mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-15 06:00:12 +00:00
02582e3a78
add test for VR HUD/sub-titles fix issue in previous commit, partial string use %.8s not %8.s use long long int in b3Clock fix warning/error in pointer alignment in serialization Fix pybullet Windows compilation. (thanks to bkeys/https://github.com/bulletphysics/bullet3/pull/687)
181 lines
4.7 KiB
C++
181 lines
4.7 KiB
C++
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#include "SimpleOpenGL2Renderer.h"
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#include "OpenGL2Include.h"
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#include "Bullet3Common/b3Vector3.h"
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SimpleOpenGL2Renderer::SimpleOpenGL2Renderer(int width, int height)
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:m_width(width),
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m_height(height)
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{
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}
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void SimpleOpenGL2Renderer::init()
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{
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}
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const CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera() const
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{
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return &m_camera;
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}
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CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera()
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{
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return &m_camera;
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}
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void SimpleOpenGL2Renderer::setActiveCamera(CommonCameraInterface* cam)
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{
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b3Assert(0);//not supported yet
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}
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void SimpleOpenGL2Renderer::updateCamera(int upAxis)
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{
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float projection[16];
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float view[16];
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m_camera.setAspectRatio((float)m_width/(float)m_height);
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m_camera.update();
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m_camera.getCameraProjectionMatrix(projection);
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m_camera.getCameraViewMatrix(view);
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GLfloat projMat[16];
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GLfloat viewMat[16];
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for (int i=0;i<16;i++)
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{
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viewMat[i] = view[i];
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projMat[i] = projection[i];
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}
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMultMatrixf(projMat);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMultMatrixf(viewMat);
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}
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void SimpleOpenGL2Renderer::removeAllInstances()
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{
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}
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void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(float* color, int srcIndex)
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{
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}
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void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(double* color, int srcIndex)
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{
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}
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void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(float* scale, int srcIndex)
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{
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}
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void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(double* scale, int srcIndex)
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{
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}
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int SimpleOpenGL2Renderer::getTotalNumInstances() const
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{
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return 0;
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}
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void SimpleOpenGL2Renderer::getCameraViewMatrix(float viewMat[16]) const
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{
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b3Assert(0);
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}
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void SimpleOpenGL2Renderer::getCameraProjectionMatrix(float projMat[16]) const
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{
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b3Assert(0);
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}
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void SimpleOpenGL2Renderer::renderScene()
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{
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}
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int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling)
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{
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return 0;
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}
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int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling)
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{
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return 0;
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}
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void SimpleOpenGL2Renderer::drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize)
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{
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int pointStrideInFloats = pointStrideInBytes/4;
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glLineWidth(pointDrawSize);
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for (int i=0;i<numIndices;i+=2)
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{
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int index0 = indices[i];
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int index1 = indices[i+1];
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b3Vector3 fromColor = b3MakeVector3(color[0],color[1],color[2]);
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b3Vector3 toColor = b3MakeVector3(color[0],color[1],color[2]);
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b3Vector3 from= b3MakeVector3(positions[index0*pointStrideInFloats],positions[index0*pointStrideInFloats+1],positions[index0*pointStrideInFloats+2]);
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b3Vector3 to= b3MakeVector3(positions[index1*pointStrideInFloats],positions[index1*pointStrideInFloats+1],positions[index1*pointStrideInFloats+2]);
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glBegin(GL_LINES);
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glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ());
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glVertex3d(from.getX(), from.getY(), from.getZ());
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glColor3f(toColor.getX(), toColor.getY(), toColor.getZ());
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glVertex3d(to.getX(), to.getY(), to.getZ());
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glEnd();
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}
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}
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void SimpleOpenGL2Renderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth)
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{
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glLineWidth(lineWidth);
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glBegin(GL_LINES);
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glColor3f(color[0],color[1],color[2]);
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glVertex3d(from[0],from[1],from[2]);
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glVertex3d(to[0],to[1],to[2]);
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glEnd();
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}
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int SimpleOpenGL2Renderer::registerShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureIndex)
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{
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return 0;
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}
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void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex)
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{
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}
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void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex)
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{
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}
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void SimpleOpenGL2Renderer::writeTransforms()
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{
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}
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void SimpleOpenGL2Renderer::drawLine(const double from[4], const double to[4], const double color[4], double lineWidth)
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{
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}
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void SimpleOpenGL2Renderer::drawPoint(const float* position, const float color[4], float pointDrawSize)
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{
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}
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void SimpleOpenGL2Renderer::drawPoint(const double* position, const double color[4], double pointDrawSize)
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{
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}
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void SimpleOpenGL2Renderer::updateShape(int shapeIndex, const float* vertices)
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{
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}
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void SimpleOpenGL2Renderer::enableBlend(bool blend)
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{
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}
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void SimpleOpenGL2Renderer::clearZBuffer()
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{
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glClear(GL_DEPTH_BUFFER_BIT);
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} |