kosticky
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203
karo.cpp
203
karo.cpp
@ -12,11 +12,21 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <physx/PxPhysics.h>
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//#include <physx/PxFoundation.h>
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#include <physx/PxConfig.h>
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#include <physx/PxPhysicsAPI.h>
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//#include <physx/PxFiltering.h>
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using namespace physx;
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struct Vertex {
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glm::vec3 pos;
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glm::vec3 color;
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};
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static const char* s_vs_src = R"GLSL(
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#version 330 core
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@ -46,7 +56,7 @@ void main() {
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}
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)GLSL";
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void CheckShaderCompileErrors(GLuint shader) {
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static void CheckShaderCompileErrors(GLuint shader) {
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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@ -57,7 +67,7 @@ void CheckShaderCompileErrors(GLuint shader) {
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}
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}
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void CheckProgramLinkErrors(GLuint program) {
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static void CheckProgramLinkErrors(GLuint program) {
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GLint success;
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GLchar infoLog[512];
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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@ -68,6 +78,133 @@ void CheckProgramLinkErrors(GLuint program) {
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}
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}
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static std::vector<Vertex> s_draw_lines;
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static std::vector<Vertex> s_draw_points;
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static PxDefaultErrorCallback gDefaultErrorCallback;
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static PxDefaultAllocator gDefaultAllocatorCallback;
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static PxFoundation* s_foundation;
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static PxPhysics* s_physics;
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static PxScene* s_scene;
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static PxDefaultCpuDispatcher* s_cpu_dispatcher;
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static PxMaterial* s_material;
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static PxRigidDynamic* s_box1;
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static void InitPhysics() {
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s_foundation = PxCreateFoundation(PX_PHYSICS_VERSION, gDefaultAllocatorCallback, gDefaultErrorCallback);
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if (!s_foundation)
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exit(1);
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bool recordMemoryAllocations = false;
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s_physics = PxCreatePhysics(PX_PHYSICS_VERSION, *s_foundation, PxTolerancesScale(), recordMemoryAllocations, nullptr);
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if (!s_physics)
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exit(2);
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PxSceneDesc sceneDesc(s_physics->getTolerancesScale());
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sceneDesc.gravity = PxVec3(0.0f, -9.81f, 0.0f);
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// create CPU dispatcher which mNbThreads worker threads
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s_cpu_dispatcher = PxDefaultCpuDispatcherCreate(1);
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if (!s_cpu_dispatcher)
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exit(3);
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sceneDesc.cpuDispatcher = s_cpu_dispatcher;
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if (!sceneDesc.filterShader)
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sceneDesc.filterShader = &PxDefaultSimulationFilterShader;
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s_scene = s_physics->createScene(sceneDesc);
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if (!s_scene)
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exit(4);
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auto m_scene = s_scene;
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bool enable = true;
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m_scene->setVisualizationParameter(PxVisualizationParameter::eSCALE, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eACTOR_AXES, enable ? 2.0f : 0.0f);
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////m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_EDGES, enable ? 1.0f : 0.0f);
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////m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_COMPOUNDS, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_AABBS, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eMBP_REGIONS, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eACTOR_AXES, enable ? 0.5f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eBODY_ANG_VELOCITY, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eBODY_AXES, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eBODY_LIN_VELOCITY, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eBODY_MASS_AXES, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_AABBS, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_AXES, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_COMPOUNDS, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_DYNAMIC, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_EDGES, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_FNORMALS, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_SHAPES, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCOLLISION_STATIC, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCONTACT_ERROR, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCONTACT_FORCE, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCONTACT_NORMAL, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eCONTACT_POINT, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eCULL_BOX, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eFORCE_DWORD, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eJOINT_LIMITS, enable ? 1.0f : 0.0f);
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//m_scene->setVisualizationParameter(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, enable ? 1.0f : 0.0f);
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m_scene->setVisualizationParameter(PxVisualizationParameter::eWORLD_AXES, enable ? 1.0f : 0.0f);
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auto floor_material = s_physics->createMaterial(1.0f, 1.0f, 0.0f);
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s_material = s_physics->createMaterial(1.0f, 1.0f, 0.6f);
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auto floor = PxCreatePlane(*s_physics, PxPlane(PxVec3(0.f, 1.f, 0.f), 0.f), *floor_material);
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s_scene->addActor(*floor);
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s_box1 = PxCreateDynamic(*s_physics, PxTransform(PxVec3(0.f, 5.0f, 0.f)), PxBoxGeometry(0.5f, 0.5f, 0.5f), *s_material, 1.f);
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s_scene->addActor(*s_box1);
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}
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static void PhysicsFrame() {
