2015-07-21 23:18:32 +00:00
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/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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2016-04-11 18:15:20 +00:00
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* Copyright (c) 2010-2016 Daniel Chappuis *
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2015-07-21 23:18:32 +00:00
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*********************************************************************************
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* *
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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 *
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* use of this software. *
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* *
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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 *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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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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********************************************************************************/
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// Libraries
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#include "SceneDemo.h"
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#include <GLFW/glfw3.h>
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2017-11-02 21:58:41 +00:00
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#include "AABB.h"
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2020-03-18 06:28:34 +00:00
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#include <reactphysics3d/constraint/ContactPoint.h>
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#include <reactphysics3d/collision/ContactManifold.h>
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2015-07-21 23:18:32 +00:00
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using namespace openglframework;
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2015-08-03 21:05:55 +00:00
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int SceneDemo::shadowMapTextureLevel = 0;
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2020-01-17 16:11:19 +00:00
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openglframework::Color SceneDemo::mObjectColorDemo = Color(0.76f, 0.67f, 0.47f, 1.0f);
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openglframework::Color SceneDemo::mFloorColorDemo = Color(0.47f, 0.48f, 0.49f, 1.0f);
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openglframework::Color SceneDemo::mSleepingColorDemo = Color(1.0f, 0.25f, 0.25f, 1.0f);
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openglframework::Color SceneDemo::mSelectedObjectColorDemo = Color(0.09f, 0.59f, 0.88f, 1.0f);
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2015-08-03 21:05:55 +00:00
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2015-07-21 23:18:32 +00:00
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// Constructor
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2020-01-27 16:46:00 +00:00
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SceneDemo::SceneDemo(const std::string& name, EngineSettings& settings, bool isPhysicsWorldSimulated, float sceneRadius, bool isShadowMappingEnabled)
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2017-11-02 21:58:41 +00:00
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: Scene(name, settings, isShadowMappingEnabled), mIsShadowMappingInitialized(false),
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mDepthShader("shaders/depth.vert", "shaders/depth.frag"),
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2015-07-25 00:26:26 +00:00
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mPhongShader("shaders/phong.vert", "shaders/phong.frag"),
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2017-05-17 21:40:17 +00:00
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mColorShader("shaders/color.vert", "shaders/color.frag"),
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mQuadShader("shaders/quad.vert", "shaders/quad.frag"),
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2018-04-16 05:54:46 +00:00
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mVBOQuad(GL_ARRAY_BUFFER), mMeshFolderPath("meshes/"),
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mPhysicsWorld(nullptr), mIsPhysicsWorldSimulated(isPhysicsWorldSimulated) {
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2015-07-21 23:18:32 +00:00
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2015-08-03 21:05:55 +00:00
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shadowMapTextureLevel++;
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2020-01-17 16:11:19 +00:00
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// Move the lights
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float lightsRadius = 30.0f;
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float lightsHeight = 20.0f;
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mLight0.translateWorld(Vector3(0 * lightsRadius, lightsHeight, 1 * lightsRadius));
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mLight1.translateWorld(Vector3(0.95f * lightsRadius, lightsHeight, -0.3f * lightsRadius));
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mLight2.translateWorld(Vector3(-0.58f * lightsRadius, lightsHeight, -0.81f * lightsRadius));
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// Set the lights colors
