mirror of https://github.com/axmolengine/axmol.git
209 lines
6.2 KiB
C++
209 lines
6.2 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPhysics3D.h"
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#include "base/CCConfiguration.h"
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#include "base/ccMacros.h"
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#include "base/CCDirector.h"
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#include "renderer/CCGLProgram.h"
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#include "renderer/CCRenderer.h"
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#include "renderer/CCRenderState.h"
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#include "renderer/ccGLStateCache.h"
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#include "renderer/CCGLProgramCache.h"
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#if CC_USE_3D_PHYSICS
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#if (CC_ENABLE_BULLET_INTEGRATION)
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NS_CC_BEGIN
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void Physics3DDebugDrawer::drawLine( const btVector3& from,const btVector3& to,const btVector3& color )
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{
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int count = 2;
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ensureCapacity(count);
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Vec3 col = convertbtVector3ToVec3(color);
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V3F_V4F *lines = (V3F_V4F *)(_buffer + _bufferCount);
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lines[0].vertex = convertbtVector3ToVec3(from);
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lines[0].color = Vec4(col.x, col.y, col.z, 1.0f);
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lines[1].vertex = convertbtVector3ToVec3(to);
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lines[1].color = Vec4(col.x, col.y, col.z, 1.0f);
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_bufferCount += count;
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_dirty = true;
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}
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void Physics3DDebugDrawer::drawContactPoint( const btVector3& PointOnB,const btVector3& normalOnB,btScalar distance,int lifeTime,const btVector3& color )
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{
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drawLine(PointOnB, PointOnB + normalOnB * distance, color);
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}
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void Physics3DDebugDrawer::reportErrorWarning( const char* warningString )
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{
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CCLOG("%s", warningString);
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}
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void Physics3DDebugDrawer::draw3dText( const btVector3& location,const char* textString )
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{
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}
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void Physics3DDebugDrawer::setDebugMode( int debugMode )
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{
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_debugMode = debugMode;
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}
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int Physics3DDebugDrawer::getDebugMode() const
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{
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return _debugMode;
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}
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void Physics3DDebugDrawer::draw( Renderer *renderer)
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{
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_customCommand.init(0, Mat4::IDENTITY, 0);
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_customCommand.func = CC_CALLBACK_0(Physics3DDebugDrawer::drawImplementation, this, Mat4::IDENTITY, 0);
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renderer->addCommand(&_customCommand);
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}
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Physics3DDebugDrawer::Physics3DDebugDrawer()
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: _vao(0)
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, _vbo(0)
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, _bufferCapacity(0)
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, _bufferCount(0)
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, _buffer(nullptr)
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, _blendFunc(BlendFunc::DISABLE)
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, _dirty(true)
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, _debugMode(DBG_DrawWireframe | DBG_DrawConstraints | DBG_DrawConstraintLimits)
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{
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init();
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}
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Physics3DDebugDrawer::~Physics3DDebugDrawer()
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{
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free(_buffer);
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if (_vao)
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{
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glDeleteVertexArrays(1, &_vao);
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_vao = 0;
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}
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if (_vbo)
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{
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glDeleteBuffers(1, &_vbo);
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_vbo = 0;
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}
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}
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void Physics3DDebugDrawer::ensureCapacity( int count )
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{
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CCASSERT(count>=0, "capacity must be >= 0");
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if(_bufferCount + count > _bufferCapacity)
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{
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_bufferCapacity += MAX(_bufferCapacity, count);
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_buffer = (V3F_V4F*)realloc(_buffer, _bufferCapacity*sizeof(V3F_V4F));
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}
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}
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void Physics3DDebugDrawer::drawImplementation( const Mat4 &transform, uint32_t flags )
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{
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_program->use();
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_program->setUniformsForBuiltins(transform);
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glEnable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(true);
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GL::blendFunc(_blendFunc.src, _blendFunc.dst);
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if (_dirty)
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{
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_V4F) * _bufferCapacity, _buffer, GL_STREAM_DRAW);
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_dirty = false;
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}
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(_vao);
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}
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else
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{
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GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POSITION | GL::VERTEX_ATTRIB_FLAG_COLOR);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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// vertex
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_V4F), (GLvoid *)offsetof(V3F_V4F, vertex));
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// color
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(V3F_V4F), (GLvoid *)offsetof(V3F_V4F, color));
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}
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glDrawArrays(GL_LINES, 0, _bufferCount);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCount);
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glDisable(GL_DEPTH_TEST);
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RenderState::StateBlock::_defaultState->setDepthTest(false);
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}
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void Physics3DDebugDrawer::init()
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{
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_program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_COLOR);
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ensureCapacity(512);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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glGenVertexArrays(1, &_vao);
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GL::bindVAO(_vao);
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}
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glGenBuffers(1, &_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, _vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_V4F)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_V4F), (GLvoid *)offsetof(V3F_V4F, vertex));
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glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
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glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(V3F_V4F), (GLvoid *)offsetof(V3F_V4F, color));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (Configuration::getInstance()->supportsShareableVAO())
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{
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GL::bindVAO(0);
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}
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}
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void Physics3DDebugDrawer::clear()
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{
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_bufferCount = 0;
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}
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NS_CC_END
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#endif // CC_ENABLE_BULLET_INTEGRATION
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#endif //CC_USE_3D_PHYSICS
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