mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-13 13:20:07 +00:00
1452cae641
1) allow to render deformables in 'getCameraImage', for TinyRenderer (tested OK) and EGL (untested) 2) allow to have textures for deformables. See deformable_ball.py, deformable_anchor.py and deformable_torus.py for examples 3) deformables: allow to request simulation mesh data (even if there is a render mesh) See deformable_anchor.py for an example usage data = p.getMeshData(clothId, -1, flags=p.MESH_DATA_SIMULATION_MESH) 4) fix deletion of deformables, thanks to Fychuyan, https://github.com/bulletphysics/bullet3/pull/3048 5) allow to enable and disable double-sided rendering, p.changeVisualShape(objectUid, linkIndex, flags=p.VISUAL_SHAPE_DOUBLE_SIDED) 6) fix GripperGraspExample, model not found 7) Fix deformable anchor not attaching to multibody with object unique id of 0 8) Fix issue with assignment of unique ids in TinyRenderer/EGL renderer (always use broadphase uid) 9) Avoid crash/issue of simulation with pinned vertices (mass 0) in btDeformableBackwardEulerObjective::applyExplicitForce 10) Store uv/normal in btSoftBody::RenderNode to allow textured meshes 11) (uncomment in btSoftBodyHelpers.cpp): dump vertices and indices in obj wavefront format, when loading a VTK file, for quicker creation of a (textured) surface mesh 12) allow interpolateRenderMesh also for old position-based soft bodies (not only the shiny new FEM deformables) 13) fix a few premake targets 14) update build_visual_studio_vr_pybullet_double_cmake.bat so it suits c:\python37 and installs locally for local install of Bullet, see also this example https://github.com/erwincoumans/hello_bullet_cmake
157 lines
6.7 KiB
C++
157 lines
6.7 KiB
C++
/*
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Copyright (c) 2012 Advanced Micro Devices, Inc.
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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//Originally written by Erwin Coumans
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#ifndef GL_INSTANCING_RENDERER_H
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#define GL_INSTANCING_RENDERER_H
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "../CommonInterfaces/CommonRenderInterface.h"
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#include "SimpleCamera.h"
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class GLInstancingRenderer : public CommonRenderInterface
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{
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b3AlignedObjectArray<struct b3GraphicsInstance*> m_graphicsInstances;
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struct InternalDataRenderer* m_data;
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bool m_textureenabled;
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bool m_textureinitialized;
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int m_screenWidth;
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int m_screenHeight;
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int m_upAxis;
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int m_planeReflectionShapeIndex;
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int registerGraphicsInstanceInternal(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
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void rebuildGraphicsInstances();
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public:
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GLInstancingRenderer(int m_maxObjectCapacity, int maxShapeCapacityInBytes = 56 * 1024 * 1024);
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virtual ~GLInstancingRenderer();
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virtual void init();
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virtual void renderScene();
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virtual void renderSceneInternal(int orgRenderMode = B3_DEFAULT_RENDERMODE);
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void InitShaders();
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void CleanupShaders();
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virtual void removeAllInstances();
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virtual void removeGraphicsInstance(int instanceUid);
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virtual void updateShape(int shapeIndex, const float* vertices, int numVertices);
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///vertices must be in the format x,y,z, nx,ny,nz, u,v
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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);
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virtual int registerTexture(const unsigned char* texels, int width, int height, bool flipPixelsY = true);
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virtual void updateTexture(int textureIndex, const unsigned char* texels, bool flipPixelsY = true);
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virtual void activateTexture(int textureIndex);
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virtual void replaceTexture(int shapeIndex, int textureId);
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virtual int getShapeIndexFromInstance(int srcIndex);
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virtual void removeTexture(int textureIndex);
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///position x,y,z, quaternion x,y,z,w, color r,g,b,a, scaling x,y,z
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virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
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virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling);
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void writeTransforms();
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virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex);
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virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex);
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virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
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{
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float pos[4];
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float orn[4];
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pos[0] = (float)position[0];
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pos[1] = (float)position[1];
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pos[2] = (float)position[2];
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pos[3] = (float)position[3];
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orn[0] = (float)orientation[0];
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orn[1] = (float)orientation[1];
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orn[2] = (float)orientation[2];
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orn[3] = (float)orientation[3];
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writeSingleInstanceTransformToCPU(pos, orn, srcIndex);
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}
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virtual void readSingleInstanceTransformFromCPU(int srcIndex, float* position, float* orientation);
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virtual void writeSingleInstanceTransformToGPU(float* position, float* orientation, int srcIndex);
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virtual void writeSingleInstanceColorToCPU(const float* color, int srcIndex);
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virtual void writeSingleInstanceColorToCPU(const double* color, int srcIndex);
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virtual void writeSingleInstanceFlagsToCPU(int flags, int srcIndex2);
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virtual void writeSingleInstanceSpecularColorToCPU(const double* specular, int srcIndex2);
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virtual void writeSingleInstanceSpecularColorToCPU(const float* specular, int srcIndex2);
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virtual void writeSingleInstanceScaleToCPU(const float* scale, int srcIndex);
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virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex);
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virtual struct GLInstanceRendererInternalData* getInternalData();
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virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth = 1);
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virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth = 1);
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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);
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virtual void drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize);
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virtual void drawPoint(const float* position, const float color[4], float pointSize = 1);
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virtual void drawPoint(const double* position, const double color[4], double pointDrawSize = 1);
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virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex = -1, int vertexLayout = 0);
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virtual void updateCamera(int upAxis = 1);
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virtual const CommonCameraInterface* getActiveCamera() const;
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virtual CommonCameraInterface* getActiveCamera();
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virtual void setActiveCamera(CommonCameraInterface* cam);
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virtual void setLightPosition(const float lightPos[3]);
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virtual void setLightPosition(const double lightPos[3]);
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virtual void setShadowMapResolution(int shadowMapResolution);
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virtual void setShadowMapIntensity(double shadowMapIntensity);
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virtual void setShadowMapWorldSize(float worldSize);
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void setLightSpecularIntensity(const float lightSpecularIntensity[3]);
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virtual void setProjectiveTextureMatrices(const float viewMatrix[16], const float projectionMatrix[16]);
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virtual void setProjectiveTexture(bool useProjectiveTexture);
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virtual void resize(int width, int height);
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virtual int getScreenWidth()
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{
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return m_screenWidth;
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}
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virtual int getScreenHeight()
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{
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return m_screenHeight;
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}
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virtual int getMaxShapeCapacity() const;
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virtual int getInstanceCapacity() const;
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virtual int getTotalNumInstances() const;
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virtual void enableShadowMap();
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virtual void setPlaneReflectionShapeIndex(int index);
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virtual void clearZBuffer();
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virtual void setRenderFrameBuffer(unsigned int renderFrameBuffer);
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};
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#endif //GL_INSTANCING_RENDERER_H
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