/* 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. */ #ifndef __RENDER_PARTICLES__ #define __RENDER_PARTICLES__ #include #include #include #include typedef float matrix4[4][4]; typedef float vector3[3]; // check for OpenGL errors inline void checkGLErrors(const char *s) { EGLenum error; while ((error = glGetError()) != GL_NO_ERROR) { fprintf(stderr, "%s: error - %d\n", s, error); } } class ParticleRenderer { public: ParticleRenderer(unsigned int windowWidth = 720, unsigned int windowHeight = 480); ~ParticleRenderer(); void setPositions(float *pos, int numParticles); void setPositions(double *pos, int numParticles); void setBaseColor(float color[4]); void setColors(float *color, int numParticles); void setPBO(unsigned int pbo, int numParticles, bool fp64); enum DisplayMode { PARTICLE_POINTS, PARTICLE_SPRITES, PARTICLE_SPRITES_COLOR, PARTICLE_NUM_MODES }; void display(); void setPointSize(float size) { m_pointSize = size; } void setSpriteSize(float size) { m_spriteSize = size; } void setCameraPos(vector3 camera_pos) { m_camera[0] = camera_pos[0]; m_camera[1] = camera_pos[1]; m_camera[2] = camera_pos[2]; } void resetPBO(); protected: // methods void _initGL(); void _createTexture(int resolution); protected: // data float *m_pos; double *m_pos_fp64; int m_numParticles; float m_pointSize; float m_spriteSize; vector3 m_camera; unsigned int m_vertexShader; unsigned int m_vertexShaderPoints; unsigned int m_fragmentShader; unsigned int m_programPoints; unsigned int m_programSprites; unsigned int m_texture; unsigned int m_pbo; unsigned int m_vboColor; unsigned int m_windowWidth; unsigned int m_windowHeight; float m_baseColor[4]; bool m_bFp64Positions; }; #endif //__ RENDER_PARTICLES__