2022-01-13 14:05:24 +08:00
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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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2021-10-21 19:04:49 +08:00
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// Smoke particle renderer with volumetric shadows
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#ifndef SMOKE_RENDERER_H
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#define SMOKE_RENDERER_H
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#include "framebufferObject.h"
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#include "GLSLProgram.h"
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#include "nvMath.h"
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using namespace nv;
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class SmokeRenderer {
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public:
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SmokeRenderer(int maxParticles);
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~SmokeRenderer();
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enum DisplayMode { POINTS, SPRITES, VOLUMETRIC, NUM_MODES };
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enum Target { LIGHT_BUFFER, SCENE_BUFFER };
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void setDisplayMode(DisplayMode mode) { mDisplayMode = mode; }
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void setNumParticles(unsigned int x) { mNumParticles = x; }
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void setPositionBuffer(GLuint vbo) { mPosVbo = vbo; }
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void setVelocityBuffer(GLuint vbo) { mVelVbo = vbo; }
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void setColorBuffer(GLuint vbo) { mColorVbo = vbo; }
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void setIndexBuffer(GLuint ib) { mIndexBuffer = ib; }
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void setParticleRadius(float x) { mParticleRadius = x; }
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void setWindowSize(int w, int h);
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void setFOV(float fov) { mFov = fov; }
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void setNumSlices(int x) { m_numSlices = x; }
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void setNumDisplayedSlices(int x) { m_numDisplayedSlices = x; }
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void setAlpha(float x) { m_spriteAlpha = x; }
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void setShadowAlpha(float x) { m_shadowAlpha = x; }
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void setColorAttenuation(vec3f c) { m_colorAttenuation = c; }
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void setLightColor(vec3f c);
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void setDoBlur(bool b) { m_doBlur = b; }
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void setBlurRadius(float x) { m_blurRadius = x; }
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void setDisplayLightBuffer(bool b) { m_displayLightBuffer = b; }
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void beginSceneRender(Target target);
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void endSceneRender(Target target);
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void setLightPosition(vec3f v) { m_lightPos = v; }
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void setLightTarget(vec3f v) { m_lightTarget = v; }
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vec4f getLightPositionEyeSpace() { return m_lightPosEye; }
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matrix4f getShadowMatrix() { return m_shadowMatrix; }
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GLuint getShadowTexture() { return m_lightTexture[m_srcLightTexture]; }
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void calcVectors();
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vec3f getSortVector() { return m_halfVector; }
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void render();
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void debugVectors();
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private:
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void drawPoints(int start, int count, bool sort);
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void drawPointSprites(GLSLProgram *prog, int start, int count, bool shadowed);
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void drawSlice(int i);
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void drawSliceLightView(int i);
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void drawSlices();
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void displayTexture(GLuint tex);
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void compositeResult();
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void blurLightBuffer();
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void depthSort();
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GLuint createTexture(GLenum target, int w, int h, GLint internalformat,
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GLenum format);
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void createBuffers(int w, int h);
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void createLightBuffer();
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void drawQuad();
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void drawVector(vec3f v);
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// particle data
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unsigned int mMaxParticles;
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unsigned int mNumParticles;
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GLuint mPosVbo;
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GLuint mVelVbo;
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GLuint mColorVbo;
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GLuint mIndexBuffer;
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float mParticleRadius;
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DisplayMode mDisplayMode;
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// window
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unsigned int mWindowW, mWindowH;
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float mAspect, mInvFocalLen;
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float mFov;
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int m_downSample;
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int m_imageW, m_imageH;
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int m_numSlices;
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int m_numDisplayedSlices;
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int m_batchSize;
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int m_sliceNo;
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float m_shadowAlpha;
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float m_spriteAlpha;
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bool m_doBlur;
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float m_blurRadius;
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bool m_displayLightBuffer;
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vec3f m_lightVector, m_lightPos, m_lightTarget;
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vec3f m_lightColor;
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vec3f m_colorAttenuation;
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float m_lightDistance;
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matrix4f m_modelView, m_lightView, m_lightProj, m_shadowMatrix;
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vec3f m_viewVector, m_halfVector;
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bool m_invertedView;
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vec4f m_eyePos;
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vec4f m_halfVectorEye;
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vec4f m_lightPosEye;
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// programs
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GLSLProgram *m_simpleProg;
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GLSLProgram *m_particleProg, *m_particleShadowProg;
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GLSLProgram *m_displayTexProg, *m_blurProg;
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// image buffers
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int m_lightBufferSize;
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GLuint m_lightTexture[2];
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int m_srcLightTexture;
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GLuint m_lightDepthTexture;
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FramebufferObject *m_lightFbo;
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GLuint m_imageTex, m_depthTex;
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FramebufferObject *m_imageFbo;
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};
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#endif
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