cuda-samples/Samples/2_Concepts_and_Techniques/particles/render_particles.cpp
2022-01-13 11:35:24 +05:30

169 lines
5.0 KiB
C++

/* 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
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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#include <math.h>
#include <assert.h>
#include <stdio.h>
// OpenGL Graphics includes
#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
#include <helper_gl.h>
#include "render_particles.h"
#include "shaders.h"
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
ParticleRenderer::ParticleRenderer()
: m_pos(0),
m_numParticles(0),
m_pointSize(1.0f),
m_particleRadius(0.125f * 0.5f),
m_program(0),
m_vbo(0),
m_colorVBO(0) {
_initGL();
}
ParticleRenderer::~ParticleRenderer() { m_pos = 0; }
void ParticleRenderer::setPositions(float *pos, int numParticles) {
m_pos = pos;
m_numParticles = numParticles;
}
void ParticleRenderer::setVertexBuffer(unsigned int vbo, int numParticles) {
m_vbo = vbo;
m_numParticles = numParticles;
}
void ParticleRenderer::_drawPoints() {
if (!m_vbo) {
glBegin(GL_POINTS);
{
int k = 0;
for (int i = 0; i < m_numParticles; ++i) {
glVertex3fv(&m_pos[k]);
k += 4;
}
}
glEnd();
} else {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexPointer(4, GL_FLOAT, 0, 0);
glEnableClientState(GL_VERTEX_ARRAY);
if (m_colorVBO) {
glBindBuffer(GL_ARRAY_BUFFER, m_colorVBO);
glColorPointer(4, GL_FLOAT, 0, 0);
glEnableClientState(GL_COLOR_ARRAY);
}
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);
_drawPoints();
break;
default:
case PARTICLE_SPHERES:
glEnable(GL_POINT_SPRITE_ARB);
glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glUseProgram(m_program);
glUniform1f(glGetUniformLocation(m_program, "pointScale"),
m_window_h / tanf(m_fov * 0.5f * (float)M_PI / 180.0f));
glUniform1f(glGetUniformLocation(m_program, "pointRadius"),
m_particleRadius);
glColor3f(1, 1, 1);
_drawPoints();
glUseProgram(0);
glDisable(GL_POINT_SPRITE_ARB);
break;
}
}
GLuint ParticleRenderer::_compileProgram(const char *vsource,
const char *fsource) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vertexShader, 1, &vsource, 0);
glShaderSource(fragmentShader, 1, &fsource, 0);
glCompileShader(vertexShader);
glCompileShader(fragmentShader);
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
// check if program linked
GLint success = 0;
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success) {
char temp[256];
glGetProgramInfoLog(program, 256, 0, temp);
printf("Failed to link program:\n%s\n", temp);
glDeleteProgram(program);
program = 0;
}
return program;
}
void ParticleRenderer::_initGL() {
m_program = _compileProgram(vertexShader, spherePixelShader);
#if !defined(__APPLE__) && !defined(MACOSX)
glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);
#endif
}