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