155 lines
4.8 KiB
C++
155 lines
4.8 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.ephysics.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 <ephysics/Scene.hpp>
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#include <ephysics/VisualContactPoint.hpp>
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#include <ephysics/ephysics.hpp>
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// Constants
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const int32_t SHADOWMAP_WIDTH = 2048;
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const int32_t 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 int32_t shadowMapTextureLevel;
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/// All the visual contact points
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etk::Vector<VisualContactPoint*> m_contactPoints;
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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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// 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 int32_t mNbDemoColors;
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etk::String mMeshFolderPath;
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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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void removeAllContactPoints();
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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SceneDemo(const etk::String& name, float sceneRadius, bool isShadowMappingEnabled = true);
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/// Destructor
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virtual ~SceneDemo();
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/// Update the scene
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virtual void update();
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/// Render the scene (possibly in multiple passes for shadow mapping)
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virtual void render();
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/// Render the scene in a single pass
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virtual void renderSinglePass(openglframework::Shader& shader,
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const openglframework::Matrix4& worldToCameraMatrix)=0;
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/// Enabled/Disable the shadow mapping
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void virtual setIsShadowMappingEnabled(bool isShadowMappingEnabled);
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/// Return all the contact points of the scene
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etk::Vector<ContactPoint> computeContactPointsOfWorld(const ephysics::DynamicsWorld* world) const;
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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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#endif
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