/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* This class renders particles using OpenGL and GLSL shaders */ #include #include #define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION #include #include "SmokeRenderer.h" #include "SmokeShaders.h" #if defined(__APPLE__) || defined(MACOSX) #pragma clang diagnostic ignored "-Wdeprecated-declarations" #include #else #include #endif #define USE_MBLUR 1 #define COLOR_ATTENUATION 1 SmokeRenderer::SmokeRenderer(int maxParticles) : mMaxParticles(maxParticles), mNumParticles(0), mPosVbo(0), mVelVbo(0), mColorVbo(0), mIndexBuffer(0), mParticleRadius(0.005f), mDisplayMode(VOLUMETRIC), mWindowW(800), mWindowH(600), mFov(40.0f), m_downSample(2), m_numSlices(32), m_numDisplayedSlices(32), m_sliceNo(0), m_shadowAlpha(0.005f), m_spriteAlpha(0.1f), m_doBlur(false), m_blurRadius(1.0f), m_displayLightBuffer(false), m_lightPos(5.0f, 5.0f, -5.0f), m_lightTarget(0.0f, 0.0f, 0.0f), m_lightColor(1.0f, 1.0f, 0.5f), m_colorAttenuation(0.1f, 0.2f, 0.3f), m_lightBufferSize(256), m_srcLightTexture(0), m_lightDepthTexture(0), m_lightFbo(0), m_imageTex(0), m_depthTex(0), m_imageFbo(0) { // load shader programs m_simpleProg = new GLSLProgram(particleVS, simplePS); m_particleProg = new GLSLProgram(mblurVS, mblurGS, particlePS); m_particleShadowProg = new GLSLProgram(mblurVS, mblurGS, particleShadowPS); m_blurProg = new GLSLProgram(passThruVS, blurPS); m_displayTexProg = new GLSLProgram(passThruVS, texture2DPS); // create buffer for light shadows createLightBuffer(); glutReportErrors(); } SmokeRenderer::~SmokeRenderer() { delete m_particleProg; delete m_particleShadowProg; delete m_blurProg; delete m_displayTexProg; delete m_simpleProg; delete m_lightFbo; glDeleteTextures(2, m_lightTexture); glDeleteTextures(1, &m_lightDepthTexture); delete m_imageFbo; glDeleteTextures(1, &m_imageTex); glDeleteTextures(1, &m_depthTex); } // draw points from vertex buffer objects void SmokeRenderer::drawPoints(int start, int count, bool sort) { glBindBuffer(GL_ARRAY_BUFFER, mPosVbo); glVertexPointer(4, GL_FLOAT, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); if (mColorVbo) { glBindBuffer(GL_ARRAY_BUFFER, mColorVbo); glColorPointer(4, GL_FLOAT, 0, 0); glEnableClientState(GL_COLOR_ARRAY); } if (mVelVbo) { glBindBuffer(GL_ARRAY_BUFFER, mVelVbo); glClientActiveTexture(GL_TEXTURE0); glTexCoordPointer(4, GL_FLOAT, 0, 0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } if (sort) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mIndexBuffer); glDrawElements(GL_POINTS, count, GL_UNSIGNED_INT, (void *)(start * sizeof(unsigned int))); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); } else { glDrawArrays(GL_POINTS, start, count); } glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } // draw points using given shader program void SmokeRenderer::drawPointSprites(GLSLProgram *prog, int start, int count, bool shadowed) { glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); // don't write depth glEnable(GL_BLEND); prog->enable(); prog->setUniform1f("pointRadius", mParticleRadius); if (shadowed) { prog->bindTexture("shadowTex", m_lightTexture[m_srcLightTexture], GL_TEXTURE_2D, 0); } // draw points drawPoints(start, count, true); prog->disable(); glDepthMask(GL_TRUE); glDisable(GL_BLEND); } // calculate vectors for half-angle slice rendering void SmokeRenderer::calcVectors() { // get model view matrix glGetFloatv(GL_MODELVIEW_MATRIX, (float *)m_modelView.get_value()); // calculate eye space light vector m_lightVector = normalize(m_lightPos); m_lightPosEye = m_modelView * vec4f(m_lightPos, 1.0); // calculate half-angle vector between view and light m_viewVector = -vec3f(m_modelView.get_row(2)); if (dot(m_viewVector, m_lightVector) > 0) { m_halfVector = normalize(m_viewVector + m_lightVector); m_invertedView = false; } else { m_halfVector = normalize(-m_viewVector + m_lightVector); m_invertedView = true; } // calculate light view matrix glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); gluLookAt(m_lightPos[0], m_lightPos[1], m_lightPos[2], m_lightTarget[0], m_lightTarget[1], m_lightTarget[2], 0.0, 1.0, 0.0); // calculate light projection matrix glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluPerspective(45.0, 1.0, 1.0, 200.0); glGetFloatv(GL_MODELVIEW_MATRIX, (float *)m_lightView.get_value()); glGetFloatv(GL_PROJECTION_MATRIX, (float *)m_lightProj.get_value()); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); // construct shadow matrix matrix4f scale; scale.set_scale(vec3f(0.5, 0.5, 0.5)); matrix4f translate; translate.set_translate(vec3f(0.5, 0.5, 0.5)); m_shadowMatrix = translate * scale * m_lightProj * m_lightView * inverse(m_modelView); // calc object space eye position m_eyePos = inverse(m_modelView) * vec4f(0.0, 0.0, 0.0, 1.0); // calc half vector in eye space m_halfVectorEye = m_modelView * vec4f(m_halfVector, 0.0); } // draw slice of particles from camera view void SmokeRenderer::drawSlice(int i) { m_imageFbo->Bind(); glViewport(0, 0, m_imageW, m_imageH); glColor4f(1.0, 1.0, 1.0, m_spriteAlpha); if (m_invertedView) { // front-to-back glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE); } else { // back-to-front glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } drawPointSprites(m_particleShadowProg, i * m_batchSize, m_batchSize, true); m_imageFbo->Disable(); } // draw slice of particles from light's point of view void SmokeRenderer::drawSliceLightView(int i) { glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf((GLfloat *)m_lightView.get_value()); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadMatrixf((GLfloat *)m_lightProj.get_value()); m_lightFbo->Bind(); glViewport(0, 0, m_lightBufferSize, m_lightBufferSize); glColor4f(m_colorAttenuation[0] * m_shadowAlpha, m_colorAttenuation[1] * m_shadowAlpha, m_colorAttenuation[2] * m_shadowAlpha, 1.0); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); drawPointSprites(m_particleProg, i * m_batchSize, m_batchSize, false); m_lightFbo->Disable(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } // draw particles as slices with shadowing void SmokeRenderer::drawSlices() { m_batchSize = mNumParticles / m_numSlices; // clear light buffer m_srcLightTexture = 0; m_lightFbo->Bind(); m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightTexture[m_srcLightTexture], GL_COLOR_ATTACHMENT0_EXT); glClearColor(1.0f - m_lightColor[0], 1.0f - m_lightColor[1], 1.0f - m_lightColor[2], 0.0f); glClear(GL_COLOR_BUFFER_BIT); m_lightFbo->Disable(); // clear volume image m_imageFbo->Bind(); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); m_imageFbo->Disable(); glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_TEXTURE); glLoadMatrixf((GLfloat *)m_shadowMatrix.get_value()); // render slices if (m_numDisplayedSlices > m_numSlices) m_numDisplayedSlices = m_numSlices; for (int i = 0; i < m_numDisplayedSlices; i++) { // draw slice from camera view, sampling light buffer drawSlice(i); // draw slice from light view to light buffer, accumulating shadows drawSliceLightView(i); if (m_doBlur) { blurLightBuffer(); } } glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_TEXTURE); glLoadIdentity(); } // blur light buffer to simulate scattering effects void SmokeRenderer::blurLightBuffer() { m_lightFbo->Bind(); m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightTexture[1 - m_srcLightTexture], GL_COLOR_ATTACHMENT0_EXT); glViewport(0, 0, m_lightBufferSize, m_lightBufferSize); m_blurProg->enable(); m_blurProg->bindTexture("tex", m_lightTexture[m_srcLightTexture], GL_TEXTURE_2D, 0); m_blurProg->setUniform2f("texelSize", 1.0f / (float)m_lightBufferSize, 1.0f / (float)m_lightBufferSize); m_blurProg->setUniform1f("blurRadius", m_blurRadius); glDisable(GL_DEPTH_TEST); drawQuad(); m_blurProg->disable(); m_srcLightTexture = 1 - m_srcLightTexture; m_lightFbo->Disable(); } // display texture to screen void SmokeRenderer::displayTexture(GLuint tex) { m_displayTexProg->enable(); m_displayTexProg->bindTexture("tex", tex, GL_TEXTURE_2D, 0); drawQuad(); m_displayTexProg->disable(); } // composite final volume image on top of scene void SmokeRenderer::compositeResult() { glViewport(0, 0, mWindowW, mWindowH); glDisable(GL_DEPTH_TEST); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); displayTexture(m_imageTex); glDisable(GL_BLEND); } void SmokeRenderer::render() { switch (mDisplayMode) { case POINTS: glColor3f(1.0, 1.0, 1.0); m_simpleProg->enable(); drawPoints(0, mNumParticles, false); m_simpleProg->disable(); break; case SPRITES: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); glColor4f(1.0, 1.0, 1.0, m_spriteAlpha); drawPointSprites(m_particleProg, 0, mNumParticles, false); break; case VOLUMETRIC: drawSlices(); compositeResult(); break; case NUM_MODES: break; } if (m_displayLightBuffer) { // display light buffer to screen