/* Copyright (c) 2022, 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. */ #ifndef __RENDER_PARTICLES__ #define __RENDER_PARTICLES__ class ParticleRenderer { public: ParticleRenderer(); ~ParticleRenderer(); void setPositions(float *pos, int numParticles); void setVertexBuffer(unsigned int vbo, int numParticles); void setColorBuffer(unsigned int vbo) { m_colorVBO = vbo; } enum DisplayMode { PARTICLE_POINTS, PARTICLE_SPHERES, PARTICLE_NUM_MODES }; void display(DisplayMode mode = PARTICLE_POINTS); void displayGrid(); void setPointSize(float size) { m_pointSize = size; } void setParticleRadius(float r) { m_particleRadius = r; } void setFOV(float fov) { m_fov = fov; } void setWindowSize(int w, int h) { m_window_w = w; m_window_h = h; } protected: // methods void _initGL(); void _drawPoints(); GLuint _compileProgram(const char *vsource, const char *fsource); protected: // data float *m_pos; int m_numParticles; float m_pointSize; float m_particleRadius; float m_fov; int m_window_w, m_window_h; GLuint m_program; GLuint m_vbo; GLuint m_colorVBO; }; #endif //__ RENDER_PARTICLES__