reactphysics3d/testbed/src/SceneDemo.cpp

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/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2015 Daniel Chappuis *
*********************************************************************************
* *
* 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. *
* *
********************************************************************************/
// Libraries
#include "SceneDemo.h"
#include <GLFW/glfw3.h>
using namespace openglframework;
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int SceneDemo::shadowMapTextureLevel = 0;
openglframework::Color SceneDemo::mGreyColorDemo = Color(0.70f, 0.70f, 0.7f, 1.0);
openglframework::Color SceneDemo::mYellowColorDemo = Color(0.9, 0.88, 0.145, 1.0);
openglframework::Color SceneDemo::mBlueColorDemo = Color(0, 0.66, 0.95, 1.0);
openglframework::Color SceneDemo::mOrangeColorDemo = Color(0.9, 0.35, 0, 1.0);
openglframework::Color SceneDemo::mPinkColorDemo = Color(0.83, 0.48, 0.64, 1.0);
openglframework::Color SceneDemo::mRedColorDemo = Color(0.95, 0, 0, 1.0);
int SceneDemo::mNbDemoColors = 4;
openglframework::Color SceneDemo::mDemoColors[] = {SceneDemo::mYellowColorDemo, SceneDemo::mBlueColorDemo,
SceneDemo::mOrangeColorDemo, SceneDemo::mPinkColorDemo};
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// Constructor
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SceneDemo::SceneDemo(const std::string& name, float sceneRadius, bool isShadowMappingEnabled)
: Scene(name, isShadowMappingEnabled),
mLight0(0), mIsShadowMappingInitialized(false),
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mDepthShader("shaders/depth.vert", "shaders/depth.frag"),
mPhongShader("shaders/phong.vert", "shaders/phong.frag"),
mQuadShader("shaders/quad.vert", "shaders/quad.frag"),
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mVBOQuad(GL_ARRAY_BUFFER), mMeshFolderPath("meshes/") {
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shadowMapTextureLevel++;
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// Move the light0
mLight0.translateWorld(Vector3(-2, 35, 40));
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// Camera at light0 postion for the shadow map
mShadowMapLightCamera.translateWorld(mLight0.getOrigin());
mShadowMapLightCamera.rotateLocal(Vector3(1, 0, 0), -PI / 4.0f);
mShadowMapLightCamera.rotateWorld(Vector3(0, 1, 0), PI / 8.0f);
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mShadowMapLightCamera.setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
mShadowMapLightCamera.setFieldOfView(80.0f);
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mShadowMapLightCamera.setSceneRadius(100);
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mShadowMapBiasMatrix.setAllValues(0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0);
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// Create the Shadow map FBO and texture
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if (mIsShadowMappingEnabled) {
createShadowMapFBOAndTexture();
}
createQuadVBO();
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VisualContactPoint::createStaticData(mMeshFolderPath);
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}
// Destructor
SceneDemo::~SceneDemo() {
mShadowMapTexture.destroy();
mFBOShadowMap.destroy();
mVBOQuad.destroy();
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// Destroy the contact points
removeAllContactPoints();
VisualContactPoint::destroyStaticData();
}
// Update the scene
void SceneDemo::update() {
// Update the contact points
updateContactPoints();
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}
// Render the scene (in multiple passes for shadow mapping)
void SceneDemo::render() {
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const Color& diffCol = mLight0.getDiffuseColor();
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glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
// ---------- Render the scene to generate the shadow map (first pass) ----------- //
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const Matrix4 shadowMapProjMatrix = mShadowMapLightCamera.getProjectionMatrix();
const openglframework::Matrix4 worldToLightCameraMatrix = mShadowMapLightCamera.getTransformMatrix().getInverse();
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// If Shadow Mapping is enabled
if (mIsShadowMappingEnabled) {
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// Culling switching, rendering only backface, this is done to avoid self-shadowing
glCullFace(GL_BACK);
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mFBOShadowMap.bind();
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// Bind the shader
mDepthShader.bind();
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// Set the variables of the shader
mDepthShader.setMatrix4x4Uniform("projectionMatrix", shadowMapProjMatrix);
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// Set the viewport to render into the shadow map texture
glViewport(0, 0, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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// Clear previous frame values
glClear(GL_DEPTH_BUFFER_BIT);
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// Disable color rendering, we only want to write to the Z-Buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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// Render the objects of the scene
renderSinglePass(mDepthShader, worldToLightCameraMatrix);
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// Unbind the shader
mDepthShader.unbind();
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mFBOShadowMap.unbind();
glDisable(GL_POLYGON_OFFSET_FILL);
}
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// ---------- Render the scene for final rendering (second pass) ----------- //
glCullFace(GL_BACK);
// Get the world-space to camera-space matrix
const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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mPhongShader.bind();
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if (mIsShadowMappingEnabled) mShadowMapTexture.bind();
