mirror of
https://github.com/bulletphysics/bullet3
synced 2025-01-09 17:10:09 +00:00
276 lines
7.6 KiB
C++
276 lines
7.6 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2008 Advanced Micro Devices
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "gl_win.h" //for OpenGL stuff
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#include "bmpLoader.h"
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#include <string>
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#include <cstring>
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#include "LinearMath/btScalar.h"
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#include <stdio.h>
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struct vertex_struct
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{
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float pos[3];
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float normal[3];
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float texcoord[2];
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};
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class btVertexBufferDescriptor;
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class piece_of_cloth
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{
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public:
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void destroy(void)
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{
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if(created)
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{
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if(cpu_buffer) delete [] cpu_buffer;
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}
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}
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piece_of_cloth()
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{
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created = false;
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cpu_buffer = NULL;
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m_vertexBufferDescriptor = NULL;
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#ifdef USE_GPU_COPY
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clothVBO = 0;
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#endif
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}
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bool created;
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vertex_struct* cpu_buffer;
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unsigned int* indices;
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btVertexBufferDescriptor *m_vertexBufferDescriptor;
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double x_offset, y_offset, z_offset;
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int width;
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int height;
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GLuint m_texture;
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#ifdef USE_GPU_COPY
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GLuint clothVBO;
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GLuint getVBO()
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{
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return clothVBO;
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}
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#endif //USE_GPU_COPY
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void draw(void)
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{
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glEnable(GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, m_texture);
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glEnable(GL_DEPTH_TEST);
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glColor3f(0.0f, 1.0f, 1.0f);
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#ifdef USE_GPU_COPY
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int error = 0;
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glBindBuffer(GL_ARRAY_BUFFER, clothVBO);
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#ifndef USE_GPU_COPY
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// Upload data to VBO
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// Needed while we're not doing interop
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_struct)*width*height, &(cpu_buffer[0]), GL_DYNAMIC_DRAW);
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#endif
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#endif
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glEnableClientState(GL_VERTEX_ARRAY);
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#ifdef USE_GPU_COPY
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glEnableClientState(GL_NORMAL_ARRAY);
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#endif
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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#ifdef USE_GPU_COPY
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error = glGetError();
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// VBO version
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glVertexPointer( 3, GL_FLOAT, sizeof(vertex_struct), (const GLvoid *)0 );
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error = glGetError();
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glNormalPointer( GL_FLOAT, sizeof(vertex_struct), (const GLvoid *)(sizeof(float)*3) );
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error = glGetError();
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glTexCoordPointer( 2, GL_FLOAT, sizeof(vertex_struct), (const GLvoid *)(sizeof(float)*6) );
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error = glGetError();
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#else
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glVertexPointer( 3, GL_FLOAT, sizeof(vertex_struct), reinterpret_cast< GLvoid* >(&(cpu_buffer[0].pos[0])) );
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//glNormalPointer( 3, sizeof(vertex_struct), reinterpret_cast< GLvoid* >(&(cpu_buffer[0].normal[0])) );
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glTexCoordPointer( 2, GL_FLOAT, sizeof(vertex_struct), reinterpret_cast< GLvoid* >(&(cpu_buffer[0].texcoord[0])) );
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#endif
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glDrawElements(GL_TRIANGLES, (height-1 )*(width-1)*3*2, GL_UNSIGNED_INT, indices);
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// glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glBindTexture(GL_TEXTURE_2D, 0);
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#ifdef USE_GPU_COPY
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error = glGetError();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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error = glGetError();
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#endif
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}
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void create_texture(std::string filename)
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{
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amd::BitMap texBMP(filename.c_str());
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if ( !texBMP.isLoaded() )
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{
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//alternative path
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char newPath[1024];
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sprintf(newPath,"Demos/OpenCLClothDemo/%s",filename.c_str());
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texBMP.load(newPath);
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if (!texBMP.isLoaded())
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{
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sprintf(newPath,"../../../../../Demos/OpenCLClothDemo/%s",filename.c_str());
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texBMP.load(newPath);
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}
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}
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if ( texBMP.isLoaded() ) {
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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texBMP.getWidth(),
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texBMP.getHeight(),
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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texBMP.getPixels());
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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else {
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std::cout << "ERROR: could not load bitmap, using placeholder " << std::endl;
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GLubyte* image=new GLubyte[256*256*3];
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for(int y=0;y<256;++y)
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{
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const int t=y>>4;
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GLubyte* pi=image+y*256*3;
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for(int x=0;x<256;++x)
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{
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const int s=x>>4;
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const GLubyte b=180;
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GLubyte c=b+((s+t&1)&1)*(255-b);
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pi[0]=pi[1]=pi[2]=c;pi+=3;
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}
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}
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glGenTextures(1,(GLuint*)&m_texture);
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glBindTexture(GL_TEXTURE_2D,m_texture);
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glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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gluBuild2DMipmaps(GL_TEXTURE_2D,3,256,256,GL_RGB,GL_UNSIGNED_BYTE,image);
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delete[] image;
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}
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}
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void create_buffers(int width_, int height_)
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{
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width = width_;
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height = height_;
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created = true;
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cpu_buffer = new vertex_struct[width*height];
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memset(cpu_buffer, 0, width*height*sizeof(vertex_struct));
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// Initial test data for rendering
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for(int y = 0; y < height; y++)
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{
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for(int x = 0; x < width; x++)
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{
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double coord = btSin(x/5.0)*0.01;
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//coord = sin(y/);
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cpu_buffer[y*width+x].pos[0] = (x/((float)(width-1)))*1;
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cpu_buffer[y*width+x].pos[1] = coord;
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cpu_buffer[y*width+x].pos[2] = (y/((float)(height-1)))*1;
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cpu_buffer[y*width+x].normal[0] = 1;
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cpu_buffer[y*width+x].normal[1] = 0;
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cpu_buffer[y*width+x].normal[2] = 0;
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cpu_buffer[y*width+x].texcoord[0] = x/((float)(width-1));
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cpu_buffer[y*width+x].texcoord[1] = y/((float)(height-1));
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}
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}
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// Generate and fill index array for rendering
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indices = new unsigned int[width*3*2+2 + height*width*3*2];
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for(int y = 0; y < height-1; y++)
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{
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for(int x = 0; x < width-1; x++)
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{
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// *3 indices/triangle, *2 triangles/quad
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int baseIndex = (x + y*(width-1))*3*2;
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indices[baseIndex] = x + y*width;
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indices[baseIndex+1] = x+1 + y*width;
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indices[baseIndex+2] = x+width + y*width;
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indices[baseIndex+3] = x + 1 + y*width;
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indices[baseIndex+4] = x+(width+1) + y*width;
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indices[baseIndex+5] = x+width + y*width;
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}
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}
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#ifdef USE_GPU_COPY
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// Construct VBO
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glGenBuffers(1, &clothVBO);
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glBindBuffer(GL_ARRAY_BUFFER, clothVBO);
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// Do initial upload to ensure that the buffer exists on the device
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_struct)*width*height, &(cpu_buffer[0]), GL_DYNAMIC_DRAW);
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int error = glGetError();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif
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}
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};
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