[2798] | 1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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[3611] | 2 | /* |
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[3502] | 3 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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[1028] | 4 | * |
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[3611] | 5 | * Authors: |
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| 6 | * Wei Qiao <qiaow@purdue.edu> |
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[1028] | 7 | */ |
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| 8 | |
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| 9 | #include <assert.h> |
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| 10 | #include <string.h> |
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[2831] | 11 | #include <stdlib.h> |
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[1028] | 12 | |
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[2958] | 13 | #include <GL/glew.h> |
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| 14 | |
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[3611] | 15 | #include "ParticleRenderer.h" |
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[2870] | 16 | #include "define.h" |
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[2831] | 17 | #include "Trace.h" |
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[1028] | 18 | |
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[3611] | 19 | using namespace nv; |
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[1478] | 20 | |
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[3612] | 21 | ParticleAdvectionShader *ParticleRenderer::_advectionShader = NULL; |
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[3611] | 22 | ParticleAdvectionShaderInstance shaderInstance; |
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[2837] | 23 | |
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[3611] | 24 | ParticleRenderer::ParticleRenderer(int w, int h) : |
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[2883] | 25 | _initPosTex(0), |
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| 26 | _data(NULL), |
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| 27 | _psysFrame(0), |
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| 28 | _reborn(true), |
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| 29 | _flip(true), |
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| 30 | _maxLife(500), |
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[1497] | 31 | _particleSize(1.2), |
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[2883] | 32 | _vertexArray(NULL), |
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| 33 | _scale(1, 1, 1), |
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| 34 | _origin(0, 0, 0), |
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| 35 | _activate(false), |
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| 36 | _slicePos(0.0), |
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| 37 | _sliceAxis(0), |
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| 38 | _color(0.2, 0.2, 1.0, 1.0), |
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| 39 | _psysWidth(w), |
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| 40 | _psysHeight(h) |
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[1028] | 41 | { |
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[2883] | 42 | _data = new Particle[w * h]; |
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| 43 | memset(_data, 0, sizeof(Particle) * w * h); |
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[1028] | 44 | |
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[2883] | 45 | _vertexArray = new RenderVertexArray(_psysWidth * _psysHeight, 3, GL_FLOAT); |
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[1370] | 46 | |
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[1429] | 47 | assert(CheckGL(AT)); |
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[1028] | 48 | |
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[2883] | 49 | glGenFramebuffersEXT(2, _psysFbo); |
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| 50 | glGenTextures(2, _psysTex); |
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[1028] | 51 | |
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[2921] | 52 | int fboOrig; |
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| 53 | glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboOrig); |
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| 54 | |
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[2883] | 55 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _psysFbo[0]); |
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[1028] | 56 | |
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[2884] | 57 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _psysTex[0]); |
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| 58 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 59 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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[1028] | 60 | |
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[2883] | 61 | #ifdef HAVE_FLOAT_TEXTURES |
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[2884] | 62 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, |
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[2883] | 63 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 64 | #else |
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[2884] | 65 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, |
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[2883] | 66 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 67 | #endif |
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[1362] | 68 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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[2884] | 69 | GL_TEXTURE_RECTANGLE_ARB, _psysTex[0], 0); |
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[1028] | 70 | |
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[2956] | 71 | CHECK_FRAMEBUFFER_STATUS(); |
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[1331] | 72 | |
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[2883] | 73 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _psysFbo[1]); |
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[1028] | 74 | |
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[2884] | 75 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _psysTex[1]); |
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| 76 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 77 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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[2883] | 78 | #ifdef HAVE_FLOAT_TEXTURES |
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[2884] | 79 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, |
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[2883] | 80 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 81 | #else |
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[2884] | 82 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, |
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[2883] | 83 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1028] | 84 | #endif |
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[1362] | 85 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, |
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[2884] | 86 | GL_TEXTURE_RECTANGLE_ARB, _psysTex[1], 0); |
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[1331] | 87 | |
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[2956] | 88 | CHECK_FRAMEBUFFER_STATUS(); |
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| 89 | |
