#include "SampleViewerScene.h" #include "PxMaterial.h" #include "ShaderShadow.h" #include #include #include #include #ifdef USE_OPTIX SampleViewerScene::RenderType SampleViewerScene::mRenderType = SampleViewerScene::rtOPTIX; #else SampleViewerScene::RenderType SampleViewerScene::mRenderType = SampleViewerScene::rtOPENGL; #endif OptixRenderer *SampleViewerScene::mOptixRenderer = NULL; bool SampleViewerScene::mBenchmark = false; //----------------------------------------------------------------------------- SampleViewerScene::SampleViewerScene(PxPhysics* pxPhysics, PxCooking *pxCooking, bool isGrb, Shader *defaultShader, const char *resourcePath, float slowMotionFactor) { mPxPhysics = pxPhysics; mPxCooking = pxCooking; mCameraPos = PxVec3(0.0f, 20.0f, 10.0f); mCameraDir = PxVec3(0.0f, 0.0f, 1.0f); mCameraUp = PxVec3(0.0f, 1.0f, 0.0f); mCameraFov = 40.f; mDefaultShader = defaultShader; //printf("hhh = %s\n", resourcePath); mResourcePath = resourcePath; mSlowMotionFactor = slowMotionFactor; mDefaultMaterial = pxPhysics->createMaterial(0.5f, 0.5f, 0.0f); mCameraDisable = false; } //----------------------------------------------------------------------------- SampleViewerScene::~SampleViewerScene() { for (int i = 0; i < (int)mShaders.size(); i++) delete mShaders[i]; mShaders.clear(); } // ---------------------------------------------------------------------------------------------- void SampleViewerScene::getMouseRay(int xi, int yi, PxVec3 &orig, PxVec3 &dir) { GLint viewPort[4]; GLdouble modelMatrix[16]; GLdouble projMatrix[16]; glGetIntegerv(GL_VIEWPORT, viewPort); glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); glGetDoublev(GL_PROJECTION_MATRIX, projMatrix); yi = viewPort[3] - yi - 1; GLdouble x,y,z; gluUnProject((GLdouble) xi, (GLdouble) yi, 0.0f, modelMatrix, projMatrix, viewPort, &x, &y, &z); orig = PxVec3((float)x, (float)y, (float)z); gluUnProject((GLdouble) xi, (GLdouble) yi, 1.0f, modelMatrix, projMatrix, viewPort, &x, &y, &z); dir = PxVec3((float)x, (float)y, (float)z); dir = dir - orig; dir.normalize(); orig -= dir * 100.0f; // to catch ray casts } // ---------------------------------------------------------------------------------------------- void SampleViewerScene::setMaterial(float restitution, float staticFriction, float dynamicFriction) { mDefaultMaterial->setRestitution(restitution); mDefaultMaterial->setStaticFriction(staticFriction); mDefaultMaterial->setDynamicFriction(dynamicFriction); } // ---------------------------------------------------------------------------------------------- void SampleViewerScene::render(bool useShader) { #ifdef USE_OPTIX if (mRenderType == rtOPTIX && mOptixRenderer == NULL) mOptixRenderer = new OptixRenderer( getRendererOptions() ); #endif } // ---------------------------------------------------------------------------------------------- void SampleViewerScene::cleanupStaticResources() { #ifdef USE_OPTIX if( mOptixRenderer ) { OptixRenderer* ren = mOptixRenderer; mOptixRenderer = 0; delete ren; } #endif } // ---------------------------------------------------------------------------------------------- std::string SampleViewerScene::mRendererOptions; void SampleViewerScene::setRendererOptions( const char* text ) { if( text ) mRendererOptions = text; else mRendererOptions.clear(); }