mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-11-24 20:29:15 +08:00
568 lines
17 KiB
C++
568 lines
17 KiB
C++
/* Copyright (c) 2021, 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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/*
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This class renders particles using OpenGL and GLSL shaders
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*/
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#include <math.h>
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#include <stdlib.h>
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#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
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#include <helper_gl.h>
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#include "SmokeRenderer.h"
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#include "SmokeShaders.h"
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#if defined(__APPLE__) || defined(MACOSX)
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#pragma clang diagnostic ignored "-Wdeprecated-declarations"
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#include <GLUT/glut.h>
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#else
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#include <GL/freeglut.h>
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#endif
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#define USE_MBLUR 1
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#define COLOR_ATTENUATION 1
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SmokeRenderer::SmokeRenderer(int maxParticles)
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: mMaxParticles(maxParticles),
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mNumParticles(0),
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mPosVbo(0),
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mVelVbo(0),
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mColorVbo(0),
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mIndexBuffer(0),
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mParticleRadius(0.005f),
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mDisplayMode(VOLUMETRIC),
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mWindowW(800),
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mWindowH(600),
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mFov(40.0f),
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m_downSample(2),
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m_numSlices(32),
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m_numDisplayedSlices(32),
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m_sliceNo(0),
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m_shadowAlpha(0.005f),
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m_spriteAlpha(0.1f),
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m_doBlur(false),
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m_blurRadius(1.0f),
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m_displayLightBuffer(false),
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m_lightPos(5.0f, 5.0f, -5.0f),
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m_lightTarget(0.0f, 0.0f, 0.0f),
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m_lightColor(1.0f, 1.0f, 0.5f),
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m_colorAttenuation(0.1f, 0.2f, 0.3f),
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m_lightBufferSize(256),
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m_srcLightTexture(0),
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m_lightDepthTexture(0),
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m_lightFbo(0),
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m_imageTex(0),
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m_depthTex(0),
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m_imageFbo(0) {
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// load shader programs
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m_simpleProg = new GLSLProgram(particleVS, simplePS);
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m_particleProg = new GLSLProgram(mblurVS, mblurGS, particlePS);
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m_particleShadowProg = new GLSLProgram(mblurVS, mblurGS, particleShadowPS);
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m_blurProg = new GLSLProgram(passThruVS, blurPS);
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m_displayTexProg = new GLSLProgram(passThruVS, texture2DPS);
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// create buffer for light shadows
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createLightBuffer();
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glutReportErrors();
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}
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SmokeRenderer::~SmokeRenderer() {
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delete m_particleProg;
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delete m_particleShadowProg;
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delete m_blurProg;
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delete m_displayTexProg;
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delete m_simpleProg;
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delete m_lightFbo;
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glDeleteTextures(2, m_lightTexture);
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glDeleteTextures(1, &m_lightDepthTexture);
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delete m_imageFbo;
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glDeleteTextures(1, &m_imageTex);
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glDeleteTextures(1, &m_depthTex);
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}
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// draw points from vertex buffer objects
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void SmokeRenderer::drawPoints(int start, int count, bool sort) {
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glBindBuffer(GL_ARRAY_BUFFER, mPosVbo);
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glVertexPointer(4, GL_FLOAT, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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if (mColorVbo) {
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glBindBuffer(GL_ARRAY_BUFFER, mColorVbo);
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glColorPointer(4, GL_FLOAT, 0, 0);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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if (mVelVbo) {
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glBindBuffer(GL_ARRAY_BUFFER, mVelVbo);
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glClientActiveTexture(GL_TEXTURE0);
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glTexCoordPointer(4, GL_FLOAT, 0, 0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if (sort) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, mIndexBuffer);
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glDrawElements(GL_POINTS, count, GL_UNSIGNED_INT,
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(void *)(start * sizeof(unsigned int)));
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
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} else {
