[1028] | 1 | |
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| 2 | /* |
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| 3 | * ---------------------------------------------------------------------- |
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| 4 | * NvParticleRenderer.cpp: particle system class |
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| 5 | * |
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| 6 | * ====================================================================== |
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| 7 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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| 8 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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| 9 | * |
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| 10 | * Copyright (c) 2004-2006 Purdue Research Foundation |
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| 11 | * |
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| 12 | * See the file "license.terms" for information on usage and |
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| 13 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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| 14 | * ====================================================================== |
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| 15 | */ |
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| 16 | |
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| 17 | #include <stdio.h> |
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| 18 | #include <assert.h> |
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| 19 | #include <malloc.h> |
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| 20 | #include <string.h> |
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| 21 | |
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| 22 | #include <R2/R2FilePath.h> |
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| 23 | #include "NvParticleRenderer.h" |
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| 24 | #include <Trace.h> |
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[1370] | 25 | #include <stdlib.h> |
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[1028] | 26 | |
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| 27 | #define NV_32 |
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| 28 | |
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[1478] | 29 | NvParticleAdvectionShader* NvParticleRenderer::_advectionShader = NULL; |
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| 30 | |
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[1482] | 31 | class NvParticleAdvectionShaderInstance { |
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| 32 | public : |
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| 33 | NvParticleAdvectionShaderInstance() |
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| 34 | { |
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| 35 | } |
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| 36 | ~NvParticleAdvectionShaderInstance() |
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| 37 | { |
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| 38 | if (NvParticleRenderer::_advectionShader) |
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| 39 | { |
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| 40 | delete NvParticleRenderer::_advectionShader; |
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| 41 | } |
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| 42 | } |
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| 43 | }; |
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| 44 | NvParticleAdvectionShaderInstance shaderInstance; |
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| 45 | |
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[1362] | 46 | NvParticleRenderer::NvParticleRenderer(int w, int h, CGcontext context) : |
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| 47 | scale(1, 1, 1), |
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[1380] | 48 | origin(0, 0, 0), |
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| 49 | _activate(false) |
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[1028] | 50 | { |
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| 51 | psys_width = w; |
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| 52 | psys_height = h; |
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| 53 | |
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| 54 | psys_frame = 0; |
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| 55 | reborn = true; |
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| 56 | flip = true; |
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[1370] | 57 | |
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| 58 | _color.set(0.2, 0.2, 1.0, 1.0); |
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[1028] | 59 | max_life = 500; |
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| 60 | |
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[1370] | 61 | _slice_axis = 0; |
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| 62 | _slice_pos = 0.0; |
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| 63 | |
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[1481] | 64 | data = new Particle[w*h]; |
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[1370] | 65 | memset(data, 0, sizeof(Particle) * w * h); |
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[1028] | 66 | |
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| 67 | m_vertex_array = new RenderVertexArray(psys_width*psys_height, 3, GL_FLOAT); |
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| 68 | |
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[1429] | 69 | assert(CheckGL(AT)); |
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[1028] | 70 | |
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| 71 | glGenFramebuffersEXT(2, psys_fbo); |
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| 72 | glGenTextures(2, psys_tex); |
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| 73 | |
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| 74 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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| 75 | |
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| 76 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 77 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 78 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 79 | |
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| 80 | #ifdef NV_32 |
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[1362] | 81 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 82 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 83 | #else |
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[1362] | 84 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 85 | 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 86 | #endif |
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[1362] | 87 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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| 88 | GL_TEXTURE_RECTANGLE_NV, psys_tex[0], 0); |
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[1028] | 89 | |
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[1331] | 90 | |
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[1028] | 91 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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| 92 | |
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| 93 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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| 94 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 95 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 96 | #ifdef NV_32 |
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[1362] | 97 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 98 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 99 | #else |
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[1362] | 100 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 101 | 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 102 | #endif |