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[2921] | 90 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboOrig); |
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[1028] | 91 | |
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[2883] | 92 | glGenTextures(1, &_initPosTex); |
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[2884] | 93 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _initPosTex); |
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| 94 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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| 95 | glTexParameterf(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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[2883] | 96 | #ifdef HAVE_FLOAT_TEXTURES |
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[2884] | 97 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, |
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[2883] | 98 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1331] | 99 | #else |
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[2884] | 100 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, |
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[2883] | 101 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, NULL); |
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[1331] | 102 | #endif |
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| 103 | |
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[1478] | 104 | if (_advectionShader == NULL) { |
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[3612] | 105 | _advectionShader = new ParticleAdvectionShader(); |
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[1478] | 106 | } |
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[1028] | 107 | } |
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| 108 | |
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[3611] | 109 | ParticleRenderer::~ParticleRenderer() |
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[1028] | 110 | { |
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[2883] | 111 | glDeleteTextures(1, &_initPosTex); |
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[1481] | 112 | |
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[2883] | 113 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _psysFbo[0]); |
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| 114 | glDeleteTextures(1, _psysTex); |
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[1028] | 115 | |
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[2883] | 116 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _psysFbo[1]); |
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| 117 | glDeleteTextures(1, _psysTex+1); |
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[1028] | 118 | |
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[2883] | 119 | glDeleteFramebuffersEXT(2, _psysFbo); |
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[1028] | 120 | |
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[2883] | 121 | delete _vertexArray; |
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| 122 | delete [] _data; |
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[1028] | 123 | } |
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| 124 | |
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[3611] | 125 | void |
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| 126 | ParticleRenderer::initializeDataArray() |
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[1028] | 127 | { |
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[2883] | 128 | size_t n = _psysWidth * _psysHeight * 4; |
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| 129 | memset(_data, 0, sizeof(float)* n); |
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[1370] | 130 | |
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| 131 | int index; |
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| 132 | bool particle; |
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[2883] | 133 | float *p = (float *)_data; |
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| 134 | for (int i = 0; i < _psysWidth; i++) { |
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| 135 | for (int j = 0; j < _psysHeight; j++) { |
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| 136 | index = i + _psysHeight*j; |
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| 137 | particle = (rand() % 256) > 150; |
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| 138 | if (particle) { |
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[1370] | 139 | //assign any location (x,y,z) in range [0,1] |
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[2883] | 140 | switch (_sliceAxis) { |
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| 141 | case 0: |
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[2921] | 142 | p[4*index] = _slicePos; |
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| 143 | p[4*index+1] = j/float(_psysHeight); |
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| 144 | p[4*index+2] = i/float(_psysWidth); |
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[2883] | 145 | break; |
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| 146 | case 1: |
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[2921] | 147 | p[4*index] = j/float(_psysHeight); |
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[2883] | 148 | p[4*index+1] = _slicePos; |
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[2921] | 149 | p[4*index+2] = i/float(_psysWidth); |
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[2883] | 150 | break; |
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| 151 | case 2: |
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[2921] | 152 | p[4*index] = j/float(_psysHeight); |
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| 153 | p[4*index+1] = i/float(_psysWidth); |
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[2883] | 154 | p[4*index+2] = _slicePos; |
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| 155 | break; |
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| 156 | default: |
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[2921] | 157 | p[4*index] = 0; |
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| 158 | p[4*index+1] = 0; |
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| 159 | p[4*index+2] = 0; |
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| 160 | p[4*index+3] = 0; |
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[2883] | 161 | } |
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| 162 | |
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| 163 | //shorter life span, quicker iterations |
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[2921] | 164 | p[4*index+3] = rand() / ((float) RAND_MAX) * 0.5 + 0.5f; |
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[1469] | 165 | } else { |
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[2921] | 166 | p[4*index] = 0; |
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| 167 | p[4*index+1] = 0; |
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| 168 | p[4*index+2] = 0; |
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| 169 | p[4*index+3] = 0; |
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[2883] | 170 | } |
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[1370] | 171 | } |
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| 172 | } |
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| 173 | } |
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| 174 | |
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[3611] | 175 | void |
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| 176 | ParticleRenderer::initialize() |
