Exemple #1
0
void ParticleRenderer::display(DisplayMode mode /* = PARTICLE_POINTS */)
{
    switch (mode)
    {
    case PARTICLE_POINTS:
        glColor3f(1, 1, 1);
        glPointSize(m_pointSize);
        _drawPoints();
        break;

    default:
    case PARTICLE_SPHERES:
        glEnable(GL_POINT_SPRITE_ARB);
        glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
        glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
        glDepthMask(GL_TRUE);
        glEnable(GL_DEPTH_TEST);

        glUseProgram(m_program);
        glUniform1f( glGetUniformLocation(m_program, "pointScale"), m_window_h / tanf(m_fov*0.5f*(float)M_PI/180.0f) );
        glUniform1f( glGetUniformLocation(m_program, "pointRadius"), m_particleRadius );

        glColor3f(1, 1, 1);
        _drawPoints();

        glUseProgram(0);
        glDisable(GL_POINT_SPRITE_ARB);
        break;
    }
}
Exemple #2
0
void Renderer::drawpointsprite(){
	glEnable(GL_POINT_SPRITE_ARB);
	glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
	glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);

	glDepthMask(GL_TRUE);
	glEnable(GL_DEPTH_TEST);

	m_program->enable();
	m_program->setUniform1f("pointScale", m_window_h / tanf(m_fov*0.5f*(float)M_PI / 180.0f));
	//m_program->setUniform1f("pointRadius", m_particleRadius);
	m_program->setUniform1f("pointRadius", 0.5f);
	m_program->setUniform3f("lightPositionIn", 32.0f,128.0f,32.0f);
	//m_program->setUniform1f("near", 0.1f);
	//m_program->setUniform1f("far", 3000.0f);

	glColor4f(1, 1, 1, 0.5);

	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

	_drawPoints();
	glDisable(GL_BLEND);

	m_program->disable();
	glDisable(GL_POINT_SPRITE_ARB);
}
void ParticleRenderer::display(DisplayMode mode /* = PARTICLE_POINTS */)
{
    switch (mode)
    {
    case PARTICLE_POINTS:
        glColor3f(1, 1, 1);
        glPointSize(m_pointSize);
        _drawPoints();
        break;
    case PARTICLE_SPRITES:
    default:
        {
            // setup point sprites
            glEnable(GL_POINT_SPRITE_ARB);
            glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
            glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
            glPointSize(m_spriteSize);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE);
            glEnable(GL_BLEND);
            glDepthMask(GL_FALSE);

            glUseProgram(m_program);
            GLuint texLoc = glGetUniformLocation(m_program, "splatTexture");
            glUniform1i(texLoc, 0);

            glActiveTextureARB(GL_TEXTURE0_ARB);
            glBindTexture(GL_TEXTURE_2D, m_texture);

            glColor3f(1, 1, 1);
            glSecondaryColor3fv(m_baseColor);
            
            _drawPoints();

            glUseProgram(0);

            glDisable(GL_POINT_SPRITE_ARB);
            glDisable(GL_BLEND);
            glDepthMask(GL_TRUE);
        }

        break;
    case PARTICLE_SPRITES_COLOR:
        {
            // setup point sprites
            glEnable(GL_POINT_SPRITE_ARB);
            glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
            glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
            glPointSize(m_spriteSize);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE);
            glEnable(GL_BLEND);
            glDepthMask(GL_FALSE);

            glUseProgram(m_program);
            GLuint texLoc = glGetUniformLocation(m_program, "splatTexture");
            glUniform1i(texLoc, 0);

            glActiveTextureARB(GL_TEXTURE0_ARB);
            glBindTexture(GL_TEXTURE_2D, m_texture);

            glColor3f(1, 1, 1);
            glSecondaryColor3fv(m_baseColor);
            
