1 #include "GpuCompoundScene.h"
2 #include "GpuRigidBodyDemo.h"
3 #include "OpenGLWindow/ShapeData.h"
4 
5 #include "OpenGLWindow/GLInstancingRenderer.h"
6 #include "Bullet3Common/b3Quaternion.h"
7 #include "OpenGLWindow/b3gWindowInterface.h"
8 #include "Bullet3OpenCL/BroadphaseCollision/b3GpuSapBroadphase.h"
9 #include "../GpuDemoInternalData.h"
10 #include "Bullet3OpenCL/Initialize/b3OpenCLUtils.h"
11 #include "OpenGLWindow/OpenGLInclude.h"
12 #include "OpenGLWindow/GLInstanceRendererInternalData.h"
13 #include "Bullet3OpenCL/ParallelPrimitives/b3LauncherCL.h"
14 #include "Bullet3OpenCL/RigidBody/b3GpuRigidBodyPipeline.h"
15 #include "Bullet3OpenCL/RigidBody/b3GpuNarrowPhase.h"
16 #include "Bullet3Collision/NarrowPhaseCollision/b3Config.h"
17 #include "GpuRigidBodyDemoInternalData.h"
18 #include "Bullet3Common/b3Transform.h"
19 
20 #include "OpenGLWindow/GLInstanceGraphicsShape.h"
21 
22 #define NUM_COMPOUND_CHILDREN_X 4
23 #define NUM_COMPOUND_CHILDREN_Y 4
24 #define NUM_COMPOUND_CHILDREN_Z 4
25 
setupScene(const ConstructionInfo & ci)26 void GpuCompoundScene::setupScene(const ConstructionInfo& ci)
27 {
28 	createStaticEnvironment(ci);
29 
30 	int strideInBytes = 9 * sizeof(float);
31 	int numVertices = sizeof(cube_vertices) / strideInBytes;
32 	int numIndices = sizeof(cube_indices) / sizeof(int);
33 	float scaling[4] = {1, 1, 1, 1};
34 
35 	GLInstanceVertex* cubeVerts = (GLInstanceVertex*)&cube_vertices[0];
36 	int stride2 = sizeof(GLInstanceVertex);
37 	b3Assert(stride2 == strideInBytes);
38 	int index = 0;
39 	int colIndex = -1;
40 	b3AlignedObjectArray<GLInstanceVertex> vertexArray;
41 	b3AlignedObjectArray<int> indexArray;
42 	{
43 		int childColIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0], strideInBytes, numVertices, scaling);
44 
45 		/*		b3Vector3 childPositions[3] = {
46 			b3Vector3(0,-2,0),
47 			b3Vector3(0,0,0),
48 			b3Vector3(0,0,2)
49 		};
50 		*/
51 
52 		b3AlignedObjectArray<b3GpuChildShape> childShapes;
53 
54 		for (int x = 0; x < NUM_COMPOUND_CHILDREN_X; x++)
55 			for (int y = 0; y < NUM_COMPOUND_CHILDREN_Y; y++)
56 				for (int z = 0; z < NUM_COMPOUND_CHILDREN_Z; z++)
57 				{
58 					int blax = x != 0 ? 1 : 0;
59 					int blay = y != 0 ? 1 : 0;
60 					int blaz = z != 0 ? 1 : 0;
61 					int bla = blax + blay + blaz;
62 					if (bla != 1)
63 						continue;
64 
65 					//for now, only support polyhedral child shapes
66 					b3GpuChildShape child;
67 					child.m_shapeIndex = childColIndex;
68 					b3Vector3 pos = b3MakeVector3((x - NUM_COMPOUND_CHILDREN_X / 2.f) * 2, (y - NUM_COMPOUND_CHILDREN_X / 2.f) * 2, (z - NUM_COMPOUND_CHILDREN_X / 2.f) * 2);  //childPositions[i];
69 					b3Quaternion orn(0, 0, 0, 1);
70 					for (int v = 0; v < 4; v++)
71 					{
72 						child.m_childPosition[v] = pos[v];
73 						child.m_childOrientation[v] = orn[v];
74 					}
75 					childShapes.push_back(child);
76 					b3Transform tr;
77 					tr.setIdentity();
78 					tr.setOrigin(pos);
79 					tr.setRotation(orn);
80 
81 					int baseIndex = vertexArray.size();
82 					for (int j = 0; j < numIndices; j++)
83 						indexArray.push_back(cube_indices[j] + baseIndex);
84 
