/* * Copyright 1993-2015 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ #include "render_particles.h" #define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION #include <helper_gl.h> #include <cuda_runtime.h> #include <cuda_gl_interop.h> #include <helper_cuda.h> #include <math.h> #include <assert.h> #define GL_POINT_SPRITE_ARB 0x8861 #define GL_COORD_REPLACE_ARB 0x8862 #define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 ParticleRenderer::ParticleRenderer() : m_pos(0), m_numParticles(0), m_pointSize(1.0f), m_spriteSize(2.0f), m_vertexShader(0), m_vertexShaderPoints(0), m_pixelShader(0), m_programPoints(0), m_programSprites(0), m_texture(0), m_pbo(0), m_vboColor(0), m_bFp64Positions(false) { _initGL(); } ParticleRenderer::~ParticleRenderer() { m_pos = 0; } void ParticleRenderer::resetPBO() { glDeleteBuffers(1, (GLuint *)&m_pbo); } void ParticleRenderer::setPositions(float *pos, int numParticles) { m_pos = pos; m_numParticles = numParticles; if (!m_pbo) { glGenBuffers(1, (GLuint *)&m_pbo); } glBindBuffer(GL_ARRAY_BUFFER, m_pbo); glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), pos, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); SDK_CHECK_ERROR_GL(); } void ParticleRenderer::setPositions(double *pos, int numParticles) { m_bFp64Positions = true; m_pos_fp64 = pos; m_numParticles = numParticles; if (!m_pbo) { glGenBuffers(1, (GLuint *)&m_pbo); } glBindBuffer(GL_ARRAY_BUFFER, m_pbo); glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(double), pos, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); SDK_CHECK_ERROR_GL(); } void ParticleRenderer::setColors(float *color, int numParticles) { glBindBuffer(GL_ARRAY_BUFFER, m_vboColor); glBufferData(GL_ARRAY_BUFFER, numParticles * 4 * sizeof(float), color, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } void ParticleRenderer::setBaseColor(float color[4]) { for (int i = 0; i < 4; i++) m_baseColor[i] = color[i]; } void ParticleRenderer::setPBO(unsigned int pbo, int numParticles, bool fp64) { m_pbo = pbo; m_numParticles = numParticles; if (fp64) m_bFp64Positions = true; } void ParticleRenderer::_drawPoints(bool color) { if (!m_pbo) { glBegin(GL_POINTS); { int k = 0; for (int i = 0; i < m_numParticles; ++i) { if (m_bFp64Positions) glVertex3dv(&m_pos_fp64[k]); else { glVertex3fv(&m_pos[k]); } k += 4; } } glEnd(); } else { glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, m_pbo); if (m_bFp64Positions) glVertexPointer(4, GL_DOUBLE, 0, 0); else glVertexPointer(4, GL_FLOAT, 0, 0); if (color) { glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, m_vboColor); //glActiveTexture(GL_TEXTURE1); //glTexCoordPointer(4, GL_FLOAT, 0, 0); glColorPointer(4, GL_FLOAT, 0, 0); } 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); glUseProgram(m_programPoints); _drawPoints(); glUseProgram(0); break; case PARTICLE_SPRITES: default: { // setup point sprites glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV); glPointSize(m_spriteSize); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glUseProgram(m_programSprites); GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture"); glUniform1i(texLoc, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_texture); glColor3f(1, 1, 1); glSecondaryColor3fv(m_baseColor); _drawPoints(); glUseProgram(0); glDisable(GL_POINT_SPRITE_ARB); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } break; case PARTICLE_SPRITES_COLOR: { // setup point sprites glEnable(GL_POINT_SPRITE_ARB); glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV); glPointSize(m_spriteSize); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glUseProgram(m_programSprites); GLuint texLoc = glGetUniformLocation(m_programSprites, "splatTexture"); glUniform1i(texLoc, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_texture); glColor3f(1, 1, 1); glSecondaryColor3fv(m_baseColor); _drawPoints(true); glUseProgram(0); glDisable(GL_POINT_SPRITE_ARB); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } break; } SDK_CHECK_ERROR_GL(); } const char vertexShaderPoints[] = { "void main() \n" "{ \n" " vec4 vert = vec4(gl_Vertex.xyz, 1.0); \n" " gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; \n" " gl_FrontColor = gl_Color; \n" "} \n" }; const char vertexShader[] = { "void main() \n" "{ \n" " float pointSize = 500.0 * gl_Point.size; \n" " vec4 vert = gl_Vertex; \n" " vert.w = 1.0; \n" " vec3 pos_eye = vec3 (gl_ModelViewMatrix * vert); \n" " gl_PointSize = max(1.0, pointSize / (1.0 - pos_eye.z)); \n" " gl_TexCoord[0] = gl_MultiTexCoord0; \n" //" gl_TexCoord[1] = gl_MultiTexCoord1; \n" " gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vert; \n" " gl_FrontColor = gl_Color; \n" " gl_FrontSecondaryColor = gl_SecondaryColor; \n" "} \n" }; const char pixelShader[] = { "uniform sampler2D splatTexture; \n" "void main() \n" "{ \n" " vec4 color2 = gl_SecondaryColor; \n" " vec4 color = (0.6 + 0.4 * gl_Color) * texture2D(splatTexture, gl_TexCoord[0].st); \n" " gl_FragColor = \n" " color * color2;\n"//mix(vec4(0.1, 0.0, 0.0, color.w), color2, color.w);\n" "} \n" }; void ParticleRenderer::_initGL() { m_vertexShader = glCreateShader(GL_VERTEX_SHADER); m_vertexShaderPoints = glCreateShader(GL_VERTEX_SHADER); m_pixelShader = glCreateShader(GL_FRAGMENT_SHADER); const char *v = vertexShader; const char *p = pixelShader; glShaderSource(m_vertexShader, 1, &v, 0); glShaderSource(m_pixelShader, 1, &p, 0); const char *vp = vertexShaderPoints; glShaderSource(m_vertexShaderPoints, 1, &vp, 0); glCompileShader(m_vertexShader); glCompileShader(m_vertexShaderPoints); glCompileShader(m_pixelShader); m_programSprites = glCreateProgram(); glAttachShader(m_programSprites, m_vertexShader); glAttachShader(m_programSprites, m_pixelShader); glLinkProgram(m_programSprites); m_programPoints = glCreateProgram(); glAttachShader(m_programPoints, m_vertexShaderPoints); glLinkProgram(m_programPoints); _createTexture(32); glGenBuffers(1, (GLuint *)&m_vboColor); glBindBuffer(GL_ARRAY_BUFFER, m_vboColor); glBufferData(GL_ARRAY_BUFFER, m_numParticles * 4 * sizeof(float), 0, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } //------------------------------------------------------------------------------ // Function : EvalHermite // Description : //------------------------------------------------------------------------------ /** * EvalHermite(float pA, float pB, float vA, float vB, float u) * @brief Evaluates Hermite basis functions for the specified coefficients. */ inline float evalHermite(float pA, float pB, float vA, float vB, float u) { float u2=(u*u), u3=u2*u; float B0 = 2*u3 - 3*u2 + 1; float B1 = -2*u3 + 3*u2; float B2 = u3 - 2*u2 + u; float B3 = u3 - u; return (B0*pA + B1*pB + B2*vA + B3*vB); } unsigned char *createGaussianMap(int N) { float *M = new float[2*N*N]; unsigned char *B = new unsigned char[4*N*N]; float X,Y,Y2,Dist; float Incr = 2.0f/N; int i=0; int j = 0; Y = -1.0f; //float mmax = 0; for (int y=0; y<N; y++, Y+=Incr) { Y2=Y*Y; X = -1.0f; for (int x=0; x<N; x++, X+=Incr, i+=2, j+=4) { Dist = (float)sqrtf(X*X+Y2); if (Dist>1) Dist=1; M[i+1] = M[i] = evalHermite(1.0f,0,0,0,Dist); B[j+3] = B[j+2] = B[j+1] = B[j] = (unsigned char)(M[i] * 255); } } delete [] M; return (B); } void ParticleRenderer::_createTexture(int resolution) { unsigned char *data = createGaussianMap(resolution); glGenTextures(1, (GLuint *)&m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, resolution, resolution, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); }