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s_scene->simulate(1.0f / 60.0f);
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s_scene->fetchResults(true);
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}
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static glm::vec4 U32ColorToVec4(uint32_t rgba_value) {
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float red = static_cast<float>((rgba_value >> 24) & 0xFF) / 255.0f;
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float green = static_cast<float>((rgba_value >> 16) & 0xFF) / 255.0f;
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float blue = static_cast<float>((rgba_value >> 8) & 0xFF) / 255.0f;
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float alpha = static_cast<float>(rgba_value & 0xFF) / 255.0f;
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return glm::vec4(red, green, blue, alpha);
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}
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static void DrawPhysxDebug() {
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const PxRenderBuffer& rb = s_scene->getRenderBuffer();
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for(PxU32 i=0; i < rb.getNbPoints(); i++)
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{
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const PxDebugPoint& point = rb.getPoints()[i];
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// render the point
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s_draw_points.push_back({ glm::vec3(point.pos.x, point.pos.y, point.pos.z), U32ColorToVec4(point.color) });
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}
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for(PxU32 i=0; i < rb.getNbLines(); i++)
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{
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const PxDebugLine& line = rb.getLines()[i];
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// render the line
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s_draw_lines.push_back({ glm::vec3(line.pos0.x, line.pos0.y, line.pos0.z), U32ColorToVec4(line.color0) });
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s_draw_lines.push_back({ glm::vec3(line.pos1.x, line.pos1.y, line.pos1.z), U32ColorToVec4(line.color1) });
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}
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}
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static void ShutdownPhysics() {
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s_physics->release();
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s_foundation->release();
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}
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static int s_count = 0;
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int main() {
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if (!glfwInit()) {
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@ -150,8 +287,40 @@ int main() {
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glfwShowWindow(window);
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//list of lines
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std::vector<Vertex> vertices;
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InitPhysics();
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) {
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if (action != GLFW_PRESS)
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return;
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switch (key) {
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case GLFW_KEY_ESCAPE:
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glfwSetWindowShouldClose(window, true);
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break;
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case GLFW_KEY_SPACE:
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s_box1->addForce(PxVec3(0.0f, 100.0f, 0.0f));
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break;
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case GLFW_KEY_E:
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for (int i = 0; i < 100; i++) {
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auto newbox = PxCreateDynamic(*s_physics, PxTransform(PxVec3(0.f, 5.0f * i, 0.f)), PxBoxGeometry(0.5f, 0.5f, 0.5f), *s_material, 1.f);
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s_scene->addActor(*newbox);
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s_count++;
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}
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break;
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case GLFW_KEY_W:
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printf("pocet: %d\n", s_count);
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break;
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}
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});
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glfwSwapInterval(1);
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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@ -161,8 +330,8 @@ int main() {
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glViewport(0, 0, width, height);
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 100.0f);
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glm::mat4 view = glm::lookAt(glm::vec3(1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0, 1.0, 0.0));
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 0.1f, 1000.0f);
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glm::mat4 view = glm::lookAt(glm::vec3(1.0f, 10.0f, 20.0f) * 10.0f, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0, 1.0, 0.0));
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glm::mat4 mvp = proj * view;
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@ -171,20 +340,30 @@ int main() {
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//glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// test data
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vertices.push_back({ glm::vec3(-1, 0, 0), glm::vec3(1.0f, 0.0f, 0.0f) });
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vertices.push_back({ glm::vec3(1, 0, 0), glm::vec3(0.0f, 1.0f, 0.0f) });
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//// test data
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//s_draw_verts.push_back({ glm::vec3(-1, 0, 0), glm::vec3(1.0f, 0.0f, 0.0f) });
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//s_draw_verts.push_back({ glm::vec3(1, 0, 0), glm::vec3(0.0f, 1.0f, 0.0f) });
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PhysicsFrame();
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DrawPhysxDebug();
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STREAM_DRAW);
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glDrawArrays(GL_LINES, 0, vertices.size());
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glBufferData(GL_ARRAY_BUFFER, s_draw_lines.size() * sizeof(Vertex), s_draw_lines.data(), GL_STREAM_DRAW);
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glDrawArrays(GL_LINES, 0, s_draw_lines.size());
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vertices.clear();
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//glBufferData(GL_ARRAY_BUFFER, s_draw_points.size() * sizeof(Vertex), s_draw_points.data(), GL_STREAM_DRAW);
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//glDrawArrays(GL_POINTS, 0, s_draw_points.size());
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s_draw_lines.clear();
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s_draw_points.clear();
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glfwSwapBuffers(window);
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}
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ShutdownPhysics();
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}
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// Run program: Ctrl + F5 or Debug > Start Without Debugging menu
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@ -76,6 +76,7 @@
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>true</ConformanceMode>
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<AdditionalIncludeDirectories>physx</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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