#include "OpenGLGuiHelper.h" #include "btBulletDynamicsCommon.h" #include "../CommonInterfaces/CommonGraphicsAppInterface.h" #include "../CommonInterfaces/CommonRenderInterface.h" #include "Bullet3Common/b3Scalar.h" #include "CollisionShape2TriangleMesh.h" #include "../OpenGLWindow/SimpleCamera.h" #include "../OpenGLWindow/GLInstanceGraphicsShape.h" //backwards compatibility #include "GL_ShapeDrawer.h" #define BT_LINE_BATCH_SIZE 512 struct MyDebugVec3 { MyDebugVec3(const btVector3& org) :x(org.x()), y(org.y()), z(org.z()) { } float x; float y; float z; }; ATTRIBUTE_ALIGNED16( class )MyDebugDrawer : public btIDebugDraw { CommonGraphicsApp* m_glApp; int m_debugMode; btAlignedObjectArray m_linePoints; btAlignedObjectArray m_lineIndices; btVector3 m_currentLineColor; DefaultColors m_ourColors; public: BT_DECLARE_ALIGNED_ALLOCATOR(); MyDebugDrawer(CommonGraphicsApp* app) : m_glApp(app) ,m_debugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb), m_currentLineColor(-1,-1,-1) { } virtual DefaultColors getDefaultColors() const { return m_ourColors; } ///the default implementation for setDefaultColors has no effect. A derived class can implement it and store the colors. virtual void setDefaultColors(const DefaultColors& colors) { m_ourColors = colors; } virtual void drawLine(const btVector3& from1,const btVector3& to1,const btVector3& color1) { //float from[4] = {from1[0],from1[1],from1[2],from1[3]}; //float to[4] = {to1[0],to1[1],to1[2],to1[3]}; //float color[4] = {color1[0],color1[1],color1[2],color1[3]}; //m_glApp->m_instancingRenderer->drawLine(from,to,color); if (m_currentLineColor!=color1 || m_linePoints.size() >= BT_LINE_BATCH_SIZE) { flushLines(); m_currentLineColor = color1; } MyDebugVec3 from(from1); MyDebugVec3 to(to1); m_linePoints.push_back(from); m_linePoints.push_back(to); m_lineIndices.push_back(m_lineIndices.size()); m_lineIndices.push_back(m_lineIndices.size()); } virtual void drawContactPoint(const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color) { drawLine(PointOnB,PointOnB+normalOnB*distance,color); btVector3 ncolor(0, 0, 0); drawLine(PointOnB, PointOnB + normalOnB*0.01, ncolor); } virtual void reportErrorWarning(const char* warningString) { } virtual void draw3dText(const btVector3& location,const char* textString) { } virtual void setDebugMode(int debugMode) { m_debugMode = debugMode; } virtual int getDebugMode() const { return m_debugMode; } virtual void flushLines() { int sz = m_linePoints.size(); if (sz) { float debugColor[4]; debugColor[0] = m_currentLineColor.x(); debugColor[1] = m_currentLineColor.y(); debugColor[2] = m_currentLineColor.z(); debugColor[3] = 1.f; m_glApp->m_renderer->drawLines(&m_linePoints[0].x,debugColor, m_linePoints.size(),sizeof(MyDebugVec3), &m_lineIndices[0], m_lineIndices.size(), 1); m_linePoints.clear(); m_lineIndices.clear(); } } }; static btVector4 sColors[4] = { btVector4(0.3,0.3,1,1), btVector4(0.6,0.6,1,1), btVector4(0,1,0,1), btVector4(0,1,1,1), //btVector4(1,1,0,1), }; struct OpenGLGuiHelperInternalData { struct CommonGraphicsApp* m_glApp; class MyDebugDrawer* m_debugDraw; GL_ShapeDrawer* m_gl2ShapeDrawer; bool m_vrMode; int m_vrSkipShadowPass; btAlignedObjectArray m_rgbaPixelBuffer1; btAlignedObjectArray m_depthBuffer1; OpenGLGuiHelperInternalData() :m_vrMode(false), m_vrSkipShadowPass(0) { } }; void OpenGLGuiHelper::setVRMode(bool vrMode) { m_data->m_vrMode = vrMode; m_data->m_vrSkipShadowPass = 0; } OpenGLGuiHelper::OpenGLGuiHelper(CommonGraphicsApp* glApp, bool useOpenGL2) { m_data = new OpenGLGuiHelperInternalData; m_data->m_glApp = glApp; m_data->m_debugDraw = 0; m_data->m_gl2ShapeDrawer = 0; if (useOpenGL2) { m_data->m_gl2ShapeDrawer = new GL_ShapeDrawer(); } } OpenGLGuiHelper::~OpenGLGuiHelper() { delete m_data->m_debugDraw; delete m_data->m_gl2ShapeDrawer; delete m_data; } struct CommonRenderInterface* OpenGLGuiHelper::getRenderInterface() { return m_data->m_glApp->m_renderer; } void OpenGLGuiHelper::createRigidBodyGraphicsObject(btRigidBody* body, const btVector3& color) { createCollisionObjectGraphicsObject(body,color); } void