Equalizer  1.4.1
render_particles.h
00001 /*
00002  * Copyright 1993-2006 NVIDIA Corporation.  All rights reserved.
00003  *
00004  * NOTICE TO USER:   
00005  *
00006  * This source code is subject to NVIDIA ownership rights under U.S. and 
00007  * international Copyright laws.  
00008  *
00009  * NVIDIA MAKES NO REPRESENTATION ABOUT THE SUITABILITY OF THIS SOURCE 
00010  * CODE FOR ANY PURPOSE.  IT IS PROVIDED "AS IS" WITHOUT EXPRESS OR 
00011  * IMPLIED WARRANTY OF ANY KIND.  NVIDIA DISCLAIMS ALL WARRANTIES WITH 
00012  * REGARD TO THIS SOURCE CODE, INCLUDING ALL IMPLIED WARRANTIES OF 
00013  * MERCHANTABILITY, NONINFRINGEMENT, AND FITNESS FOR A PARTICULAR PURPOSE.   
00014  * IN NO EVENT SHALL NVIDIA BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL, 
00015  * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS 
00016  * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE 
00017  * OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE 
00018  * OR PERFORMANCE OF THIS SOURCE CODE.  
00019  *
00020  * U.S. Government End Users.  This source code is a "commercial item" as 
00021  * that term is defined at 48 C.F.R. 2.101 (OCT 1995), consisting  of 
00022  * "commercial computer software" and "commercial computer software 
00023  * documentation" as such terms are used in 48 C.F.R. 12.212 (SEPT 1995) 
00024  * and is provided to the U.S. Government only as a commercial end item.  
00025  * Consistent with 48 C.F.R.12.212 and 48 C.F.R. 227.7202-1 through 
00026  * 227.7202-4 (JUNE 1995), all U.S. Government End Users acquire the 
00027  * source code with only those rights set forth herein.
00028  */
00029 
00030 /*
00031  * Slightly adapted 2009 by Ph. Robert wrt the Equalizer port
00032  */
00033 
00034 #ifndef EQNBODY_RENDER_PARTICLES_H 
00035 #define EQNBODY_RENDER_PARTICLES_H
00036 
00037 struct GLEWContextStruct;
00038 typedef struct GLEWContextStruct GLEWContext;
00039 
00040 namespace eqNbody
00041 {
00042     enum DisplayMode
00043     {
00044         PARTICLE_POINTS,
00045         PARTICLE_SPRITES,
00046         PARTICLE_SPRITES_COLOR,
00047         PARTICLE_NUM_MODES
00048     };
00049 
00050     class ParticleRenderer
00051         {
00052         public:
00053             ParticleRenderer( const GLEWContext* const glewContext ) 
00054                 : _glewContext( glewContext )
00055                 , m_pos(0)
00056                 , m_numParticles(0)
00057                 , m_pointSize(1.0f)
00058                 , m_spriteSize(1.0f)
00059                 , m_vertexShader(0)
00060                 , m_pixelShader(0)
00061                 , m_program(0)
00062                 , m_texture(0)
00063                 , m_pbo(0)
00064                 , m_vboColor(0) { }
00065 
00066             ~ParticleRenderer();
00067 
00068             void init();
00069 
00070             void setPositions(float *pos, int numParticles);
00071             void setColors(float *color, int numParticles);
00072             void setPBO(unsigned int pbo, int numParticles);
00073 
00074             void draw(DisplayMode mode = PARTICLE_POINTS);
00075             
00076             void setPointSize(float size)  { m_pointSize = size; }
00077             void setSpriteSize(float size) { m_spriteSize = size; }
00078             const GLEWContext* glewGetContext() const { return _glewContext; }
00079 
00080         protected: // methods
00081             void _createTexture(int resolution);
00082             void _drawPoints(bool color = false);
00083         private:
00084             const GLEWContext* _glewContext;
00085         protected: // data
00086             float *m_pos;
00087             int m_numParticles;
00088             
00089             float m_pointSize;
00090             float m_spriteSize;
00091             
00092             unsigned int m_vertexShader;
00093             unsigned int m_pixelShader;
00094             unsigned int m_program;
00095             unsigned int m_texture;
00096             unsigned int m_pbo;
00097             unsigned int m_vboColor;
00098         };
00099 }
00100 #endif // EQNBODY_RENDER_PARTICLES_H
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