Example #1
0
void Engine::init_scene() {
    Node* scene = nodes["scene"] = new Node(NULL);

    // shaders //

    // "simple_shader"
    shaders["simple_shader"] = make_shader("shaders/p_v.glsl",
                                           "shaders/unicolor_f.glsl");

    // "light1"
    {
        Shader* shader = shaders["light1"] =
                make_shader("shaders/pn_v.glsl", "shaders/light1_f.glsl");

        // TODO put uniforms in "material"-class or something?
        set_uniform(shader, "mycolor", glm::vec4(1.f));
        set_uniform(shader, "ambient_intensity", glm::vec4(.1f,.1f,.1f,1.f));
        set_uniform(shader, "diffuse_color", glm::vec4(.5f,.5f,.5f,1.f));
        set_uniform(shader, "specular_color", glm::vec4(1.f,1.f,1.f,1.f));

        set_uniform(shader, "atten_k", .04f);
        set_uniform(shader, "gauss_k", .1f);
    }

    // objects //

    // grid
    {
        Shader* shader = shaders["simple_shader"];

        Node* node = nodes["grid"] = new Node(scene);

        int no = 5;
        glm::vec3 scale = glm::vec3(20.f);
        VAO* vao = create_grid(no, scale);

        std::vector<Uniform*> material;

        glm::vec4 white = glm::vec4(1.f);
        StoredUniform<glm::vec4>* mycolor =
                new StoredUniform<glm::vec4>(shader, "mycolor", white);
        material.push_back(mycolor);

        renderables.push_back(
                    new BasicRenderObject(shader, node, vao, material));

        // mem
        vaos.push_back(vao);
        uniforms.push_back(mycolor);
    }

    // redcube
    {
        Shader* shader = shaders["light1"];

        Node* node = nodes["redcube"] = new Node(scene);
        node->position = glm::vec3(.5f,.5f,-1.7f);

        glm::vec3 scale = glm::vec3(.05f);
        VAO* vao = create_cube_with_normals(scale);

        std::vector<Uniform*> material;

        glm::vec4 red = glm::vec4(1.f,0.f,.5f,1.f);
        StoredUniform<glm::vec4>* mycolor =
                new StoredUniform<glm::vec4>(shader, "mycolor", red);
        material.push_back(mycolor);

        renderables.push_back(
                new LitRenderObject(shader, node, vao, material));


        // physics
        btCollisionShape* cube_shape = new btBoxShape(from_vec3(scale/2.f));

        float mass = 0.f;
        redcube_rb = create_rigid_body(mass, node, cube_shape);
        physics->add_rigid_body(redcube_rb);


        // mem
        vaos.push_back(vao);
        uniforms.push_back(mycolor);
        collision_shapes.push_back(cube_shape);
    }

    make_litcube("cyancube",
                 glm::vec4(0.f, 1.f, 1.f, 1.f),
                 glm::vec3(0.05f));
    nodes["cyancube"]->orientation =
            glm::angleAxis(glm::radians(45.f),
                           glm::normalize(glm::vec3(-1.f, 1.f, 1.f)));

    make_litcube("yellowcube",
                 glm::vec4(1.f, 1.f, 0.f, 1.f),
                 glm::vec3(0.05f));
    nodes["yellowcube"]->orientation = nodes["cyancube"]->orientation;

    make_litcube("bluecube",
                 glm::vec4(0.f, 0.f, 1.f, 1.f),
                 glm::vec3(1.f),
                 30.f,
                 glm::vec3(0.f, 1.5f, -5.f));

    // lightcube
    {
        Shader* shader = shaders["simple_shader"];

        Node* node = nodes["lightcube"] = new Node(scene);
        node->position = glm::vec3(0.f, 1.f, 0.f);

        glm::vec3 scale = glm::vec3(.3f,.3f,.3f);
        VAO* vao = create_cube(scale);

        std::vector<Uniform*> material;

        glm::vec4 white = glm::vec4(1.f,1.f,1.f,1.f);
        StoredUniform<glm::vec4>* mycolor =
                new StoredUniform<glm::vec4>(shader, "mycolor", white);
        material.push_back(mycolor);

        renderables.push_back(
                new BasicRenderObject(shader, node, vao, material));

        // sync point light with position
        PointLight light0(node, glm::vec4(.7f,.7f,.7f,1.f));
        set_uniform(shaders["light1"], "light.position",
                    glm::vec3(light0.get_position()));
        set_uniform(shaders["light1"], "light.intensity",
                    light0.get_intensity());

        // mem
        vaos.push_back(vao);
        uniforms.push_back(mycolor);
    }

    // plane
    {
        Shader* shader = shaders["light1"];

