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render_particles.h
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render_particles.h
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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __RENDER_PARTICLES__
#define __RENDER_PARTICLES__
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES3/gl31.h>
#include <cstdio>
typedef float matrix4[4][4];
typedef float vector3[3];
// check for OpenGL errors
inline void checkGLErrors(const char *s) {
EGLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "%s: error - %d\n", s, error);
}
}
class ParticleRenderer {
public:
ParticleRenderer(unsigned int windowWidth = 720,
unsigned int windowHeight = 480);
~ParticleRenderer();
void setPositions(float *pos, int numParticles);
void setPositions(double *pos, int numParticles);
void setBaseColor(float color[4]);
void setColors(float *color, int numParticles);
void setPBO(unsigned int pbo, int numParticles, bool fp64);
enum DisplayMode {
PARTICLE_POINTS,
PARTICLE_SPRITES,
PARTICLE_SPRITES_COLOR,
PARTICLE_NUM_MODES
};
void display();
void setPointSize(float size) { m_pointSize = size; }
void setSpriteSize(float size) { m_spriteSize = size; }
void setCameraPos(vector3 camera_pos) {
m_camera[0] = camera_pos[0];
m_camera[1] = camera_pos[1];
m_camera[2] = camera_pos[2];
}
void resetPBO();
protected: // methods
void _initGL();
void _createTexture(int resolution);
protected: // data
float *m_pos;
double *m_pos_fp64;
int m_numParticles;
float m_pointSize;
float m_spriteSize;
vector3 m_camera;
unsigned int m_vertexShader;
unsigned int m_vertexShaderPoints;
unsigned int m_fragmentShader;
unsigned int m_programPoints;
unsigned int m_programSprites;
unsigned int m_texture;
unsigned int m_pbo;
unsigned int m_vboColor;
unsigned int m_windowWidth;
unsigned int m_windowHeight;
float m_baseColor[4];
bool m_bFp64Positions;
};
#endif //__ RENDER_PARTICLES__