mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 22:00:05 +00:00
491 lines
10 KiB
C++
491 lines
10 KiB
C++
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#ifdef B3_USE_GLFW
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#include "GLFWOpenGLWindow.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include "LinearMath/btScalar.h"
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struct GLFWOpenGLWindowInternalData
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{
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bool m_requestedExit;
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bool m_hasCursorPos;
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bool m_altPressed;
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bool m_shiftPressed;
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bool m_ctrlPressed;
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float m_cursorXPos;
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float m_cursorYPos;
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b3MouseMoveCallback m_mouseMoveCallback;
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b3MouseButtonCallback m_mouseButtonCallback;
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b3ResizeCallback m_resizeCallback;
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b3WheelCallback m_wheelCallback;
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b3KeyboardCallback m_keyboardCallback;
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b3RenderCallback m_renderCallback;
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int m_width;
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int m_height;
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GLFWwindow* m_glfwWindow;
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GLFWOpenGLWindowInternalData()
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:m_requestedExit(false),
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m_hasCursorPos(false),
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m_altPressed(false),
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m_shiftPressed(false),
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m_ctrlPressed(false),
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m_cursorXPos(0),
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m_cursorYPos(0),
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m_mouseMoveCallback(0),
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m_mouseButtonCallback(0),
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m_resizeCallback(0),
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m_wheelCallback(0),
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m_keyboardCallback(0),
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m_renderCallback(0),
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m_width(0),
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m_height(0),
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m_glfwWindow(0)
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{
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}
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};
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static void GLFWErrorCallback(int error, const char* description)
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{
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fprintf(stderr, "Error: %s\n", description);
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}
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static void GLFWMouseButtonCallback(GLFWwindow* window,int button,int glfwState,int)
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{
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GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*) glfwGetWindowUserPointer(window);
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if (wnd && wnd->getMouseButtonCallback())
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{
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int state = (glfwState == GLFW_PRESS)? 1 : 0;
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wnd->mouseButtonCallbackInternal(button, state);
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}
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}
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static void GLFWScrollCallback(GLFWwindow* window, double deltaX,double deltaY)
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{
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GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*) glfwGetWindowUserPointer(window);
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if (wnd && wnd->getWheelCallback())
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{
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wnd->getWheelCallback()(deltaX*100,deltaY*100);
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}
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}
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static void GLFWCursorPosCallback(GLFWwindow* window,double xPos,double yPos)
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{
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GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*) glfwGetWindowUserPointer(window);
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if (wnd && wnd->getMouseMoveCallback())
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{
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wnd->mouseCursorCallbackInternal(xPos,yPos);
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}
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}
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static void GLFWKeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*) glfwGetWindowUserPointer(window);
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if (wnd)
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{
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wnd->keyboardCallbackInternal(key,action);
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}
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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}
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static void GLFWSizeCallback(GLFWwindow* window,int width,int height)
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{
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GLFWOpenGLWindow* wnd = (GLFWOpenGLWindow*) glfwGetWindowUserPointer(window);
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{
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wnd->resizeInternal(width,height);
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}
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}
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GLFWOpenGLWindow::GLFWOpenGLWindow()
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{
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m_data = new GLFWOpenGLWindowInternalData();
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}
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GLFWOpenGLWindow::~GLFWOpenGLWindow()
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{
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if (m_data->m_glfwWindow)
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{
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closeWindow();
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}
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delete m_data;
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}
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int getBulletKeyFromGLFWKeycode(int glfwKeyCode)
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{
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int keycode = -1;
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if (glfwKeyCode >= 'A' && glfwKeyCode <= 'Z')
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{
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return glfwKeyCode+32;//todo: fix the ascii A vs a input
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}
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if (glfwKeyCode >= '0' && glfwKeyCode <= '9')
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{
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return glfwKeyCode;
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}
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switch (glfwKeyCode)
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{
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case GLFW_KEY_ENTER: {keycode = B3G_RETURN; break; };
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case GLFW_KEY_ESCAPE: {keycode = B3G_ESCAPE; break; };
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case GLFW_KEY_F1: {keycode = B3G_F1; break;}
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case GLFW_KEY_F2: {keycode = B3G_F2; break;}
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case GLFW_KEY_F3: {keycode = B3G_F3; break;}
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case GLFW_KEY_F4: {keycode = B3G_F4; break;}
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case GLFW_KEY_F5: {keycode = B3G_F5; break;}
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case GLFW_KEY_F6: {keycode = B3G_F6; break;}
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case GLFW_KEY_F7: {keycode = B3G_F7; break;}
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case GLFW_KEY_F8: {keycode = B3G_F8; break;}
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case GLFW_KEY_F9: {keycode = B3G_F9; break;}
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case GLFW_KEY_F10: {keycode= B3G_F10; break;}
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//case GLFW_KEY_SPACE: {keycode= ' '; break;}
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case GLFW_KEY_PAGE_DOWN: {keycode= B3G_PAGE_DOWN; break;}
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case GLFW_KEY_PAGE_UP: {keycode= B3G_PAGE_UP; break;}
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case GLFW_KEY_INSERT: {keycode= B3G_INSERT; break;}