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mLight0.setDiffuseColor(Color(0.6f, 0.6f, 0.6f, 1.0f));
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mLight1.setDiffuseColor(Color(0.6f, 0.6f, 0.6f, 1.0f));
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mLight2.setDiffuseColor(Color(0.6f, 0.6f, 0.6f, 1.0f));
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mShadowMapLightCameras[0].translateWorld(mLight0.getOrigin());
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mShadowMapLightCameras[0].rotateLocal(Vector3(1, 0, 0), -PI / 4.0f);
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mShadowMapLightCameras[1].translateWorld(mLight1.getOrigin());
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mShadowMapLightCameras[1].rotateLocal(Vector3(0, 1, 0), -5.0f * PI/3.7f);
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mShadowMapLightCameras[1].rotateLocal(Vector3(1, 0, 0), -PI/4.0f);
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mShadowMapLightCameras[2].translateWorld(mLight2.getOrigin());
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mShadowMapLightCameras[2].rotateLocal(Vector3(0, 1, 0), 5 * PI/4.0f);
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mShadowMapLightCameras[2].rotateLocal(Vector3(1, 0 , 0), -PI/4.0f);
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for (int i = 0; i < NB_SHADOW_MAPS; i++) {
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mShadowMapLightCameras[i].setDimensions(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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mShadowMapLightCameras[i].setFieldOfView(100.0f);
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mShadowMapLightCameras[i].setSceneRadius(100);
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}
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2015-07-26 22:30:45 +00:00
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mShadowMapBiasMatrix.setAllValues(0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0);
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2015-07-21 23:18:32 +00:00
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// Create the Shadow map FBO and texture
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if (mIsShadowMappingEnabled) {
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createShadowMapFBOAndTexture();
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}
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2015-07-25 00:26:26 +00:00
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createQuadVBO();
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2017-11-02 21:58:41 +00:00
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// Init rendering for the AABBs
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AABB::init();
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2015-08-11 16:32:45 +00:00
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VisualContactPoint::createStaticData(mMeshFolderPath);
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2015-07-21 23:18:32 +00:00
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}
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// Destructor
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SceneDemo::~SceneDemo() {
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2020-01-17 16:11:19 +00:00
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for (int i = 0; i < NB_SHADOW_MAPS; i++) {
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mShadowMapTexture[i].destroy();
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mFBOShadowMap[i].destroy();
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}
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2015-07-29 16:15:20 +00:00
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mVBOQuad.destroy();
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2020-01-17 16:11:19 +00:00
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mDepthShader.destroy();
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mPhongShader.destroy();
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mQuadShader.destroy();
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mColorShader.destroy();
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2017-05-17 21:40:17 +00:00
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2015-08-11 16:32:45 +00:00
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// Destroy the contact points
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2019-06-25 21:26:06 +00:00
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removeAllVisualContactPoints();
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2015-08-11 16:32:45 +00:00
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2017-11-02 21:58:41 +00:00
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// Destroy rendering data for the AABB
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AABB::destroy();
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2015-08-11 16:32:45 +00:00
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VisualContactPoint::destroyStaticData();
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}
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// Update the scene
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void SceneDemo::update() {
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// Update the contact points
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updateContactPoints();
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2017-10-19 15:42:21 +00:00
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// Update the position and orientation of the physics objects