OpenGLGuiHelper::createCollisionObjectGraphicsObject(btCollisionObject* body, const btVector3& color) { if (body->getUserIndex()<0) { btCollisionShape* shape = body->getCollisionShape(); btTransform startTransform = body->getWorldTransform(); int graphicsShapeId = shape->getUserIndex(); if (graphicsShapeId>=0) { // btAssert(graphicsShapeId >= 0); //the graphics shape is already scaled btVector3 localScaling(1,1,1); int graphicsInstanceId = m_data->m_glApp->m_renderer->registerGraphicsInstance(graphicsShapeId, startTransform.getOrigin(), startTransform.getRotation(), color, localScaling); body->setUserIndex(graphicsInstanceId); } } } int OpenGLGuiHelper::registerTexture(const unsigned char* texels, int width, int height) { int textureId = m_data->m_glApp->m_renderer->registerTexture(texels,width,height); return textureId; } int OpenGLGuiHelper::registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureId) { int shapeId = m_data->m_glApp->m_renderer->registerShape(vertices, numvertices,indices,numIndices,primitiveType, textureId); return shapeId; } int OpenGLGuiHelper::registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) { return m_data->m_glApp->m_renderer->registerGraphicsInstance(shapeIndex,position,quaternion,color,scaling); } void OpenGLGuiHelper::removeAllGraphicsInstances() { m_data->m_glApp->m_renderer->removeAllInstances(); } void OpenGLGuiHelper::createCollisionShapeGraphicsObject(btCollisionShape* collisionShape) { //already has a graphics object? if (collisionShape->getUserIndex()>=0) return; btAlignedObjectArray gfxVertices; btAlignedObjectArray indices; btTransform startTrans;startTrans.setIdentity(); { btAlignedObjectArray vertexPositions; btAlignedObjectArray vertexNormals; CollisionShape2TriangleMesh(collisionShape,startTrans,vertexPositions,vertexNormals,indices); gfxVertices.resize(vertexPositions.size()); for (int i=0;isetUserIndex(shapeId); } } void OpenGLGuiHelper::syncPhysicsToGraphics(const btDiscreteDynamicsWorld* rbWorld) { //in VR mode, we skip the synchronization for the second eye if (m_data->m_vrMode && m_data->m_vrSkipShadowPass==1) return; int numCollisionObjects = rbWorld->getNumCollisionObjects(); { B3_PROFILE("write all InstanceTransformToCPU"); for (int i = 0; igetCollisionObjectArray()[i]; btVector3 pos = colObj->getWorldTransform().getOrigin(); btQuaternion orn = colObj->getWorldTransform().getRotation(); int index = colObj->getUserIndex(); if (index >= 0) { m_data->m_glApp->m_renderer->writeSingleInstanceTransformToCPU(pos, orn, index); } } } { B3_PROFILE("writeTransforms"); m_data->m_glApp->m_renderer->writeTransforms(); } } void OpenGLGuiHelper::render(const btDiscreteDynamicsWorld* rbWorld) { if (m_data->m_vrMode) { //in VR, we skip the shadow generation for the second eye if (m_data->m_vrSkipShadowPass>=1) { m_data->m_glApp->m_renderer->renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE); m_data->m_vrSkipShadowPass=0; } else { m_data->m_glApp->m_renderer->renderScene(); m_data->m_vrSkipShadowPass++; } } else { m_data->m_glApp->m_renderer->renderScene(); } //backwards compatible OpenGL2 rendering if (m_data->m_gl2ShapeDrawer && rbWorld) { m_data->m_gl2ShapeDrawer->enableTexture(true); m_data->m_gl2ShapeDrawer->drawScene(rbWorld,true, m_data->m_glApp->getUpAxis()); } } void OpenGLGuiHelper::createPhysicsDebugDrawer(btDiscreteDynamicsWorld* rbWorld) { btAssert(rbWorld); m_data->m_debugDraw = new MyDebugDrawer(m_data->m_glApp); rbWorld->setDebugDrawer(m_data->m_debugDraw ); m_data->m_debugDraw->setDebugMode( btIDebugDraw::DBG_DrawWireframe +btIDebugDraw::DBG_DrawAabb //btIDebugDraw::DBG_DrawContactPoints ); } struct Common2dCanvasInterface* OpenGLGuiHelper::get2dCanvasInterface() { return m_data->m_glApp->m_2dCanvasInterface; } CommonParameterInterface* OpenGLGuiHelper::getParameterInterface() { return m_data->m_glApp->m_parameterInterface; } void OpenGLGuiHelper::setUpAxis(int axis) { m_data->m_glApp->setUpAxis(axis); } extern bool useShadowMap; extern bool visualWireframe; extern bool renderGui; #include "../SharedMemory/SharedMemoryPublic.h" void OpenGLGuiHelper::setVisualizerFlag(int flag, int