mirror of
https://github.com/NVIDIA/cuda-samples.git
synced 2024-12-01 13:19:17 +08:00
169 lines
5.0 KiB
C++
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
|
|
* 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.
|
|
*/
|
|
|
|
#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
|
|
}
|