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for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
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// Update the transform used for the rendering
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(*it)->updateTransform(mInterpolationFactor);
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}
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}
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// Update the physics world (take a simulation step)
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// Can be called several times per frame
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void SceneDemo::updatePhysics() {
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2019-06-27 05:16:47 +00:00
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// Clear contacts points
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mContactPoints.clear();
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2020-01-27 16:46:00 +00:00
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if (mIsPhysicsWorldSimulated) {
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// Take a simulation step
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mPhysicsWorld->update(mEngineSettings.timeStep);
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}
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}
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// Render the scene (in multiple passes for shadow mapping)
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void SceneDemo::render() {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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2020-01-17 16:11:19 +00:00
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Matrix4 shadowMapProjMatrix[NB_SHADOW_MAPS];
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openglframework::Matrix4 worldToLightCameraMatrix[NB_SHADOW_MAPS];
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for (int i = 0; i < NB_SHADOW_MAPS; i++) {
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shadowMapProjMatrix[i] = mShadowMapLightCameras[i].getProjectionMatrix();
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worldToLightCameraMatrix[i] = mShadowMapLightCameras[i].getTransformMatrix().getInverse();
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}
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2015-07-25 00:26:26 +00:00
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2020-01-17 16:11:19 +00:00
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// ---------- Render the scene to generate the shadow map (first pass) ----------- //
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2015-08-03 21:05:55 +00:00
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// If Shadow Mapping is enabled
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if (mIsShadowMappingEnabled) {
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2015-08-03 21:05:55 +00:00
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// Culling switching, rendering only backface, this is done to avoid self-shadowing
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glCullFace(GL_BACK);
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2020-01-17 16:11:19 +00:00
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// For each shadow map
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for (int i = 0; i < NB_SHADOW_MAPS; i++) {
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mFBOShadowMap[i].bind();
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2015-07-25 00:26:26 +00:00
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2020-01-17 16:11:19 +00:00
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// Bind the shader
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mDepthShader.bind();
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2015-07-25 00:26:26 +00:00
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2020-01-17 16:11:19 +00:00
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// Set the variables of the shader
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mDepthShader.setMatrix4x4Uniform("projectionMatrix", shadowMapProjMatrix[i]);
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2015-07-25 00:26:26 +00:00
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2020-01-17 16:11:19 +00:00
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// Set the viewport to render into the shadow map texture
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glViewport(0, 0, SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT);
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2015-07-21 23:18:32 +00:00
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2020-01-17 16:11:19 +00:00
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// Clear previous frame values
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glClear(GL_DEPTH_BUFFER_BIT);
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2015-07-21 23:18:32 +00:00
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2020-01-17 16:11:19 +00:00
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// Disable color rendering, we only want to write to the Z-Buffer
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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2015-07-21 23:18:32 +00:00
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2020-01-17 16:11:19 +00:00
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// Render the objects of the scene
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renderSinglePass(mDepthShader, worldToLightCameraMatrix[i]);
