#include "SimpleOpenGL2Renderer.h" #include "OpenGL2Include.h" #include "Bullet3Common/b3Vector3.h" #include "Bullet3Common/b3AlignedObjectArray.h" #include "GLInstanceGraphicsShape.h" #include "Bullet3Common/b3Quaternion.h" #include "Bullet3Common/b3Transform.h" #include "Bullet3Common/b3ResizablePool.h" B3_ATTRIBUTE_ALIGNED16(struct) SimpleGL2Shape { B3_DECLARE_ALIGNED_ALLOCATOR(); int m_textureIndex; int m_primitiveType; b3AlignedObjectArray m_indices; b3AlignedObjectArray m_vertices; b3Vector3 m_scaling; }; B3_ATTRIBUTE_ALIGNED16(struct) SimpleGL2Instance { B3_DECLARE_ALIGNED_ALLOCATOR(); int m_shapeIndex; b3Vector3 m_position; b3Quaternion orn; b3Vector4 m_rgbColor; b3Vector3 m_scaling; void clear() { } }; struct InternalTextureHandle2 { GLuint m_glTexture; int m_width; int m_height; }; typedef b3PoolBodyHandle SimpleGL2InstanceHandle; struct SimpleOpenGL2RendererInternalData { int m_width; int m_height; SimpleCamera m_camera; b3AlignedObjectArray m_shapes; //b3AlignedObjectArray m_graphicsInstances1; b3ResizablePool m_graphicsInstancesPool; b3AlignedObjectArray m_textureHandles; }; SimpleOpenGL2Renderer::SimpleOpenGL2Renderer(int width, int height) { m_data = new SimpleOpenGL2RendererInternalData; m_data->m_width = width; m_data->m_height = height; } SimpleOpenGL2Renderer::~SimpleOpenGL2Renderer() { delete m_data; } void SimpleOpenGL2Renderer::init() { } const CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera() const { return &m_data->m_camera; } CommonCameraInterface* SimpleOpenGL2Renderer::getActiveCamera() { return &m_data->m_camera; } void SimpleOpenGL2Renderer::setActiveCamera(CommonCameraInterface* cam) { b3Assert(0); //not supported yet } void SimpleOpenGL2Renderer::setLightPosition(const float lightPos[3]) { } void SimpleOpenGL2Renderer::setLightPosition(const double lightPos[3]) { } void SimpleOpenGL2Renderer::updateCamera(int upAxis) { float projection[16]; float view[16]; getActiveCamera()->setAspectRatio((float)m_data->m_width / (float)m_data->m_height); getActiveCamera()->setCameraUpAxis(upAxis); m_data->m_camera.update(); //?? getActiveCamera()->getCameraProjectionMatrix(projection); getActiveCamera()->getCameraViewMatrix(view); GLfloat projMat[16]; GLfloat viewMat[16]; for (int i = 0; i < 16; i++) { viewMat[i] = view[i]; projMat[i] = projection[i]; } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMultMatrixf(projMat); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixf(viewMat); } void SimpleOpenGL2Renderer::removeAllInstances() { for (int i = 0; i < m_data->m_shapes.size(); i++) { delete m_data->m_shapes[i]; } m_data->m_shapes.clear(); m_data->m_graphicsInstancesPool.exitHandles(); m_data->m_graphicsInstancesPool.initHandles(); //also destroy textures? m_data->m_textureHandles.clear(); } void SimpleOpenGL2Renderer::removeGraphicsInstance(int instanceUid) { m_data->m_graphicsInstancesPool.freeHandle(instanceUid); } bool SimpleOpenGL2Renderer::readSingleInstanceTransformToCPU(float* position, float* orientation, int srcIndex) { return false; } void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(const float* color, int srcIndex) { } void SimpleOpenGL2Renderer::writeSingleInstanceColorToCPU(const double* color, int srcIndex) { } void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(const float* scale, int srcIndex) { } void SimpleOpenGL2Renderer::writeSingleInstanceScaleToCPU(const double* scale, int srcIndex) { } int SimpleOpenGL2Renderer::getTotalNumInstances() const { return m_data->m_graphicsInstancesPool.getNumHandles(); } void SimpleOpenGL2Renderer::getCameraViewMatrix(float viewMat[16]) const { b3Assert(0); } void