        Node* node = nodes["plane"] = new Node(scene);
        node->position = glm::vec3(0.f, -.5f, 0.f);

        glm::vec3 scale = glm::vec3(20.f, 1.f, 20.f);
        VAO* vao = create_cube_with_normals(scale);

        std::vector<Uniform*> material;

        glm::vec4 goldish = glm::vec4(1.f,1.f,0.f,1.f);
        StoredUniform<glm::vec4>* mycolor =
                new StoredUniform<glm::vec4>(shader, "mycolor", goldish);
        material.push_back(mycolor);

        renderables.push_back(
                new LitRenderObject(shader, node, vao, material));

        // physics
        btCollisionShape* shape = new btBoxShape(from_vec3(scale/2.f));

        float mass = 0.f;
        btRigidBody* rigid_body = create_rigid_body(mass, node, shape);
        physics->add_rigid_body(rigid_body);

        // mem
        uniforms.push_back(mycolor);
        vaos.push_back(vao);
        collision_shapes.push_back(shape);
    }

    // bound
    {
        Shader* shader = shaders["light1"];

        Node* node = nodes["bound"] = new Node(scene);

        glm::vec3 scale = glm::vec3(20.f);
        bool face_inward = true;
        VAO* vao = create_cube_with_normals(scale, face_inward);

        std::vector<Uniform*> material;

        glm::vec4 greenblueish = glm::vec4(0.f,1.f,1.f,1.f);
        StoredUniform<glm::vec4>* mycolor =
            new StoredUniform<glm::vec4>(shader, "mycolor", greenblueish);
        material.push_back(mycolor);

        renderables.push_back(
                new LitRenderObject(shader, node, vao, material));

        // mem
        vaos.push_back(vao);
        uniforms.push_back(mycolor);
    }

    // roboarm
    {
        nodes["roboarm0"] = new Node(scene);
        nodes["roboarm1"] = new Node(scene);
        nodes["roboarm2"] = new Node(scene);
        nodes["roboarm3"] = new Node(scene);

        glm::vec3 scale = glm::vec3(0.1f, 0.4f, 0.1f);

        nodes["roboarm0"]->position = glm::vec3(0.f, 1.f, -2.f);
        //nodes["roboarm0"]->orientation =
        //        glm::angleAxis(glm::radians(180.f), glm::vec3(1.f, 0.f, 0.f));

        nodes["roboarm1"]->position = nodes["roboarm0"]->position +
            nodes["roboarm0"]->orientation * glm::vec3(0.f, scale.y, 0.f);
        nodes["roboarm1"]->orientation = nodes["roboarm0"]->orientation;

        nodes["roboarm2"]->position = nodes["roboarm1"]->position +
            nodes["roboarm1"]->orientation * glm::vec3(0.f, scale.y, 0.f);
        nodes["roboarm2"]->orientation = nodes["roboarm1"]->orientation;

        nodes["roboarm3"]->position = nodes["roboarm2"]->position +
            nodes["roboarm2"]->orientation * glm::vec3(0.f, scale.y, 0.f);
        nodes["roboarm3"]->orientation = nodes["roboarm2"]->orientation;

        // render
        {
            Shader* shader = shaders["light1"];

            glm::vec4 black = glm::vec4(0.f,0.f,0.f,1.f);
            StoredUniform<glm::vec4>* mycolor =
                    new StoredUniform<glm::vec4>(shader, "mycolor", black);

            std::vector<Uniform*> material;
            material.push_back(mycolor);

            // TODO use rounder shapes...
            VAO* vao = create_cube_with_normals(scale);

            auto make_renderable =
                [&shader, &material, &vao] (Node* node) {
                    return new LitRenderObject(shader, node, vao, material);
                };

            renderables.insert(renderables.end(),
                {
                    make_renderable(nodes["roboarm0"]),
                    make_renderable(nodes["roboarm1"]),
                    make_renderable(nodes["roboarm2"]),
                    make_renderable(nodes["roboarm3"]),
                }
            );

            // mem
            uniforms.push_back(mycolor);
            vaos.push_back(vao);
        }

        btCollisionShape *shape = new btBoxShape(from_vec3(scale/2.f));
        float density = 1000.f,
              volume = scale.x * scale.y * scale.z,
              mass = density * volume;