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[1362] | 103 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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| 104 | GL_TEXTURE_RECTANGLE_NV, psys_tex[1], 0); |
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[1331] | 105 | |
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[1028] | 106 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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| 107 | |
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[1331] | 108 | glGenTextures(1, &initPosTex); |
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| 109 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, initPosTex); |
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| 110 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 111 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 112 | #ifdef NV_32 |
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[1362] | 113 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 114 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1331] | 115 | #else |
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[1362] | 116 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, |
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| 117 | psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1331] | 118 | #endif |
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| 119 | |
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[1028] | 120 | CHECK_FRAMEBUFFER_STATUS(); |
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| 121 | |
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| 122 | //load related shaders |
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| 123 | /* |
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| 124 | m_g_context = context; |
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| 125 | |
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[1111] | 126 | m_pos_fprog = LoadCgSourceProgram(m_g_context, "update_pos.cg", |
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| 127 | CG_PROFILE_FP30, NULL); |
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[1028] | 128 | m_pos_timestep_param = cgGetNamedParameter(m_pos_fprog, "timestep"); |
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| 129 | m_vel_tex_param = cgGetNamedParameter(m_pos_fprog, "vel_tex"); |
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| 130 | m_pos_tex_param = cgGetNamedParameter(m_pos_fprog, "pos_tex"); |
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| 131 | m_scale_param = cgGetNamedParameter(m_pos_fprog, "scale"); |
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| 132 | cgGLSetTextureParameter(m_vel_tex_param, volume); |
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| 133 | cgGLSetParameter3f(m_scale_param, scale_x, scale_y, scale_z); |
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| 134 | */ |
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[1478] | 135 | if (_advectionShader == NULL) { |
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| 136 | _advectionShader = new NvParticleAdvectionShader(); |
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| 137 | } |
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[1028] | 138 | } |
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| 139 | |
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| 140 | NvParticleRenderer::~NvParticleRenderer() |
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| 141 | { |
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[1481] | 142 | glDeleteTextures(1, &initPosTex); |
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| 143 | |
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[1028] | 144 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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| 145 | glDeleteTextures(1, psys_tex); |
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| 146 | |
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| 147 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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| 148 | glDeleteTextures(1, psys_tex+1); |
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| 149 | |
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| 150 | glDeleteFramebuffersEXT(2, psys_fbo); |
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| 151 | |
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[1429] | 152 | delete m_vertex_array; |
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[1481] | 153 | delete [] data; |
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[1028] | 154 | } |
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| 155 | |
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[1370] | 156 | void NvParticleRenderer::initializeDataArray() |
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[1028] | 157 | { |
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[1370] | 158 | size_t n = psys_width * psys_height * 4; |
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| 159 | memset(data, 0, sizeof(float)* n); |
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| 160 | |
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| 161 | int index; |
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| 162 | bool particle; |
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| 163 | float* p = (float*) data; |
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| 164 | for (int i=0; i<psys_width; i++) { |
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| 165 | for (int j=0; j<psys_height; j++) { |
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| 166 | index = i + psys_height*j; |
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| 167 | particle = (rand() % 256) > 150; |
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[1469] | 168 | if(particle) { |
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[1370] | 169 | //assign any location (x,y,z) in range [0,1] |
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[1469] | 170 | switch (_slice_axis) { |
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[1370] | 171 | case 0 : |
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[1469] | 172 | p[4*index] = _slice_pos; |
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| 173 | p[4*index+1]= j/float(psys_height); |
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| 174 | p[4*index+2]= i/float(psys_width); |
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| 175 | break; |
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[1370] | 176 | case 1 : |
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[1469] | 177 | p[4*index]= j/float(psys_height); |
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| 178 | p[4*index+1] = _slice_pos; |
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| 179 | p[4*index+2]= i/float(psys_width); |
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| 180 | break; |
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[1370] | 181 | case 2 : |
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[1469] | 182 | p[4*index]= j/float(psys_height); |
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| 183 | p[4*index+1]= i/float(psys_width); |
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| 184 | p[4*index+2] = _slice_pos; |
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| 185 | break; |
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[1370] | 186 | default : |
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[1469] | 187 | p[4*index] = 0; |
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| 188 | p[4*index+1]= 0; |
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| 189 | p[4*index+2]= 0; |
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| 190 | p[4*index+3]= 0; |
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[1370] | 191 | } |
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| 192 | |
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| 193 | //shorter life span, quicker iterations |
