mirror of
https://github.com/bulletphysics/bullet3
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4759e5a590
GLInstancingRenderer: allow to set the light position
123 lines
4.2 KiB
C++
123 lines
4.2 KiB
C++
#ifndef COMMON_RENDER_INTERFACE_H
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#define COMMON_RENDER_INTERFACE_H
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struct CommonCameraInterface;
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enum
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{
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B3_GL_TRIANGLES = 1,
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B3_GL_POINTS
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};
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enum
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{
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B3_DEFAULT_RENDERMODE=1,
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//B3_WIREFRAME_RENDERMODE,
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B3_CREATE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE,
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};
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struct CommonRenderInterface
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{
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virtual ~CommonRenderInterface() {}
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virtual void init()=0;
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virtual void updateCamera(int upAxis)=0;
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virtual void removeAllInstances() = 0;
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virtual const CommonCameraInterface* getActiveCamera() const =0;
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virtual CommonCameraInterface* getActiveCamera()=0;
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virtual void setActiveCamera(CommonCameraInterface* cam)=0;
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virtual void setLightPosition(const float lightPos[3]) = 0;
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virtual void setLightPosition(const double lightPos[3]) = 0;
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virtual void renderScene()=0;
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virtual void renderSceneInternal(int renderMode=B3_DEFAULT_RENDERMODE){};
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virtual int getScreenWidth() = 0;
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virtual int getScreenHeight() = 0;
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virtual void resize(int width, int height) = 0;
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virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)=0;
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virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)=0;
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virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)=0;
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virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) = 0;
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virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
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virtual void drawPoint(const float* position, const float color[4], float pointDrawSize)=0;
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virtual void drawPoint(const double* position, const double color[4], double pointDrawSize)=0;
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virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1)=0;
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virtual void updateShape(int shapeIndex, const float* vertices)=0;
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virtual int registerTexture(const unsigned char* texels, int width, int height)=0;
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virtual void updateTexture(int textureIndex, const unsigned char* texels)=0;
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virtual void activateTexture(int textureIndex)=0;
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virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)=0;
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virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)=0;
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virtual void writeSingleInstanceColorToCPU(float* color, int srcIndex)=0;
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virtual void writeSingleInstanceColorToCPU(double* color, int srcIndex)=0;
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virtual void writeSingleInstanceScaleToCPU(float* scale, int srcIndex)=0;
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virtual void writeSingleInstanceScaleToCPU(double* scale, int srcIndex)=0;
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virtual int getTotalNumInstances() const = 0;
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virtual void writeTransforms()=0;
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virtual void enableBlend(bool blend)=0;
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virtual void clearZBuffer()=0;
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//This is internal access to OpenGL3+ features, mainly used for OpenCL-OpenGL interop
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//Only the GLInstancingRenderer supports it, just return 0 otherwise.
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virtual struct GLInstanceRendererInternalData* getInternalData()=0;
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};
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template <typename T>
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inline int projectWorldCoordToScreen(T objx, T objy, T objz,
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const T modelMatrix[16],
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const T projMatrix[16],
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const int viewport[4],
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T *winx, T *winy, T *winz)
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{
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int i;
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T in2[4];
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T tmp[4];
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in2[0]=objx;
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in2[1]=objy;
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in2[2]=objz;
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in2[3]=T(1.0);
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for (i=0; i<4; i++)
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{
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tmp[i] = in2[0] * modelMatrix[0*4+i] + in2[1] * modelMatrix[1*4+i] +
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in2[2] * modelMatrix[2*4+i] + in2[3] * modelMatrix[3*4+i];
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}
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T out[4];
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for (i=0; i<4; i++)
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{
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out[i] = tmp[0] * projMatrix[0*4+i] + tmp[1] * projMatrix[1*4+i] + tmp[2] * projMatrix[2*4+i] + tmp[3] * projMatrix[3*4+i];
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}
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if (out[3] == T(0.0))
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return 0;
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out[0] /= out[3];
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out[1] /= out[3];
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out[2] /= out[3];
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/* Map x, y and z to range 0-1 */
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out[0] = out[0] * T(0.5) + T(0.5);
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out[1] = out[1] * T(0.5) + T(0.5);
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out[2] = out[2] * T(0.5) + T(0.5);
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/* Map x,y to viewport */
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out[0] = out[0] * viewport[2] + viewport[0];
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out[1] = out[1] * viewport[3] + viewport[1];
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*winx=out[0];
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*winy=out[1];
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*winz=out[2];
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return 1;
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}
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#endif//COMMON_RENDER_INTERFACE_H
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