SimpleOpenGL2Renderer::getCameraProjectionMatrix(float projMat[16]) const { b3Assert(0); } void SimpleOpenGL2Renderer::drawOpenGL(int instanceIndex) { const SimpleGL2Instance* instPtr = m_data->m_graphicsInstancesPool.getHandle(instanceIndex); if (0 == instPtr) { b3Assert(0); return; } const SimpleGL2Instance& inst = *instPtr; const SimpleGL2Shape* shape = m_data->m_shapes[inst.m_shapeIndex]; if (inst.m_rgbColor[3] == 0) { return; } glPushMatrix(); b3Transform tr; tr.setOrigin(b3MakeVector3(inst.m_position[0], inst.m_position[1], inst.m_position[2])); tr.setRotation(b3Quaternion(inst.orn[0], inst.orn[1], inst.orn[2], inst.orn[3])); b3Scalar m[16]; tr.getOpenGLMatrix(m); #ifdef B3_USE_DOUBLE_PRECISION glMultMatrixd(m); #else glMultMatrixf(m); #endif #if 0 glMatrixMode(GL_TEXTURE); glLoadIdentity(); glScalef(0.025f,0.025f,0.025f); glMatrixMode(GL_MODELVIEW); static const GLfloat planex[]={1,0,0,0}; // static const GLfloat planey[]={0,1,0,0}; static const GLfloat planez[]={0,0,1,0}; glTexGenfv(GL_S,GL_OBJECT_PLANE,planex); glTexGenfv(GL_T,GL_OBJECT_PLANE,planez); glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_OBJECT_LINEAR); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); m_textureinitialized=true; #endif //drawCoordSystem(); //glPushMatrix(); // glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // glMatrixMode(GL_TEXTURE); // glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glEnable(GL_COLOR_MATERIAL); if (shape->m_textureIndex >= 0) { glEnable(GL_TEXTURE_2D); activateTexture(shape->m_textureIndex); } else { glDisable(GL_TEXTURE_2D); } glColor3f(inst.m_rgbColor[0], inst.m_rgbColor[1], inst.m_rgbColor[2]); glScalef(inst.m_scaling[0], inst.m_scaling[1], inst.m_scaling[2]); glShadeModel(GL_SMOOTH); glBegin(GL_TRIANGLES); for (int i = 0; i < shape->m_indices.size(); i += 3) { for (int v = 0; v < 3; v++) { const GLInstanceVertex& vtx0 = shape->m_vertices[shape->m_indices[i + v]]; glNormal3f(vtx0.normal[0], vtx0.normal[1], vtx0.normal[2]); glTexCoord2f(vtx0.uv[0], vtx0.uv[1]); glVertex3f(vtx0.xyzw[0], vtx0.xyzw[1], vtx0.xyzw[2]); } } glEnd(); glPopMatrix(); } void SimpleOpenGL2Renderer::drawSceneInternal(int pass, int cameraUpAxis) { b3AlignedObjectArray usedHandles; m_data->m_graphicsInstancesPool.getUsedHandles(usedHandles); for (int i = 0; i < usedHandles.size(); i++) { drawOpenGL(usedHandles[i]); } #if 0 b3Scalar m[16]; b3Matrix3x3 rot;rot.setIdentity(); const int numObjects=dynamicsWorld->getNumCollisionObjects(); btVector3 wireColor(1,0,0); //glDisable(GL_CULL_FACE); for(int i=0;igetCollisionObjectArray()[i]; const btRigidBody* body=btRigidBody::upcast(colObj); if(body&&body->getMotionState()) { btDefaultMotionState* myMotionState = (btDefaultMotionState*)body->getMotionState(); myMotionState->m_graphicsWorldTrans.getOpenGLMatrix(m); rot=myMotionState->m_graphicsWorldTrans.getBasis(); } else { colObj->getWorldTransform().getOpenGLMatrix(m); rot=colObj->getWorldTransform().getBasis(); } btVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation if(i&1) wireColor=btVector3(0.f,0.0f,1.f); ///color differently for active, sleeping, wantsdeactivation states if (colObj->getActivationState() == 1) //active { if (i & 1) { wireColor += btVector3 (1.f,0.f,0.f); } else { wireColor += btVector3 (.5f,0.f,0.f); } } if(colObj->getActivationState()==2) //ISLAND_SLEEPING { if(i&1) { wireColor += btVector3 (0.f,1.f, 0.f); } else { wireColor += btVector3 (0.f,0.5f,0.f); } } btVector3 aabbMin(0,0,0),aabbMax(0,0,0); //m_dynamicsWorld->getBroadphase()->getBroadphaseAabb(aabbMin,aabbMax); aabbMin-=btVector3(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT); aabbMax+=btVector3(BT_LARGE_FLOAT,BT_LARGE_FLOAT,BT_LARGE_FLOAT); // printf("aabbMin=(%f,%f,%f)\n",aabbMin.getX(),aabbMin.getY(),aabbMin.getZ()); // printf("aabbMax=(%f,%f,%f)\n",aabbMax.getX(),aabbMax.getY(),aabbMax.getZ()); // m_dynamicsWorld->getDebugDrawer()->drawAabb(aabbMin,aabbMax,btVector3(1,1,1)); //switch(pass) //if (!