mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-16 14:40:05 +00:00
54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#include "RenderDemo.h"
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#include "OpenGLWindow/GLInstancingRenderer.h"
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#include "OpenGLWindow/ShapeData.h"
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#include "Bullet3Common/b3Quaternion.h"
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static b3Vector4 colors[4] =
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{
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b3MakeVector4(1,0,0,1),
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b3MakeVector4(0,1,0,1),
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b3MakeVector4(0,1,1,1),
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b3MakeVector4(1,1,0,1),
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};
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void RenderDemo::initPhysics(const ConstructionInfo& ci)
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{
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m_instancingRenderer = ci.m_instancingRenderer;
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m_instancingRenderer ->setCameraDistance(10);
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float target[4]={0,0,0,0};
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m_instancingRenderer->setCameraTargetPosition(target);
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
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b3Vector3 position = b3MakeVector3(0,0,0);//((j+1)&1)+i*2.2,1+j*2.,((j+1)&1)+k*2.2);
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b3Quaternion orn(0,0,0,1);
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static int curColor=0;
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b3Vector4 color = colors[curColor];
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curColor++;
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curColor&=3;
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b3Vector4 scaling=b3MakeVector4(1,1,1,1);
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int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId,position,orn,color,scaling);
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ci.m_instancingRenderer->writeTransforms();
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}
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void RenderDemo::exitPhysics()
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{
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}
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void RenderDemo::renderScene()
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{
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m_instancingRenderer->renderScene();
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}
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void RenderDemo::clientMoveAndDisplay()
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{
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}
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