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| 194 | p[4*index+3]= rand() / ((float) RAND_MAX) * 0.5 + 0.5f; |
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[1469] | 195 | } else { |
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[1370] | 196 | p[4*index] = 0; |
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| 197 | p[4*index+1]= 0; |
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| 198 | p[4*index+2]= 0; |
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| 199 | p[4*index+3]= 0; |
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| 200 | } |
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| 201 | } |
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| 202 | } |
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| 203 | } |
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| 204 | |
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| 205 | void NvParticleRenderer::initialize() |
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| 206 | { |
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| 207 | initializeDataArray(); |
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| 208 | |
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[1028] | 209 | //also store the data on main memory for next initialization |
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[1370] | 210 | //memcpy(data, p, psys_width*psys_height*sizeof(Particle)); |
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[1028] | 211 | |
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| 212 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 213 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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| 214 | #ifdef NV_32 |
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[1362] | 215 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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[1370] | 216 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 217 | #else |
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[1362] | 218 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, |
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[1370] | 219 | psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 220 | #endif |
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| 221 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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| 222 | |
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| 223 | flip = true; |
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| 224 | reborn = false; |
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| 225 | |
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[1331] | 226 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, initPosTex); |
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| 227 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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| 228 | #ifdef NV_32 |
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[1362] | 229 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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[1370] | 230 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1331] | 231 | #else |
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[1362] | 232 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 233 | 0, GL_RGBA, GL_FLOAT, (float*)p); |
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[1331] | 234 | #endif |
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| 235 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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| 236 | |
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[1028] | 237 | //fprintf(stderr, "init particles\n"); |
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| 238 | } |
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| 239 | |
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| 240 | void NvParticleRenderer::reset() |
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| 241 | { |
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| 242 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 243 | |
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| 244 | #ifdef NV_32 |
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[1362] | 245 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 246 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 247 | #else |
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[1362] | 248 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 249 | 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 250 | #endif |
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[1362] | 251 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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[1028] | 252 | flip = true; |
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| 253 | reborn = false; |
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| 254 | psys_frame = 0; |
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| 255 | } |
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| 256 | |
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[1362] | 257 | void |
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| 258 | NvParticleRenderer::advect() |
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[1028] | 259 | { |
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| 260 | if (reborn) |
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| 261 | reset(); |
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[1429] | 262 | |
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[1028] | 263 | glDisable(GL_BLEND); |
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| 264 | glDisable(GL_DEPTH_TEST); |
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| 265 | |
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[1362] | 266 | if (flip) { |
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| 267 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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| 268 | glEnable(GL_TEXTURE_RECTANGLE_NV); |
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| 269 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 270 | |
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| 271 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 272 | //glClear(GL_COLOR_BUFFER_BIT); |
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| 273 | |
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| 274 | glViewport(0, 0, psys_width, psys_height); |
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| 275 | glMatrixMode(GL_PROJECTION); |
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| 276 | glLoadIdentity(); |
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| 277 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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| 278 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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| 279 | glMatrixMode(GL_MODELVIEW); |
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| 280 | glLoadIdentity(); |
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| 281 | |
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| 282 | _advectionShader->bind(psys_tex[0], initPosTex); |
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| 283 | |
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| 284 | //cgGLBindProgram(m_pos_fprog); |
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| 285 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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| 286 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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| 287 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[0]); |
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| 288 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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| 289 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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| 290 | |
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| 291 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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| 292 | |
