225 lines
8.5 KiB
C++
225 lines
8.5 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/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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const float MOUSE_MOVE_BODY_FORCE = 100000.0f;
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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, rp3d::RaycastCallback {
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protected:
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// -------------------- Constants -------------------- //
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static constexpr int NB_SHADOW_MAPS = 3;
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// -------------------- Attributes -------------------- //
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/// Light 0
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openglframework::Light mLight0;
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/// Light 1
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openglframework::Light mLight1;
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/// Light 2
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openglframework::Light mLight2;
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/// True if the shadows FBO, textures have been created
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bool mIsShadowMappingInitialized;
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/// Array of FBO for the shadow maps
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openglframework::FrameBufferObject mFBOShadowMap[NB_SHADOW_MAPS];
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/// Shadow map texture
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openglframework::Texture2D mShadowMapTexture[NB_SHADOW_MAPS];
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static int shadowMapTextureLevel;
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/// All the visual contact points
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std::vector<VisualContactPoint*> mVisualContactPoints;
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/// Shadow map bias matrix
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openglframework::Matrix4 mShadowMapBiasMatrix;
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/// Cameras at lights position for the shadow maps
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openglframework::Camera mShadowMapLightCameras[NB_SHADOW_MAPS];
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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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openglframework::Shader mQuadShader;
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openglframework::VertexArrayObject mVAOQuad;
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openglframework::VertexBufferObject mVBOQuad;
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/// Vertex Buffer Object for the debug info lines vertices data
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openglframework::VertexBufferObject mDebugVBOLinesVertices;
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/// Vertex Array Object for the lines vertex data
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openglframework::VertexArrayObject mDebugLinesVAO;
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/// Vertex Buffer Object for the debug info trinangles vertices data
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openglframework::VertexBufferObject mDebugVBOTrianglesVertices;
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/// Vertex Array Object for the triangles vertex data
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openglframework::VertexArrayObject mDebugTrianglesVAO;
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static openglframework::Color mObjectColorDemo;
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static openglframework::Color mFloorColorDemo;
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static openglframework::Color mSleepingColorDemo;
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static openglframework::Color mSelectedObjectColorDemo;
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std::string mMeshFolderPath;
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rp3d::PhysicsCommon mPhysicsCommon;
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std::vector<PhysicsObject*> mPhysicsObjects;
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rp3d::PhysicsWorld* mPhysicsWorld;
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/// True if we need to step the physics simulation each frame
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bool mIsPhysicsWorldSimulated;
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/// True if the user is currently moving a body with the mouse
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bool mIsMovingBody;
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/// Local-space point on the body use to move it with the mouse
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rp3d::Vector3 mMovingBodyLocalPoint;
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/// Pointer to the body that is currently moved with the mouse by the user
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rp3d::RigidBody* mMovingBody;
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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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/// Create a the VAO and VBOs to render the debug infos
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void createDebugVBO();
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void drawTextureQuad();
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/// Update the contact points
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void updateSnapshotContactPoints();
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/// Render the contact points
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void renderSnapshotsContactPoints(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix);
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/// Update VBO with vertices and indices of debug info
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void updateDebugVBO();
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/// Render Debug Infos
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void renderDebugInfos(openglframework::Shader& shader, const openglframework::Matrix4& worldToCameraMatrix);
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/// Remove all contact points
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void removeAllVisualContactPoints();
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/// Called when the user is moving a body with the mouse
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void moveBodyWithMouse(double mousePosX, double mousePosY);
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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, bool isPhysicsWorldSimulated, 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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/// Enable/disable debug rendering
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virtual void setIsDebugRendererEnabled(bool isEnabled) override;
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/// Called when a mouse button event occurs
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virtual bool mouseButtonEvent(int button, bool down, int mods, double mousePosX, double mousePosY) override;
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/// Called when a mouse motion event occurs
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virtual bool mouseMotionEvent(double xMouse, double yMouse, int leftButtonState,
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int rightButtonState, int middleButtonState, int altKeyState) override;
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/// Called when a raycast hit occurs (used to move a body with the mouse)
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virtual rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& raycastInfo) override;
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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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// Enable/disable debug rendering
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inline void SceneDemo::setIsDebugRendererEnabled(bool isEnabled) {
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mPhysicsWorld->setIsDebugRenderingEnabled(isEnabled);
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}
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#endif
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