitFraction))\n"
" {\n"
" hitBodyIndex = b;\n"
" hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);\n"
" hitNormal = (float4) (hitPoint-bodies[b].m_pos);\n"
" }\n"
" }\n"
@ -330,6 +331,7 @@ static const char* rayCastKernelCL= \
"\n"
" if (hitBodyIndex>=0)\n"
" {\n"
" hitPoint = setInterpolate3(rayFrom, rayTo,hitFraction);\n"
" hitResults[i].m_hitFraction = hitFraction;\n"
" hitResults[i].m_hitPoint = hitPoint;\n"
" hitResults[i].m_hitNormal = normalize(hitNormal);\n"