        // mem
        collision_shapes.push_back(shape);


        btRigidBody *rb0 = create_rigid_body(0.f, nodes["roboarm0"], shape),
                    *rb1 = create_rigid_body(mass, nodes["roboarm1"], shape),
                    *rb2 = create_rigid_body(mass, nodes["roboarm2"], shape),
                    *rb3 = create_rigid_body(mass, nodes["roboarm3"], shape);

        rb1->setActivationState(DISABLE_DEACTIVATION);
        rb2->setActivationState(DISABLE_DEACTIVATION);
        rb3->setActivationState(DISABLE_DEACTIVATION);

        physics->add_rigid_body(rb0);
        physics->add_rigid_body(rb1);
        physics->add_rigid_body(rb2);
        physics->add_rigid_body(rb3);

        btMatrix3x3 rot;
        rot.setIdentity();

        btTransform trans_up(rot, btVector3(0.f, scale.y/2, 0.f)),
                    trans_down(rot, btVector3(0.f, -scale.y/2, 0.f));

        rc1 = new btHingeConstraint(*rb0, *rb1,
                                    trans_up, trans_down);

        rc2 = new btHingeConstraint(*rb1, *rb2,
                                    trans_up, trans_down);

        rc3 = new btHingeConstraint(*rb2, *rb3,
                                    trans_up, trans_down);

        float pi = glm::pi<float>();

        rc1->setLimit(-pi/2, pi/2);
        rc2->setLimit(-pi/2, pi/2);
        rc3->setLimit(-pi/2, pi/2);

        bool intercollision = false;
        physics->add_constraint(rc1, intercollision);
        physics->add_constraint(rc2, intercollision);
        physics->add_constraint(rc3, intercollision);

        roboarm0 = new KinematicChain(nullptr, rb0, nullptr);
        roboarm1 = new KinematicChain(roboarm0, rb1, rc1);
        roboarm2 = new KinematicChain(roboarm1, rb2, rc2);
        roboarm3 = new KinematicChain(roboarm2, rb3, rc3);
    }
}
Example #2
0
static int wlan_trans_thread(void *data)
{
	int i, vif_id, ret, done, retry, sem_count, send_pkt, index, wake_flag,
	    gpio_status;
	rxfifo_t *rx_fifo;
	txfifo_t *tx_fifo;
	wlan_vif_t *vif;
	sdio_chn_t *tx_chn;
	sdio_chn_t *rx_chn;
	unsigned short status;
	wlan_thread_t *thread;
	u32 rx_gpio;

	thread = &(g_wlan.wlan_trans);
	sdiodev_readchn_init(8, (void *)wlan_rx_chn_isr, 1);
	sdiodev_readchn_init(9, (void *)wlan_rx_chn_isr, 1);
	rx_chn = &(g_wlan.hw.sdio_rx_chn);
	tx_chn = &(g_wlan.hw.sdio_tx_chn);
	rx_fifo = &(g_wlan.rxfifo);
	rx_gpio = g_wlan.hw.rx_gpio;
	up(&(g_wlan.sync.sem));
	printke("%s enter\n", __func__);

	thread->null_run = 0;
	thread->max_null_run = 100;
	thread->idle_sleep = 400;
	thread->prio = 90;
	wake_flag = 0;
	thread_sched_policy(thread);
	trans_down();
	do {
		thread_sleep_policy(thread);
		send_pkt = retry = done = 0;
		sem_count = g_wlan.wlan_trans.sem.count;
/*
		if (0 == wake_flag)
		{
			wake_lock(&g_wlan.hw.wlan_lock);
			wake_flag = 1;
		}
*/
RX:
		gpio_status = gpio_get_value(rx_gpio);
		if (!gpio_status) {
			if (true == rx_chn->gpio_high) {
				rx_chn->gpio_high = false;
				rx_chn->timeout_flag = false;
			}
			goto TX;
		} else {
			if (false == rx_chn->gpio_high) {
				rx_chn->gpio_high = true;
			}
		}
		wlan_wakeup();
		ret = set_marlin_wakeup(0, 1);

	#if 0
		if (0 != ret) {
			printke("rx call set_marlin_wakeup error:%d\n", ret);
			if (ret != -ETIMEDOUT)
				msleep(200);
			goto TX;
		}
	#endif

		if (0 != ret) {
			if( (ITM_NONE_MODE != g_wlan.netif[0].mode) || (ITM_NONE_MODE != g_wlan.netif[1].mode) )	
			{
				if(-2 != ret)
				{
					printke("rx call set_marlin_wakeup return:%d:%d\n", ret);
					msleep(200);
					goto TX;
				}
			}
			else
			{
				printke("rx retry open wlan\n", ret);
				msleep(200);
				goto TX;
			}
		}
		
		ret = sdio_chn_status(rx_chn->bit_map, &status);
		if (0 != ret) {
			printke("rx call sdio_chn_status error:%d\n", ret);
			goto RX_SLEEP;
		}
		index = check_valid_chn(1, status, rx_chn);
		if (index < 0) {

