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https://github.com/bulletphysics/bullet3
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6a9c54c4ef
Small refactoring for ExampleBrowser: move examples cpp files in the app/executable Move ExtendedTutorials in its own app/executable as a test.
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
#ifndef TINY_RENDERER_H
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#define TINY_RENDERER_H
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#include "geometry.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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#include "tgaimage.h"
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struct TinyRenderObjectData
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{
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//Camera
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Matrix m_viewMatrix;
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Matrix m_projectionMatrix;
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Matrix m_viewportMatrix;
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//Model (vertices, indices, textures, shader)
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Matrix m_modelMatrix;
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class Model* m_model;
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//class IShader* m_shader; todo(erwincoumans) expose the shader, for now we use a default shader
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//Output
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int m_width;
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int m_height;
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TGAImage& m_rgbColorBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;
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TinyRenderObjectData(int width, int height,TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>& depthBuffer);
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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void createCube(float HalfExtentsX,float HalfExtentsY,float HalfExtentsZ);
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void registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices);
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void registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals,btAlignedObjectArray<int>& indices);
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void* m_userData;
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int m_userIndex;
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};
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class TinyRenderer
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{
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public:
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static void renderObject(TinyRenderObjectData& renderData);
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};
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#endif // TINY_RENDERER_Hbla
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