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2015-07-25 00:26:26 +00:00
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2020-01-17 16:11:19 +00:00
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// Unbind the shader
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mDepthShader.unbind();
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2015-07-31 19:54:02 +00:00
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2020-01-17 16:11:19 +00:00
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mFBOShadowMap[i].unbind();
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}
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2015-08-03 21:05:55 +00:00
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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2015-07-25 00:26:26 +00:00
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2015-07-21 23:18:32 +00:00
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// ---------- Render the scene for final rendering (second pass) ----------- //
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2015-07-25 23:28:27 +00:00
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glCullFace(GL_BACK);
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2015-07-25 00:26:26 +00:00
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// Get the world-space to camera-space matrix
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const openglframework::Matrix4 worldToCameraMatrix = mCamera.getTransformMatrix().getInverse();
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2015-07-21 23:18:32 +00:00
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mPhongShader.bind();
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2020-01-17 16:11:19 +00:00
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// Is shadow mapping is enabled
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GLint textureUnits[NB_SHADOW_MAPS];
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if (mIsShadowMappingEnabled) {
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for (int i = 0; i < NB_SHADOW_MAPS; i++) {
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mShadowMapTexture[i].bind();
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}
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for (int i = 0; i < NB_SHADOW_MAPS; i++) {
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textureUnits[i] = mShadowMapTexture[i].getUnit();
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}
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}
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2015-07-25 23:28:27 +00:00
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2017-05-17 21:40:17 +00:00
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// Set the variables of the phong shader
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2015-07-21 23:18:32 +00:00
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mPhongShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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2020-01-17 16:11:19 +00:00
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mPhongShader.setMatrix4x4Uniform("shadowMapLight0ProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix[0]);
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mPhongShader.setMatrix4x4Uniform("shadowMapLight1ProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix[1]);
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mPhongShader.setMatrix4x4Uniform("shadowMapLight2ProjectionMatrix", mShadowMapBiasMatrix * shadowMapProjMatrix[2]);
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mPhongShader.setMatrix4x4Uniform("worldToLight0CameraMatrix", worldToLightCameraMatrix[0]);
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mPhongShader.setMatrix4x4Uniform("worldToLight1CameraMatrix", worldToLightCameraMatrix[1]);
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mPhongShader.setMatrix4x4Uniform("worldToLight2CameraMatrix", worldToLightCameraMatrix[2]);
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2015-07-25 23:28:27 +00:00
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mPhongShader.setVector3Uniform("light0PosCameraSpace", worldToCameraMatrix * mLight0.getOrigin());
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2020-01-17 16:11:19 +00:00
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mPhongShader.setVector3Uniform("light1PosCameraSpace", worldToCameraMatrix * mLight1.getOrigin());
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mPhongShader.setVector3Uniform("light2PosCameraSpace", worldToCameraMatrix * mLight2.getOrigin());
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mPhongShader.setVector3Uniform("lightAmbientColor", Vector3(0.3f, 0.3f, 0.3f));
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mPhongShader.setVector3Uniform("light0DiffuseColor", Vector3(mLight0.getDiffuseColor().r, mLight0.getDiffuseColor().g, mLight0.getDiffuseColor().b));
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mPhongShader.setVector3Uniform("light1DiffuseColor", Vector3(mLight1.getDiffuseColor().r, mLight1.getDiffuseColor().g, mLight1.getDiffuseColor().b));
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mPhongShader.setVector3Uniform("light2DiffuseColor", Vector3(mLight2.getDiffuseColor().r, mLight2.getDiffuseColor().g, mLight2.getDiffuseColor().b));
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mPhongShader.setIntUniform("shadowMapSampler0", textureUnits[0]);
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mPhongShader.setIntUniform("shadowMapSampler1", textureUnits[1]);