(getDebugMode()& btIDebugDraw::DBG_DrawWireframe)) int debugMode = 0;//getDebugMode() //btVector3 m_sundirection(-1,-1,-1); btVector3 m_sundirection(btVector3(1,-2,1)*1000); if (cameraUpAxis==2) { m_sundirection = btVector3(1,1,-2)*1000; } switch(pass) { case 0: drawOpenGL(m,colObj->getCollisionShape(),wireColor,debugMode,aabbMin,aabbMax);break; case 1: drawShadow(m,m_sundirection*rot,colObj->getCollisionShape(),aabbMin,aabbMax);break; case 2: drawOpenGL(m,colObj->getCollisionShape(),wireColor*b3Scalar(0.3),0,aabbMin,aabbMax);break; } } #endif } void SimpleOpenGL2Renderer::renderScene() { GLfloat light_ambient[] = {b3Scalar(0.2), b3Scalar(0.2), b3Scalar(0.2), b3Scalar(1.0)}; GLfloat light_diffuse[] = {b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0)}; GLfloat light_specular[] = {b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0), b3Scalar(1.0)}; /* light_position is NOT default value */ GLfloat light_position0[] = {b3Scalar(1.0), b3Scalar(10.0), b3Scalar(1.0), b3Scalar(0.0)}; GLfloat light_position1[] = {b3Scalar(-1.0), b3Scalar(-10.0), b3Scalar(-1.0), b3Scalar(0.0)}; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position0); glLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT1, GL_POSITION, light_position1); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); glShadeModel(GL_SMOOTH); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); drawSceneInternal(0, 0); } int SimpleOpenGL2Renderer::registerTexture(const unsigned char* texels, int width, int height, bool flipTexelsY) { b3Assert(glGetError() == GL_NO_ERROR); glActiveTexture(GL_TEXTURE0); int textureIndex = m_data->m_textureHandles.size(); // const GLubyte* image= (const GLubyte*)texels; GLuint textureHandle; glGenTextures(1, (GLuint*)&textureHandle); glBindTexture(GL_TEXTURE_2D, textureHandle); b3Assert(glGetError() == GL_NO_ERROR); InternalTextureHandle2 h; h.m_glTexture = textureHandle; h.m_width = width; h.m_height = height; m_data->m_textureHandles.push_back(h); updateTexture(textureIndex, texels, flipTexelsY); return textureIndex; } void SimpleOpenGL2Renderer::updateTexture(int textureIndex, const unsigned char* texels, bool flipTexelsY) { if (textureIndex >= 0) { glActiveTexture(GL_TEXTURE0); b3Assert(glGetError() == GL_NO_ERROR); InternalTextureHandle2& h = m_data->m_textureHandles[textureIndex]; glBindTexture(GL_TEXTURE_2D, h.m_glTexture); b3Assert(glGetError() == GL_NO_ERROR); if (flipTexelsY) { //textures need to be flipped for OpenGL... b3AlignedObjectArray flippedTexels; flippedTexels.resize(h.m_width * h.m_height * 3); for (int i = 0; i < h.m_width; i++) { for (int j = 0; j < h.m_height; j++) { flippedTexels[(i + j * h.m_width) * 3] = texels[(i + (h.m_height - 1 - j) * h.m_width) * 3]; flippedTexels[(i + j * h.m_width) * 3 + 1] = texels[(i + (h.m_height - 1 - j) * h.m_width) * 3 + 1]; flippedTexels[(i + j * h.m_width) * 3 + 2] = texels[(i + (h.m_height - 1 - j) * h.m_width) * 3 + 2]; } } // const GLubyte* image= (const GLubyte*)texels; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, h.m_width, h.m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, &flippedTexels[0]); } else { // const GLubyte* image= (const