enable) { //temporary direct access if (flag == COV_ENABLE_SHADOWS) { useShadowMap = enable; } if (flag == COV_ENABLE_GUI) { renderGui = enable; } if (flag == COV_ENABLE_WIREFRAME) { visualWireframe = enable; } } void OpenGLGuiHelper::resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ) { if (getRenderInterface() && getRenderInterface()->getActiveCamera()) { getRenderInterface()->getActiveCamera()->setCameraDistance(camDist); getRenderInterface()->getActiveCamera()->setCameraPitch(pitch); getRenderInterface()->getActiveCamera()->setCameraYaw(yaw); getRenderInterface()->getActiveCamera()->setCameraTargetPosition(camPosX,camPosY,camPosZ); } } void OpenGLGuiHelper::copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16], unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels, int* segmentationMaskBuffer, int segmentationMaskBufferSizeInPixels, int startPixelIndex, int destinationWidth, int destinationHeight, int* numPixelsCopied) { int sourceWidth = m_data->m_glApp->m_window->getWidth()*m_data->m_glApp->m_window->getRetinaScale(); int sourceHeight = m_data->m_glApp->m_window->getHeight()*m_data->m_glApp->m_window->getRetinaScale(); if (numPixelsCopied) *numPixelsCopied = 0; int numTotalPixels = destinationWidth*destinationHeight; int numRemainingPixels = numTotalPixels - startPixelIndex; int numBytesPerPixel = 4;//RGBA int numRequestedPixels = btMin(rgbaBufferSizeInPixels,numRemainingPixels); if (numRequestedPixels) { if (startPixelIndex==0) { CommonCameraInterface* oldCam = getRenderInterface()->getActiveCamera(); SimpleCamera tempCam; getRenderInterface()->setActiveCamera(&tempCam); getRenderInterface()->getActiveCamera()->setVRCamera(viewMatrix,projectionMatrix); getRenderInterface()->renderScene(); getRenderInterface()->setActiveCamera(oldCam); { btAlignedObjectArray sourceRgbaPixelBuffer; btAlignedObjectArray sourceDepthBuffer; //copy the image into our local cache sourceRgbaPixelBuffer.resize(sourceWidth*sourceHeight*numBytesPerPixel); sourceDepthBuffer.resize(sourceWidth*sourceHeight); m_data->m_glApp->getScreenPixels(&(sourceRgbaPixelBuffer[0]),sourceRgbaPixelBuffer.size(), &sourceDepthBuffer[0],sizeof(float)*sourceDepthBuffer.size()); m_data->m_rgbaPixelBuffer1.resize(destinationWidth*destinationHeight*numBytesPerPixel); m_data->m_depthBuffer1.resize(destinationWidth*destinationHeight); //rescale and flip for (int i=0;im_rgbaPixelBuffer1[(i+j*destinationWidth)*4+0] = sourceRgbaPixelBuffer[sourcePixelIndex+0]; m_data->m_rgbaPixelBuffer1[(i+j*destinationWidth)*4+1] = sourceRgbaPixelBuffer[sourcePixelIndex+1]; m_data->m_rgbaPixelBuffer1[(i+j*destinationWidth)*4+2] = sourceRgbaPixelBuffer[sourcePixelIndex+2]; m_data->m_rgbaPixelBuffer1[(i+j*destinationWidth)*4+3] = 255; m_data->m_depthBuffer1[i+j*destinationWidth] = sourceDepthBuffer[sourceDepthIndex]; } } } } if (pixelsRGBA) { for (int i=0;im_rgbaPixelBuffer1[i+startPixelIndex*numBytesPerPixel]; } } if (depthBuffer) { for (int i=0;im_depthBuffer1[i+startPixelIndex]; } } if (numPixelsCopied) *numPixelsCopied = numRequestedPixels; } } struct MyConvertPointerSizeT { union { const void* m_ptr; size_t m_int; }; }; bool shapePointerCompareFunc(const btCollisionObject* colA, const btCollisionObject* colB) { MyConvertPointerSizeT a,b; a.m_ptr = colA->getCollisionShape(); b.m_ptr = colB->getCollisionShape(); return (a.m_int sortedObjects; sortedObjects.reserve(rbWorld->getNumCollisionObjects()); for (int i=0;igetNumCollisionObjects();i++) { btCollisionObject* colObj = rbWorld->getCollisionObjectArray()[i]; sortedObjects.push_back(colObj); } sortedObjects.quickSort(shapePointerCompareFunc); for (int i=0;igetCollisionShape()); int colorIndex = colObj->getBroadphaseHandle()->getUid() & 3; btVector3 color= sColors[colorIndex]; createCollisionObjectGraphicsObject(colObj,color); } } void OpenGLGuiHelper::drawText3D( const char* txt, float posX, float posY, float posZ, float size) { B3_PROFILE("OpenGLGuiHelper::drawText3D"); btAssert(m_data->m_glApp); m_data->m_glApp->drawText3D(txt,posX,posY,posZ,size); } struct CommonGraphicsApp* OpenGLGuiHelper::getAppInterface() { return m_data->m_glApp; }