            _drawPoints(true);

            glUseProgram(0);

            glDisable(GL_POINT_SPRITE_ARB);
            glDisable(GL_BLEND);
            glDepthMask(GL_TRUE);
        }

        break;
    }

    CUT_CHECK_ERROR_GL();
}
void ParticleRenderer::display()
{	
	if (b_renderSkyBox){
		drawSkyBox();
	} 
	if (b_renderFloor){
		drawFloor();
	}
	
    switch (_displayMode)
    { 
		case PARTICLE_POINTS:
		{
		    glColor3f(1, 1, 1);
		    glPointSize(1.0f);
		    _drawPoints();
		}
        break;
		case PARTICLE_FIRE:
		{
			glPointSize(4.0f);
			float m_baseColor[4] = { 0.6f, 0.1f, 0.0f, 0.95f};
			glColor4f(m_baseColor[0],m_baseColor[1],m_baseColor[2],m_baseColor[3]);
			
			glEnable (GL_POINT_SMOOTH);
			glHint (GL_POINT_SMOOTH_HINT, GL_NICEST);
			glAlphaFunc(GL_GREATER, 0.1);
			glEnable(GL_ALPHA_TEST);  	
			glBlendFunc(GL_SRC_ALPHA, GL_ONE);
			glEnable(GL_BLEND);	
			glDepthMask(GL_FALSE); // Disable depth buffer updating! (Integral to transparency!)
			_drawPoints(false);
			glDepthMask(GL_TRUE);
			glDisable(GL_BLEND);
			glDisable(GL_ALPHA_TEST);
		}
		break;
		case SPRITE_COSMOS:
		{			
		    glEnable(GL_POINT_SPRITE_ARB);	// setup point sprites		    
		    glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
		    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
		    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
		    glEnable(GL_BLEND);
		    glDepthMask(GL_FALSE);
		    glUseProgram(m_program_cosmos);
		    
		    GLuint texLoc = glGetUniformLocation(m_program_cosmos, "splatTexture");
		    
		    glUniform1i(texLoc, 0);
		    
		    glActiveTextureARB(GL_TEXTURE0_ARB);
		    
		    glBindTexture(GL_TEXTURE_2D, m_texture);
		    glColor3f(1, 1, 1);
		    glPointSize(m_particleRadius*2.0f);
		    //float m_baseColor[4] = {0.6f, 0.1f, 0.0f, 0.95f};
		    float m_baseColor[4] = { 1.0f, 0.6f, 0.3f, 0.20f};	// nbody fp32 color (yellow)
		    //float m_baseColor[4] = { 0.4f, 0.8f, 0.1f, 1.0f}; // nbody fp64 color (green)
		    glSecondaryColor3fv(m_baseColor);        
		    _drawPoints();        
		    glUseProgram(0);
		    glDisable(GL_POINT_SPRITE_ARB);
		    glDisable(GL_BLEND);
		    glDepthMask(GL_TRUE);
		  }    	
		  break;
		default: 
		case PARTICLE_SPHERES:
		{		
		    glEnable(GL_POINT_SPRITE_ARB);
		    glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
		    glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_NV);
		    glDepthMask(GL_TRUE);
		    glEnable(GL_DEPTH_TEST);
		    glUseProgram(m_program_sphere);
		    glUniform1f( glGetUniformLocation(m_program_sphere, "pointScale"), m_window_h / tanf(m_fov*0.5f*(float)M_PI/180.0f) );
		    glUniform1f( glGetUniformLocation(m_program_sphere, "pointRadius"), m_particleRadius );
		    glColor3f(1, 1, 1);
		    _drawPoints();
		    glUseProgram(0);
		    glDisable(GL_POINT_SPRITE_ARB);
		}
		break;
    }
}
Exemple #5
0
void Renderer::display(DisplayMode mode, GLSLProgram *prog)
{
    switch (mode)
    {
        case PARTICLE_POINTS:
            glColor3f(1, 1, 1);
            glPointSize(m_pointSize);
            _drawPoints();
            break;
		case PARTICLE_FLUID:
			glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
			glColor4f(0.5, 0.5, 0.5, 0.1);
			glEnable(GL_DEPTH_TEST);
			glDepthMask(GL_FALSE);  // don't write depth
			glEnable(GL_BLEND);
			prog->enable();
			//prog->setUniform1f("pointRadius", mParticleRadius);
			prog->setUniform1f("pointRadius", 0.5f);
			glBindBufferARB(GL_ARRAY_BUFFER_ARB, m_vbo);
			glVertexPointer(4, GL_FLOAT, 0, 0);
			glEnableClientState(GL_VERTEX_ARRAY);

			glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m_indexBuffer);

			glDrawElements(GL_POINTS, m_numParticles, GL_UNSIGNED_INT, (void *)(0 * sizeof(unsigned int)));
			//glDrawArrays(GL_POINTS, 0, m_numParticles);
			glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);

			glDisableClientState(GL_VERTEX_ARRAY);
			glDisableClientState(GL_COLOR_ARRAY);

			prog->disable();
			glDepthMask(GL_TRUE);
			glDisable(GL_BLEND);

        default:
        case PARTICLE_SPHERES:

			//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
			//glColor4f(0.5, 0.5, 0.5, 0.1);
			//glEnable(GL_DEPTH_TEST);
			//glDepthMask(GL_FALSE);  // don't write depth
			//glEnable(GL_BLEND);
			//prog->enable();
			////prog->setUniform1f("pointRadius", mParticleRadius);
			//prog->setUniform1f("pointRadius", 1.5f);
			//glBindBufferARB(GL_ARRAY_BUFFER_ARB, m_vbo);
			//glVertexPointer(4, GL_FLOAT, 0, 0);
			//glEnableClientState(GL_VERTEX_ARRAY);

			//if (m_colorVBO){
			//	glBindBufferARB(GL_ARRAY_BUFFER_ARB, m_colorVBO);
			//	glColorPointer(4, GL_FLOAT, 0, 0);
			//	glEnableClientState(GL_COLOR_ARRAY);
			//}

			//if (m_velVbo)
			//{
			//	glBindBufferARB(GL_ARRAY_BUFFER_ARB, m_velVbo);
			//	glClientActiveTexture(GL_TEXTURE0);
			//	glTexCoordPointer(4, GL_FLOAT, 0, 0);
			//	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			//}

			//if (m_indexBuffer){
			//	glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, m_indexBuffer);
			//	glDrawElements(GL_POINTS, m_numParticles, GL_UNSIGNED_INT, (void *)(0 * sizeof(unsigned int)));
			//	glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
			//}

			//glDisableClientState(GL_VERTEX_ARRAY);
			//glDisableClientState(GL_COLOR_ARRAY);

			//prog->disable();
			//glDepthMask(GL_TRUE);
			//glDisable(GL_BLEND);



			m_imageFbo->Bind();
			glClearColor(0.0, 0.0, 0.0, 0.0);
			glClear(GL_COLOR_BUFFER_BIT);
			m_imageFbo->Disable();

			glActiveTexture(GL_TEXTURE0);
			glMatrixMode(GL_TEXTURE);

			m_imageFbo->Bind();
			glViewport(0, 0, m_imageW, m_imageH);
			glColor4f(1.0, 1.0, 1.0, 1.0);
			glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

			drawpointsprite();

			m_imageFbo->Disable();
			glActiveTexture(GL_TEXTURE0);
			glMatrixMode(GL_TEXTURE);
			glLoadIdentity();

			//drawPostProcess();
			compositeResult();


			//m_program->enable();
			//glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
			//glVertexPointer(4, GL_FLOAT, 0, 0);
			//glEnableClientState(GL_VERTEX_ARRAY);

			///*glBindBufferARB(GL_ARRAY_BUFFER_ARB, normalVbo);
			//glNormalPointer(GL_FLOAT, sizeof(float) * 4, 0);
			//glEnableClientState(GL_NORMAL_ARRAY);*/

			//glColor3f(1.0, 0.0, 0.0);
			//glDrawArrays(GL_TRIANGLES, 0, totalVerts);
			//glDisableClientState(GL_VERTEX_ARRAY);
			//glDisableClientState(GL_NORMAL_ARRAY);

			//glBindBuffer(GL_ARRAY_BUFFER, 0);
			//m_program->disable();
   //         break;
    }
}