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