[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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[1510] | 33 | NvParticleAdvectionShaderInstance() { |
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| 34 | } |
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| 35 | ~NvParticleAdvectionShaderInstance() { |
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| 36 | if (NvParticleRenderer::_advectionShader) { |
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| 37 | delete NvParticleRenderer::_advectionShader; |
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[1482] | 38 | } |
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[1510] | 39 | } |
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[1482] | 40 | }; |
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| 41 | NvParticleAdvectionShaderInstance shaderInstance; |
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| 42 | |
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[1362] | 43 | NvParticleRenderer::NvParticleRenderer(int w, int h, CGcontext context) : |
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[1497] | 44 | _particleSize(1.2), |
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[1362] | 45 | scale(1, 1, 1), |
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[1380] | 46 | origin(0, 0, 0), |
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[1497] | 47 | _activate(false) |
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[1028] | 48 | { |
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| 49 | psys_width = w; |
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| 50 | psys_height = h; |
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| 51 | |
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| 52 | psys_frame = 0; |
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| 53 | reborn = true; |
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| 54 | flip = true; |
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[1370] | 55 | |
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| 56 | _color.set(0.2, 0.2, 1.0, 1.0); |
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[1028] | 57 | max_life = 500; |
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| 58 | |
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[1370] | 59 | _slice_axis = 0; |
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| 60 | _slice_pos = 0.0; |
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| 61 | |
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[1481] | 62 | data = new Particle[w*h]; |
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[1370] | 63 | memset(data, 0, sizeof(Particle) * w * h); |
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[1028] | 64 | |
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| 65 | m_vertex_array = new RenderVertexArray(psys_width*psys_height, 3, GL_FLOAT); |
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| 66 | |
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[1429] | 67 | assert(CheckGL(AT)); |
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[1028] | 68 | |
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| 69 | glGenFramebuffersEXT(2, psys_fbo); |
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| 70 | glGenTextures(2, psys_tex); |
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| 71 | |
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| 72 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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| 73 | |
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| 74 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 75 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 76 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 77 | |
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| 78 | #ifdef NV_32 |
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[1362] | 79 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 80 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 81 | #else |
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[1362] | 82 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 83 | 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 84 | #endif |
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[1362] | 85 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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| 86 | GL_TEXTURE_RECTANGLE_NV, psys_tex[0], 0); |
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[1028] | 87 | |
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[1331] | 88 | |
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[1028] | 89 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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| 90 | |
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| 91 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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| 92 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 93 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 94 | #ifdef NV_32 |
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[1362] | 95 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 96 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 97 | #else |
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[1362] | 98 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 99 | 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 100 | #endif |
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[1362] | 101 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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| 102 | GL_TEXTURE_RECTANGLE_NV, psys_tex[1], 0); |
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[1331] | 103 | |
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[1028] | 104 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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| 105 | |
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[1331] | 106 | glGenTextures(1, &initPosTex); |
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| 107 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, initPosTex); |
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| 108 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 109 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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| 110 | #ifdef NV_32 |
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[1362] | 111 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 112 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1331] | 113 | #else |
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[1362] | 114 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, |
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| 115 | psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1331] | 116 | #endif |
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| 117 | |
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[1028] | 118 | CHECK_FRAMEBUFFER_STATUS(); |
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| 119 | |
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| 120 | //load related shaders |
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| 121 | /* |
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| 122 | m_g_context = context; |
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| 123 | |
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[1111] | 124 | m_pos_fprog = LoadCgSourceProgram(m_g_context, "update_pos.cg", |
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| 125 | CG_PROFILE_FP30, NULL); |
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[1028] | 126 | m_pos_timestep_param = cgGetNamedParameter(m_pos_fprog, "timestep"); |
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| 127 | m_vel_tex_param = cgGetNamedParameter(m_pos_fprog, "vel_tex"); |
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| 128 | m_pos_tex_param = cgGetNamedParameter(m_pos_fprog, "pos_tex"); |
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| 129 | m_scale_param = cgGetNamedParameter(m_pos_fprog, "scale"); |
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| 130 | cgGLSetTextureParameter(m_vel_tex_param, volume); |
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| 131 | cgGLSetParameter3f(m_scale_param, scale_x, scale_y, scale_z); |
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| 132 | */ |
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[1478] | 133 | if (_advectionShader == NULL) { |
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| 134 | _advectionShader = new NvParticleAdvectionShader(); |
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| 135 | } |
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[1028] | 136 | } |
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| 137 | |
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| 138 | NvParticleRenderer::~NvParticleRenderer() |
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| 139 | { |
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[1481] | 140 | glDeleteTextures(1, &initPosTex); |
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| 141 | |
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[1028] | 142 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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| 143 | glDeleteTextures(1, psys_tex); |
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| 144 | |
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| 145 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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| 146 | glDeleteTextures(1, psys_tex+1); |
