mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-28 18:59:16 +08:00
169 lines
5.1 KiB
C++
169 lines
5.1 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
|
|
* 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.
|
|
*/
|
|
|
|
// Smoke particle renderer with volumetric shadows
|
|
|
|
#ifndef SMOKE_RENDERER_H
|
|
#define SMOKE_RENDERER_H
|
|
|
|
#include "framebufferObject.h"
|
|
#include "GLSLProgram.h"
|
|
#include "nvMath.h"
|
|
|
|
using namespace nv;
|
|
|
|
class SmokeRenderer {
|
|
public:
|
|
SmokeRenderer(int maxParticles);
|
|
~SmokeRenderer();
|
|
|
|
enum DisplayMode { POINTS, SPRITES, VOLUMETRIC, NUM_MODES };
|
|
|
|
enum Target { LIGHT_BUFFER, SCENE_BUFFER };
|
|
|
|
void setDisplayMode(DisplayMode mode) { mDisplayMode = mode; }
|
|
|
|
void setNumParticles(unsigned int x) { mNumParticles = x; }
|
|
void setPositionBuffer(GLuint vbo) { mPosVbo = vbo; }
|
|
void setVelocityBuffer(GLuint vbo) { mVelVbo = vbo; }
|
|
void setColorBuffer(GLuint vbo) { mColorVbo = vbo; }
|
|
void setIndexBuffer(GLuint ib) { mIndexBuffer = ib; }
|
|
|
|
void setParticleRadius(float x) { mParticleRadius = x; }
|
|
void setWindowSize(int w, int h);
|
|
void setFOV(float fov) { mFov = fov; }
|
|
|
|
void setNumSlices(int x) { m_numSlices = x; }
|
|
void setNumDisplayedSlices(int x) { m_numDisplayedSlices = x; }
|
|
|
|
void setAlpha(float x) { m_spriteAlpha = x; }
|
|
void setShadowAlpha(float x) { m_shadowAlpha = x; }
|
|
void setColorAttenuation(vec3f c) { m_colorAttenuation = c; }
|
|
void setLightColor(vec3f c);
|
|
|
|
void setDoBlur(bool b) { m_doBlur = b; }
|
|
void setBlurRadius(float x) { m_blurRadius = x; }
|
|
void setDisplayLightBuffer(bool b) { m_displayLightBuffer = b; }
|
|
|
|
void beginSceneRender(Target target);
|
|
void endSceneRender(Target target);
|
|
|
|
void setLightPosition(vec3f v) { m_lightPos = v; }
|
|
void setLightTarget(vec3f v) { m_lightTarget = v; }
|
|
|
|
vec4f getLightPositionEyeSpace() { return m_lightPosEye; }
|
|
matrix4f getShadowMatrix() { return m_shadowMatrix; }
|
|
|
|
GLuint getShadowTexture() { return m_lightTexture[m_srcLightTexture]; }
|
|
|
|
void calcVectors();
|
|
vec3f getSortVector() { return m_halfVector; }
|
|
|
|
void render();
|
|
void debugVectors();
|
|
|
|
private:
|
|
void drawPoints(int start, int count, bool sort);
|
|
void drawPointSprites(GLSLProgram *prog, int start, int count, bool shadowed);
|
|
|
|
void drawSlice(int i);
|
|
void drawSliceLightView(int i);
|
|
void drawSlices();
|
|
void displayTexture(GLuint tex);
|
|
void compositeResult();
|
|
void blurLightBuffer();
|
|
void depthSort();
|
|
|
|
GLuint createTexture(GLenum target, int w, int h, GLint internalformat,
|
|
GLenum format);
|
|
void createBuffers(int w, int h);
|
|
void createLightBuffer();
|
|
|
|
void drawQuad();
|
|
void drawVector(vec3f v);
|
|
|
|
// particle data
|
|
unsigned int mMaxParticles;
|
|
unsigned int mNumParticles;
|
|
|
|
GLuint mPosVbo;
|
|
GLuint mVelVbo;
|
|
GLuint mColorVbo;
|
|
GLuint mIndexBuffer;
|
|
|
|
float mParticleRadius;
|
|
DisplayMode mDisplayMode;
|
|
|
|
// window
|
|
unsigned int mWindowW, mWindowH;
|
|
float mAspect, mInvFocalLen;
|
|
float mFov;
|
|
|
|
int m_downSample;
|
|
int m_imageW, m_imageH;
|
|
|
|
int m_numSlices;
|
|
int m_numDisplayedSlices;
|
|
int m_batchSize;
|
|
int m_sliceNo;
|
|
|
|
float m_shadowAlpha;
|
|
float m_spriteAlpha;
|
|
bool m_doBlur;
|
|
float m_blurRadius;
|
|
bool m_displayLightBuffer;
|
|
|
|
vec3f m_lightVector, m_lightPos, m_lightTarget;
|
|
vec3f m_lightColor;
|
|
vec3f m_colorAttenuation;
|
|
float m_lightDistance;
|
|
|
|
matrix4f m_modelView, m_lightView, m_lightProj, m_shadowMatrix;
|
|
vec3f m_viewVector, m_halfVector;
|
|
bool m_invertedView;
|
|
vec4f m_eyePos;
|
|
vec4f m_halfVectorEye;
|
|
vec4f m_lightPosEye;
|
|
|
|
// programs
|
|
GLSLProgram *m_simpleProg;
|
|
GLSLProgram *m_particleProg, *m_particleShadowProg;
|
|
GLSLProgram *m_displayTexProg, *m_blurProg;
|
|
|
|
// image buffers
|
|
int m_lightBufferSize;
|
|
GLuint m_lightTexture[2];
|
|
int m_srcLightTexture;
|
|
GLuint m_lightDepthTexture;
|
|
FramebufferObject *m_lightFbo;
|
|
|
|
GLuint m_imageTex, m_depthTex;
|
|
FramebufferObject *m_imageFbo;
|
|
};
|
|
|
|
#endif
|