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), |
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31 | _activate(false), |
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32 | origin(0, 0, 0) |
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33 | { |
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34 | psys_width = w; |
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35 | psys_height = h; |
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36 | |
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37 | psys_frame = 0; |
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38 | reborn = true; |
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39 | flip = true; |
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40 | max_life = 500; |
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41 | |
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42 | data = (Particle*) malloc(w*h*sizeof(Particle)); |
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43 | |
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44 | m_vertex_array = new RenderVertexArray(psys_width*psys_height, 3, GL_FLOAT); |
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45 | |
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46 | assert(glGetError()==0); |
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47 | |
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48 | glGenFramebuffersEXT(2, psys_fbo); |
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49 | glGenTextures(2, psys_tex); |
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50 | |
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51 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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52 | |
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53 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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54 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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55 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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56 | |
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57 | #ifdef NV_32 |
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58 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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59 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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60 | #else |
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61 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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62 | 0, GL_RGBA, GL_FLOAT, NULL); |
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63 | #endif |
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64 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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65 | GL_TEXTURE_RECTANGLE_NV, psys_tex[0], 0); |
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66 | |
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67 | |
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68 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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69 | |
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70 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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71 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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72 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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73 | #ifdef NV_32 |
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74 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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75 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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76 | #else |
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77 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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78 | 0, GL_RGBA, GL_FLOAT, NULL); |
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79 | #endif |
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80 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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81 | GL_TEXTURE_RECTANGLE_NV, psys_tex[1], 0); |
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82 | |
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83 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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84 | |
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85 | glGenTextures(1, &initPosTex); |
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86 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, initPosTex); |
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87 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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88 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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89 | #ifdef NV_32 |
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90 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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91 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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92 | #else |
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93 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, |
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94 | psys_height, 0, GL_RGBA, GL_FLOAT, NULL); |
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95 | #endif |
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96 | |
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97 | CHECK_FRAMEBUFFER_STATUS(); |
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98 | |
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99 | //load related shaders |
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100 | /* |
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101 | m_g_context = context; |
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102 | |
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103 | m_pos_fprog = LoadCgSourceProgram(m_g_context, "update_pos.cg", |
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104 | CG_PROFILE_FP30, NULL); |
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105 | m_pos_timestep_param = cgGetNamedParameter(m_pos_fprog, "timestep"); |
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106 | m_vel_tex_param = cgGetNamedParameter(m_pos_fprog, "vel_tex"); |
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107 | m_pos_tex_param = cgGetNamedParameter(m_pos_fprog, "pos_tex"); |
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108 | m_scale_param = cgGetNamedParameter(m_pos_fprog, "scale"); |
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109 | cgGLSetTextureParameter(m_vel_tex_param, volume); |
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110 | cgGLSetParameter3f(m_scale_param, scale_x, scale_y, scale_z); |
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111 | */ |
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112 | |
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113 | _advectionShader = new NvParticleAdvectionShader(); |
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114 | } |
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115 | |
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116 | NvParticleRenderer::~NvParticleRenderer() |
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117 | { |
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118 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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119 | glDeleteTextures(1, psys_tex); |
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120 | |
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121 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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122 | glDeleteTextures(1, psys_tex+1); |
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123 | |
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124 | glDeleteFramebuffersEXT(2, psys_fbo); |
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125 | |
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126 | free(data); |
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127 | } |
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128 | |
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129 | void NvParticleRenderer::initialize(Particle* p) |
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130 | { |
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131 | //also store the data on main memory for next initialization |
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132 | memcpy(data, p, psys_width*psys_height*sizeof(Particle)); |
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133 | |
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134 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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135 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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136 | #ifdef NV_32 |
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137 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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138 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p); |
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139 | #else |
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140 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, |
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141 | psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p); |
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142 | #endif |
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143 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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144 | |
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145 | flip = true; |
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146 | reborn = false; |