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| 147 | |
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| 148 | glDeleteFramebuffersEXT(2, psys_fbo); |
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| 149 | |
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[1429] | 150 | delete m_vertex_array; |
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[1481] | 151 | delete [] data; |
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[1028] | 152 | } |
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| 153 | |
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[1370] | 154 | void NvParticleRenderer::initializeDataArray() |
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[1028] | 155 | { |
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[1370] | 156 | size_t n = psys_width * psys_height * 4; |
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| 157 | memset(data, 0, sizeof(float)* n); |
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| 158 | |
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| 159 | int index; |
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| 160 | bool particle; |
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| 161 | float* p = (float*) data; |
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| 162 | for (int i=0; i<psys_width; i++) { |
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| 163 | for (int j=0; j<psys_height; j++) { |
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| 164 | index = i + psys_height*j; |
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| 165 | particle = (rand() % 256) > 150; |
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[1469] | 166 | if(particle) { |
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[1370] | 167 | //assign any location (x,y,z) in range [0,1] |
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[1469] | 168 | switch (_slice_axis) { |
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[1370] | 169 | case 0 : |
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[1469] | 170 | p[4*index] = _slice_pos; |
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| 171 | p[4*index+1]= j/float(psys_height); |
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| 172 | p[4*index+2]= i/float(psys_width); |
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| 173 | break; |
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[1370] | 174 | case 1 : |
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[1469] | 175 | p[4*index]= j/float(psys_height); |
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| 176 | p[4*index+1] = _slice_pos; |
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| 177 | p[4*index+2]= i/float(psys_width); |
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| 178 | break; |
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[1370] | 179 | case 2 : |
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[1469] | 180 | p[4*index]= j/float(psys_height); |
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| 181 | p[4*index+1]= i/float(psys_width); |
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| 182 | p[4*index+2] = _slice_pos; |
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| 183 | break; |
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[1370] | 184 | default : |
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[1469] | 185 | p[4*index] = 0; |
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| 186 | p[4*index+1]= 0; |
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| 187 | p[4*index+2]= 0; |
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| 188 | p[4*index+3]= 0; |
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[1370] | 189 | } |
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| 190 | |
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| 191 | //shorter life span, quicker iterations |
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| 192 | p[4*index+3]= rand() / ((float) RAND_MAX) * 0.5 + 0.5f; |
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[1469] | 193 | } else { |
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[1370] | 194 | p[4*index] = 0; |
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| 195 | p[4*index+1]= 0; |
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| 196 | p[4*index+2]= 0; |
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| 197 | p[4*index+3]= 0; |
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| 198 | } |
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| 199 | } |
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| 200 | } |
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| 201 | } |
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| 202 | |
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| 203 | void NvParticleRenderer::initialize() |
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| 204 | { |
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| 205 | initializeDataArray(); |
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| 206 | |
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[1028] | 207 | //also store the data on main memory for next initialization |
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[1370] | 208 | //memcpy(data, p, psys_width*psys_height*sizeof(Particle)); |
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[1028] | 209 | |
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| 210 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 211 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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| 212 | #ifdef NV_32 |
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[1362] | 213 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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[1370] | 214 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 215 | #else |
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[1362] | 216 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, |
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[1370] | 217 | psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 218 | #endif |
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| 219 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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| 220 | |
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| 221 | flip = true; |
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| 222 | reborn = false; |
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| 223 | |
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[1331] | 224 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, initPosTex); |
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| 225 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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| 226 | #ifdef NV_32 |
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[1362] | 227 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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[1370] | 228 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1331] | 229 | #else |
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[1362] | 230 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 231 | 0, GL_RGBA, GL_FLOAT, (float*)p); |
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[1331] | 232 | #endif |
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| 233 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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| 234 | |
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[1984] | 235 | TRACE("init particles\n"); |
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[1028] | 236 | } |
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| 237 | |
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| 238 | void NvParticleRenderer::reset() |
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| 239 | { |
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| 240 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 241 | #ifdef NV_32 |
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[1362] | 242 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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| 243 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 244 | #else |
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[1362] | 245 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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| 246 | 0, GL_RGBA, GL_FLOAT, (float*)data); |
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[1028] | 247 | #endif |
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[1362] | 248 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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[1028] | 249 | flip = true; |
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| 250 | reborn = false; |
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| 251 | psys_frame = 0; |
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| 252 | } |
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| 253 | |
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[1362] | 254 | void |
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| 255 | NvParticleRenderer::advect() |
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[1028] | 256 | { |
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| 257 | if (reborn) |
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| 258 | reset(); |