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[1370] | 177 | { |
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| 178 | initializeDataArray(); |
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| 179 | |
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[2884] | 180 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _psysTex[0]); |
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[2883] | 181 | #ifdef HAVE_FLOAT_TEXTURES |
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[2884] | 182 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, |
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[2883] | 183 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, (float*)_data); |
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[1028] | 184 | #else |
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[2884] | 185 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, |
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[2883] | 186 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, (float*)_data); |
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[1028] | 187 | #endif |
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[2884] | 188 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); |
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[1028] | 189 | |
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[2883] | 190 | _flip = true; |
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| 191 | _reborn = false; |
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| 192 | |
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[2884] | 193 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _initPosTex); |
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[2883] | 194 | #ifdef HAVE_FLOAT_TEXTURES |
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[2884] | 195 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, |
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[2883] | 196 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, (float*)_data); |
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[1331] | 197 | #else |
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[2884] | 198 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, |
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[2883] | 199 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, (float*)_data); |
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[1331] | 200 | #endif |
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[2884] | 201 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); |
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[1331] | 202 | |
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[3452] | 203 | TRACE("Leave"); |
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[1028] | 204 | } |
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| 205 | |
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[3611] | 206 | void |
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| 207 | ParticleRenderer::reset() |
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[1028] | 208 | { |
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[2884] | 209 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _psysTex[0]); |
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[2883] | 210 | #ifdef HAVE_FLOAT_TEXTURES |
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[2884] | 211 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA32F_ARB, |
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[2883] | 212 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, (float*)_data); |
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[1028] | 213 | #else |
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[2884] | 214 | glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, |
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[2883] | 215 | _psysWidth, _psysHeight, 0, GL_RGBA, GL_FLOAT, (float*)_data); |
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[1028] | 216 | #endif |
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[2884] | 217 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); |
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[2883] | 218 | _flip = true; |
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| 219 | _reborn = false; |
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| 220 | _psysFrame = 0; |
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[1028] | 221 | } |
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| 222 | |
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[3611] | 223 | void |
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| 224 | ParticleRenderer::advect() |
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[1028] | 225 | { |
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[2883] | 226 | if (_reborn) |
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[1028] | 227 | reset(); |
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[2883] | 228 | |
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[2921] | 229 | glPushAttrib(GL_VIEWPORT_BIT | GL_ENABLE_BIT); |
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| 230 | |
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| 231 | int fboOrig; |
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| 232 | glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &fboOrig); |
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| 233 | |
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[1028] | 234 | glDisable(GL_BLEND); |
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| 235 | glDisable(GL_DEPTH_TEST); |
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[2837] | 236 | |
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[2921] | 237 | int fbo, tex; |
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[2883] | 238 | if (_flip) { |
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[2921] | 239 | fbo = 1; |
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| 240 | tex = 0; |
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| 241 | } else { |
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| 242 | fbo = 0; |
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| 243 | tex = 1; |
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| 244 | } |
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[2883] | 245 | |
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[2921] | 246 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, _psysFbo[fbo]); |
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| 247 | glEnable(GL_TEXTURE_RECTANGLE_ARB); |
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| 248 | glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _psysTex[tex]); |
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[2883] | 249 | |
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[2921] | 250 | glClear(GL_COLOR_BUFFER_BIT); |
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[2883] | 251 | |
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[2921] | 252 | glViewport(0, 0, _psysWidth, _psysHeight); |
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| 253 | glMatrixMode(GL_PROJECTION); |
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| 254 | glPushMatrix(); |
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| 255 | glLoadIdentity(); |
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| 256 | //gluOrtho2D(0, _psysWidth, 0, _psysHeight); |
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| 257 | glOrtho(0, _psysWidth, 0, _psysHeight, -10.0f, 10.0f); |
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| 258 | glMatrixMode(GL_MODELVIEW); |
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| 259 | glPushMatrix(); |
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| 260 | glLoadIdentity(); |
