mirror of
https://github.com/NVIDIA/cuda-samples.git
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369 lines
12 KiB
C++
369 lines
12 KiB
C++
/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "render_particles.h"
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#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
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#include <helper_gl.h>
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#include <cuda_runtime.h>
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#include <cuda_gl_interop.h>
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#include <helper_cuda.h>
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#include <math.h>
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#include <assert.h>
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#define GL_POINT_SPRITE_ARB 0x8861
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#define GL_COORD_REPLACE_ARB 0x8862
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#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642
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ParticleRenderer::ParticleRenderer()
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: m_pos(0),
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m_numParticles(0),
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m_pointSize(1.0f),
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m_spriteSize(2.0f),
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m_vertexShader(0),
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m_vertexShaderPoints(0),
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m_pixelShader(0),
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m_programPoints(0),
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m_programSprites(0),
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m_texture(0),
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m_pbo(0),
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m_vboColor(0),
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m_bFp64Positions(false) {
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_initGL();
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}
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ParticleRenderer::~ParticleRenderer() { m_pos = 0; }
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void ParticleRenderer::resetPBO() { glDeleteBuffers(1, (GLuint *)&m_pbo); }
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void ParticleRenderer::setPositions(float *pos, int numParticles) {
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m_pos = pos;
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m_numParticles = numParticles;
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if (!m_pbo) {
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glGenBuffers(1, (GLuint *)&m_pbo);
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
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glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), pos,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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SDK_CHECK_ERROR_GL();
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}
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void ParticleRenderer::setPositions(double *pos, int numParticles) {
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m_bFp64Positions = true;
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m_pos_fp64 = pos;
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m_numParticles = numParticles;
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if (!m_pbo) {
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glGenBuffers(1, (GLuint *)&m_pbo);
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
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glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(double), pos,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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SDK_CHECK_ERROR_GL();
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}
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void ParticleRenderer::setColors(float *color, int numParticles) {
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glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
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glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), color,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void ParticleRenderer::setBaseColor(float color[4]) {
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for (int i = 0; i < 4; i++) m_baseColor[i] = color[i];
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}
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void ParticleRenderer::setPBO(unsigned int pbo, int numParticles, bool fp64) {
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m_pbo = pbo;
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m_numParticles = numParticles;
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if (fp64) m_bFp64Positions = true;
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}
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void ParticleRenderer::_drawPoints(bool color) {
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if (!m_pbo) {
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glBegin(GL_POINTS);
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{
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int k = 0;
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for (int i = 0; i < m_numParticles; ++i) {
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if (m_bFp64Positions)
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glVertex3dv(&m_pos_fp64[k]);
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else {
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glVertex3fv(&m_pos[k]);
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}
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k += 4;
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}
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}
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glEnd();
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} else {
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glEnableClientState(GL_VERTEX_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, m_pbo);
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if (m_bFp64Positions)
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glVertexPointer(4, GL_DOUBLE, 0, 0);
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else
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glVertexPointer(4, GL_FLOAT, 0, 0);
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if (color) {
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glEnableClientState(GL_COLOR_ARRAY);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
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// glActiveTexture(GL_TEXTURE1);
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// glTexCoordPointer(4, GL_FLOAT, 0, 0);
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glColorPointer(4, GL_FLOAT, 0, 0);
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}
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glDrawArrays(GL_POINTS, 0, m_numParticles);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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}
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void ParticleRenderer::display(DisplayMode mode /* = PARTICLE_POINTS */) {
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switch (mode) {
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case PARTICLE_POINTS:
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glColor3f(1, 1, 1);
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glPointSize(m_pointSize);
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glUseProgram(m_programPoints);
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_drawPoints();
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glUseProgram(0);
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break;
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case PARTICLE_SPRITES:
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default: {
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// setup point sprites
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glEnable(GL_POINT_SPRITE_ARB);
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glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
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glPointSize(m_spriteSize);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glUseProgram(m_programSprites);
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GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture");
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glUniform1i(texLoc, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glColor3f(1, 1, 1);
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glSecondaryColor3fv(m_baseColor);
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_drawPoints();
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glUseProgram(0);
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glDisable(GL_POINT_SPRITE_ARB);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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break;
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case PARTICLE_SPRITES_COLOR: {
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// setup point sprites
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glEnable(GL_POINT_SPRITE_ARB);
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glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
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glPointSize(m_spriteSize);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_BLEND);
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glDepthMask(GL_FALSE);
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glUseProgram(m_programSprites);
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GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture");
