source: branches/blt4/packages/vizservers/nanovis/NvParticleRenderer.h @ 2742

Last change on this file since 2742 was 1510, checked in by gah, 15 years ago

Found memory leak in reset_patterns

File size: 3.3 KB
Line 
1/*
2 * ----------------------------------------------------------------------
3 * NvParticleRenderer.h: particle system class
4 *
5 * ======================================================================
6 *  AUTHOR:  Wei Qiao <qiaow@purdue.edu>
7 *           Purdue Rendering and Perceptualization Lab (PURPL)
8 *
9 *  Copyright (c) 2004-2006  Purdue Research Foundation
10 *
11 *  See the file "license.terms" for information on usage and
12 *  redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES.
13 * ======================================================================
14 */
15
16
17#ifndef _NV_PARTICLE_SYSTEM_H_
18#define _NV_PARTICLE_SYSTEM_H_
19
20#include "GL/glew.h"
21#include "Cg/cgGL.h"
22
23#include "define.h"
24#include "config.h"
25#include "global.h"
26
27#include "Renderable.h"
28#include "RenderVertexArray.h"
29#include "Vector3.h"
30
31#include <vector>
32
33#include "NvParticleAdvectionShader.h"
34
35struct Particle {
36    float x;
37    float y;
38    float z;
39    float aux;
40
41    Particle(){};
42    Particle(float _x, float _y, float _z, float _life) :
43        x(_x), y(_y), z(_z), aux(_life){}
44};
45
46class NvParticleRenderer : public Renderable {
47public :
48    /**
49     * @brief frame buffer objects: two are defined, flip them as input output every step
50     */
51    GLuint psys_fbo[2];         
52
53    /**
54     * @brief color textures attached to frame buffer objects
55     */
56    GLuint psys_tex[2];
57    GLuint initPosTex; 
58    Particle* data;
59   
60    /**
61     *@brief Count the frame number of particle system iteration
62     */
63    int psys_frame;         
64   
65    /**
66     * @brief Reinitiate particles     
67     */
68    bool reborn;                       
69
70    /**
71     * @brief flip the source and destination render targets
72     */
73    bool flip;                 
74
75    float max_life;
76
77    float _particleSize;                // Size of the particle: default is 1.2
78
79    /**
80     * @brief vertex array for display particles
81     */
82    RenderVertexArray* m_vertex_array; 
83
84    //Nvidia CG shaders and their parameters
85    /*
86      CGcontext m_g_context;
87      CGprogram m_pos_fprog;
88      CGparameter m_vel_tex_param, m_pos_tex_param, m_scale_param;
89      CGparameter m_pos_timestep_param, m_pos_spherePos_param;
90    */
91    static NvParticleAdvectionShader* _advectionShader;
92
93    /**
94     * @brief scale of flow data
95     */
96    Vector3 scale;
97
98    Vector3 origin;
99
100    bool _activate;
101
102    float _slice_pos;
103    int _slice_axis;
104    Vector4 _color;
105
106public:
107    int psys_width;     //the storage of particles is implemented as a 2D array.
108    int psys_height;
109
110    NvParticleRenderer(int w, int h, CGcontext context);
111    ~NvParticleRenderer();
112    void setVectorField(unsigned int texID, const Vector3& ori, float scaleX, float scaleY, float scaleZ, float max);
113    void initialize();
114    void advect();
115    void update_vertex_buffer();
116    void display_vertices();
117    void reset();
118    void render();
119
120    bool active(void) {
121        return _activate;
122    }
123    void active(bool state) {
124        _activate = state;
125    }
126    void setColor(const Vector4& color) {
127        _color = color;
128    }
129    void setAxis(int axis);
130    void setPos(float pos);
131    void draw_bounding_box(float x0, float y0, float z0,
132                           float x1, float y1, float z1,
133                           float r, float g, float b, float line_width);
134    void initializeDataArray();
135    void particleSize(float size) {
136        _particleSize = size;
137    }
138    float particleSize(void) {
139        return _particleSize;
140    }
141};
142
143#endif
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