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glDrawArrays(GL_POINTS, start, count);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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// draw points using given shader program
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void SmokeRenderer::drawPointSprites(GLSLProgram *prog, int start, int count,
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bool shadowed) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE); // don't write depth
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glEnable(GL_BLEND);
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prog->enable();
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prog->setUniform1f("pointRadius", mParticleRadius);
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if (shadowed) {
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prog->bindTexture("shadowTex", m_lightTexture[m_srcLightTexture],
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GL_TEXTURE_2D, 0);
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}
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// draw points
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drawPoints(start, count, true);
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prog->disable();
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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// calculate vectors for half-angle slice rendering
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void SmokeRenderer::calcVectors() {
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// get model view matrix
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)m_modelView.get_value());
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// calculate eye space light vector
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m_lightVector = normalize(m_lightPos);
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m_lightPosEye = m_modelView * vec4f(m_lightPos, 1.0);
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// calculate half-angle vector between view and light
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m_viewVector = -vec3f(m_modelView.get_row(2));
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if (dot(m_viewVector, m_lightVector) > 0) {
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m_halfVector = normalize(m_viewVector + m_lightVector);
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m_invertedView = false;
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} else {
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m_halfVector = normalize(-m_viewVector + m_lightVector);
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m_invertedView = true;
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}
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// calculate light view matrix
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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gluLookAt(m_lightPos[0], m_lightPos[1], m_lightPos[2], m_lightTarget[0],
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m_lightTarget[1], m_lightTarget[2], 0.0, 1.0, 0.0);
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// calculate light projection matrix
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluPerspective(45.0, 1.0, 1.0, 200.0);
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glGetFloatv(GL_MODELVIEW_MATRIX, (float *)m_lightView.get_value());
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glGetFloatv(GL_PROJECTION_MATRIX, (float *)m_lightProj.get_value());
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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// construct shadow matrix
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matrix4f scale;
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scale.set_scale(vec3f(0.5, 0.5, 0.5));
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matrix4f translate;
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translate.set_translate(vec3f(0.5, 0.5, 0.5));
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m_shadowMatrix =
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translate * scale * m_lightProj * m_lightView * inverse(m_modelView);
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// calc object space eye position
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m_eyePos = inverse(m_modelView) * vec4f(0.0, 0.0, 0.0, 1.0);
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// calc half vector in eye space
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m_halfVectorEye = m_modelView * vec4f(m_halfVector, 0.0);
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}
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// draw slice of particles from camera view
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void SmokeRenderer::drawSlice(int i) {
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m_imageFbo->Bind();
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glViewport(0, 0, m_imageW, m_imageH);
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glColor4f(1.0, 1.0, 1.0, m_spriteAlpha);
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if (m_invertedView) {
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// front-to-back
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glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
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} else {
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// back-to-front
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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drawPointSprites(m_particleShadowProg, i * m_batchSize, m_batchSize, true);
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m_imageFbo->Disable();
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}
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// draw slice of particles from light's point of view
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void SmokeRenderer::drawSliceLightView(int i) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((GLfloat *)m_lightView.get_value());
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadMatrixf((GLfloat *)m_lightProj.get_value());
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m_lightFbo->Bind();
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glViewport(0, 0, m_lightBufferSize, m_lightBufferSize);
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glColor4f(m_colorAttenuation[0] * m_shadowAlpha,
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m_colorAttenuation[1] * m_shadowAlpha,
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m_colorAttenuation[2] * m_shadowAlpha, 1.0);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
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drawPointSprites(m_particleProg, i * m_batchSize, m_batchSize, false);
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m_lightFbo->Disable();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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// draw particles as slices with shadowing
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void SmokeRenderer::drawSlices() {
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m_batchSize = mNumParticles / m_numSlices;
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// clear light buffer
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m_srcLightTexture = 0;
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m_lightFbo->Bind();