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glUniform1i(texLoc, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glColor3f(1, 1, 1);
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glSecondaryColor3fv(m_baseColor);
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_drawPoints(true);
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glUseProgram(0);
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glDisable(GL_POINT_SPRITE_ARB);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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break;
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}
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SDK_CHECK_ERROR_GL();
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}
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const char vertexShaderPoints[] = {
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"void main() \n"
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"{ \n"
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" vec4 vert = vec4(gl_Vertex.xyz, 1.0); "
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" "
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" \n"
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" gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; "
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" \n"
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" gl_FrontColor = gl_Color; \n"
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"} "
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"\n"};
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const char vertexShader[] = {
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"void main() \n"
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"{ \n"
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" float pointSize = 500.0 * gl_Point.size; \n"
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" vec4 vert = gl_Vertex; "
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" \n"
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" vert.w = 1.0; "
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" "
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" \n"
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" vec3 pos_eye = vec3 (gl_ModelViewMatrix * vert); \n"
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" gl_PointSize = max(1.0, pointSize / (1.0 - pos_eye.z)); \n"
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" gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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//" gl_TexCoord[1] = gl_MultiTexCoord1; \n"
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" gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; \n"
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" gl_FrontColor = gl_Color; \n"
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" gl_FrontSecondaryColor = gl_SecondaryColor; \n"
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"} "
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"\n"};
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const char pixelShader[] = {
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"uniform sampler2D splatTexture; \n"
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"void main() \n"
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"{ \n"
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" vec4 color2 = gl_SecondaryColor; \n"
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" vec4 color = (0.6 + 0.4 * gl_Color) * texture2D(splatTexture, "
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"gl_TexCoord[0].st); \n"
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" gl_FragColor = \n"
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" color * color2;\n" // mix(vec4(0.1, 0.0, 0.0, color.w), color2,
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// color.w);\n"
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"} "
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"\n"};
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void ParticleRenderer::_initGL() {
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m_vertexShader = glCreateShader(GL_VERTEX_SHADER);
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m_vertexShaderPoints = glCreateShader(GL_VERTEX_SHADER);
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m_pixelShader = glCreateShader(GL_FRAGMENT_SHADER);
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const char *v = vertexShader;
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const char *p = pixelShader;
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glShaderSource(m_vertexShader, 1, &v, 0);
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glShaderSource(m_pixelShader, 1, &p, 0);
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const char *vp = vertexShaderPoints;
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glShaderSource(m_vertexShaderPoints, 1, &vp, 0);
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glCompileShader(m_vertexShader);
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glCompileShader(m_vertexShaderPoints);
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glCompileShader(m_pixelShader);
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m_programSprites = glCreateProgram();
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glAttachShader(m_programSprites, m_vertexShader);
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glAttachShader(m_programSprites, m_pixelShader);
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glLinkProgram(m_programSprites);
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m_programPoints = glCreateProgram();
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glAttachShader(m_programPoints, m_vertexShaderPoints);
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glLinkProgram(m_programPoints);
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_createTexture(32);
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glGenBuffers(1, (GLuint *)&m_vboColor);
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glBindBuffer(GL_ARRAY_BUFFER, m_vboColor);
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glBufferData(GL_ARRAY_BUFFER, m_numParticles * 4 * sizeof(float), 0,
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GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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//------------------------------------------------------------------------------
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// Function : EvalHermite
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// Description :
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//------------------------------------------------------------------------------
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/**
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* EvalHermite(float pA, float pB, float vA, float vB, float u)
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* @brief Evaluates Hermite basis functions for the specified coefficients.
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*/
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inline float evalHermite(float pA, float pB, float vA, float vB, float u) {
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float u2 = (u * u), u3 = u2 * u;
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float B0 = 2 * u3 - 3 * u2 + 1;
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float B1 = -2 * u3 + 3 * u2;
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float B2 = u3 - 2 * u2 + u;
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float B3 = u3 - u;
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return (B0 * pA + B1 * pB + B2 * vA + B3 * vB);
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}
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unsigned char *createGaussianMap(int N) {
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float *M = new float[2 * N * N];
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unsigned char *B = new unsigned char[4 * N * N];
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float X, Y, Y2, Dist;
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float Incr = 2.0f / N;
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int i = 0;
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int j = 0;
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Y = -1.0f;
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// float mmax = 0;
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for (int y = 0; y < N; y++, Y += Incr) {
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Y2 = Y * Y;
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X = -1.0f;
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for (int x = 0; x < N; x++, X += Incr, i += 2, j += 4) {
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Dist = (float)sqrtf(X * X + Y2);
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if (Dist > 1) Dist = 1;
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M[i + 1] = M[i] = evalHermite(1.0f, 0, 0, 0, Dist);
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B[j + 3] = B[j + 2] = B[j + 1] = B[j] = (unsigned char)(M[i] * 255);
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}
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}
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delete[] M;
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return (B);
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}
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void ParticleRenderer::_createTexture(int resolution) {
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unsigned char *data = createGaussianMap(resolution);
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glGenTextures(1, (GLuint *)&m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, resolution, resolution, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, data);
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}
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