1 | /*
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2 | * ----------------------------------------------------------------------
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3 | * NvParticleRenderer.cpp: particle system class
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4 | *
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5 | * ======================================================================
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6 | * AUTHOR: Wei Qiao <qiaow@purdue.edu>
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7 | * Purdue Rendering and Perceptualization Lab (PURPL)
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8 | *
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9 | * Copyright (c) 2004-2006 Purdue Research Foundation
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10 | *
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11 | * See the file "license.terms" for information on usage and
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12 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES.
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13 | * ======================================================================
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14 | */
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15 |
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16 | #include <stdio.h>
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17 | #include <assert.h>
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18 | #include <malloc.h>
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19 | #include <string.h>
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20 |
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21 | #include <R2/R2FilePath.h>
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22 | #include "NvParticleRenderer.h"
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23 | #include <Trace.h>
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24 |
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25 |
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26 | #define NV_32
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27 |
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28 | NvParticleRenderer::NvParticleRenderer(int w, int h, CGcontext context)
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29 | : scale(1, 1, 1), _activate(false)
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30 | {
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31 | psys_width = w;
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32 | psys_height = h;
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33 |
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34 | psys_frame = 0;
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35 | reborn = true;
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36 | flip = true;
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37 | max_life = 500;
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38 |
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39 | data = (Particle*) malloc(w*h*sizeof(Particle));
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40 |
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41 | m_vertex_array = new RenderVertexArray(psys_width*psys_height, 3, GL_FLOAT);
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42 |
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43 | assert(glGetError()==0);
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44 |
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45 | glGenFramebuffersEXT(2, psys_fbo);
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46 | glGenTextures(2, psys_tex);
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47 |
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48 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]);
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49 |
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50 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]);
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51 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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52 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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53 |
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54 | #ifdef NV_32
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55 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL);
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56 | #else
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57 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL);
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58 | #endif
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59 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, psys_tex[0], 0);
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60 |
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61 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]);
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62 |
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63 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]);
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64 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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65 | glTexParameterf(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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66 | #ifdef NV_32
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67 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL);
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68 | #else
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69 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, NULL);
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70 | #endif
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71 | glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_NV, psys_tex[1], 0);
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72 |
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73 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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74 |
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75 | CHECK_FRAMEBUFFER_STATUS();
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76 |
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77 | //load related shaders
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78 | /*
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79 | m_g_context = context;
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80 |
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81 | R2string path = R2FilePath::getInstance()->getPath("update_pos.cg");
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82 | m_pos_fprog = loadProgram(m_g_context, CG_PROFILE_FP30, CG_SOURCE, path);
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83 | m_pos_timestep_param = cgGetNamedParameter(m_pos_fprog, "timestep");
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84 | m_vel_tex_param = cgGetNamedParameter(m_pos_fprog, "vel_tex");
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85 | m_pos_tex_param = cgGetNamedParameter(m_pos_fprog, "pos_tex");
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86 | m_scale_param = cgGetNamedParameter(m_pos_fprog, "scale");
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87 | cgGLSetTextureParameter(m_vel_tex_param, volume);
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88 | cgGLSetParameter3f(m_scale_param, scale_x, scale_y, scale_z);
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89 | */
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90 |
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91 | _advectionShader = new NvParticleAdvectionShader();
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92 |
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93 | }
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94 |
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95 | NvParticleRenderer::~NvParticleRenderer()
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96 | {
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97 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]);
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98 | glDeleteTextures(1, psys_tex);
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99 |
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100 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]);
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101 | glDeleteTextures(1, psys_tex+1);
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102 |
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103 | glDeleteFramebuffersEXT(2, psys_fbo);
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104 |
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105 | free(data);
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106 | }
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107 |
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108 | void NvParticleRenderer::initialize(Particle* p)
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109 | {
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110 | //also store the data on main memory for next initialization
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111 | memcpy(data, p, psys_width*psys_height*sizeof(Particle));
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112 |
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113 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]);
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114 | // I need to find out why GL_FLOAT_RGBA32_NV doesn't work
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115 | #ifdef NV_32
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116 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p);
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117 | #else
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118 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)p);
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119 | #endif
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120 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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121 |
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122 | flip = true;
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123 | reborn = false;
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124 |
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125 | //fprintf(stderr, "init particles\n");
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126 | }
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127 |
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128 | void NvParticleRenderer::reset()
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129 | {
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130 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]);
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131 |
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132 | #ifdef NV_32
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133 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGBA32_NV, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data);
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134 | #else
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135 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_RGBA, psys_width, psys_height, 0, GL_RGBA, GL_FLOAT, (float*)data);#
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136 | #endif
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137 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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138 |