GLubyte*)texels; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, h.m_width, h.m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, &texels[0]); } b3Assert(glGetError() == GL_NO_ERROR); //glGenerateMipmap(GL_TEXTURE_2D); b3Assert(glGetError() == GL_NO_ERROR); } } void SimpleOpenGL2Renderer::removeTexture(int textureIndex) { if ((textureIndex >= 0) && (textureIndex < m_data->m_textureHandles.size())) { glDeleteTextures(1, &m_data->m_textureHandles[textureIndex].m_glTexture); } } void SimpleOpenGL2Renderer::activateTexture(int textureIndex) { glActiveTexture(GL_TEXTURE0); if (textureIndex >= 0) { glBindTexture(GL_TEXTURE_2D, m_data->m_textureHandles[textureIndex].m_glTexture); } else { glBindTexture(GL_TEXTURE_2D, 0); } } int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const double* position, const double* quaternion, const double* color, const double* scaling) { int newHandle = m_data->m_graphicsInstancesPool.allocHandle(); // int sz = m_data->m_graphicsInstances.size(); SimpleGL2Instance& instance = *m_data->m_graphicsInstancesPool.getHandle(newHandle); instance.m_shapeIndex = shapeIndex; instance.m_position[0] = position[0]; instance.m_position[1] = position[1]; instance.m_position[2] = position[2]; instance.orn[0] = quaternion[0]; instance.orn[1] = quaternion[1]; instance.orn[2] = quaternion[2]; instance.orn[3] = quaternion[3]; instance.m_rgbColor[0] = color[0]; instance.m_rgbColor[1] = color[1]; instance.m_rgbColor[2] = color[2]; instance.m_rgbColor[3] = color[3]; instance.m_scaling[0] = scaling[0]; instance.m_scaling[1] = scaling[1]; instance.m_scaling[2] = scaling[2]; return newHandle; } int SimpleOpenGL2Renderer::registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) { int newHandle = m_data->m_graphicsInstancesPool.allocHandle(); SimpleGL2Instance& instance = *m_data->m_graphicsInstancesPool.getHandle(newHandle); instance.m_shapeIndex = shapeIndex; instance.m_position[0] = position[0]; instance.m_position[1] = position[1]; instance.m_position[2] = position[2]; instance.orn[0] = quaternion[0]; instance.orn[1] = quaternion[1]; instance.orn[2] = quaternion[2]; instance.orn[3] = quaternion[3]; instance.m_rgbColor[0] = color[0]; instance.m_rgbColor[1] = color[1]; instance.m_rgbColor[2] = color[2]; instance.m_rgbColor[3] = color[3]; instance.m_scaling[0] = scaling[0]; instance.m_scaling[1] = scaling[1]; instance.m_scaling[2] = scaling[2]; return newHandle; } void SimpleOpenGL2Renderer::drawLines(const float* positions, const float color[4], int numPoints, int pointStrideInBytes, const unsigned int* indices, int numIndices, float pointDrawSize) { int pointStrideInFloats = pointStrideInBytes / 4; glLineWidth(pointDrawSize); for (int i = 0; i < numIndices; i += 2) { int index0 = indices[i]; int index1 = indices[i + 1]; b3Vector3 fromColor = b3MakeVector3(color[0], color[1], color[2]); b3Vector3 toColor = b3MakeVector3(color[0], color[1], color[2]); b3Vector3 from = b3MakeVector3(positions[index0 * pointStrideInFloats], positions[index0 * pointStrideInFloats + 1], positions[index0 * pointStrideInFloats + 2]); b3Vector3 to = b3MakeVector3(positions[index1 * pointStrideInFloats], positions[index1 * pointStrideInFloats + 1], positions[index1 * pointStrideInFloats + 2]); glBegin(GL_LINES); glColor3f(fromColor.getX(), fromColor.getY(), fromColor.getZ()); glVertex3d(from.getX(), from.getY(), from.getZ()); glColor3f(toColor.getX(), toColor.getY(), toColor.getZ()); glVertex3d(to.getX(), to.getY(), to.getZ()); glEnd(); } } void SimpleOpenGL2Renderer::drawLine(const float from[4], const float to[4], const float color[4], float lineWidth) { glLineWidth(lineWidth); glBegin(GL_LINES); glColor3f(color[0], color[1], color[2]); glVertex3d(from[0], from[1], from[2]); glVertex3d(to[0], to[1], to[2]); glEnd(); } int