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m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightTexture[m_srcLightTexture],
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GL_COLOR_ATTACHMENT0_EXT);
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glClearColor(1.0f - m_lightColor[0], 1.0f - m_lightColor[1],
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1.0f - m_lightColor[2], 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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m_lightFbo->Disable();
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// clear volume image
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m_imageFbo->Bind();
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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m_imageFbo->Disable();
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat *)m_shadowMatrix.get_value());
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// render slices
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if (m_numDisplayedSlices > m_numSlices) m_numDisplayedSlices = m_numSlices;
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for (int i = 0; i < m_numDisplayedSlices; i++) {
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// draw slice from camera view, sampling light buffer
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drawSlice(i);
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// draw slice from light view to light buffer, accumulating shadows
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drawSliceLightView(i);
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if (m_doBlur) {
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blurLightBuffer();
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}
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}
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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}
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// blur light buffer to simulate scattering effects
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void SmokeRenderer::blurLightBuffer() {
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m_lightFbo->Bind();
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m_lightFbo->AttachTexture(GL_TEXTURE_2D,
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m_lightTexture[1 - m_srcLightTexture],
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GL_COLOR_ATTACHMENT0_EXT);
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glViewport(0, 0, m_lightBufferSize, m_lightBufferSize);
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m_blurProg->enable();
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m_blurProg->bindTexture("tex", m_lightTexture[m_srcLightTexture],
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GL_TEXTURE_2D, 0);
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m_blurProg->setUniform2f("texelSize", 1.0f / (float)m_lightBufferSize,
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1.0f / (float)m_lightBufferSize);
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m_blurProg->setUniform1f("blurRadius", m_blurRadius);
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glDisable(GL_DEPTH_TEST);
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drawQuad();
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m_blurProg->disable();
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m_srcLightTexture = 1 - m_srcLightTexture;
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m_lightFbo->Disable();
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}
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// display texture to screen
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void SmokeRenderer::displayTexture(GLuint tex) {
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m_displayTexProg->enable();
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m_displayTexProg->bindTexture("tex", tex, GL_TEXTURE_2D, 0);
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drawQuad();
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m_displayTexProg->disable();
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}
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// composite final volume image on top of scene
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void SmokeRenderer::compositeResult() {
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glViewport(0, 0, mWindowW, mWindowH);
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glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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displayTexture(m_imageTex);
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glDisable(GL_BLEND);
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}
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void SmokeRenderer::render() {
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switch (mDisplayMode) {
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case POINTS:
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glColor3f(1.0, 1.0, 1.0);
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m_simpleProg->enable();
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drawPoints(0, mNumParticles, false);
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m_simpleProg->disable();
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break;
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case SPRITES:
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
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glColor4f(1.0, 1.0, 1.0, m_spriteAlpha);
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drawPointSprites(m_particleProg, 0, mNumParticles, false);
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break;
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case VOLUMETRIC:
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drawSlices();
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compositeResult();
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break;
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case NUM_MODES:
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break;
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}
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if (m_displayLightBuffer) {
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// display light buffer to screen
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glViewport(0, 0, m_lightBufferSize, m_lightBufferSize);
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glDisable(GL_DEPTH_TEST);
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displayTexture(m_lightTexture[m_srcLightTexture]);
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glViewport(0, 0, mWindowW, mWindowH);
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}
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glutReportErrors();
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}
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// render scene depth to texture
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// (this is to ensure that particle are correctly occluded in the low-resolution
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// render buffer)
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void SmokeRenderer::beginSceneRender(Target target) {
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if (target == LIGHT_BUFFER) {
