/* 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. */ #include "render_particles.h" #define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION #include #include #include #include #include #include #define GL_POINT_SPRITE_ARB 0x8861 #define GL_COORD_REPLACE_ARB 0x8862 #define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 ParticleRenderer::ParticleRenderer() : m_pos(0), m_numParticles(0), m_pointSize(1.0f), m_spriteSize(2.0f), m_vertexShader(0), m_vertexShaderPoints(0), m_pixelShader(0), m_programPoints(0), m_programSprites(0), m_texture(0), m_pbo(0), m_vboColor(0), m_bFp64Positions(false) { _initGL(); } ParticleRenderer::~ParticleRenderer() { m_pos = 0; } void ParticleRenderer::resetPBO() { glDeleteBuffers(1, (GLuint *)&m_pbo); } void ParticleRenderer::setPositions(float *pos, int numParticles) { m_pos = pos; m_numParticles = numParticles; if (!m_pbo) { glGenBuffers(1, (GLuint *)&m_pbo); } glBindBuffer(GL_ARRAY_BUFFER, m_pbo); glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), pos, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); SDK_CHECK_ERROR_GL(); } void ParticleRenderer::setPositions(double *pos, int numParticles) { m_bFp64Positions = true; m_pos_fp64 = pos; m_numParticles = numParticles; if (!m_pbo) { glGenBuffers(1, (GLuint *)&m_pbo); } glBindBuffer(GL_ARRAY_BUFFER, m_pbo); glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(double), pos, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); SDK_CHECK_ERROR_GL(); } void ParticleRenderer::setColors(float *color, int numParticles) { glBindBuffer(GL_ARRAY_BUFFER, m_vboColor); glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), color, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } void ParticleRenderer::setBaseColor(float color[4]) { for (int i = 0; i < 4; i++) m_baseColor[i] = color[i]; } void ParticleRenderer::setPBO(unsigned int pbo, int numParticles, bool fp64) { m_pbo = pbo; m_numParticles = numParticles; if (fp64) m_bFp64Positions = true; } void ParticleRenderer::_drawPoints(bool color) { if (!m_pbo) { glBegin(GL_POINTS); { int k = 0; for (int i = 0; i < m_numParticles; ++i) { if (m_bFp64Positions) glVertex3dv(&m_pos_fp64[k]); else { glVertex3fv(&m_pos[k]); } k += 4; } } glEnd(); } else { glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, m_pbo); if (m_bFp64Positions) glVertexPointer(4, GL_DOUBLE, 0, 0); else glVertexPointer(4, GL_FLOAT, 0, 0); if (color) { glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, m_vboColor); // glActiveTexture(GL_TEXTURE1); // glTexCoordPointer(4, GL_FLOAT, 0, 0); glColorPointer(4, GL_FLOAT, 0, 0); } glDrawArrays(GL_POINTS, 0, m_numParticles); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); } } void ParticleRenderer::display(DisplayMode mode /* = PARTICLE_POINTS */) { switch (mode) { case PARTICLE_POINTS: glColor3f(1, 1, 1); glPointSize(m_pointSize); glUseProgram(m_programPoints); _drawPoints(); glUseProgram(0); break; case PARTICLE_SPRITES: default: { // setup point sprites glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV); glPointSize(m_spriteSize); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glUseProgram(m_programSprites); GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture"); glUniform1i(texLoc, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_texture); glColor3f(1, 1, 1); glSecondaryColor3fv(m_baseColor); _drawPoints(); glUseProgram(0); glDisable(GL_POINT_SPRITE_ARB); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } break; case PARTICLE_SPRITES_COLOR: { // setup point sprites glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV); glPointSize(m_spriteSize); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glUseProgram(m_programSprites); GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture"); glUniform1i(texLoc, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_texture); glColor3f(1, 