bullet3/Demos3/CpuDemos/rendering/RenderDemo.cpp
2013-08-30 08:06:46 -07:00

54 lines
1.3 KiB
C++

#include "RenderDemo.h"
#include "OpenGLWindow/GLInstancingRenderer.h"
#include "OpenGLWindow/ShapeData.h"
#include "Bullet3Common/b3Quaternion.h"
static b3Vector4 colors[4] =
{
b3MakeVector4(1,0,0,1),
b3MakeVector4(0,1,0,1),
b3MakeVector4(0,1,1,1),
b3MakeVector4(1,1,0,1),
};
void RenderDemo::initPhysics(const ConstructionInfo& ci)
{
m_instancingRenderer = ci.m_instancingRenderer;
m_instancingRenderer ->setCameraDistance(10);
float target[4]={0,0,0,0};
m_instancingRenderer->setCameraTargetPosition(target);
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
b3Vector3 position = b3MakeVector3(0,0,0);//((j+1)&1)+i*2.2,1+j*2.,((j+1)&1)+k*2.2);
b3Quaternion orn(0,0,0,1);
static int curColor=0;
b3Vector4 color = colors[curColor];
curColor++;
curColor&=3;
b3Vector4 scaling=b3MakeVector4(1,1,1,1);
int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
ci.m_instancingRenderer->writeTransforms();
}
void RenderDemo::exitPhysics()
{
}
void RenderDemo::renderScene()
{
m_instancingRenderer->renderScene();
}
void RenderDemo::clientMoveAndDisplay()
{
}