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[2883] | 261 | |
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[2921] | 262 | _advectionShader->bind(_psysTex[tex], _initPosTex); |
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[2883] | 263 | |
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[2921] | 264 | draw_quad(_psysWidth, _psysHeight, _psysWidth, _psysHeight); |
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[2883] | 265 | |
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[2921] | 266 | _advectionShader->unbind(); |
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[2883] | 267 | |
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[2921] | 268 | glMatrixMode(GL_PROJECTION); |
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| 269 | glPopMatrix(); |
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[2883] | 270 | |
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[2921] | 271 | glMatrixMode(GL_MODELVIEW); |
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| 272 | glPopMatrix(); |
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[2883] | 273 | |
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[2921] | 274 | glDisable(GL_TEXTURE_RECTANGLE_ARB); |
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[2837] | 275 | |
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[2883] | 276 | updateVertexBuffer(); |
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[2837] | 277 | |
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[2883] | 278 | _flip = (!_flip); |
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[2837] | 279 | |
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[2883] | 280 | _psysFrame++; |
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| 281 | if (_psysFrame == _maxLife) { |
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| 282 | _psysFrame = 0; |
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[2953] | 283 | // _reborn = true; |
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[1362] | 284 | } |
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[2921] | 285 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboOrig); |
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| 286 | |
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| 287 | glPopAttrib(); |
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[1028] | 288 | } |
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| 289 | |
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[2883] | 290 | void |
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[3611] | 291 | ParticleRenderer::updateVertexBuffer() |
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[1028] | 292 | { |
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[2921] | 293 | _vertexArray->read(_psysWidth, _psysHeight); |
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[1028] | 294 | |
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[2921] | 295 | //_vertexArray->loadData(vert); //does not work?? |
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[1028] | 296 | //assert(glGetError()==0); |
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| 297 | } |
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| 298 | |
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[3611] | 299 | void |
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| 300 | ParticleRenderer::render() |
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[1028] | 301 | { |
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[2921] | 302 | glPushAttrib(GL_ENABLE_BIT); |
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[1028] | 303 | glDisable(GL_TEXTURE_2D); |
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| 304 | glDisable(GL_BLEND); |
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| 305 | glEnable(GL_DEPTH_TEST); |
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| 306 | |
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| 307 | glEnable(GL_COLOR_MATERIAL); |
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| 308 | |
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[2921] | 309 | glMatrixMode(GL_MODELVIEW); |
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[1028] | 310 | glPushMatrix(); |
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| 311 | |
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[2883] | 312 | glTranslatef(_origin.x, _origin.y, _origin.z); |
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| 313 | glScaled(_scale.x, _scale.y, _scale.z); |
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[1028] | 314 | |
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[1497] | 315 | glPointSize(_particleSize); |
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[1370] | 316 | glColor4f(_color.x, _color.y, _color.z, _color.w); |
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[2956] | 317 | |
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[1028] | 318 | glEnableClientState(GL_VERTEX_ARRAY); |
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[2921] | 319 | _vertexArray->setPointer(0); |
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[2883] | 320 | glDrawArrays(GL_POINTS, 0, _psysWidth * _psysHeight); |
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[1028] | 321 | glDisableClientState(GL_VERTEX_ARRAY); |
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| 322 | |
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| 323 | glPopMatrix(); |
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[2921] | 324 | glPopAttrib(); |
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[1028] | 325 | } |
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| 326 | |
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[1362] | 327 | void |
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[3611] | 328 | ParticleRenderer::setVectorField(unsigned int texID, const vrmath::Vector3f& origin, |
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| 329 | float scaleX, float scaleY, float scaleZ, |
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| 330 | float max) |
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[1028] | 331 | { |
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[2883] | 332 | _origin = origin; |
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| 333 | _scale.set(scaleX, scaleY, scaleZ); |
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| 334 | _advectionShader->setScale(_scale); |
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[1028] | 335 | _advectionShader->setVelocityVolume(texID, max); |
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| 336 | } |
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[1370] | 337 | |
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[3611] | 338 | void |
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| 339 | ParticleRenderer::setAxis(int axis) |
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[1370] | 340 | { |
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[2883] | 341 | _sliceAxis = axis; |
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[2835] | 342 | initializeDataArray(); |
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[1370] | 343 | } |
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| 344 | |
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[3611] | 345 | void |
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| 346 | ParticleRenderer::setPos(float pos) |
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[1370] | 347 | { |
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[2883] | 348 | _slicePos = pos; |
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[2835] | 349 | initializeDataArray(); |
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[1370] | 350 | } |
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