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147 | |
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148 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, initPosTex); |
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149 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work |
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150 | #ifdef NV_32 |
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151 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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152 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p); |
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153 | #else |
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154 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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155 | 0, GL_RGBA, GL_FLOAT, (float*)p); |
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156 | #endif |
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157 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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158 | |
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159 | //fprintf(stderr, "init particles\n"); |
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160 | } |
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161 | |
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162 | void NvParticleRenderer::reset() |
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163 | { |
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164 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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165 | |
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166 | #ifdef NV_32 |
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167 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, |
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168 | psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data); |
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169 | #else |
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170 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, |
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171 | 0, GL_RGBA, GL_FLOAT, (float*)data); |
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172 | #endif |
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173 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0); |
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174 | flip = true; |
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175 | reborn = false; |
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176 | psys_frame = 0; |
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177 | } |
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178 | |
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179 | void |
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180 | NvParticleRenderer::advect() |
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181 | { |
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182 | if (reborn) |
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183 | reset(); |
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184 | |
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185 | glDisable(GL_BLEND); |
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186 | glDisable(GL_DEPTH_TEST); |
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187 | |
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188 | if (flip) { |
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189 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]); |
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190 | glEnable(GL_TEXTURE_RECTANGLE_NV); |
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191 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]); |
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192 | |
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193 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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194 | //glClear(GL_COLOR_BUFFER_BIT); |
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195 | |
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196 | glViewport(0, 0, psys_width, psys_height); |
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197 | glMatrixMode(GL_PROJECTION); |
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198 | glLoadIdentity(); |
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199 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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200 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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201 | glMatrixMode(GL_MODELVIEW); |
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202 | glLoadIdentity(); |
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203 | |
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204 | _advectionShader->bind(psys_tex[0], initPosTex); |
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205 | |
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206 | //cgGLBindProgram(m_pos_fprog); |
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207 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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208 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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209 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[0]); |
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210 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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211 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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212 | |
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213 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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214 | |
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215 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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216 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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217 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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218 | glDisable(GL_TEXTURE_RECTANGLE_NV); |
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219 | } else { |
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220 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]); |
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221 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]); |
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222 | |
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223 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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224 | //glClear(GL_COLOR_BUFFER_BIT); |
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225 | |
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226 | glViewport(0, 0, psys_width, psys_height); |
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227 | glMatrixMode(GL_PROJECTION); |
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228 | glLoadIdentity(); |
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229 | //gluOrtho2D(0, psys_width, 0, psys_height); |
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230 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f); |
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231 | glMatrixMode(GL_MODELVIEW); |
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232 | glLoadIdentity(); |
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233 | |
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234 | _advectionShader->bind(psys_tex[1], initPosTex); |
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235 | |
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236 | //cgGLBindProgram(m_pos_fprog); |
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237 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05); |
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238 | //cgGLEnableTextureParameter(m_vel_tex_param); |
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239 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[1]); |
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240 | //cgGLEnableTextureParameter(m_pos_tex_param); |
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241 | //cgGLEnableProfile(CG_PROFILE_FP30); |
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242 | |
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243 | draw_quad(psys_width, psys_height, psys_width, psys_height); |
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244 | //draw_quad(psys_width, psys_height, 1.0f, 1.0f); |
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245 | |
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246 | //cgGLDisableProfile(CG_PROFILE_FP30); |
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247 | //cgGLDisableTextureParameter(m_vel_tex_param); |
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248 | //cgGLDisableTextureParameter(m_pos_tex_param); |
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249 | } |
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250 | |
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251 | _advectionShader->unbind(); |
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252 | |
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253 | //soft_read_verts(); |
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254 | |
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255 | update_vertex_buffer(); |
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256 | |
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257 | flip = (!flip); |
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258 | |
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259 | psys_frame++; |
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260 | if(psys_frame==max_life) { |
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261 | psys_frame=0; |
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262 | reborn = true; |