SimpleOpenGL2Renderer::registerShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureIndex) { SimpleGL2Shape* shape = new SimpleGL2Shape(); shape->m_textureIndex = textureIndex; shape->m_indices.resize(numIndices); for (int i = 0; i < numIndices; i++) { shape->m_indices[i] = indices[i]; } shape->m_vertices.resize(numvertices); for (int v = 0; v < numvertices; v++) { GLInstanceVertex& vtx = shape->m_vertices[v]; vtx.xyzw[0] = vertices[9 * v + 0]; vtx.xyzw[1] = vertices[9 * v + 1]; vtx.xyzw[2] = vertices[9 * v + 2]; vtx.xyzw[3] = vertices[9 * v + 3]; vtx.normal[0] = vertices[9 * v + 4]; vtx.normal[1] = vertices[9 * v + 5]; vtx.normal[2] = vertices[9 * v + 6]; vtx.uv[0] = vertices[9 * v + 7]; vtx.uv[1] = vertices[9 * v + 8]; } int sz = m_data->m_shapes.size(); m_data->m_shapes.push_back(shape); return sz; } void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const float* position, const float* orientation, int srcIndex) { SimpleGL2Instance& graphicsInstance = *m_data->m_graphicsInstancesPool.getHandle(srcIndex); graphicsInstance.m_position[0] = position[0]; graphicsInstance.m_position[1] = position[1]; graphicsInstance.m_position[2] = position[2]; graphicsInstance.orn[0] = orientation[0]; graphicsInstance.orn[1] = orientation[1]; graphicsInstance.orn[2] = orientation[2]; graphicsInstance.orn[3] = orientation[3]; } void SimpleOpenGL2Renderer::writeSingleInstanceTransformToCPU(const double* position, const double* orientation, int srcIndex) { SimpleGL2Instance& graphicsInstance = *m_data->m_graphicsInstancesPool.getHandle(srcIndex); graphicsInstance.m_position[0] = position[0]; graphicsInstance.m_position[1] = position[1]; graphicsInstance.m_position[2] = position[2]; graphicsInstance.orn[0] = orientation[0]; graphicsInstance.orn[1] = orientation[1]; graphicsInstance.orn[2] = orientation[2]; graphicsInstance.orn[3] = orientation[3]; } void SimpleOpenGL2Renderer::writeTransforms() { } void SimpleOpenGL2Renderer::resize(int width, int height) { m_data->m_width = width; m_data->m_height = height; } int SimpleOpenGL2Renderer::getScreenWidth() { return m_data->m_width; } int SimpleOpenGL2Renderer::getScreenHeight() { return m_data->m_height; } void SimpleOpenGL2Renderer::drawLine(const double from[4], const double to[4], const double color[4], double lineWidth) { glLineWidth(lineWidth); glBegin(GL_LINES); glColor3f(color[0], color[1], color[2]); glVertex3d(from[0], from[1], from[2]); glVertex3d(to[0], to[1], to[2]); glEnd(); } void SimpleOpenGL2Renderer::drawPoint(const float* position, const float color[4], float pointDrawSize) { } void SimpleOpenGL2Renderer::drawPoint(const double* position, const double color[4], double pointDrawSize) { } void SimpleOpenGL2Renderer::updateShape(int shapeIndex, const float* vertices, int numVertices) { SimpleGL2Shape* shape = m_data->m_shapes[shapeIndex]; int numvertices = shape->m_vertices.size(); b3Assert(numVertices = numvertices); if (numVertices != numvertices) return; for (int i = 0; i < numvertices; i++) { shape->m_vertices[i].xyzw[0] = vertices[9 * i + 0]; shape->m_vertices[i].xyzw[1] = vertices[9 * i + 1]; shape->m_vertices[i].xyzw[2] = vertices[9 * i + 2]; shape->m_vertices[i].xyzw[3] = vertices[9 * i + 3]; shape->m_vertices[i].normal[0] = vertices[9 * i + 4]; shape->m_vertices[i].normal[1] = vertices[9 * i + 5]; shape->m_vertices[i].normal[2] = vertices[9 * i + 6]; shape->m_vertices[i].uv[0] = vertices[9 * i + 7]; shape->m_vertices[i].uv[1] = vertices[9 * i + 8]; } } void SimpleOpenGL2Renderer::clearZBuffer() { glClear(GL_DEPTH_BUFFER_BIT); }