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| 293 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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| 294 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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| 295 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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| 296 | glDisable(GL_TEXTURE_RECTANGLE_NV); |
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| 297 | } else { |
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| 298 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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| 299 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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| 300 | |
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| 301 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 302 | //glClear(GL_COLOR_BUFFER_BIT); |
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| 303 | |
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| 304 | glViewport(0, 0, psys_width, psys_height); |
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| 305 | glMatrixMode(GL_PROJECTION); |
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| 306 | glLoadIdentity(); |
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| 307 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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| 308 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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| 309 | glMatrixMode(GL_MODELVIEW); |
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| 310 | glLoadIdentity(); |
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| 311 | |
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| 312 | _advectionShader->bind(psys_tex[1], initPosTex); |
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| 313 | |
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| 314 | //cgGLBindProgram(m_pos_fprog); |
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| 315 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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| 316 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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| 317 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[1]); |
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| 318 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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| 319 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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| 320 | |
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| 321 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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| 322 | //draw_quad(psys_width, psys_height, 1.0f, 1.0f); |
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| 323 | |
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| 324 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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| 325 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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| 326 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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| 327 | } |
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| 328 | |
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[1028] | 329 | _advectionShader->unbind(); |
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[1362] | 330 | |
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[1028] | 331 | //soft_read_verts(); |
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[1362] | 332 | |
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[1028] | 333 | update_vertex_buffer(); |
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[1362] | 334 | |
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[1028] | 335 | flip = (!flip); |
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[1362] | 336 | |
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[1028] | 337 | psys_frame++; |
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[1362] | 338 | if(psys_frame==max_life) { |
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| 339 | psys_frame=0; |
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[1370] | 340 | // reborn = true; |
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[1362] | 341 | } |
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[1028] | 342 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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| 343 | } |
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| 344 | |
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[1362] | 345 | void |
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| 346 | NvParticleRenderer::update_vertex_buffer() |
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[1028] | 347 | { |
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| 348 | m_vertex_array->Read(psys_width, psys_height); |
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| 349 | |
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| 350 | //m_vertex_array->LoadData(vert); //does not work?? |
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| 351 | //assert(glGetError()==0); |
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| 352 | } |
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| 353 | |
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[1362] | 354 | void |
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| 355 | NvParticleRenderer::render() |
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[1028] | 356 | { |
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| 357 | display_vertices(); |
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| 358 | } |
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| 359 | |
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[1362] | 360 | void |
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| 361 | NvParticleRenderer::draw_bounding_box(float x0, float y0, float z0, |
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| 362 | float x1, float y1, float z1, |
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| 363 | float r, float g, float b, |
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| 364 | float line_width) |
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[1333] | 365 | { |
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| 366 | glPushMatrix(); |
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| 367 | glEnable(GL_DEPTH_TEST); |
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| 368 | glDisable(GL_TEXTURE_2D); |
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| 369 | glEnable(GL_BLEND); |
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| 370 | |
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| 371 | glColor4d(r, g, b, 1.0); |
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| 372 | glLineWidth(line_width); |
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| 373 | |
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[1362] | 374 | glBegin(GL_LINE_LOOP); |
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[1333] | 375 | { |
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| 376 | glVertex3d(x0, y0, z0); |
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| 377 | glVertex3d(x1, y0, z0); |
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| 378 | glVertex3d(x1, y1, z0); |
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| 379 | glVertex3d(x0, y1, z0); |
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| 380 | } |
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| 381 | glEnd(); |
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| 382 | |
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| 383 | glBegin(GL_LINE_LOOP); |
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| 384 | { |
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| 385 | glVertex3d(x0, y0, z1); |
