bullet3/examples/OpenGLWindow/SimpleOpenGL2App.h
Lunkhound 1c3686ca51 MultiThreaded Demo:
- fixing various race conditions throughout (usage of static vars, etc)
 - addition of a few lightweight mutexes (which are compiled out by default)
 - slight code rearrangement in discreteDynamicsWorld to facilitate multithreading
 - PoolAllocator::allocate() can now be called when pool is full without
     crashing (null pointer returned)
 - PoolAllocator allocate and freeMemory, are OPTIONALLY threadsafe
     (default is un-threadsafe)
 - CollisionDispatcher no longer checks if the pool allocator is full
     before calling allocate(), instead it just calls allocate() and
     checks if the return is null -- this avoids a race condition
 - SequentialImpulseConstraintSolver OPTIONALLY uses different logic in
     getOrInitSolverBody() to avoid a race condition with kinematic bodies
 - addition of 2 classes which together allow simulation islands to be run
   in parallel:
    - btSimulationIslandManagerMt
    - btDiscreteDynamicsWorldMt
 - MultiThreadedDemo example in the example browser demonstrating use of
   OpenMP, Microsoft PPL, and Intel TBB
 - use multithreading for other demos
 - benchmark demo: add parallel raycasting
2016-10-30 12:47:27 -07:00

36 lines
1.2 KiB
C++

#ifndef SIMPLE_OPENGL2_APP_H
#define SIMPLE_OPENGL2_APP_H
#include "../CommonInterfaces/CommonGraphicsAppInterface.h"
class SimpleOpenGL2App : public CommonGraphicsApp
{
protected:
struct SimpleOpenGL2AppInternalData* m_data;
public:
SimpleOpenGL2App(const char* title, int width, int height);
virtual ~SimpleOpenGL2App();
virtual void drawGrid(DrawGridData data=DrawGridData());
virtual void setUpAxis(int axis);
virtual int getUpAxis() const;
virtual void swapBuffer();
virtual void drawText( const char* txt, int posX, int posY, float size);
virtual void drawTexturedRect(float x0, float y0, float x1, float y1, float color[4], float u0,float v0, float u1, float v1, int useRGBA){};
virtual void setBackgroundColor(float red, float green, float blue);
virtual int registerCubeShape(float halfExtentsX,float halfExtentsY, float halfExtentsZ, int textureIndex = -1, float textureScaling = 1)
{
return 0;
}
virtual int registerGraphicsUnitSphereShape(EnumSphereLevelOfDetail lod, int textureId=-1)
{
return 0;
}
virtual void drawText3D( const char* txt, float posX, float posZY, float posZ, float size);
virtual void registerGrid(int xres, int yres, float color0[4], float color1[4]);
};
#endif //SIMPLE_OPENGL2_APP_H