const GLuint textureUnit = 0;
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// Set the variables of the shader
mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mPhongShader.setMatrix4x4Uniform("shadowMapProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix);
mPhongShader.setMatrix4x4Uniform("worldToLight0CameraMatrix", worldToLightCameraMatrix);
mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.4f, 0.4f, 0.4f));
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(diffCol.r, diffCol.g, diffCol.b));
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mPhongShader.setIntUniform("shadowMapSampler", textureUnit);
mPhongShader.setIntUniform("isShadowEnabled", mIsShadowMappingEnabled);
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mPhongShader.setVector2Uniform("shadowMapDimension", Vector2(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT));
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// Set the viewport to render the scene
glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
//Enabling color write (previously disabled for light POV z-buffer rendering)
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Clear previous frame values
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Render the objects of the scene
renderSinglePass(mPhongShader, worldToCameraMatrix);
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// Render the contact points
if (mIsContactPointsDisplayed) {
renderContactPoints(mPhongShader, worldToCameraMatrix);
}
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if (mIsShadowMappingEnabled) mShadowMapTexture.unbind();
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mPhongShader.unbind();
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//drawTextureQuad();
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}
// Create the Shadow map FBO and texture
void SceneDemo::createShadowMapFBOAndTexture() {
// Create the texture for the depth values
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mShadowMapTexture.create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT,
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GL_UNSIGNED_BYTE, GL_NEAREST, GL_NEAREST, GL_CLAMP, GL_CLAMP, NULL);
// Create the FBO for the shadow map
mFBOShadowMap.create(0, 0, false);
mFBOShadowMap.bind();
// Tell OpenGL that we won't bind a color texture with the currently binded FBO
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
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mFBOShadowMap.attachTexture(GL_DEPTH_ATTACHMENT_EXT, mShadowMapTexture.getID());
mFBOShadowMap.unbind();
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mIsShadowMappingInitialized = true;
}
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// Used for debugging shadow maps
void SceneDemo::createQuadVBO() {
mVAOQuad.create();
mVAOQuad.bind();
static const GLfloat quadVertexData[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
};
mVBOQuad.create();
mVBOQuad.bind();
mVBOQuad.copyDataIntoVBO(sizeof(quadVertexData), quadVertexData, GL_STATIC_DRAW);
mVBOQuad.unbind();
mVAOQuad.unbind();
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}
void SceneDemo::drawTextureQuad() {
glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Clear previous frame values
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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const GLuint textureUnit = 0;
mVAOQuad.bind();
mQuadShader.bind();
mShadowMapTexture.bind();
mQuadShader.setIntUniform("textureSampler", textureUnit);
mVBOQuad.bind();
GLint vertexPositionLoc = mQuadShader.getAttribLocation("vertexPosition");
glEnableVertexAttribArray(vertexPositionLoc);
glVertexAttribPointer(
vertexPositionLoc, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangles !
glDrawArrays(GL_TRIANGLES, 0, 6); // 2*3 indices starting at 0 -> 2 triangles
glDisableVertexAttribArray(vertexPositionLoc);
mVBOQuad.unbind();
mShadowMapTexture.unbind();
mQuadShader.unbind();
mVAOQuad.unbind();
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}
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// Gather and create contact points
void SceneDemo::updateContactPoints() {
// Remove the previous contact points
removeAllContactPoints();
if (mIsContactPointsDisplayed) {
// Get the current contact points of the scene
std::vector<ContactPoint> contactPoints = getContactPoints();
// For each contact point
std::vector<ContactPoint>::const_iterator it;
for (it = contactPoints.begin(); it != contactPoints.end(); ++it) {
// Create a visual contact point for rendering
VisualContactPoint* point = new VisualContactPoint(it->point, mMeshFolderPath);
mContactPoints.push_back(point);
}
}
}
// Render the contact points
void SceneDemo::renderContactPoints(openglframework::Shader& shader,
const openglframework::Matrix4& worldToCameraMatrix) {
// Render all the raycast hit points
for (std::vector<VisualContactPoint*>::iterator it = mContactPoints.begin();
it != mContactPoints.end(); ++it) {
(*it)->render(shader, worldToCameraMatrix);
}
}
void SceneDemo::removeAllContactPoints() {
// Destroy all the visual contact points
for (std::vector<VisualContactPoint*>::iterator it = mContactPoints.begin();
it != mContactPoints.end(); ++it) {
delete (*it);
}
mContactPoints.clear();
}
// Return all the contact points of the scene
std::vector<ContactPoint> SceneDemo::computeContactPointsOfWorld(const rp3d::DynamicsWorld* world) const {
std::vector<ContactPoint> contactPoints;
// Get the list of contact manifolds from the world
std::vector<const rp3d::ContactManifold*> manifolds = world->getContactsList();
// For each contact manifold
std::vector<const rp3d::ContactManifold*>::const_iterator it;
for (it = manifolds.begin(); it != manifolds.end(); ++it) {
const rp3d::ContactManifold* manifold = *it;
// For each contact point of the manifold
for (uint i=0; i<manifold->getNbContactPoints(); i++) {
rp3d::ContactPoint* contactPoint = manifold->getContactPoint(i);
rp3d::Vector3 point = contactPoint->getWorldPointOnBody1();
ContactPoint contact(openglframework::Vector3(point.x, point.y, point.z));
contactPoints.push_back(contact);
}
}
return contactPoints;
}