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case GLFW_KEY_BACKSPACE: {keycode= B3G_BACKSPACE; break;}
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case GLFW_KEY_DELETE: {keycode= B3G_DELETE; break;}
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case GLFW_KEY_END:{keycode= B3G_END; break;}
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case GLFW_KEY_HOME:{keycode= B3G_HOME; break;}
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case GLFW_KEY_LEFT:{keycode= B3G_LEFT_ARROW; break;}
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case GLFW_KEY_UP:{keycode= B3G_UP_ARROW; break;}
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case GLFW_KEY_RIGHT:{keycode= B3G_RIGHT_ARROW; break;}
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case GLFW_KEY_DOWN:{keycode= B3G_DOWN_ARROW; break;}
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case GLFW_KEY_RIGHT_SHIFT:{keycode=B3G_SHIFT;break;}
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case GLFW_KEY_LEFT_SHIFT:{keycode=B3G_SHIFT;break;}
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case GLFW_KEY_MENU:{keycode=B3G_ALT;break;}
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case GLFW_KEY_RIGHT_CONTROL:{keycode=B3G_CONTROL;break;}
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case GLFW_KEY_LEFT_CONTROL:{keycode=B3G_CONTROL;break;}
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default:
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{
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//keycode = MapVirtualKey( virtualKeyCode, MAPGLFW_KEY_GLFW_KEY_TO_CHAR ) & 0x0000FFFF;
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}
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};
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return keycode;
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}
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void GLFWOpenGLWindow::keyboardCallbackInternal(int key, int state)
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{
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if (getKeyboardCallback())
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{
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//convert keyboard codes from glfw to bullet
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int btcode = getBulletKeyFromGLFWKeycode(key);
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int btstate = (state == GLFW_RELEASE)? 0 : 1;
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switch (btcode)
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{
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case B3G_SHIFT:
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{
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m_data->m_shiftPressed = state!=0;
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break;
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}
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case B3G_ALT:
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{
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m_data->m_altPressed = state!=0;
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break;
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}
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case B3G_CONTROL:
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{
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m_data->m_ctrlPressed = state!=0;
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break;
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}
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default:
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{
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}
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}
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getKeyboardCallback()(btcode,btstate);
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}
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}
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void GLFWOpenGLWindow::mouseButtonCallbackInternal(int button, int state)
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{
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if (getMouseButtonCallback() && m_data->m_hasCursorPos)
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{
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getMouseButtonCallback()(button,state,m_data->m_cursorXPos,m_data->m_cursorYPos);
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}
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}
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void GLFWOpenGLWindow::mouseCursorCallbackInternal(double xPos, double yPos)
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{
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if (getMouseMoveCallback())
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{
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m_data->m_hasCursorPos = true;
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m_data->m_cursorXPos = xPos;
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m_data->m_cursorYPos = yPos;
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getMouseMoveCallback()(xPos,yPos);
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}
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}
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void GLFWOpenGLWindow::resizeInternal(int width,int height)
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{
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if (getResizeCallback())
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{
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getResizeCallback()(width,height);
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}
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m_data->m_width = width;
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m_data->m_height = height;
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glViewport (0,0,width,height);
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}
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void GLFWOpenGLWindow::createDefaultWindow(int width, int height, const char* title)
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{
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b3gWindowConstructionInfo ci;
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ci.m_width = width;
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ci.m_height = height;
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ci.m_title = title;
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createWindow(ci);
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}
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void GLFWOpenGLWindow::createWindow(const b3gWindowConstructionInfo& ci)
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{
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btAssert(m_data->m_glfwWindow==0);
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if (m_data->m_glfwWindow==0)
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{
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glfwSetErrorCallback(GLFWErrorCallback);
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if (!glfwInit())
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exit(EXIT_FAILURE);
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if (ci.m_openglVersion==2)
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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} else
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{
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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}
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m_data->m_glfwWindow = glfwCreateWindow(ci.m_width, ci.m_height, ci.m_title, NULL, NULL);
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m_data->m_width = ci.m_width;
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m_data->m_height = ci.m_height;
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if (!m_data->m_glfwWindow)
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{
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glfwTerminate();
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exit(EXIT_FAILURE);
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}
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glfwSetKeyCallback(m_data->m_glfwWindow,GLFWKeyCallback);
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glfwSetMouseButtonCallback(m_data->m_glfwWindow,GLFWMouseButtonCallback);
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glfwSetCursorPosCallback(m_data->m_glfwWindow,GLFWCursorPosCallback);
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glfwSetScrollCallback(m_data->m_glfwWindow, GLFWScrollCallback);
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glfwSetWindowSizeCallback(m_data->m_glfwWindow, GLFWSizeCallback);
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glfwSetWindowUserPointer(m_data->m_glfwWindow,this);
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glfwMakeContextCurrent(m_data->m_glfwWindow);
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gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
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glfwSwapInterval(0);//1);
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}
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}
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void GLFWOpenGLWindow::closeWindow()
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{
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if (m_data->m_glfwWindow)
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{
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glfwDestroyWindow(m_data->m_glfwWindow);
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glfwTerminate();
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m_data->m_glfwWindow = 0;
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}
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}
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void GLFWOpenGLWindow::runMainLoop()
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{
