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https://github.com/NVIDIA/cuda-samples.git
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111 lines
3.3 KiB
C++
111 lines
3.3 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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#ifndef __RENDER_PARTICLES__
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#define __RENDER_PARTICLES__
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES3/gl31.h>
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#include <cstdio>
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typedef float matrix4[4][4];
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typedef float vector3[3];
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// check for OpenGL errors
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inline void checkGLErrors(const char *s) {
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EGLenum error;
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while ((error = glGetError()) != GL_NO_ERROR) {
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fprintf(stderr, "%s: error - %d\n", s, error);
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}
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}
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class ParticleRenderer {
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public:
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ParticleRenderer(unsigned int windowWidth = 720,
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unsigned int windowHeight = 480);
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~ParticleRenderer();
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void setPositions(float *pos, int numParticles);
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void setPositions(double *pos, int numParticles);
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void setBaseColor(float color[4]);
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void setColors(float *color, int numParticles);
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void setPBO(unsigned int pbo, int numParticles, bool fp64);
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enum DisplayMode {
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PARTICLE_POINTS,
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PARTICLE_SPRITES,
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PARTICLE_SPRITES_COLOR,
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PARTICLE_NUM_MODES
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};
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void display();
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void setPointSize(float size) { m_pointSize = size; }
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void setSpriteSize(float size) { m_spriteSize = size; }
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void setCameraPos(vector3 camera_pos) {
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m_camera[0] = camera_pos[0];
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m_camera[1] = camera_pos[1];
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m_camera[2] = camera_pos[2];
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}
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void resetPBO();
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protected: // methods
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void _initGL();
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void _createTexture(int resolution);
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protected: // data
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float *m_pos;
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double *m_pos_fp64;
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int m_numParticles;
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float m_pointSize;
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float m_spriteSize;
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vector3 m_camera;
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unsigned int m_vertexShader;
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unsigned int m_vertexShaderPoints;
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unsigned int m_fragmentShader;
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unsigned int m_programPoints;
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unsigned int m_programSprites;
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unsigned int m_texture;
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unsigned int m_pbo;
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unsigned int m_vboColor;
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unsigned int m_windowWidth;
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unsigned int m_windowHeight;
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float m_baseColor[4];
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bool m_bFp64Positions;
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};
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#endif //__ RENDER_PARTICLES__
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