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