190 lines
6.8 KiB
C++
190 lines
6.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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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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#ifndef SCENEDEMO_H
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#define SCENEDEMO_H
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// Libraries
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#include "Scene.h"
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#include "VisualContactPoint.h"
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#include "reactphysics3d.h"
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#include "PhysicsObject.h"
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// Constants
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const int SHADOWMAP_WIDTH = 2048;
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const int SHADOWMAP_HEIGHT = 2048;
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// Class SceneDemo
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// Abstract class that represents a 3D scene for the ReactPhysics3D examples.
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// This scene has a single light source with shadow mapping.
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class SceneDemo : public Scene {
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protected:
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// -------------------- Attributes -------------------- //
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/// Light 0
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openglframework::Light mLight0;
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/// True if the shadows FBO, textures have been created
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bool mIsShadowMappingInitialized;
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/// FBO for the shadow map
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openglframework::FrameBufferObject mFBOShadowMap;
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/// Shadow map texture
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openglframework::Texture2D mShadowMapTexture;
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static int shadowMapTextureLevel;
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/// All the visual contact points
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std::vector<VisualContactPoint*> mContactPoints;
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/// Shadow map bias matrix
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openglframework::Matrix4 mShadowMapBiasMatrix;
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/// Camera at light0 position for the shadow map
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openglframework::Camera mShadowMapLightCamera;
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/// Depth shader to render the shadow map
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openglframework::Shader mDepthShader;
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/// Phong shader
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openglframework::Shader mPhongShader;
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/// Constant color shader
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openglframework::Shader mColorShader;
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// TODO : Delete this
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openglframework::Shader mQuadShader;
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// TODO : Delete this
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openglframework::VertexArrayObject mVAOQuad;
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openglframework::VertexBufferObject mVBOQuad;
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static openglframework::Color mGreyColorDemo;
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static openglframework::Color mYellowColorDemo;
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static openglframework::Color mBlueColorDemo;
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static openglframework::Color mOrangeColorDemo;
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static openglframework::Color mPinkColorDemo;
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static openglframework::Color mRedColorDemo;
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static openglframework::Color mDemoColors[];
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static int mNbDemoColors;
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std::string mMeshFolderPath;
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std::vector<PhysicsObject*> mPhysicsObjects;
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rp3d::CollisionWorld* mPhysicsWorld;
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// -------------------- Methods -------------------- //
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// Create the Shadow map FBO and texture
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void createShadowMapFBOAndTexture();
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// Used for debugging shadow maps
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void createQuadVBO();
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// TODO : Delete this
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void drawTextureQuad();
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// Update the contact points
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void updateContactPoints();
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// Render the contact points
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void renderContactPoints(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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/// Render the AABBs
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void renderAABBs(const openglframework::Matrix4& worldToCameraMatrix);
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/// Remove all contact points
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void removeAllContactPoints();
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/// Return a reference to the dynamics world
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rp3d::DynamicsWorld* getDynamicsWorld();
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/// Return a reference to the dynamics world
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const rp3d::DynamicsWorld* getDynamicsWorld() const;
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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SceneDemo(const std::string& name, EngineSettings& settings, float sceneRadius, bool isShadowMappingEnabled = true);
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/// Destructor
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virtual ~SceneDemo() override;
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/// Update the scene
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virtual void update() override;
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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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virtual void updatePhysics() override;
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/// Render the scene (possibly in multiple passes for shadow mapping)
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virtual void render() override;
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/// Update the engine settings
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virtual void updateEngineSettings() override;
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/// Render the scene in a single pass
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virtual void renderSinglePass(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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/// Enabled/Disable the shadow mapping
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virtual void setIsShadowMappingEnabled(bool isShadowMappingEnabled) override;
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/// Return all the contact points of the scene
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std::vector<ContactPoint> computeContactPointsOfWorld(reactphysics3d::DynamicsWorld *world);
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};
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// Enabled/Disable the shadow mapping
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inline void SceneDemo::setIsShadowMappingEnabled(bool isShadowMappingEnabled) {
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Scene::setIsShadowMappingEnabled(isShadowMappingEnabled);
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if (mIsShadowMappingEnabled && !mIsShadowMappingInitialized) {
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createShadowMapFBOAndTexture();
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}
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}
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// Return a reference to the dynamics world
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inline rp3d::DynamicsWorld* SceneDemo::getDynamicsWorld() {
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return dynamic_cast<rp3d::DynamicsWorld*>(mPhysicsWorld);
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}
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// Return a reference to the dynamics world
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inline const rp3d::DynamicsWorld* SceneDemo::getDynamicsWorld() const {
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return dynamic_cast<rp3d::DynamicsWorld*>(mPhysicsWorld);
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}
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#endif
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