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mPhongShader.setIntUniform("shadowMapSampler2", textureUnits[2]);
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2015-08-03 21:05:55 +00:00
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mPhongShader.setIntUniform("isShadowEnabled", mIsShadowMappingEnabled);
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2015-08-11 20:28:16 +00:00
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mPhongShader.setVector2Uniform("shadowMapDimension", Vector2(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT));
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2017-05-17 21:40:17 +00:00
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mPhongShader.unbind();
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// Set the variables of the color shader
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mColorShader.bind();
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mColorShader.setMatrix4x4Uniform("projectionMatrix", mCamera.getProjectionMatrix());
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mColorShader.unbind();
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2015-07-21 23:18:32 +00:00
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2015-07-25 00:26:26 +00:00
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// Set the viewport to render the scene
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glViewport(mViewportX, mViewportY, mViewportWidth, mViewportHeight);
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//Enabling color write (previously disabled for light POV z-buffer rendering)
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// Clear previous frame values
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2015-07-21 23:18:32 +00:00
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// Render the objects of the scene
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2015-07-25 00:26:26 +00:00
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renderSinglePass(mPhongShader, worldToCameraMatrix);
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2015-07-21 23:18:32 +00:00
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2015-08-11 16:32:45 +00:00
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// Render the contact points
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if (mIsContactPointsDisplayed) {
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renderContactPoints(mPhongShader, worldToCameraMatrix);
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}
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2017-11-02 21:58:41 +00:00
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// Render the AABBs
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if (mIsAABBsDisplayed) {
|
|
|
|
renderAABBs(worldToCameraMatrix);
|
|
|
|
}
|
|
|
|
|
2020-01-17 16:11:19 +00:00
|
|
|
// Is shadow mapping is enabled
|
|
|
|
if (mIsShadowMappingEnabled) {
|
|
|
|
|
|
|
|
for (int i = 0; i < NB_SHADOW_MAPS; i++) {
|
|
|
|
mShadowMapTexture[i].unbind();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-07-21 23:18:32 +00:00
|
|
|
mPhongShader.unbind();
|
2015-07-25 00:26:26 +00:00
|
|
|
|
2015-08-11 19:40:07 +00:00
|
|
|
//drawTextureQuad();
|
2015-07-21 23:18:32 +00:00
|
|
|
}
|
|
|
|
|
2017-10-19 15:42:21 +00:00
|
|
|
// Render the scene in a single pass
|
|
|
|
void SceneDemo::renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
|
|
|
|
2017-11-02 21:58:41 +00:00
|
|
|
if (mIsWireframeEnabled) {
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Bind the shader
|
2017-10-19 15:42:21 +00:00
|
|
|
shader.bind();
|
|
|
|
|
|
|
|
// Render all the physics objects of the scene
|
|
|
|
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
|
2017-11-02 21:58:41 +00:00
|
|
|
(*it)->render(mIsWireframeEnabled ? mColorShader : shader, worldToCameraMatrix);
|
2017-10-19 15:42:21 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Unbind the shader
|
|
|
|
shader.unbind();
|
2017-11-02 21:58:41 +00:00
|
|
|
|
|
|
|
if (mIsWireframeEnabled) {
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
}
|
2017-10-19 15:42:21 +00:00
|
|
|
}
|
|
|
|
|
2015-07-21 23:18:32 +00:00
|
|
|
// Create the Shadow map FBO and texture
|
|
|
|
void SceneDemo::createShadowMapFBOAndTexture() {
|
|
|
|
|
2020-01-17 16:11:19 +00:00
|
|
|
// For each shadow map
|
|
|
|
for (int i = 0; i < NB_SHADOW_MAPS; i++) {
|
|
|
|
|
|
|
|
// Create the texture for the depth values
|
|
|
|
mShadowMapTexture[i].create(SHADOWMAP_WIDTH, SHADOWMAP_HEIGHT, GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT,
|
|
|
|
GL_UNSIGNED_BYTE, GL_LINEAR, GL_LINEAR, GL_CLAMP_TO_BORDER, GL_CLAMP_TO_BORDER, NULL);
|
|
|
|
|
|
|
|
mShadowMapTexture[i].setUnit(i);
|
2015-07-21 23:18:32 +00:00
|
|
|
|
2020-01-17 16:11:19 +00:00
|
|
|
// Make sure that texture lookups outside the texture coords range will not
|
|
|
|
// treated as beeing in shadow
|
|
|
|
glBindTexture(GL_TEXTURE_2D, mShadowMapTexture[i].getID());
|
|
|
|
GLfloat border[] = { 1.0f, 0.0f, 0.0f, 0.0f };
|
|
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
2015-07-25 00:26:26 +00:00
|
|
|
|
2020-01-17 16:11:19 +00:00
|
|
|
// Create the FBO for the shadow map
|
|
|
|
mFBOShadowMap[i].create(0, 0, false);
|
|
|
|
mFBOShadowMap[i].bind();
|
2015-07-25 00:26:26 +00:00
|
|
|
|
2020-01-17 16:11:19 +00:00
|
|
|
// Tell OpenGL that we won't bind a color texture with the currently binded FBO
|
|
|
|
glDrawBuffer(GL_NONE);
|
|
|
|
glReadBuffer(GL_NONE);
|
|
|
|
|
|
|
|
mFBOShadowMap[i].attachTexture(GL_DEPTH_ATTACHMENT, mShadowMapTexture[i].getID());
|
|
|
|
mFBOShadowMap[i].unbind();
|
|
|
|
}
|
2015-08-03 21:05:55 +00:00
|
|
|
|
|
|
|
