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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25 | |
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26 | |
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27 | #define NV_32 |
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28 | |
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29 | NvParticleRenderer::NvParticleRenderer(int w, int h, CGcontext context) |
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30 | : scale(1, 1, 1), _activate(false), origin(0, 0, 0) |
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31 | { |
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32 | psys_width = w; |
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33 | psys_height = h; |
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34 | |
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35 | psys_frame = 0; |
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36 | reborn = true; |
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37 | flip = true; |
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38 | max_life = 500; |
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39 | |
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40 | data = (Particle*) malloc(w*h*sizeof(Particle)); |
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41 | |
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42 | m_vertex_array = new RenderVertexArray(psys_width*psys_height, 3, GL_FLOAT); |
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43 | |
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44 | assert(glGetError()==0); |
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45 | |
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46 | glGenFramebuffersEXT(2, psys_fbo); |
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47 | glGenTextures(2, psys_tex); |
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48 | |
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49 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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50 | |
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51 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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52 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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53 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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54 | |
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55 | #ifdef NV_32 |
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56 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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57 | #else |
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58 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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59 | #endif |
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60 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, psys_tex[0], 0); |
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61 | |
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62 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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63 | |
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64 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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65 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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66 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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67 | #ifdef NV_32 |
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68 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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69 | #else |
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70 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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71 | #endif |
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72 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, psys_tex[1], 0); |
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73 | |
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74 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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75 | |
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76 | CHECK_FRAMEBUFFER_STATUS(); |
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77 | |
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78 | //load related shaders |
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79 | /* |
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80 | m_g_context = context; |
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81 | |
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82 | m_pos_fprog = LoadCgSourceProgram(m_g_context, "update_pos.cg", |
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83 | CG_PROFILE_FP30, NULL); |
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84 | m_pos_timestep_param = cgGetNamedParameter(m_pos_fprog, "timestep"); |
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85 | m_vel_tex_param = cgGetNamedParameter(m_pos_fprog, "vel_tex"); |
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86 | m_pos_tex_param = cgGetNamedParameter(m_pos_fprog, "pos_tex"); |
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87 | m_scale_param = cgGetNamedParameter(m_pos_fprog, "scale"); |
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88 | cgGLSetTextureParameter(m_vel_tex_param, volume); |
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89 | cgGLSetParameter3f(m_scale_param, scale_x, scale_y, scale_z); |
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90 | */ |
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91 | |
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92 | _advectionShader = new NvParticleAdvectionShader(); |
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93 | |
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94 | } |
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95 | |
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96 | NvParticleRenderer::~NvParticleRenderer() |
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97 | { |
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98 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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99 | glDeleteTextures(1, psys_tex); |
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100 | |
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101 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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102 | glDeleteTextures(1, psys_tex+1); |
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103 | |
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104 | glDeleteFramebuffersEXT(2, psys_fbo); |
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105 | |
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106 | free(data); |
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107 | } |
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108 | |
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109 | void NvParticleRenderer::initialize(Particle* p) |
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110 | { |
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111 | //also store the data on main memory for next initialization |
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112 | memcpy(data, p, psys_width*psys_height*sizeof(Particle)); |
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113 | |
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114 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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115 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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116 | #ifdef NV_32 |
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117 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p); |
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118 | #else |
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119 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p); |
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120 | #endif |
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121 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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122 | |
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123 | flip = true; |
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124 | reborn = false; |
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125 | |
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126 | //fprintf(stderr, "init particles\n"); |
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127 | } |
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128 | |
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129 | void NvParticleRenderer::reset() |
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130 | { |
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131 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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132 | |
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133 | #ifdef NV_32 |
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134 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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135 | #else |
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136 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data);# |
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137 | #endif |
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138 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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139 | |
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140 | flip = true; |
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141 | reborn = false; |
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142 | psys_frame = 0; |
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143 | } |
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144 | |
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145 | void NvParticleRenderer::advect() |
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146 | { |
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147 | if (reborn) |
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148 | reset(); |
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149 | |
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150 | glDisable(GL_BLEND); |
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151 | glDisable(GL_DEPTH_TEST); |
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152 | |
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153 | if (flip) |
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154 | { |
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155 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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156 | glEnable(GL_TEXTURE_RECTANGLE_NV); |
