mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 05:40:05 +00:00
208 lines
4.9 KiB
C++
208 lines
4.9 KiB
C++
#include "SimpleOpenGL2App.h"
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#include "OpenGLInclude.h"
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#include "Bullet3Common/b3Logging.h"//b3Assert?
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#include "Bullet3Common/b3Scalar.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Vector3.h"
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#include "stdlib.h"
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#ifdef __APPLE__
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#include "MacOpenGLWindow.h"
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#else
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//#include "GL/glew.h"
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#ifdef _WIN32
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#include "Win32OpenGLWindow.h"
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#else
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//let's cross the fingers it is Linux/X11
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#include "X11OpenGLWindow.h"
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#endif //_WIN32
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#endif//__APPLE__
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#include <stdio.h>
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#include "../CommonInterfaces/CommonRenderInterface.h"
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struct SimpleOpenGL2AppInternalData
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{
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};
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SimpleOpenGL2App::SimpleOpenGL2App(const char* title, int width, int height)
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{
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m_data = new SimpleOpenGL2AppInternalData;
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m_window = new b3gDefaultOpenGLWindow();
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b3gWindowConstructionInfo ci;
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ci.m_title = title;
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ci.m_openglVersion = 2;
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ci.m_width = width;
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ci.m_height = height;
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m_window->createWindow(ci);
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m_window->setWindowTitle(title);
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#ifndef __APPLE__
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#ifndef _WIN32
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//some Linux implementations need the 'glewExperimental' to be true
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glewExperimental = GL_TRUE;
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#endif
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if (glewInit() != GLEW_OK)
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{
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b3Error("glewInit failed");
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exit(1);
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}
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if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API.
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{
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b3Error("GLEW_VERSION_2_1 needs to support 2_1");
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exit(1); // or handle the error in a nicer way
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}
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#endif
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glGetError();//don't remove this call, it is needed for Ubuntu
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glClearColor(0.9,0.9,1,1);
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b3Assert(glGetError() ==GL_NO_ERROR);
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//m_primRenderer = new GLPrimitiveRenderer(width,height);
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m_parameterInterface = 0;
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b3Assert(glGetError() ==GL_NO_ERROR);
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//m_instancingRenderer = new GLInstancingRenderer(128*1024,32*1024*1024);
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//m_instancingRenderer->init();
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//m_instancingRenderer->resize(width,height);
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b3Assert(glGetError() ==GL_NO_ERROR);
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//m_instancingRenderer->InitShaders();
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}
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SimpleOpenGL2App::~SimpleOpenGL2App()
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{
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delete m_data;
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}
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void SimpleOpenGL2App::drawGrid(DrawGridData data)
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{
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int gridSize = data.gridSize;
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float upOffset = data.upOffset;
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int upAxis = data.upAxis;
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float gridColor[4];
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gridColor[0] = data.gridColor[0];
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gridColor[1] = data.gridColor[1];
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gridColor[2] = data.gridColor[2];
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gridColor[3] = data.gridColor[3];
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int sideAxis=-1;
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int forwardAxis=-1;
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switch (upAxis)
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{
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case 1:
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forwardAxis=2;
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sideAxis=0;
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break;
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case 2:
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forwardAxis=1;
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sideAxis=0;
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break;
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default:
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b3Assert(0);
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};
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//b3Vector3 gridColor = b3MakeVector3(0.5,0.5,0.5);
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b3AlignedObjectArray<unsigned int> indices;
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b3AlignedObjectArray<b3Vector3> vertices;
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int lineIndex=0;
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for(int i=-gridSize;i<=gridSize;i++)
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{
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{
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b3Assert(glGetError() ==GL_NO_ERROR);
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b3Vector3 from = b3MakeVector3(0,0,0);
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from[sideAxis] = float(i);
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from[upAxis] = upOffset;
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from[forwardAxis] = float(-gridSize);
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b3Vector3 to=b3MakeVector3(0,0,0);
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to[sideAxis] = float(i);
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to[upAxis] = upOffset;
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to[forwardAxis] = float(gridSize);
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vertices.push_back(from);
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indices.push_back(lineIndex++);
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vertices.push_back(to);
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indices.push_back(lineIndex++);
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// m_renderer->drawLine(from,to,gridColor);
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}
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b3Assert(glGetError() ==GL_NO_ERROR);
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{
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b3Assert(glGetError() ==GL_NO_ERROR);
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b3Vector3 from=b3MakeVector3(0,0,0);
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from[sideAxis] = float(-gridSize);
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from[upAxis] = upOffset;
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from[forwardAxis] = float(i);
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b3Vector3 to=b3MakeVector3(0,0,0);
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to[sideAxis] = float(gridSize);
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to[upAxis] = upOffset;
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to[forwardAxis] = float(i);
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vertices.push_back(from);
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indices.push_back(lineIndex++);
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vertices.push_back(to);
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indices.push_back(lineIndex++);
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// m_renderer->drawLine(from,to,gridColor);
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}
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}
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m_renderer->drawLines(&vertices[0].x,
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gridColor,
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vertices.size(),sizeof(b3Vector3),&indices[0],indices.size(),1);
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m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(1,0,0),b3MakeVector3(1,0,0),3);
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m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,1,0),b3MakeVector3(0,1,0),3);
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m_renderer->drawLine(b3MakeVector3(0,0,0),b3MakeVector3(0,0,1),b3MakeVector3(0,0,1),3);
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// void GLInstancingRenderer::drawPoints(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, float pointDrawSize)
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//we don't use drawPoints because all points would have the same color
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// b3Vector3 points[3] = { b3MakeVector3(1, 0, 0), b3MakeVector3(0, 1, 0), b3MakeVector3(0, 0, 1) };
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// m_instancingRenderer->drawPoints(&points[0].x, b3MakeVector3(1, 0, 0), 3, sizeof(b3Vector3), 6);
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}
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void SimpleOpenGL2App::setUpAxis(int axis)
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{
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}
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int SimpleOpenGL2App::getUpAxis() const
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{
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return 1;
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}
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void SimpleOpenGL2App::swapBuffer()
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{
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m_window->endRendering();
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m_window->startRendering();
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}
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void SimpleOpenGL2App::drawText( const char* txt, int posX, int posY)
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{
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}
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void SimpleOpenGL2App::drawText3D( const char* txt, float posX, float posZY, float posZ, float size)
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{
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}
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void SimpleOpenGL2App::registerGrid(int xres, int yres, float color0[4], float color1[4])
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{
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}
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