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| 386 | glVertex3d(x1, y0, z1); |
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| 387 | glVertex3d(x1, y1, z1); |
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| 388 | glVertex3d(x0, y1, z1); |
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| 389 | } |
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| 390 | glEnd(); |
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| 391 | |
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| 392 | glBegin(GL_LINE_LOOP); |
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| 393 | { |
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| 394 | glVertex3d(x0, y0, z0); |
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| 395 | glVertex3d(x0, y0, z1); |
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| 396 | glVertex3d(x0, y1, z1); |
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| 397 | glVertex3d(x0, y1, z0); |
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| 398 | } |
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| 399 | glEnd(); |
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| 400 | |
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| 401 | glBegin(GL_LINE_LOOP); |
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| 402 | { |
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| 403 | glVertex3d(x1, y0, z0); |
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| 404 | glVertex3d(x1, y0, z1); |
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| 405 | glVertex3d(x1, y1, z1); |
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| 406 | glVertex3d(x1, y1, z0); |
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| 407 | } |
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| 408 | glEnd(); |
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| 409 | |
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| 410 | glPopMatrix(); |
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| 411 | glDisable(GL_DEPTH_TEST); |
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| 412 | glDisable(GL_BLEND); |
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| 413 | glEnable(GL_TEXTURE_2D); |
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| 414 | } |
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| 415 | |
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[1362] | 416 | void |
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| 417 | NvParticleRenderer::display_vertices() |
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[1028] | 418 | { |
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| 419 | glDisable(GL_TEXTURE_2D); |
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| 420 | glDisable(GL_BLEND); |
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| 421 | glEnable(GL_DEPTH_TEST); |
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| 422 | |
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| 423 | glEnable(GL_COLOR_MATERIAL); |
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| 424 | |
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| 425 | glPushMatrix(); |
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| 426 | |
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[1298] | 427 | glTranslatef(origin.x, origin.y, origin.z); |
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[1028] | 428 | glScaled(scale.x, scale.y, scale.z); |
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| 429 | |
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[1333] | 430 | // TBD... |
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| 431 | /* |
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| 432 | draw_bounding_box( |
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| 433 | 0, 0, 0, |
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| 434 | 1, 1, 1, |
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| 435 | 1, 1, 1, 2); |
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| 436 | |
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| 437 | draw_bounding_box( |
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| 438 | 0, 0.5f / 4.5f, 0.5f / 4.5, |
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| 439 | 1, 4.0f / 4.5f, 4.0f / 4.5, |
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| 440 | 1, 0, 0, 2); |
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| 441 | |
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| 442 | draw_bounding_box( |
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| 443 | 1/3.0f, 1.0f / 4.5f, 0.5f / 4.5, |
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| 444 | 2/3.0f, 3.5f / 4.5f, 3.5f / 4.5, |
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| 445 | 1, 1, 0, 2); |
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| 446 | */ |
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| 447 | |
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| 448 | glPointSize(1.2); |
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[1370] | 449 | //glColor4f(.2,.2,.8,1.); |
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| 450 | glColor4f(_color.x, _color.y, _color.z, _color.w); |
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[1028] | 451 | glEnableClientState(GL_VERTEX_ARRAY); |
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| 452 | m_vertex_array->SetPointer(0); |
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| 453 | glDrawArrays(GL_POINTS, 0, psys_width*psys_height); |
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| 454 | glDisableClientState(GL_VERTEX_ARRAY); |
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| 455 | |
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| 456 | glPopMatrix(); |
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| 457 | |
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| 458 | glDisable(GL_DEPTH_TEST); |
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| 459 | |
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| 460 | //assert(glGetError()==0); |
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| 461 | } |
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| 462 | |
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[1362] | 463 | void |
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| 464 | NvParticleRenderer::setVectorField(unsigned int texID, const Vector3& ori, |
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| 465 | float scaleX, float scaleY, float scaleZ, |
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| 466 | float max) |
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[1028] | 467 | { |
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[1298] | 468 | origin = ori; |
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[1028] | 469 | scale.set(scaleX, scaleY, scaleZ); |
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| 470 | _advectionShader->setScale(scale); |
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| 471 | _advectionShader->setVelocityVolume(texID, max); |
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| 472 | } |
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[1370] | 473 | |
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| 474 | void NvParticleRenderer::setAxis(int axis) |
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| 475 | { |
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| 476 | _slice_axis = axis; |
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| 477 | initializeDataArray(); |
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| 478 | } |
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| 479 | |
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| 480 | void NvParticleRenderer::setPos(float pos) |
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| 481 | { |
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| 482 | _slice_pos = pos; |
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| 483 | initializeDataArray(); |
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| 484 | } |
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| 485 | |
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| 486 | |
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