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157 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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158 | |
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159 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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160 | //glClear(GL_COLOR_BUFFER_BIT); |
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161 | |
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162 | glViewport(0, 0, psys_width, psys_height); |
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163 | glMatrixMode(GL_PROJECTION); |
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164 | glLoadIdentity(); |
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165 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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166 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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167 | glMatrixMode(GL_MODELVIEW); |
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168 | glLoadIdentity(); |
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169 | |
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170 | _advectionShader->bind(psys_tex[0]); |
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171 | |
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172 | //cgGLBindProgram(m_pos_fprog); |
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173 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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174 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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175 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[0]); |
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176 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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177 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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178 | |
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179 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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180 | |
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181 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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182 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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183 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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184 | glDisable(GL_TEXTURE_RECTANGLE_NV); |
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185 | } |
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186 | else |
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187 | { |
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188 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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189 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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190 | |
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191 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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192 | //glClear(GL_COLOR_BUFFER_BIT); |
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193 | |
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194 | glViewport(0, 0, psys_width, psys_height); |
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195 | glMatrixMode(GL_PROJECTION); |
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196 | glLoadIdentity(); |
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197 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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198 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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199 | glMatrixMode(GL_MODELVIEW); |
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200 | glLoadIdentity(); |
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201 | |
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202 | _advectionShader->bind(psys_tex[1]); |
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203 | |
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204 | //cgGLBindProgram(m_pos_fprog); |
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205 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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206 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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207 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[1]); |
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208 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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209 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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210 | |
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211 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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212 | //draw_quad(psys_width, psys_height, 1.0f, 1.0f); |
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213 | |
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214 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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215 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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216 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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217 | } |
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218 | |
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219 | _advectionShader->unbind(); |
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220 | |
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221 | //soft_read_verts(); |
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222 | |
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223 | update_vertex_buffer(); |
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224 | |
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225 | flip = (!flip); |
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226 | |
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227 | psys_frame++; |
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228 | if(psys_frame==max_life) |
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229 | { |
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230 | psys_frame=0; |
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231 | reborn = true; |
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232 | } |
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233 | |
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234 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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235 | } |
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236 | |
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237 | void NvParticleRenderer::update_vertex_buffer() |
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238 | { |
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239 | m_vertex_array->Read(psys_width, psys_height); |
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240 | |
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241 | //m_vertex_array->LoadData(vert); //does not work?? |
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242 | //assert(glGetError()==0); |
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243 | } |
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244 | |
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245 | void NvParticleRenderer::render() |
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246 | { |
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247 | display_vertices(); |
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248 | } |
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249 | |
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250 | void NvParticleRenderer::display_vertices() |
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251 | { |
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252 | glDisable(GL_TEXTURE_2D); |
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253 | glDisable(GL_BLEND); |
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254 | glEnable(GL_DEPTH_TEST); |
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255 | |
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256 | glEnable(GL_COLOR_MATERIAL); |
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257 | |
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258 | glPointSize(1.2); |
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259 | glColor4f(.2,.2,.8,1.); |
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260 | |
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261 | glPushMatrix(); |
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262 | |
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263 | glTranslatef(origin.x, origin.y, origin.z); |
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264 | glScaled(scale.x, scale.y, scale.z); |
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265 | |
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266 | glEnableClientState(GL_VERTEX_ARRAY); |
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267 | m_vertex_array->SetPointer(0); |
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268 | glDrawArrays(GL_POINTS, 0, psys_width*psys_height); |
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269 | glDisableClientState(GL_VERTEX_ARRAY); |
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270 | |
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271 | glPopMatrix(); |
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272 | |
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273 | glDisable(GL_DEPTH_TEST); |
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274 | |
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275 | //assert(glGetError()==0); |
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276 | } |
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277 | |
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278 | void NvParticleRenderer::setVectorField(unsigned int texID, const Vector3& ori, float scaleX, float scaleY, float scaleZ, float max) |
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279 | { |
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280 | origin = ori; |
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281 | scale.set(scaleX, scaleY, scaleZ); |
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282 | _advectionShader->setScale(scale); |
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283 | _advectionShader->setVelocityVolume(texID, max); |
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284 | } |
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