mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 14:10:11 +00:00
f9762d63ab
When running the Example Browser with Basic Example, 'visual leak detector' show no leak. Many other individual examples still leak, so it is work-in-progress. Disabled the profiler window (too many leaks)
164 lines
4.4 KiB
C++
164 lines
4.4 KiB
C++
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#include "OpenGLWindow/SimpleOpenGL3App.h"
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#include "Bullet3Common/b3Quaternion.h"
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#include "Bullet3Common/b3CommandLineArgs.h"
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#include "assert.h"
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#include <stdio.h>
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char* gVideoFileName = 0;
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char* gPngFileName = 0;
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static b3WheelCallback sOldWheelCB = 0;
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static b3ResizeCallback sOldResizeCB = 0;
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static b3MouseMoveCallback sOldMouseMoveCB = 0;
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static b3MouseButtonCallback sOldMouseButtonCB = 0;
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static b3KeyboardCallback sOldKeyboardCB = 0;
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//static b3RenderCallback sOldRenderCB = 0;
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float gWidth = 1024;
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float gHeight = 768;
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void MyWheelCallback(float deltax, float deltay)
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{
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if (sOldWheelCB)
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sOldWheelCB(deltax,deltay);
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}
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void MyResizeCallback( float width, float height)
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{
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gWidth = width;
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gHeight = height;
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if (sOldResizeCB)
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sOldResizeCB(width,height);
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}
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void MyMouseMoveCallback( float x, float y)
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{
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printf("Mouse Move: %f, %f\n", x,y);
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if (sOldMouseMoveCB)
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sOldMouseMoveCB(x,y);
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}
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void MyMouseButtonCallback(int button, int state, float x, float y)
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{
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if (sOldMouseButtonCB)
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sOldMouseButtonCB(button,state,x,y);
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}
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void MyKeyboardCallback(int keycode, int state)
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{
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//keycodes are in examples/CommonInterfaces/CommonWindowInterface.h
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//for example B3G_ESCAPE for escape key
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//state == 1 for pressed, state == 0 for released.
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// use app->m_window->isModifiedPressed(...) to check for shift, escape and alt keys
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printf("MyKeyboardCallback received key:%c in state %d\n",keycode,state);
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if (sOldKeyboardCB)
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sOldKeyboardCB(keycode,state);
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}
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int main(int argc, char* argv[])
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{
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{
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b3CommandLineArgs myArgs(argc, argv);
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SimpleOpenGL3App* app = new SimpleOpenGL3App("SimpleOpenGL3App", gWidth, gHeight, true);
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app->m_instancingRenderer->getActiveCamera()->setCameraDistance(13);
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app->m_instancingRenderer->getActiveCamera()->setCameraPitch(0);
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app->m_instancingRenderer->getActiveCamera()->setCameraTargetPosition(0, 0, 0);
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sOldKeyboardCB = app->m_window->getKeyboardCallback();
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app->m_window->setKeyboardCallback(MyKeyboardCallback);
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sOldMouseMoveCB = app->m_window->getMouseMoveCallback();
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app->m_window->setMouseMoveCallback(MyMouseMoveCallback);
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sOldMouseButtonCB = app->m_window->getMouseButtonCallback();
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app->m_window->setMouseButtonCallback(MyMouseButtonCallback);
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sOldWheelCB = app->m_window->getWheelCallback();
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app->m_window->setWheelCallback(MyWheelCallback);
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sOldResizeCB = app->m_window->getResizeCallback();
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app->m_window->setResizeCallback(MyResizeCallback);
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myArgs.GetCmdLineArgument("mp4_file", gVideoFileName);
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if (gVideoFileName)
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app->dumpFramesToVideo(gVideoFileName);
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myArgs.GetCmdLineArgument("png_file", gPngFileName);
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char fileName[1024];
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int textureWidth = 128;
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int textureHeight = 128;
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unsigned char* image = new unsigned char[textureWidth*textureHeight * 4];
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int textureHandle = app->m_renderer->registerTexture(image, textureWidth, textureHeight);
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int cubeIndex = app->registerCubeShape(1, 1, 1);
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b3Vector3 pos = b3MakeVector3(0, 0, 0);
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b3Quaternion orn(0, 0, 0, 1);
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b3Vector3 color = b3MakeVector3(1, 0, 0);
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b3Vector3 scaling = b3MakeVector3 (1, 1, 1);
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app->m_renderer->registerGraphicsInstance(cubeIndex, pos, orn, color, scaling);
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app->m_renderer->writeTransforms();
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do
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{
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static int frameCount = 0;
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frameCount++;
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if (gPngFileName)
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{
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printf("gPngFileName=%s\n", gPngFileName);
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sprintf(fileName, "%s%d.png", gPngFileName, frameCount++);
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app->dumpNextFrameToPng(fileName);
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}
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//update the texels of the texture using a simple pattern, animated using frame index
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for (int y = 0; y < textureHeight; ++y)
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{
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const int t = (y + frameCount) >> 4;
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unsigned char* pi = image + y*textureWidth * 3;
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for (int x = 0; x < textureWidth; ++x)
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{
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const int s = x >> 4;
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const unsigned char b = 180;
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unsigned char c = b + ((s + (t & 1)) & 1)*(255 - b);
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pi[0] = pi[1] = pi[2] = pi[3] = c; pi += 3;
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}
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}
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app->m_renderer->activateTexture(textureHandle);
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app->m_renderer->updateTexture(textureHandle, image);
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float color[4] = { 255, 1, 1, 1 };
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app->m_primRenderer->drawTexturedRect(100, 200, gWidth / 2 - 50, gHeight / 2 - 50, color, 0, 0, 1, 1, true);
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app->m_instancingRenderer->init();
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app->m_instancingRenderer->updateCamera();
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app->m_renderer->renderScene();
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app->drawGrid();
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char bla[1024];
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sprintf(bla, "Simple test frame %d", frameCount);
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app->drawText(bla, 10, 10);
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app->swapBuffer();
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} while (!app->m_window->requestedExit());
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delete app;
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delete[] image;
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}
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return 0;
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}
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