mirror of
https://github.com/bulletphysics/bullet3
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a5669d2ffd
fix shaders, so that shadowed and non-shadowed are matching fix registerGraphicsUnitSphereShape API (level of detail), support textured sphere too add support for textured cube add start for a Tutorial.cpp
41 lines
1.4 KiB
C++
41 lines
1.4 KiB
C++
#ifndef SIMPLE_OPENGL3_APP_H
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#define SIMPLE_OPENGL3_APP_H
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#include "../OpenGLWindow/GLInstancingRenderer.h"
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#include "../OpenGLWindow/GLPrimitiveRenderer.h"
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#include "../CommonInterfaces/CommonWindowInterface.h"
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#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
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struct SimpleOpenGL3App : public CommonGraphicsApp
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{
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struct SimpleInternalData* m_data;
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class GLPrimitiveRenderer* m_primRenderer;
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class GLInstancingRenderer* m_instancingRenderer;
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virtual void setBackgroundColor(float red, float green, float blue);
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SimpleOpenGL3App(const char* title, int width,int height);
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virtual ~SimpleOpenGL3App();
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virtual int registerCubeShape(float halfExtentsX=1.f,float halfExtentsY=1.f, float halfExtentsZ = 1.f, int textureIndex = -1);
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virtual int registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId=-1);
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virtual void registerGrid(int xres, int yres, float color0[4], float color1[4]);
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void dumpNextFrameToPng(const char* pngFilename);
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void dumpFramesToVideo(const char* mp4Filename);
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void drawGrid(DrawGridData data=DrawGridData());
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virtual void setUpAxis(int axis);
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virtual int getUpAxis() const;
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virtual void swapBuffer();
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virtual void drawText( const char* txt, int posX, int posY);
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virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size);
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struct sth_stash* getFontStash();
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};
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#endif //SIMPLE_OPENGL3_APP_H
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