1, 1); glSecondaryColor3fv(m_baseColor); _drawPoints(true); glUseProgram(0); glDisable(GL_POINT_SPRITE_ARB); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } break; } SDK_CHECK_ERROR_GL(); } const char vertexShaderPoints[] = { "void main() \n" "{ \n" " vec4 vert = vec4(gl_Vertex.xyz, 1.0); " " " " \n" " gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; " " \n" " gl_FrontColor = gl_Color; \n" "} " "\n"}; const char vertexShader[] = { "void main() \n" "{ \n" " float pointSize = 500.0 * gl_Point.size; \n" " vec4 vert = gl_Vertex; " " \n" " vert.w = 1.0; " " " " \n" " vec3 pos_eye = vec3 (gl_ModelViewMatrix * vert); \n" " gl_PointSize = max(1.0, pointSize / (1.0 - pos_eye.z)); \n" " gl_TexCoord[0] = gl_MultiTexCoord0; \n" //" gl_TexCoord[1] = gl_MultiTexCoord1; \n" " gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; \n" " gl_FrontColor = gl_Color; \n" " gl_FrontSecondaryColor = gl_SecondaryColor; \n" "} " "\n"}; const char pixelShader[] = { "uniform sampler2D splatTexture; \n" "void main() \n" "{ \n" " vec4 color2 = gl_SecondaryColor; \n" " vec4 color = (0.6 + 0.4 * gl_Color) * texture2D(splatTexture, " "gl_TexCoord[0].st); \n" " gl_FragColor = \n" " color * color2;\n" // mix(vec4(0.1, 0.0, 0.0, color.w), color2, // color.w);\n" "} " "\n"}; void ParticleRenderer::_initGL() { m_vertexShader = glCreateShader(GL_VERTEX_SHADER); m_vertexShaderPoints = glCreateShader(GL_VERTEX_SHADER); m_pixelShader = glCreateShader(GL_FRAGMENT_SHADER); const char *v = vertexShader; const char *p = pixelShader; glShaderSource(m_vertexShader, 1, &v, 0); glShaderSource(m_pixelShader, 1, &p, 0); const char *vp = vertexShaderPoints; glShaderSource(m_vertexShaderPoints, 1, &vp, 0); glCompileShader(m_vertexShader); glCompileShader(m_vertexShaderPoints); glCompileShader(m_pixelShader); m_programSprites = glCreateProgram(); glAttachShader(m_programSprites, m_vertexShader); glAttachShader(m_programSprites, m_pixelShader); glLinkProgram(m_programSprites); m_programPoints = glCreateProgram(); glAttachShader(m_programPoints, m_vertexShaderPoints); glLinkProgram(m_programPoints); _createTexture(32); glGenBuffers(1, (GLuint *)&m_vboColor); glBindBuffer(GL_ARRAY_BUFFER, m_vboColor); glBufferData(GL_ARRAY_BUFFER, m_numParticles * 4 * sizeof(float), 0, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } //------------------------------------------------------------------------------ // Function : EvalHermite // Description : //------------------------------------------------------------------------------ /** * EvalHermite(float pA, float pB, float vA, float vB, float u) * @brief Evaluates Hermite basis functions for the specified coefficients. */ inline float evalHermite(float pA, float pB, float vA, float vB, float u) { float u2 = (u * u), u3 = u2 * u; float B0 = 2 * u3 - 3 * u2 + 1; float B1 = -2 * u3 + 3 * u2; float B2 = u3 - 2 * u2 + u; float B3 = u3 - u; return (B0 * pA + B1 * pB + B2 * vA + B3 * vB); } unsigned char *createGaussianMap(int N) { float *M = new float[2 * N * N]; unsigned char *B = new unsigned char[4 * N * N]; float X, Y, Y2, Dist; float Incr = 2.0f / N; int i = 0; int j = 0; Y = -1.0f; // float mmax = 0; for (int y = 0; y < N; y++, Y += Incr) { Y2 = Y * Y; X = -1.0f; for (int x = 0; x < N; x++, X += Incr, i += 2, j += 4) { Dist = (float)sqrtf(X * X + Y2); if (Dist > 1) Dist = 1; M[i + 1] = M[i] = evalHermite(1.0f, 0, 0, 0, Dist); B[j + 3] = B[j + 2] = B[j + 1] = B[j] = (unsigned char)(M[i] * 255); } } delete[] M; return (B); } void ParticleRenderer::_createTexture(int resolution) { unsigned char *data = createGaussianMap(resolution); glGenTextures(1, (GLuint *)&m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, resolution, resolution, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); }