203 lines
8.4 KiB
C++
203 lines
8.4 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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// Libraries
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#include "AABB.h"
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// Macros
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#define MEMBER_OFFSET(s,m) ((char *)nullptr + (offsetof(s,m)))
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// Initialize static variables
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openglframework::VertexBufferObject AABB::mVBOVertices(GL_ARRAY_BUFFER);
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openglframework::VertexBufferObject AABB::mVBONormals(GL_ARRAY_BUFFER);
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openglframework::VertexBufferObject AABB::mVBOIndices(GL_ELEMENT_ARRAY_BUFFER);
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openglframework::VertexArrayObject AABB::mVAO;
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// Initialize the data to render AABBs
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void AABB::init() {
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createVBOAndVAO();
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}
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// Destroy the data used to render AABBs
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void AABB::destroy() {
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// Destroy the VBOs and VAO
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mVBOVertices.destroy();
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mVBONormals.destroy();
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mVAO.destroy();
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}
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// Render the AABB
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void AABB::render(const openglframework::Vector3& position, const openglframework::Vector3& dimension,
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openglframework::Color color, openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix) {
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// Render in wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// Bind the shader
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shader.bind();
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// Transform matrix
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openglframework::Matrix4 transformMatrix = openglframework::Matrix4::identity();
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transformMatrix = openglframework::Matrix4::translationMatrix(position) * transformMatrix;
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// Set the normal matrix (inverse transpose of the 3x3 upper-left sub matrix of the
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// model-view matrix)
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const openglframework::Matrix4 localToCameraMatrix = worldToCameraMatrix * transformMatrix;
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const openglframework::Matrix3 normalMatrix =
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localToCameraMatrix.getUpperLeft3x3Matrix().getInverse().getTranspose();
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shader.setMatrix3x3Uniform("normalMatrix", normalMatrix, false);
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// Compute the scaling matrix
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openglframework::Matrix4 scalingMatrix = openglframework::Matrix4(dimension.x, 0, 0, 0,
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0, dimension.y, 0, 0,
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0, 0, dimension.z, 0,
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0, 0, 0, 1);
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transformMatrix = transformMatrix * scalingMatrix;
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// Set the model to camera matrix
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shader.setMatrix4x4Uniform("localToWorldMatrix", transformMatrix);
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shader.setMatrix4x4Uniform("worldToCameraMatrix", worldToCameraMatrix);
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// Set the vertex color
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openglframework::Vector4 colorVec(color.r, color.g, color.b, color.a);
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shader.setVector4Uniform("vertexColor", colorVec, false);
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// Bind the VAO
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mVAO.bind();
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mVBOVertices.bind();
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// Get the location of shader attribute variables
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GLint vertexPositionLoc = shader.getAttribLocation("vertexPosition");
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GLint vertexNormalLoc = shader.getAttribLocation("vertexNormal", false);
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glEnableVertexAttribArray(vertexPositionLoc);
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glVertexAttribPointer(vertexPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr);
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mVBONormals.bind();
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if (vertexNormalLoc != -1) glVertexAttribPointer(vertexNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, (char*)nullptr);
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if (vertexNormalLoc != -1) glEnableVertexAttribArray(vertexNormalLoc);
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// Draw the geometry
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glDrawElements(GL_LINES, 12 * 2, GL_UNSIGNED_INT, (char*)nullptr);
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glDisableVertexAttribArray(vertexPositionLoc);
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if (vertexNormalLoc != -1) glDisableVertexAttribArray(vertexNormalLoc);
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mVBONormals.unbind();
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mVBOVertices.unbind();
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// Unbind the VAO
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mVAO.unbind();
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// Unbind the shader
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shader.unbind();
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// Disable wireframe mode
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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// Create the Vertex Buffer Objects used to render to box with OpenGL.
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/// We create two VBOs (one for vertices and one for indices)
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void AABB::createVBOAndVAO() {
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std::vector<openglframework::Vector3> vertices;
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std::vector<openglframework::Vector3> normals;
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std::vector<unsigned int> indices;
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// Vertices
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vertices.push_back(openglframework::Vector3(-0.5, -0.5, 0.5));
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vertices.push_back(openglframework::Vector3(0.5, -0.5, 0.5));
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vertices.push_back(openglframework::Vector3(0.5, 0.5, 0.5));
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vertices.push_back(openglframework::Vector3(-0.5, 0.5, 0.5));
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vertices.push_back(openglframework::Vector3(0.5, -0.5, -0.5));
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vertices.push_back(openglframework::Vector3(0.5, 0.5, -0.5));
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vertices.push_back(openglframework::Vector3(-0.5, 0.5, -0.5));
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vertices.push_back(openglframework::Vector3(-0.5, -0.5, -0.5));
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// Normals
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normals.push_back(openglframework::Vector3(1, -1, 1));
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normals.push_back(openglframework::Vector3(1, 1, 1));
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normals.push_back(openglframework::Vector3(-1, 1, 1));
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normals.push_back(openglframework::Vector3(-1, -1, 1));
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normals.push_back(openglframework::Vector3(1, -1, -1));
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normals.push_back(openglframework::Vector3(1, 1, -1));
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normals.push_back(openglframework::Vector3(-1, 1, -1));
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normals.push_back(openglframework::Vector3(-1, -1, -1));
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// Indices
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indices.push_back(0); indices.push_back(1); indices.push_back(1); indices.push_back(2);
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indices.push_back(2); indices.push_back(3); indices.push_back(3); indices.push_back(0);
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indices.push_back(4); indices.push_back(5); indices.push_back(5); indices.push_back(6);
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indices.push_back(6); indices.push_back(7); indices.push_back(7); indices.push_back(4);
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indices.push_back(1); indices.push_back(4); indices.push_back(2); indices.push_back(5);
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indices.push_back(0); indices.push_back(7); indices.push_back(3); indices.push_back(6);
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// Create the VBO for the vertices data
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mVBOVertices.create();
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mVBOVertices.bind();
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GLsizei sizeVertices = static_cast<GLsizei>(vertices.size() * sizeof(openglframework::Vector3));
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mVBOVertices.copyDataIntoVBO(sizeVertices, &(vertices[0]), GL_STATIC_DRAW);
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mVBOVertices.unbind();
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// Create the VBO for the normals data
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mVBONormals.create();
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mVBONormals.bind();
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GLsizei sizeNormals = static_cast<GLsizei>(normals.size() * sizeof(openglframework::Vector3));
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mVBONormals.copyDataIntoVBO(sizeNormals, &(normals[0]), GL_STATIC_DRAW);
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mVBONormals.unbind();
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.bind();
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GLsizei sizeIndices = static_cast<GLsizei>(indices.size() * sizeof(unsigned int));
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mVBOIndices.copyDataIntoVBO(sizeIndices, &(indices[0]), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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// Create the VAO for both VBOs
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mVAO.create();
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mVAO.bind();
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// Bind the VBO of vertices
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mVBOVertices.bind();
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// Bind the VBO of normals
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mVBONormals.bind();
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// Bind the VBO of indices
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mVBOIndices.bind();
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// Unbind the VAO
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mVAO.unbind();
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}
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