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[1429] | 259 | |
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[1028] | 260 | glDisable(GL_BLEND); |
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| 261 | glDisable(GL_DEPTH_TEST); |
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| 262 | |
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[1362] | 263 | if (flip) { |
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| 264 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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| 265 | glEnable(GL_TEXTURE_RECTANGLE_NV); |
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| 266 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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| 267 | |
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| 268 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 269 | //glClear(GL_COLOR_BUFFER_BIT); |
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| 270 | |
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| 271 | glViewport(0, 0, psys_width, psys_height); |
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| 272 | glMatrixMode(GL_PROJECTION); |
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| 273 | glLoadIdentity(); |
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| 274 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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| 275 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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| 276 | glMatrixMode(GL_MODELVIEW); |
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| 277 | glLoadIdentity(); |
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| 278 | |
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| 279 | _advectionShader->bind(psys_tex[0], initPosTex); |
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| 280 | |
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| 281 | //cgGLBindProgram(m_pos_fprog); |
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| 282 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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| 283 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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| 284 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[0]); |
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| 285 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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| 286 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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| 287 | |
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| 288 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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| 289 | |
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| 290 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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| 291 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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| 292 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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| 293 | glDisable(GL_TEXTURE_RECTANGLE_NV); |
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| 294 | } else { |
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| 295 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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| 296 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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| 297 | |
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| 298 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 299 | //glClear(GL_COLOR_BUFFER_BIT); |
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| 300 | |
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| 301 | glViewport(0, 0, psys_width, psys_height); |
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| 302 | glMatrixMode(GL_PROJECTION); |
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| 303 | glLoadIdentity(); |
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| 304 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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| 305 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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| 306 | glMatrixMode(GL_MODELVIEW); |
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| 307 | glLoadIdentity(); |
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| 308 | |
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| 309 | _advectionShader->bind(psys_tex[1], initPosTex); |
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| 310 | |
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| 311 | //cgGLBindProgram(m_pos_fprog); |
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| 312 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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| 313 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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| 314 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[1]); |
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| 315 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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| 316 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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| 317 | |
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| 318 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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| 319 | //draw_quad(psys_width, psys_height, 1.0f, 1.0f); |
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| 320 | |
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| 321 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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| 322 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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| 323 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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| 324 | } |
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| 325 | |
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[1028] | 326 | _advectionShader->unbind(); |
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[1362] | 327 | |
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[1028] | 328 | //soft_read_verts(); |
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[1362] | 329 | |
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[1028] | 330 | update_vertex_buffer(); |
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[1362] | 331 | |
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[1028] | 332 | flip = (!flip); |
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[1362] | 333 | |
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[1028] | 334 | psys_frame++; |
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[1362] | 335 | if(psys_frame==max_life) { |
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| 336 | psys_frame=0; |
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[1370] | 337 | // reborn = true; |
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[1362] | 338 | } |
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[1028] | 339 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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| 340 | } |
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| 341 | |
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[1362] | 342 | void |
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| 343 | NvParticleRenderer::update_vertex_buffer() |
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[1028] | 344 | { |
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| 345 | m_vertex_array->Read(psys_width, psys_height); |
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| 346 | |
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| 347 | //m_vertex_array->LoadData(vert); //does not work?? |
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| 348 | //assert(glGetError()==0); |
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| 349 | } |
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| 350 | |
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[1362] | 351 | void |
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| 352 | NvParticleRenderer::render() |
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[1028] | 353 | { |
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| 354 | display_vertices(); |
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| 355 | } |
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| 356 | |
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[1362] | 357 | void |
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| 358 | NvParticleRenderer::draw_bounding_box(float x0, float y0, float z0, |
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| 359 | float x1, float y1, float z1, |
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| 360 | float r, float g, float b, |
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| 361 | float line_width) |
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[1333] | 362 | { |
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| 363 | glPushMatrix(); |
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| 364 | glEnable(GL_DEPTH_TEST); |
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| 365 | glDisable(GL_TEXTURE_2D); |