glViewport(0, 0, m_lightBufferSize, m_lightBufferSize); glDisable(GL_DEPTH_TEST); displayTexture(m_lightTexture[m_srcLightTexture]); glViewport(0, 0, mWindowW, mWindowH); } glutReportErrors(); } // render scene depth to texture // (this is to ensure that particle are correctly occluded in the low-resolution // render buffer) void SmokeRenderer::beginSceneRender(Target target) { if (target == LIGHT_BUFFER) { m_lightFbo->Bind(); glViewport(0, 0, m_lightBufferSize, m_lightBufferSize); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf((GLfloat *)m_lightView.get_value()); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadMatrixf((GLfloat *)m_lightProj.get_value()); } else { m_imageFbo->Bind(); glViewport(0, 0, m_imageW, m_imageH); } glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_TRUE); glClear(GL_DEPTH_BUFFER_BIT); } void SmokeRenderer::endSceneRender(Target target) { if (target == LIGHT_BUFFER) { m_lightFbo->Disable(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } else { m_imageFbo->Disable(); } glViewport(0, 0, mWindowW, mWindowH); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } // create an OpenGL texture GLuint SmokeRenderer::createTexture(GLenum target, int w, int h, GLint internalformat, GLenum format) { GLuint texid; glGenTextures(1, &texid); glBindTexture(target, texid); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(target, 0, internalformat, w, h, 0, format, GL_FLOAT, 0); return texid; } // create buffers for off-screen rendering void SmokeRenderer::createBuffers(int w, int h) { if (m_imageFbo) { glDeleteTextures(1, &m_imageTex); glDeleteTextures(1, &m_depthTex); delete m_imageFbo; } mWindowW = w; mWindowH = h; m_imageW = w / m_downSample; m_imageH = h / m_downSample; // create fbo for image buffer GLint format = GL_RGBA16F_ARB; // GLint format = GL_LUMINANCE16F_ARB; // GLint format = GL_RGBA8; m_imageTex = createTexture(GL_TEXTURE_2D, m_imageW, m_imageH, format, GL_RGBA); m_depthTex = createTexture(GL_TEXTURE_2D, m_imageW, m_imageH, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); m_imageFbo = new FramebufferObject(); m_imageFbo->AttachTexture(GL_TEXTURE_2D, m_imageTex, GL_COLOR_ATTACHMENT0_EXT); m_imageFbo->AttachTexture(GL_TEXTURE_2D, m_depthTex, GL_DEPTH_ATTACHMENT_EXT); m_imageFbo->IsValid(); } void SmokeRenderer::setLightColor(vec3f c) { m_lightColor = c; // set light texture border color GLfloat borderColor[4] = {1.0f - m_lightColor[0], 1.0f - m_lightColor[1], 1.0f - m_lightColor[2], 0.0f}; glBindTexture(GL_TEXTURE_2D, m_lightTexture[0]); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glBindTexture(GL_TEXTURE_2D, m_lightTexture[1]); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor); glBindTexture(GL_TEXTURE_2D, 0); } // create FBOs for light buffer void SmokeRenderer::createLightBuffer() { GLint format = GL_RGBA16F_ARB; // GLint format = GL_RGBA8; // GLint format = GL_LUMINANCE16F_ARB; m_lightTexture[0] = createTexture(GL_TEXTURE_2D, m_lightBufferSize, m_lightBufferSize, format, GL_RGBA); // make shadows clamp to light color at edges glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); m_lightTexture[1] = createTexture(GL_TEXTURE_2D, m_lightBufferSize, m_lightBufferSize, format, GL_RGBA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); m_lightDepthTexture = createTexture(GL_TEXTURE_2D, m_lightBufferSize, m_lightBufferSize, GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT); m_lightFbo = new FramebufferObject(); m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightTexture[m_srcLightTexture], GL_COLOR_ATTACHMENT0_EXT); m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightDepthTexture, GL_DEPTH_ATTACHMENT_EXT); m_lightFbo->IsValid(); } void SmokeRenderer::setWindowSize(int w, int h) { mAspect = (float)mWindowW / (float)mWindowH; mInvFocalLen = tan(mFov * 0.5f * NV_PI / 180.0f); createBuffers(w, h); } void SmokeRenderer::drawQuad() { glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, 1.0f); glEnd(); } void SmokeRenderer::drawVector(vec3f v) { glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3fv((float *)&v[0]); glEnd(); } // render vectors to screen for debugging void SmokeRenderer::debugVectors() { glColor3f(1.0f, 1.0f, 0.0f); drawVector(m_lightVector); glColor3f(0.0f, 1.0f, 0.0f); drawVector(m_viewVector); glColor3f(0.0f, 0.0f, 1.0f); drawVector(-m_viewVector); glColor3f(1.0f, 0.0f, 0.0f); drawVector(m_halfVector); }