bullet3/examples/CommonInterfaces/CommonRenderInterface.h
erwin coumans e952ac6f63 Add pybullet.configureDebugVisualizer(rgbBackground=[red,green,blue]) (each component a float in the range [0,1])
This is an alternative to passing options="--background_color_red=red --background_color_green=green --background_color_blue=blue" in the connect method.
2021-05-06 18:08:22 -07:00

170 lines
6.1 KiB
C++

#ifndef COMMON_RENDER_INTERFACE_H
#define COMMON_RENDER_INTERFACE_H
struct CommonCameraInterface;
enum
{
B3_GL_TRIANGLES = 1,
B3_GL_POINTS
};
enum
{
B3_INSTANCE_TRANSPARANCY = 1,
B3_INSTANCE_TEXTURE = 2,
B3_INSTANCE_DOUBLE_SIDED = 4,
};
enum
{
B3_DEFAULT_RENDERMODE = 1,
//B3_WIREFRAME_RENDERMODE,
B3_CREATE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE,
B3_USE_SHADOWMAP_RENDERMODE_REFLECTION,
B3_USE_SHADOWMAP_RENDERMODE_REFLECTION_PLANE,
B3_USE_PROJECTIVE_TEXTURE_RENDERMODE,
B3_SEGMENTATION_MASK_RENDERMODE,
};
struct GfxVertexFormat0
{
float x, y, z, w;
float unused0, unused1, unused2, unused3;
float u, v;
};
struct GfxVertexFormat1
{
float x, y, z, w;
float nx, ny, nz;
float u, v;
};
struct CommonRenderInterface
{
virtual ~CommonRenderInterface() {}
virtual void init() = 0;
virtual void updateCamera(int upAxis) = 0;
virtual void removeAllInstances() = 0;
virtual void removeGraphicsInstance(int instanceUid) = 0;
virtual const CommonCameraInterface* getActiveCamera() const = 0;
virtual CommonCameraInterface* getActiveCamera() = 0;
virtual void setActiveCamera(CommonCameraInterface* cam) = 0;
virtual void setLightPosition(const float lightPos[3]) = 0;
virtual void setLightPosition(const double lightPos[3]) = 0;
virtual void setBackgroundColor(const double rgbBackground[3]) = 0;
virtual void setShadowMapResolution(int shadowMapResolution) = 0;
virtual void setShadowMapIntensity(double shadowMapIntensity) = 0;
virtual void setShadowMapWorldSize(float worldSize) = 0;
virtual void setProjectiveTextureMatrices(const float viewMatrix[16], const float projectionMatrix[16]){};
virtual void setProjectiveTexture(bool useProjectiveTexture){};
virtual void renderScene() = 0;
virtual void renderSceneInternal(int renderMode = B3_DEFAULT_RENDERMODE){};
virtual int getScreenWidth() = 0;
virtual int getScreenHeight() = 0;
virtual void resize(int width, int height) = 0;
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) = 0;
virtual int registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling) = 0;
virtual void drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize) = 0;
virtual void drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) = 0;
virtual void drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) = 0;
virtual void drawPoint(const float* position, const float color[4], float pointDrawSize) = 0;
virtual void drawPoint(const double* position, const double color[4], double pointDrawSize) = 0;
virtual void drawTexturedTriangleMesh(float worldPosition[3], float worldOrientation[4], const float* vertices, int numvertices, const unsigned int* indices, int numIndices, float color[4], int textureIndex = -1, int vertexLayout = 0) = 0;
virtual int registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType = B3_GL_TRIANGLES, int textureIndex = -1) = 0;
virtual void updateShape(int shapeIndex, const float* vertices, int numVertices) = 0;
virtual int registerTexture(const unsigned char* texels, int width, int height, bool flipPixelsY = true) = 0;
virtual void updateTexture(int textureIndex, const unsigned char* texels, bool flipPixelsY = true) = 0;
virtual void activateTexture(int textureIndex) = 0;
virtual void replaceTexture(int shapeIndex, int textureIndex){};
virtual void removeTexture(int textureIndex) = 0;
virtual void setPlaneReflectionShapeIndex(int index) {}
virtual int getShapeIndexFromInstance(int srcIndex) { return -1; }
virtual bool readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex) = 0;
virtual void writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex) = 0;
virtual void writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex) = 0;
virtual void writeSingleInstanceColorToCPU(const float* color, int srcIndex) = 0;
virtual void writeSingleInstanceColorToCPU(const double* color, int srcIndex) = 0;
virtual void writeSingleInstanceScaleToCPU(const float* scale, int srcIndex) = 0;
virtual void writeSingleInstanceScaleToCPU(const double* scale, int srcIndex) = 0;
virtual void writeSingleInstanceSpecularColorToCPU(const double* specular, int srcIndex) = 0;
virtual void writeSingleInstanceSpecularColorToCPU(const float* specular, int srcIndex) = 0;
virtual void writeSingleInstanceFlagsToCPU(int flags, int srcIndex) = 0;
virtual int getTotalNumInstances() const = 0;
virtual void writeTransforms() = 0;
virtual void clearZBuffer() = 0;
//This is internal access to OpenGL3+ features, mainly used for OpenCL-OpenGL interop
//Only the GLInstancingRenderer supports it, just return 0 otherwise.
virtual struct GLInstanceRendererInternalData* getInternalData() = 0;
};
template <typename T>
inline int projectWorldCoordToScreen(T objx, T objy, T objz,
const T modelMatrix[16],
const T projMatrix[16],
const int viewport[4],
T* winx, T* winy, T* winz)
{
int i;
T in2[4];
T tmp[4];
in2[0] = objx;
in2[1] = objy;
in2[2] = objz;
in2[3] = T(1.0);
for (i = 0; i < 4; i++)
{
tmp[i] = in2[0] * modelMatrix[0 * 4 + i] + in2[1] * modelMatrix[1 * 4 + i] +
in2[2] * modelMatrix[2 * 4 + i] + in2[3] * modelMatrix[3 * 4 + i];
}
T out[4];
for (i = 0; i < 4; i++)
{
out[i] = tmp[0] * projMatrix[0 * 4 + i] + tmp[1] * projMatrix[1 * 4 + i] + tmp[2] * projMatrix[2 * 4 + i] + tmp[3] * projMatrix[3 * 4 + i];
}
if (out[3] == T(0.0))
return 0;
out[0] /= out[3];
out[1] /= out[3];
out[2] /= out[3];
/* Map x, y and z to range 0-1 */
out[0] = out[0] * T(0.5) + T(0.5);
out[1] = out[1] * T(0.5) + T(0.5);
out[2] = out[2] * T(0.5) + T(0.5);
/* Map x,y to viewport */
out[0] = out[0] * viewport[2] + viewport[0];
out[1] = out[1] * viewport[3] + viewport[1];
*winx = out[0];
*winy = out[1];
*winz = out[2];
return 1;
}
#endif //COMMON_RENDER_INTERFACE_H