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m_lightFbo->Bind();
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glViewport(0, 0, m_lightBufferSize, m_lightBufferSize);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadMatrixf((GLfloat *)m_lightView.get_value());
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadMatrixf((GLfloat *)m_lightProj.get_value());
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} else {
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m_imageFbo->Bind();
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glViewport(0, 0, m_imageW, m_imageH);
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}
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_TRUE);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void SmokeRenderer::endSceneRender(Target target) {
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if (target == LIGHT_BUFFER) {
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m_lightFbo->Disable();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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} else {
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m_imageFbo->Disable();
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}
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glViewport(0, 0, mWindowW, mWindowH);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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// create an OpenGL texture
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GLuint SmokeRenderer::createTexture(GLenum target, int w, int h,
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GLint internalformat, GLenum format) {
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GLuint texid;
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glGenTextures(1, &texid);
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glBindTexture(target, texid);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(target, 0, internalformat, w, h, 0, format, GL_FLOAT, 0);
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return texid;
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}
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// create buffers for off-screen rendering
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void SmokeRenderer::createBuffers(int w, int h) {
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if (m_imageFbo) {
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glDeleteTextures(1, &m_imageTex);
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glDeleteTextures(1, &m_depthTex);
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delete m_imageFbo;
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}
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mWindowW = w;
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mWindowH = h;
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m_imageW = w / m_downSample;
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m_imageH = h / m_downSample;
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// create fbo for image buffer
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GLint format = GL_RGBA16F_ARB;
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// GLint format = GL_LUMINANCE16F_ARB;
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// GLint format = GL_RGBA8;
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m_imageTex =
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createTexture(GL_TEXTURE_2D, m_imageW, m_imageH, format, GL_RGBA);
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m_depthTex = createTexture(GL_TEXTURE_2D, m_imageW, m_imageH,
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GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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m_imageFbo = new FramebufferObject();
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m_imageFbo->AttachTexture(GL_TEXTURE_2D, m_imageTex,
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GL_COLOR_ATTACHMENT0_EXT);
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m_imageFbo->AttachTexture(GL_TEXTURE_2D, m_depthTex, GL_DEPTH_ATTACHMENT_EXT);
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m_imageFbo->IsValid();
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}
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void SmokeRenderer::setLightColor(vec3f c) {
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m_lightColor = c;
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// set light texture border color
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GLfloat borderColor[4] = {1.0f - m_lightColor[0], 1.0f - m_lightColor[1],
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|
1.0f - m_lightColor[2], 0.0f};
|
|
|
|
glBindTexture(GL_TEXTURE_2D, m_lightTexture[0]);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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|
|
|
glBindTexture(GL_TEXTURE_2D, m_lightTexture[1]);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
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|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
// create FBOs for light buffer
|
|
void SmokeRenderer::createLightBuffer() {
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|
GLint format = GL_RGBA16F_ARB;
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|
// GLint format = GL_RGBA8;
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|
// GLint format = GL_LUMINANCE16F_ARB;
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|
|
|
m_lightTexture[0] = createTexture(GL_TEXTURE_2D, m_lightBufferSize,
|
|
m_lightBufferSize, format, GL_RGBA);
|
|
// make shadows clamp to light color at edges
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
|
|
m_lightTexture[1] = createTexture(GL_TEXTURE_2D, m_lightBufferSize,
|
|
m_lightBufferSize, format, GL_RGBA);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
|
|
m_lightDepthTexture =
|
|
createTexture(GL_TEXTURE_2D, m_lightBufferSize, m_lightBufferSize,
|
|
GL_DEPTH_COMPONENT24_ARB, GL_DEPTH_COMPONENT);
|
|
|
|
m_lightFbo = new FramebufferObject();
|
|
m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightTexture[m_srcLightTexture],
|
|
GL_COLOR_ATTACHMENT0_EXT);
|
|
m_lightFbo->AttachTexture(GL_TEXTURE_2D, m_lightDepthTexture,
|
|
GL_DEPTH_ATTACHMENT_EXT);
|
|
m_lightFbo->IsValid();
|
|
}
|
|
|
|
void SmokeRenderer::setWindowSize(int w, int h) {
|
|
mAspect = (float)mWindowW / (float)mWindowH;
|
|
mInvFocalLen = tan(mFov * 0.5f * NV_PI / 180.0f);
|
|
|
|
createBuffers(w, h);
|
|
}
|
|
|
|
void SmokeRenderer::drawQuad() {
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0.0f, 0.0f);
|
|
glVertex2f(-1.0f, -1.0f);
|
|
glTexCoord2f(1.0f, 0.0f);
|
|
glVertex2f(1.0f, -1.0f);
|
|
glTexCoord2f(1.0f, 1.0f);
|
|
glVertex2f(1.0f, 1.0f);
|
|
glTexCoord2f(0.0f, 1.0f);
|
|
glVertex2f(-1.0f, 1.0f);
|
|
glEnd();
|
|
}
|
|
|
|
void SmokeRenderer::drawVector(vec3f v) {
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0.0f, 0.0f, 0.0f);
|
|
glVertex3fv((float *)&v[0]);
|
|
glEnd();
|
|
}
|
|
|
|
// render vectors to screen for debugging
|
|
void SmokeRenderer::debugVectors() {
|
|
glColor3f(1.0f, 1.0f, 0.0f);
|
|
drawVector(m_lightVector);
|
|
|
|
glColor3f(0.0f, 1.0f, 0.0f);
|
|
drawVector(m_viewVector);
|
|
|
|
glColor3f(0.0f, 0.0f, 1.0f);
|
|
drawVector(-m_viewVector);
|
|
|
|
glColor3f(1.0f, 0.0f, 0.0f);
|
|
drawVector(m_halfVector);
|
|
}
|