bullet3/btgui/OpenGLWindow/GLInstancingRenderer.h
erwin coumans 2aad8419b7 add support for picking, using point 2 point constraint
allow to remove constraints by unique id
added tiny wavefront loader, plan to use this instead of existing slow wavefront loader
2013-07-10 00:21:23 -07:00

129 lines
3.6 KiB
C++

/*
Copyright (c) 2012 Advanced Micro Devices, Inc.
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
//Originally written by Erwin Coumans
#ifndef GL_INSTANCING_RENDERER_H
#define GL_INSTANCING_RENDERER_H
#include "Bullet3Common/b3AlignedObjectArray.h"
void b3DefaultMouseButtonCallback( int button, int state, float x, float y);
void b3DefaultMouseMoveCallback( float x, float y);
void b3DefaultKeyboardCallback(int key, int state);
void b3DefaultWheelCallback( float deltax, float deltay);
enum
{
B3_GL_TRIANGLES = 1,
B3_GL_POINTS
};
enum
{
B3_DEFAULT_RENDERMODE=1,
//B3_WIREFRAME_RENDERMODE,
B3_CREATE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE,
};
class GLInstancingRenderer
{
b3AlignedObjectArray<struct b3GraphicsInstance*> m_graphicsInstances;
int m_maxNumObjectCapacity;
int m_maxShapeCapacityInBytes;
struct InternalDataRenderer* m_data;
bool m_textureenabled;
bool m_textureinitialized;
int m_screenWidth;
int m_screenHeight;
void renderSceneInternal(int renderMode=B3_DEFAULT_RENDERMODE);
public:
GLInstancingRenderer(int m_maxObjectCapacity, int maxShapeCapacityInBytes = 56*1024*1024);
virtual ~GLInstancingRenderer();
void init();
void renderScene();
void InitShaders();
void CleanupShaders();
void updateShape(int shapeIndex, const float* vertices);
///vertices must be in the format x,y,z, nx,ny,nz, u,v
int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType=B3_GL_TRIANGLES, int textureIndex=-1);
int registerTexture(const unsigned char* texels, int width, int height);
///position x,y,z, quaternion x,y,z,w, color r,g,b,a, scaling x,y,z
int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling);
void writeTransforms();
void writeSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex);
void writeSingleInstanceTransformToGPU(float* position, float* orientation, int srcIndex);
void writeSingleInstanceColorToCPU(float* color, int srcIndex);
void getMouseDirection(float* dir, int mouseX, int mouseY);
struct GLInstanceRendererInternalData* getInternalData();
void updateCamera();
void getCameraPosition(float cameraPos[4]);
void setCameraDistance(float dist);
float getCameraDistance() const;
//set the camera 'target'
void setCameraTargetPosition(float cameraPos[4]);
void getCameraTargetPosition(float cameraPos[4]) const;
void setCameraYaw(float yaw);
void setCameraPitch(float pitch);
float getCameraYaw() const;
float getCameraPitch() const;
void resize(int width, int height);
int getScreenWidth()
{
return m_screenWidth;
}
int getScreenHeight()
{
return m_screenHeight;
}
int getMaxShapeCapacity() const
{
return m_maxShapeCapacityInBytes;
}
int getInstanceCapacity() const
{
return m_maxNumObjectCapacity;
}
void enableShadowMap();
};
#endif //GL_INSTANCING_RENDERER_H