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139 | flip = true;
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140 | reborn = false;
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141 | psys_frame = 0;
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142 | }
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143 |
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144 | void NvParticleRenderer::advect()
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145 | {
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146 | if (reborn)
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147 | reset();
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148 |
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149 | glDisable(GL_BLEND);
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150 | glDisable(GL_DEPTH_TEST);
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151 |
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152 | if (flip)
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153 | {
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154 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[1]);
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155 | glEnable(GL_TEXTURE_RECTANGLE_NV);
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156 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[0]);
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157 |
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158 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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159 | //glClear(GL_COLOR_BUFFER_BIT);
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160 |
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161 | glViewport(0, 0, psys_width, psys_height);
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162 | glMatrixMode(GL_PROJECTION);
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163 | glLoadIdentity();
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164 | //gluOrtho2D(0, psys_width, 0, psys_height);
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165 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f);
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166 | glMatrixMode(GL_MODELVIEW);
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167 | glLoadIdentity();
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168 |
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169 | _advectionShader->bind(psys_tex[0]);
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170 |
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171 | //cgGLBindProgram(m_pos_fprog);
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172 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05);
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173 | //cgGLEnableTextureParameter(m_vel_tex_param);
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174 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[0]);
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175 | //cgGLEnableTextureParameter(m_pos_tex_param);
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176 | //cgGLEnableProfile(CG_PROFILE_FP30);
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177 |
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178 | draw_quad(psys_width, psys_height, psys_width, psys_height);
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179 |
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180 | //cgGLDisableProfile(CG_PROFILE_FP30);
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181 | //cgGLDisableTextureParameter(m_vel_tex_param);
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182 | //cgGLDisableTextureParameter(m_pos_tex_param);
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183 | glDisable(GL_TEXTURE_RECTANGLE_NV);
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184 | }
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185 | else
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186 | {
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187 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, psys_fbo[0]);
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188 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, psys_tex[1]);
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189 |
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190 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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191 | //glClear(GL_COLOR_BUFFER_BIT);
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192 |
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193 | glViewport(0, 0, psys_width, psys_height);
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194 | glMatrixMode(GL_PROJECTION);
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195 | glLoadIdentity();
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196 | //gluOrtho2D(0, psys_width, 0, psys_height);
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197 | glOrtho(0, psys_width, 0, psys_height, -10.0f, 10.0f);
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198 | glMatrixMode(GL_MODELVIEW);
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199 | glLoadIdentity();
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200 |
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201 | _advectionShader->bind(psys_tex[1]);
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202 |
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203 | //cgGLBindProgram(m_pos_fprog);
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204 | //cgGLSetParameter1f(m_pos_timestep_param, 0.05);
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205 | //cgGLEnableTextureParameter(m_vel_tex_param);
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206 | //cgGLSetTextureParameter(m_pos_tex_param, psys_tex[1]);
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207 | //cgGLEnableTextureParameter(m_pos_tex_param);
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208 | //cgGLEnableProfile(CG_PROFILE_FP30);
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209 |
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210 | draw_quad(psys_width, psys_height, psys_width, psys_height);
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211 | //draw_quad(psys_width, psys_height, 1.0f, 1.0f);
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212 |
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213 | //cgGLDisableProfile(CG_PROFILE_FP30);
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214 | //cgGLDisableTextureParameter(m_vel_tex_param);
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215 | //cgGLDisableTextureParameter(m_pos_tex_param);
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216 | }
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217 |
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218 | _advectionShader->unbind();
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219 |
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220 | //soft_read_verts();
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221 |
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222 | update_vertex_buffer();
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223 |
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224 | flip = (!flip);
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225 |
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226 | psys_frame++;
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227 | if(psys_frame==max_life)
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228 | {
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229 | psys_frame=0;
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230 | reborn = true;
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231 | }
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232 |
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233 | glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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234 | }
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235 |
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236 | void NvParticleRenderer::update_vertex_buffer()
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237 | {
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238 | m_vertex_array->Read(psys_width, psys_height);
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239 |
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240 | //m_vertex_array->LoadData(vert); //does not work??
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241 | //assert(glGetError()==0);
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242 | }
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243 |
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244 | void NvParticleRenderer::render()
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245 | {
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246 | display_vertices();
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247 | }
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248 |
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249 | void NvParticleRenderer::display_vertices()
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250 | {
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251 | glDisable(GL_TEXTURE_2D);
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252 | glDisable(GL_BLEND);
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253 | glEnable(GL_DEPTH_TEST);
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254 |
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255 | glEnable(GL_COLOR_MATERIAL);
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256 |
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257 | glPointSize(1.2);
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258 | glColor4f(.2,.2,.8,1.);
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259 |
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260 | glPushMatrix();
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261 |
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262 | glScaled(scale.x, scale.y, scale.z);
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263 |
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264 | glEnableClientState(GL_VERTEX_ARRAY);
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265 | m_vertex_array->SetPointer(0);
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266 | glDrawArrays(GL_POINTS, 0, psys_width*psys_height);
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267 | glDisableClientState(GL_VERTEX_ARRAY);
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268 |
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269 | glPopMatrix();
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270 |
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271 | glDisable(GL_DEPTH_TEST);
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272 |
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273 | //assert(glGetError()==0);
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274 | }
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275 |
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276 | void NvParticleRenderer::setVectorField(unsigned int texID, float scaleX, float scaleY, float scaleZ, float max)
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277 | {
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278 | scale.set(scaleX, scaleY, scaleZ);
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279 | _advectionShader->setScale(scale);
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280 | _advectionShader->setVelocityVolume(texID, max);
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281 | }
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