/* * 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 #include #include // OpenGL Graphics includes #define HELPERGL_EXTERN_GL_FUNC_IMPLEMENTATION #include #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 }