RX_SLEEP:
			if (false == rx_chn->timeout_flag) {
				rx_chn->timeout_flag = true;
				rx_chn->timeout =
				    jiffies +
				    msecs_to_jiffies(rx_chn->timeout_time);
			} else {
				if (time_after(jiffies, rx_chn->timeout)) {
					printke
					    ("[SDIO_RX_CHN][TIMEOUT][%lu] jiffies:%lu\n",
					     rx_chn->timeout_time, jiffies);
					msleep(300);
					rx_chn->timeout_flag = false;
				}
			}
			goto TX;
		}
		if (true == rx_chn->timeout_flag) {
			rx_chn->timeout_flag = false;
		}
		if (14 == index) {
			mdbg_sdio_read();
			goto TX;
		}
		if (11 == index) {
			mdbg_at_cmd_read();
			goto TX;
		}
		if (15 == index) {
			mdbg_loopcheck_read();
			goto TX;
		}
		ret = rx_fifo_in(index, rx_fifo, hw_rx);
		if (OK != ret) {
			if (HW_READ_ERROR == ret)
				msleep(100);
			retry++;
			goto TX;
		}
		g_wlan.wlan_core.need_rx++;
		core_up();

TX:
		for (vif_id = NETIF_0_ID; vif_id < WLAN_MAX_ID; vif_id++) {
			vif = &(g_wlan.netif[vif_id]);
			tx_fifo = &(vif->txfifo);
			ret = tx_fifo_used(tx_fifo);
			if (0 == ret)
				continue;
			wlan_wakeup();
			ret = set_marlin_wakeup(0, 1);
	#if 0
			if (0 != ret) {
				printke("tx call set_marlin_wakeup error:%d\n",
					ret);
				if (ret != -ETIMEDOUT)
					msleep(200);
				retry++;
				continue;
			}
	#endif

			if (0 != ret) {
				if( (ITM_NONE_MODE != g_wlan.netif[0].mode) || (ITM_NONE_MODE != g_wlan.netif[1].mode) )	
				{
					// -2: means bt ack high
					if(-2 != ret){
						printke("tx call set_marlin_wakeup return:%d\n", ret);
						msleep(200);
						retry++;
						continue;
					}
				}else{
					printke("tx retry open wlan\n");
					msleep(300);
					retry++;
					continue;
				}
			}
	
			ret = sdio_chn_status(tx_chn->bit_map, &status);
			if (ret) {
				printke("tx call sdio_chn_status error:%d\n",
					ret);
				goto TX_SLEEP;
			}
			index = check_valid_chn(0, status, tx_chn);
			if (index < 0) {
TX_SLEEP:
				if (false == tx_chn->timeout_flag) {
					tx_chn->timeout_flag = true;
					tx_chn->timeout =
					    jiffies +
					    msecs_to_jiffies(tx_chn->
							     timeout_time);
				} else {
					if (time_after
					    (jiffies, tx_chn->timeout)) {
						printke
						    ("[SDIO_TX_CHN][TIMEOUT][%lu] jiffies:%lu\n",
						     tx_chn->timeout_time,
						     jiffies);
						msleep(300);
						tx_chn->timeout_flag = false;
					}
				}
				retry++;
				continue;
			}
			if (true == tx_chn->timeout_flag) {
				tx_chn->timeout_flag = false;
			}
			ret =
			    tx_fifo_out(vif_id, index, tx_fifo, hw_tx,
					&send_pkt);
			if (OK != ret) {
				if (HW_WRITE_ERROR == ret) {
					msleep(100);
					retry++;
				}
				continue;
			}
			done = done + send_pkt;
			core_try_up();
		}

		if (g_wlan.sync.exit) {
/*
			if(1 == wake_flag)
			{
				wake_unlock(&g_wlan.hw.wlan_lock);
				wake_flag = 0;
			}
*/
			break;
		}
		gpio_status = gpio_get_value(rx_gpio);
		if (gpio_status) {
			if (g_wlan.wlan_trans.sem.count - done <= 1) {
				done =
				    (g_wlan.wlan_trans.sem.count >
				     0) ? (g_wlan.wlan_trans.sem.count -
					   1) : (0);
			}
		} else {
			if ((0 == done) && (0 == retry))
				done = ((0 == sem_count) ? (1) : (sem_count));
		}
		if (done > 0)
			thread->null_run = 0;
		else
			thread->null_run++;
		wlan_sleep();
/*
		if ((done >= g_wlan.wlan_trans.sem.count) && (wake_flag = 1) &&(!gpio_status) )
		{
			wake_unlock(&g_wlan.hw.wlan_lock);
			wake_flag = 0;
		}
*/
		for (i = 0; i < done; i++) {
			trans_down();
		}
	} while (!kthread_should_stop());
	sdiodev_readchn_uninit(8);
	sdiodev_readchn_uninit(9);
	mdbg_sdio_read();
	del_timer_sync(&(g_wlan.hw.wakeup_timer));
	printke("%s exit\n", __func__);
	up(&(g_wlan.sync.sem));
	core_up();
	return OK;
}