85 					//add transformed graphics vertices and indices
86 					for (int v = 0; v < numVertices; v++)
87 					{
88 						GLInstanceVertex vert = cubeVerts[v];
89 						b3Vector3 vertPos = b3MakeVector3(vert.xyzw[0], vert.xyzw[1], vert.xyzw[2]);
90 						b3Vector3 newPos = tr * vertPos;
91 						vert.xyzw[0] = newPos[0];
92 						vert.xyzw[1] = newPos[1];
93 						vert.xyzw[2] = newPos[2];
94 						vert.xyzw[3] = 0.f;
95 						vertexArray.push_back(vert);
96 					}
97 				}
98 		colIndex = m_data->m_np->registerCompoundShape(&childShapes);
99 	}
100 
101 	//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
102 	int shapeId = ci.m_instancingRenderer->registerShape(&vertexArray[0].xyzw[0], vertexArray.size(), &indexArray[0], indexArray.size());
103 
104 	b3Vector4 colors[4] =
105 		{
106 			b3MakeVector4(1, 0, 0, 1),
107 			b3MakeVector4(0, 1, 0, 1),
108 			b3MakeVector4(0, 0, 1, 1),
109 			b3MakeVector4(0, 1, 1, 1),
110 		};
111 
112 	int curColor = 0;
113 	for (int i = 0; i < ci.arraySizeX; i++)
114 	{
115 		for (int j = 0; j < ci.arraySizeY; j++)
116 		{
117 			for (int k = 0; k < ci.arraySizeZ; k++)
118 			{
119 				float mass = 1;  //j==0? 0.f : 1.f;
120 
121 				b3Vector3 position = b3MakeVector3((i - ci.arraySizeX / 2.) * ci.gapX, 35 + j * 3 * ci.gapY, (k - ci.arraySizeZ / 2.f) * ci.gapZ);
122 				//b3Quaternion orn(0,0,0,1);
123 				b3Quaternion orn(b3MakeVector3(1, 0, 0), 0.7);
124 
125 				b3Vector4 color = colors[curColor];
126 				curColor++;
127 				curColor &= 3;
128 				b3Vector4 scaling = b3MakeVector4(1, 1, 1, 1);
129 				int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
130 				int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
131 
132 				index++;
133 			}
134 		}
135 	}
136 
137 	m_data->m_rigidBodyPipeline->writeAllInstancesToGpu();
138 
139 	float camPos[4] = {0, 0, 0};  //65.5,4.5,65.5,0};
140 	//float camPos[4]={1,12.5,1.5,0};
141 	m_instancingRenderer->setCameraTargetPosition(camPos);
142 	m_instancingRenderer->setCameraDistance(320);
143 }
144 
createStaticEnvironment(const ConstructionInfo & ci)145 void GpuCompoundScene::createStaticEnvironment(const ConstructionInfo& ci)
146 {
147 	int strideInBytes = 9 * sizeof(float);
148 
149 	//int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0],numVertices,cube_indices,numIndices);
150 	int group = 1;
151 	int mask = 1;
152 	int index = 0;
153 	int colIndex = 0;
154 
155 	{
156 		if (1)
157 		{
158 			float radius = 41;
159 			int prevGraphicsShapeIndex = -1;
160 			{
161 				if (radius >= 100)
162 				{
163 					int numVertices = sizeof(detailed_sphere_vertices) / strideInBytes;
164 					int numIndices = sizeof(detailed_sphere_indices) / sizeof(int);
165 					prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&detailed_sphere_vertices[0], numVertices, detailed_sphere_indices, numIndices);
166 				}
167 				else
168 				{
169 					bool usePointSprites = false;
170 					if (usePointSprites)
171 					{
172 						int numVertices = sizeof(point_sphere_vertices) / strideInBytes;
173 						int numIndices = sizeof(point_sphere_indices) / sizeof(int);