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263 | } |
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264 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
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265 | } |
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266 | |
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267 | void |
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268 | NvParticleRenderer::update_vertex_buffer() |
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269 | { |
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270 | m_vertex_array->Read(psys_width, psys_height); |
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271 | |
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272 | //m_vertex_array->LoadData(vert); //does not work?? |
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273 | //assert(glGetError()==0); |
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274 | } |
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275 | |
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276 | void |
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277 | NvParticleRenderer::render() |
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278 | { |
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279 | display_vertices(); |
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280 | } |
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281 | |
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282 | void |
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283 | NvParticleRenderer::draw_bounding_box(float x0, float y0, float z0, |
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284 | float x1, float y1, float z1, |
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285 | float r, float g, float b, |
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286 | float line_width) |
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287 | { |
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288 | glPushMatrix(); |
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289 | glEnable(GL_DEPTH_TEST); |
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290 | glDisable(GL_TEXTURE_2D); |
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291 | glEnable(GL_BLEND); |
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292 | |
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293 | glColor4d(r, g, b, 1.0); |
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294 | glLineWidth(line_width); |
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295 | |
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296 | glBegin(GL_LINE_LOOP); |
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297 | { |
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298 | glVertex3d(x0, y0, z0); |
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299 | glVertex3d(x1, y0, z0); |
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300 | glVertex3d(x1, y1, z0); |
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301 | glVertex3d(x0, y1, z0); |
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302 | } |
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303 | glEnd(); |
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304 | |
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305 | glBegin(GL_LINE_LOOP); |
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306 | { |
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307 | glVertex3d(x0, y0, z1); |
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308 | glVertex3d(x1, y0, z1); |
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309 | glVertex3d(x1, y1, z1); |
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310 | glVertex3d(x0, y1, z1); |
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311 | } |
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312 | glEnd(); |
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313 | |
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314 | glBegin(GL_LINE_LOOP); |
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315 | { |
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316 | glVertex3d(x0, y0, z0); |
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317 | glVertex3d(x0, y0, z1); |
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318 | glVertex3d(x0, y1, z1); |
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319 | glVertex3d(x0, y1, z0); |
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320 | } |
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321 | glEnd(); |
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322 | |
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323 | glBegin(GL_LINE_LOOP); |
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324 | { |
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325 | glVertex3d(x1, y0, z0); |
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326 | glVertex3d(x1, y0, z1); |
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327 | glVertex3d(x1, y1, z1); |
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328 | glVertex3d(x1, y1, z0); |
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329 | } |
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330 | glEnd(); |
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331 | |
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332 | glPopMatrix(); |
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333 | glDisable(GL_DEPTH_TEST); |
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334 | glDisable(GL_BLEND); |
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335 | glEnable(GL_TEXTURE_2D); |
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336 | } |
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337 | |
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338 | void |
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339 | NvParticleRenderer::display_vertices() |
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340 | { |
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341 | glDisable(GL_TEXTURE_2D); |
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342 | glDisable(GL_BLEND); |
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343 | glEnable(GL_DEPTH_TEST); |
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344 | |
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345 | glEnable(GL_COLOR_MATERIAL); |
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346 | |
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347 | glPushMatrix(); |
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348 | |
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349 | glTranslatef(origin.x, origin.y, origin.z); |
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350 | glScaled(scale.x, scale.y, scale.z); |
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351 | |
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352 | // TBD... |
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353 | /* |
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354 | draw_bounding_box( |
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355 | 0, 0, 0, |
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356 | 1, 1, 1, |
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357 | 1, 1, 1, 2); |
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358 | |
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359 | draw_bounding_box( |
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360 | 0, 0.5f / 4.5f, 0.5f / 4.5, |
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361 | 1, 4.0f / 4.5f, 4.0f / 4.5, |
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362 | 1, 0, 0, 2); |
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363 | |
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364 | draw_bounding_box( |
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365 | 1/3.0f, 1.0f / 4.5f, 0.5f / 4.5, |
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366 | 2/3.0f, 3.5f / 4.5f, 3.5f / 4.5, |
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367 | 1, 1, 0, 2); |
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368 | */ |
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369 | |
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370 | glPointSize(1.2); |
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371 | glColor4f(.2,.2,.8,1.); |
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372 | glEnableClientState(GL_VERTEX_ARRAY); |
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373 | m_vertex_array->SetPointer(0); |
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374 | glDrawArrays(GL_POINTS, 0, psys_width*psys_height); |
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375 | glDisableClientState(GL_VERTEX_ARRAY); |
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376 | |
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377 | glPopMatrix(); |
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378 | |
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379 | glDisable(GL_DEPTH_TEST); |
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380 | |
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381 | //assert(glGetError()==0); |
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382 | } |
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383 | |
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384 | void |
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385 | NvParticleRenderer::setVectorField(unsigned int texID, const Vector3& ori, |
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386 | float scaleX, float scaleY, float scaleZ, |
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387 | float max) |
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388 | { |
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389 | origin = ori; |
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390 | scale.set(scaleX, scaleY, scaleZ); |
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391 | _advectionShader->setScale(scale); |
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392 | _advectionShader->setVelocityVolume(texID, max); |
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393 | } |
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