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#include "SampleViewerScene.h"
#include "PxMaterial.h"
#include "ShaderShadow.h"
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#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();
}
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