mirror of
https://github.com/NVIDIA/cuda-samples.git
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169 lines
5.0 KiB
C++
169 lines
5.0 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 <math.h>
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#include <assert.h>
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#include <stdio.h>
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// OpenGL Graphics includes
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#define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION
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#include <helper_gl.h>
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#include "render_particles.h"
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#include "shaders.h"
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#ifndef M_PI
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#define M_PI 3.1415926535897932384626433832795
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#endif
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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_particleRadius(0.125f * 0.5f),
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m_program(0),
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m_vbo(0),
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m_colorVBO(0) {
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_initGL();
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}
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ParticleRenderer::~ParticleRenderer() { m_pos = 0; }
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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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}
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void ParticleRenderer::setVertexBuffer(unsigned int vbo, int numParticles) {
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m_vbo = vbo;
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m_numParticles = numParticles;
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}
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void ParticleRenderer::_drawPoints() {
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if (!m_vbo) {
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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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glVertex3fv(&m_pos[k]);
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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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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glVertexPointer(4, GL_FLOAT, 0, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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if (m_colorVBO) {
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glBindBuffer(GL_ARRAY_BUFFER, m_colorVBO);
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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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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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_drawPoints();
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break;
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default:
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case PARTICLE_SPHERES:
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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);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glUseProgram(m_program);
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glUniform1f(glGetUniformLocation(m_program, "pointScale"),
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m_window_h / tanf(m_fov * 0.5f * (float)M_PI / 180.0f));
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glUniform1f(glGetUniformLocation(m_program, "pointRadius"),
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m_particleRadius);
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glColor3f(1, 1, 1);
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_drawPoints();
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glUseProgram(0);
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glDisable(GL_POINT_SPRITE_ARB);
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break;
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}
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}
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GLuint ParticleRenderer::_compileProgram(const char *vsource,
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const char *fsource) {
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GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(vertexShader, 1, &vsource, 0);
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glShaderSource(fragmentShader, 1, &fsource, 0);
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glCompileShader(vertexShader);
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glCompileShader(fragmentShader);
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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// check if program linked
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GLint success = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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char temp[256];
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glGetProgramInfoLog(program, 256, 0, temp);
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printf("Failed to link program:\n%s\n", temp);
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glDeleteProgram(program);
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program = 0;
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}
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return program;
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}
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void ParticleRenderer::_initGL() {
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m_program = _compileProgram(vertexShader, spherePixelShader);
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#if !defined(__APPLE__) && !defined(MACOSX)
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glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
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glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);
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#endif
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}
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