Last change
on this file since 2964 was
2964,
checked in by ldelgass, 12 years ago
|
Convert arrow glyph shaders to new NvShader? API. Fix velocity arrow glpyh and
line implementation, add arrow head to line arrows. Alpha channel of arrow
texture atlas still needs cleanup -- should probably just create a utility to
generate the texture to allow changes in lighting, FOV, etc. Note that volumes
and flows are currently not scaled properly -- the aspect ratios of the number
of samples is used rather than the physical lengths of the volumes/flows. This will be fixed for volumes, flows and the grid in a future commit. Also, client doesn't currently enable arrows, this will also be enabled in another commit.
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-
Property svn:eol-style set to
native
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File size:
2.2 KB
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1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | #ifndef VELOCITY_ARROW_SLICE_H |
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3 | #define VELOCITY_ARROW_SLICE_H |
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4 | |
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5 | #include <vector> |
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6 | |
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7 | #include "Texture2D.h" |
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8 | #include "Vector3.h" |
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9 | #include "NvShader.h" |
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10 | |
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11 | class VelocityArrowsSlice |
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12 | { |
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13 | public: |
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14 | enum RenderMode { |
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15 | LINES, |
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16 | GLYPHS, |
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17 | }; |
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18 | |
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19 | VelocityArrowsSlice(); |
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20 | |
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21 | ~VelocityArrowsSlice(); |
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22 | |
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23 | void setVectorField(unsigned int vfGraphicsID, const Vector3& origin, |
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24 | float xScale, float yScale, float zScale, float max); |
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25 | |
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26 | void axis(int axis); |
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27 | |
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28 | int axis() const |
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29 | { |
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30 | return _axis; |
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31 | } |
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32 | |
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33 | void slicePos(float pos) |
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34 | { |
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35 | _slicePos = pos; |
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36 | _dirty = true; |
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37 | } |
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38 | |
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39 | float slicePos() const |
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40 | { |
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41 | return _slicePos; |
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42 | } |
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43 | |
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44 | void queryVelocity(); |
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45 | |
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46 | void render(); |
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47 | |
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48 | void enabled(bool enabled) |
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49 | { |
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50 | _enabled = enabled; |
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51 | } |
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52 | |
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53 | bool enabled() const |
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54 | { |
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55 | return _enabled; |
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56 | } |
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57 | |
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58 | void tickCountForMinSizeAxis(int tickCount) |
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59 | { |
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60 | _tickCountForMinSizeAxis = tickCount; |
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61 | } |
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62 | |
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63 | int tickCountForMinSizeAxis() const |
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64 | { |
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65 | return _tickCountForMinSizeAxis; |
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66 | } |
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67 | |
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68 | void arrowColor(const Vector3& color) |
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69 | { |
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70 | _arrowColor = color; |
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71 | } |
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72 | |
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73 | void renderMode(RenderMode mode) |
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74 | { |
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75 | _renderMode = mode; |
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76 | _dirty = true; |
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77 | } |
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78 | |
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79 | RenderMode renderMode() const |
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80 | { |
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81 | return _renderMode; |
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82 | } |
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83 | |
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84 | private: |
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85 | void createRenderTarget(); |
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86 | |
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87 | void computeSamplingTicks(); |
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88 | |
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89 | unsigned int _vectorFieldGraphicsID; |
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90 | float _vfXscale; |
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91 | float _vfYscale; |
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92 | float _vfZscale; |
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93 | float _slicePos; |
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94 | int _axis; |
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95 | |
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96 | unsigned int _fbo; |
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97 | unsigned int _tex; |
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98 | float _maxPointSize; |
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99 | |
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100 | NvShader _queryVelocityFP; |
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101 | |
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102 | NvShader _particleShader; |
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103 | |
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104 | int _renderTargetWidth; |
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105 | int _renderTargetHeight; |
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106 | Vector3 *_velocities; |
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107 | std::vector<Vector3> _samplingPositions; |
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108 | Vector3 _projectionVector; |
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109 | |
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110 | int _tickCountForMinSizeAxis; |
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111 | int _tickCountX; |
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112 | int _tickCountY; |
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113 | int _tickCountZ; |
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114 | |
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115 | int _pointCount; |
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116 | |
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117 | Vector3 _maxVelocityScale; |
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118 | Vector3 _arrowColor; |
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119 | |
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120 | bool _enabled; |
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121 | bool _dirty; |
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122 | bool _dirtySamplingPosition; |
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123 | bool _dirtyRenderTarget; |
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124 | |
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125 | unsigned int _vertexBufferGraphicsID; |
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126 | |
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127 | Texture2D *_arrowsTex; |
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128 | |
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129 | RenderMode _renderMode; |
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130 | }; |
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131 | |
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132 | #endif |
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