mIsShadowMappingInitialized = true;
|
2015-07-25 00:26:26 +00:00
|
|
|
}
|
|
|
|
|
2015-08-11 16:32:45 +00:00
|
|
|
// Used for debugging shadow maps
|
2015-07-25 00:26:26 +00:00
|
|
|
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();
|
2015-07-21 23:18:32 +00:00
|
|
|
}
|
|
|
|
|
2015-07-25 00:26:26 +00:00
|
|
|
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);
|
2015-07-21 23:18:32 +00:00
|
|
|
|
2020-01-17 16:11:19 +00:00
|
|
|
|
|
|
|
const int SHADOW_MAP_TEXTURE_TO_DRAW = 0;
|
|
|
|
const GLuint textureUnit = SHADOW_MAP_TEXTURE_TO_DRAW;
|
2015-08-08 09:40:37 +00:00
|
|
|
|
2015-07-25 00:26:26 +00:00
|
|
|
mVAOQuad.bind();
|
|
|
|
mQuadShader.bind();
|
2020-01-17 16:11:19 +00:00
|
|
|
mShadowMapTexture[SHADOW_MAP_TEXTURE_TO_DRAW].bind();
|
2015-08-08 09:40:37 +00:00
|
|
|
mQuadShader.setIntUniform("textureSampler", textureUnit);
|
2015-07-25 00:26:26 +00:00
|
|
|
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();
|
2020-01-17 16:11:19 +00:00
|
|
|
mShadowMapTexture[SHADOW_MAP_TEXTURE_TO_DRAW].unbind();
|
2015-07-25 00:26:26 +00:00
|
|
|
mQuadShader.unbind();
|
|
|
|
mVAOQuad.unbind();
|
2015-07-21 23:18:32 +00:00
|
|
|
}
|
2015-08-11 16:32:45 +00:00
|
|
|
|
|
|
|
// Gather and create contact points
|
|
|
|
void SceneDemo::updateContactPoints() {
|
|
|
|
|
|
|
|
// Remove the previous contact points
|
2019-06-25 21:26:06 +00:00
|
|
|
removeAllVisualContactPoints();
|
2015-08-11 16:32:45 +00:00
|
|
|
|
|
|
|
if (mIsContactPointsDisplayed) {
|
|
|
|
|
|
|
|
// For each contact point
|
2019-06-25 21:26:06 +00:00
|
|
|
std::vector<SceneContactPoint>::const_iterator it;
|
|
|
|
for (it = mContactPoints.begin(); it != mContactPoints.end(); ++it) {
|
2015-08-11 16:32:45 +00:00
|
|
|
|
|
|
|
// Create a visual contact point for rendering
|
2017-05-17 21:40:17 +00:00
|
|
|
VisualContactPoint* point = new VisualContactPoint(it->point, mMeshFolderPath, it->point + it->normal, it->color);
|
2019-06-25 21:26:06 +00:00
|
|
|
mVisualContactPoints.push_back(point);
|
2015-08-11 16:32:45 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Render the contact points
|
2017-05-17 21:40:17 +00:00
|
|
|
void SceneDemo::renderContactPoints(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix) {
|
2015-08-11 16:32:45 +00:00
|
|
|
|
2017-11-02 21:58:41 +00:00
|
|
|
// Render all the contact points
|
2019-06-25 21:26:06 +00:00
|
|
|
for (std::vector<VisualContactPoint*>::iterator it = mVisualContactPoints.begin();
|
|
|
|
it != mVisualContactPoints.end(); ++it) {
|
2017-05-17 21:40:17 +00:00
|
|
|
(*it)->render(mColorShader, worldToCameraMatrix);
|
2015-08-11 16:32:45 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2017-11-02 21:58:41 +00:00
|
|
|
// Render the AABBs
|
|
|
|
void SceneDemo::renderAABBs(const openglframework::Matrix4& worldToCameraMatrix) {
|
|
|
|
|
|
|
|
// For each physics object of the scene
|
|
|
|
for (std::vector<PhysicsObject*>::iterator it = mPhysicsObjects.begin(); it != mPhysicsObjects.end(); ++it) {
|
|
|
|
|
2020-01-20 20:22:46 +00:00
|
|
|
// For each collider of the object
|
|
|
|
for (uint i=0; i < (*it)->getCollisionBody()->getNbColliders(); i++) {
|
2019-03-15 16:27:11 +00:00
|
|
|
|
2020-01-20 20:22:46 +00:00
|
|
|
rp3d::Collider* collider = (*it)->getCollisionBody()->getCollider(i);
|
2017-11-02 21:58:41 +00:00
|
|
|
|
2020-01-20 20:22:46 +00:00
|
|
|
// Get the broad-phase AABB corresponding to the collider
|
|
|
|
rp3d::AABB aabb = mPhysicsWorld->getWorldAABB(collider);
|
2017-11-02 21:58:41 +00:00
|
|
|
|
|
|
|
openglframework::Vector3 aabbCenter(aabb.getCenter().x, aabb.getCenter().y, aabb.getCenter().z);
|
|
|
|
openglframework::Vector3 aabbMin(aabb.getMin().x, aabb.getMin().y, aabb.getMin().z);
|
|
|
|
openglframework::Vector3 aabbMax(aabb.getMax().x, aabb.getMax().y, aabb.getMax().z);
|
|
|
|
|
|
|
|
// Render the AABB
|
|
|
|
AABB::render(aabbCenter, aabbMax - aabbMin, Color::green(), mColorShader, worldToCameraMatrix);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-25 21:26:06 +00:00
|
|
|
void SceneDemo::removeAllVisualContactPoints() {
|
2015-08-11 16:32:45 +00:00
|
|
|
|
|
|
|
// Destroy all the visual contact points
|
2019-06-25 21:26:06 +00:00
|
|
|
for (std::vector<VisualContactPoint*>::iterator it = mVisualContactPoints.begin();
|
|
|
|
it != mVisualContactPoints.end(); ++it) {
|
2015-08-11 16:32:45 +00:00
|
|
|
delete (*it);
|
|
|
|
}
|
2019-06-25 21:26:06 +00:00
|
|
|
mVisualContactPoints.clear();
|
2015-08-11 16:32:45 +00:00
|
|
|
}
|
2018-03-15 22:11:26 +00:00
|
|
|
|
|
|
|
// Update the engine settings
|
|
|
|
void SceneDemo::updateEngineSettings() {
|
|
|
|
|
2020-01-27 16:46:00 +00:00
|
|
|
if (mIsPhysicsWorldSimulated) {
|
2018-03-15 22:11:26 +00:00
|
|
|
|
|
|
|
// Update the physics engine parameters
|
2020-01-27 16:46:00 +00:00
|
|
|
mPhysicsWorld->setIsGratityEnabled(mEngineSettings.isGravityEnabled);
|
2018-03-15 22:11:26 +00:00
|
|
|
rp3d::Vector3 gravity(mEngineSettings.gravity.x, mEngineSettings.gravity.y,
|
|
|
|
mEngineSettings.gravity.z);
|
2020-01-27 16:46:00 +00:00
|
|
|
mPhysicsWorld->setGravity(gravity);
|
|
|
|
mPhysicsWorld->enableSleeping(mEngineSettings.isSleepingEnabled);
|
|
|
|
mPhysicsWorld->setSleepLinearVelocity(mEngineSettings.sleepLinearVelocity);
|
|
|
|
mPhysicsWorld->setSleepAngularVelocity(mEngineSettings.sleepAngularVelocity);
|
|
|
|
mPhysicsWorld->setNbIterationsPositionSolver(mEngineSettings.nbPositionSolverIterations);
|
|
|
|
mPhysicsWorld->setNbIterationsVelocitySolver(mEngineSettings.nbVelocitySolverIterations);
|
|
|
|
mPhysicsWorld->setTimeBeforeSleep(mEngineSettings.timeBeforeSleep);
|
2018-03-15 22:11:26 +00:00
|
|
|
}
|
|
|
|
}
|