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| 366 | glEnable(GL_BLEND); |
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| 367 | |
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| 368 | glColor4d(r, g, b, 1.0); |
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| 369 | glLineWidth(line_width); |
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| 370 | |
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[1362] | 371 | glBegin(GL_LINE_LOOP); |
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[1333] | 372 | { |
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| 373 | glVertex3d(x0, y0, z0); |
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| 374 | glVertex3d(x1, y0, z0); |
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| 375 | glVertex3d(x1, y1, z0); |
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| 376 | glVertex3d(x0, y1, z0); |
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| 377 | } |
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| 378 | glEnd(); |
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| 379 | |
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| 380 | glBegin(GL_LINE_LOOP); |
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| 381 | { |
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| 382 | glVertex3d(x0, y0, z1); |
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| 383 | glVertex3d(x1, y0, z1); |
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| 384 | glVertex3d(x1, y1, z1); |
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| 385 | glVertex3d(x0, y1, z1); |
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| 386 | } |
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| 387 | glEnd(); |
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| 388 | |
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| 389 | glBegin(GL_LINE_LOOP); |
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| 390 | { |
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| 391 | glVertex3d(x0, y0, z0); |
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| 392 | glVertex3d(x0, y0, z1); |
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| 393 | glVertex3d(x0, y1, z1); |
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| 394 | glVertex3d(x0, y1, z0); |
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| 395 | } |
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| 396 | glEnd(); |
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| 397 | |
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| 398 | glBegin(GL_LINE_LOOP); |
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| 399 | { |
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| 400 | glVertex3d(x1, y0, z0); |
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| 401 | glVertex3d(x1, y0, z1); |
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| 402 | glVertex3d(x1, y1, z1); |
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| 403 | glVertex3d(x1, y1, z0); |
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| 404 | } |
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| 405 | glEnd(); |
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| 406 | |
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| 407 | glPopMatrix(); |
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| 408 | glDisable(GL_DEPTH_TEST); |
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| 409 | glDisable(GL_BLEND); |
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| 410 | glEnable(GL_TEXTURE_2D); |
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| 411 | } |
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| 412 | |
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[1362] | 413 | void |
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| 414 | NvParticleRenderer::display_vertices() |
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[1028] | 415 | { |
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| 416 | glDisable(GL_TEXTURE_2D); |
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| 417 | glDisable(GL_BLEND); |
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| 418 | glEnable(GL_DEPTH_TEST); |
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| 419 | |
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| 420 | glEnable(GL_COLOR_MATERIAL); |
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| 421 | |
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| 422 | glPushMatrix(); |
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| 423 | |
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[1298] | 424 | glTranslatef(origin.x, origin.y, origin.z); |
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[1028] | 425 | glScaled(scale.x, scale.y, scale.z); |
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| 426 | |
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[1333] | 427 | // TBD... |
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| 428 | /* |
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| 429 | draw_bounding_box( |
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| 430 | 0, 0, 0, |
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| 431 | 1, 1, 1, |
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| 432 | 1, 1, 1, 2); |
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| 433 | |
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| 434 | draw_bounding_box( |
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| 435 | 0, 0.5f / 4.5f, 0.5f / 4.5, |
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| 436 | 1, 4.0f / 4.5f, 4.0f / 4.5, |
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| 437 | 1, 0, 0, 2); |
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| 438 | |
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| 439 | draw_bounding_box( |
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| 440 | 1/3.0f, 1.0f / 4.5f, 0.5f / 4.5, |
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| 441 | 2/3.0f, 3.5f / 4.5f, 3.5f / 4.5, |
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| 442 | 1, 1, 0, 2); |
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| 443 | */ |
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| 444 | |
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[1497] | 445 | glPointSize(_particleSize); |
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[1370] | 446 | //glColor4f(.2,.2,.8,1.); |
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| 447 | glColor4f(_color.x, _color.y, _color.z, _color.w); |
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[1028] | 448 | glEnableClientState(GL_VERTEX_ARRAY); |
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| 449 | m_vertex_array->SetPointer(0); |
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| 450 | glDrawArrays(GL_POINTS, 0, psys_width*psys_height); |
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| 451 | glDisableClientState(GL_VERTEX_ARRAY); |
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| 452 | |
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| 453 | glPopMatrix(); |
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| 454 | |
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| 455 | glDisable(GL_DEPTH_TEST); |
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| 456 | |
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| 457 | //assert(glGetError()==0); |
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| 458 | } |
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| 459 | |
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[1362] | 460 | void |
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| 461 | NvParticleRenderer::setVectorField(unsigned int texID, const Vector3& ori, |
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| 462 | float scaleX, float scaleY, float scaleZ, |
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| 463 | float max) |
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[1028] | 464 | { |
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[1298] | 465 | origin = ori; |
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[1028] | 466 | scale.set(scaleX, scaleY, scaleZ); |
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| 467 | _advectionShader->setScale(scale); |
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| 468 | _advectionShader->setVelocityVolume(texID, max); |
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| 469 | } |
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[1370] | 470 | |
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| 471 | void NvParticleRenderer::setAxis(int axis) |
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| 472 | { |
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| 473 | _slice_axis = axis; |
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| 474 | initializeDataArray(); |
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| 475 | } |
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| 476 | |
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| 477 | void NvParticleRenderer::setPos(float pos) |
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| 478 | { |
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| 479 | _slice_pos = pos; |
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| 480 | initializeDataArray(); |
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| 481 | } |
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| 482 | |
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| 483 | |
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