174 						prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&point_sphere_vertices[0], numVertices, point_sphere_indices, numIndices, B3_GL_POINTS);
175 					}
176 					else
177 					{
178 						if (radius >= 10)
179 						{
180 							int numVertices = sizeof(medium_sphere_vertices) / strideInBytes;
181 							int numIndices = sizeof(medium_sphere_indices) / sizeof(int);
182 							prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&medium_sphere_vertices[0], numVertices, medium_sphere_indices, numIndices);
183 						}
184 						else
185 						{
186 							int numVertices = sizeof(low_sphere_vertices) / strideInBytes;
187 							int numIndices = sizeof(low_sphere_indices) / sizeof(int);
188 							prevGraphicsShapeIndex = ci.m_instancingRenderer->registerShape(&low_sphere_vertices[0], numVertices, low_sphere_indices, numIndices);
189 						}
190 					}
191 				}
192 			}
193 			b3Vector4 colors[4] =
194 				{
195 					b3MakeVector4(1, 0, 0, 1),
196 					b3MakeVector4(0, 1, 0, 1),
197 					b3MakeVector4(0, 1, 1, 1),
198 					b3MakeVector4(1, 1, 0, 1),
199 				};
200 
201 			int curColor = 1;
202 
203 			//int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
204 			int colIndex = m_data->m_np->registerSphereShape(radius);  //>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
205 			float mass = 0.f;
206 
207 			//b3Vector3 position((j&1)+i*2.2,1+j*2.,(j&1)+k*2.2);
208 			b3Vector3 position = b3MakeVector3(0, -41, 0);
209 
210 			b3Quaternion orn(0, 0, 0, 1);
211 
212 			b3Vector4 color = colors[curColor];
213 			curColor++;
214 			curColor &= 3;
215 			b3Vector4 scaling = b3MakeVector4(radius, radius, radius, 1);
216 			int id = ci.m_instancingRenderer->registerGraphicsInstance(prevGraphicsShapeIndex, position, orn, color, scaling);
217 			int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(mass, position, orn, colIndex, index, false);
218 
219 			index++;
220 		}
221 	}
222 }
223 
createStaticEnvironment(const ConstructionInfo & ci)224 void GpuCompoundPlaneScene::createStaticEnvironment(const ConstructionInfo& ci)
225 {
226 	int index = 0;
227 	b3Vector3 normal = b3MakeVector3(0, 1, 0);
228 	float constant = 0.f;
229 	int strideInBytes = 9 * sizeof(float);
230 	int numVertices = sizeof(cube_vertices) / strideInBytes;
231 	int numIndices = sizeof(cube_indices) / sizeof(int);
232 
233 	b3Vector4 scaling = b3MakeVector4(400, 1., 400, 1);
234 
235 	//int colIndex = m_data->m_np->registerPlaneShape(normal,constant);//>registerConvexHullShape(&cube_vertices[0],strideInBytes,numVertices, scaling);
236 	int colIndex = m_data->m_np->registerConvexHullShape(&cube_vertices[0], strideInBytes, numVertices, scaling);
237 	b3Vector3 position = b3MakeVector3(0, 0, 0);
238 	b3Quaternion orn(0, 0, 0, 1);
239 	//		b3Quaternion orn(b3Vector3(1,0,0),0.3);
240 	b3Vector4 color = b3MakeVector4(0, 0, 1, 1);
241 
242 	int shapeId = ci.m_instancingRenderer->registerShape(&cube_vertices[0], numVertices, cube_indices, numIndices);
243 
244 	int id = ci.m_instancingRenderer->registerGraphicsInstance(shapeId, position, orn, color, scaling);
245 	int pid = m_data->m_rigidBodyPipeline->registerPhysicsInstance(0.f, position, orn, colIndex, index, false);
246 }