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}
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float GLFWOpenGLWindow::getTimeInSeconds()
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{
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return 0.f;
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}
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bool GLFWOpenGLWindow::requestedExit() const
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{
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bool shouldClose = m_data->m_requestedExit;
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if (m_data->m_glfwWindow)
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{
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shouldClose = shouldClose || glfwWindowShouldClose(m_data->m_glfwWindow);
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}
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return shouldClose;
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}
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void GLFWOpenGLWindow::setRequestExit()
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{
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if (m_data->m_glfwWindow)
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{
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glfwSetWindowShouldClose(m_data->m_glfwWindow, GLFW_TRUE);
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}
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m_data->m_requestedExit = true;
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}
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void GLFWOpenGLWindow::startRendering()
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{
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if (m_data->m_glfwWindow)
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{
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glfwSwapBuffers(m_data->m_glfwWindow);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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}
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void GLFWOpenGLWindow::endRendering()
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{
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glfwPollEvents();
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}
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bool GLFWOpenGLWindow::isModifierKeyPressed(int key)
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{
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bool result = false;
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switch (key)
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{
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case B3G_SHIFT:
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{
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result = m_data->m_shiftPressed;
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break;
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}
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case B3G_ALT:
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{
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result = m_data->m_altPressed;
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break;
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}
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case B3G_CONTROL:
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{
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result = m_data->m_ctrlPressed;
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break;
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}
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default:
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{
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}
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}
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return result;
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}
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void GLFWOpenGLWindow::setMouseMoveCallback(b3MouseMoveCallback mouseCallback)
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{
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m_data->m_mouseMoveCallback = mouseCallback;
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}
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b3MouseMoveCallback GLFWOpenGLWindow::getMouseMoveCallback()
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{
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return m_data->m_mouseMoveCallback;
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}
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void GLFWOpenGLWindow::setMouseButtonCallback(b3MouseButtonCallback mouseCallback)
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{
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m_data->m_mouseButtonCallback = mouseCallback;
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}
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b3MouseButtonCallback GLFWOpenGLWindow::getMouseButtonCallback()
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{
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return m_data->m_mouseButtonCallback;
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}
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void GLFWOpenGLWindow::setResizeCallback(b3ResizeCallback resizeCallback)
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{
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m_data->m_resizeCallback = resizeCallback;
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}
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b3ResizeCallback GLFWOpenGLWindow::getResizeCallback()
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{
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return m_data->m_resizeCallback;
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}
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void GLFWOpenGLWindow::setWheelCallback(b3WheelCallback wheelCallback)
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{
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m_data->m_wheelCallback = wheelCallback;
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}
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b3WheelCallback GLFWOpenGLWindow::getWheelCallback()
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{
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return m_data->m_wheelCallback;
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}
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void GLFWOpenGLWindow::setKeyboardCallback( b3KeyboardCallback keyboardCallback)
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{
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m_data->m_keyboardCallback = keyboardCallback;
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}
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b3KeyboardCallback GLFWOpenGLWindow::getKeyboardCallback()
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{
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return m_data->m_keyboardCallback;
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}
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void GLFWOpenGLWindow::setRenderCallback( b3RenderCallback renderCallback)
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{
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m_data->m_renderCallback = renderCallback;
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}
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void GLFWOpenGLWindow::setWindowTitle(const char* title)
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{
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if (m_data->m_glfwWindow)
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{
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glfwSetWindowTitle(m_data->m_glfwWindow,title);
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}
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}
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float GLFWOpenGLWindow::getRetinaScale() const
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{
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return 1.f;
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}
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void GLFWOpenGLWindow::setAllowRetina(bool allow)
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{
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}
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int GLFWOpenGLWindow::getWidth() const
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{
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if (m_data->m_glfwWindow)
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{
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glfwGetFramebufferSize(m_data->m_glfwWindow, &m_data->m_width, &m_data->m_height);
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}
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return m_data->m_width;
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}
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int GLFWOpenGLWindow::getHeight() const
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{
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if (m_data->m_glfwWindow)
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{
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glfwGetFramebufferSize(m_data->m_glfwWindow, &m_data->m_width, &m_data->m_height);
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}
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return m_data->m_height;
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}
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int GLFWOpenGLWindow::fileOpenDialog(char* fileName, int maxFileNameLength)
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{
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return 0;
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}
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#endif //B3_USE_GLFW
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