reactphysics3d/testbed/src/SceneDemo.h
2018-03-15 23:11:26 +01:00

190 lines
6.8 KiB
C++

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