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render_particles.h
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/*
* Copyright 1993-2013 NVIDIA Corporation. All rights reserved.
*
* Please refer to the NVIDIA end user license agreement (EULA) associated
* with this source code for terms and conditions that govern your use of
* this software. Any use, reproduction, disclosure, or distribution of
* this software and related documentation outside the terms of the EULA
* is strictly prohibited.
*
*/
#ifndef __RENDER_PARTICLES__
#define __RENDER_PARTICLES__
class ParticleRenderer
{
public:
ParticleRenderer();
~ParticleRenderer();
void setPositions(float *pos, int numParticles);
void setVertexBuffer(unsigned int vbo, int numParticles);
void setColorBuffer(unsigned int vbo)
{
m_colorVBO = vbo;
}
enum DisplayMode
{
PARTICLE_POINTS,
PARTICLE_SPHERES,
PARTICLE_NUM_MODES
};
void display(DisplayMode mode = PARTICLE_POINTS);
void displayGrid();
void setPointSize(float size)
{
m_pointSize = size;
}
void setParticleRadius(float r)
{
m_particleRadius = r;
}
void setFOV(float fov)
{
m_fov = fov;
}
void setWindowSize(int w, int h)
{
m_window_w = w;
m_window_h = h;
}
protected: // methods
void _initGL();
void _drawPoints();
GLuint _compileProgram(const char *vsource, const char *fsource);
protected: // data
float *m_pos;
int m_numParticles;
float m_pointSize;
float m_particleRadius;
float m_fov;
int m_window_w, m_window_h;
GLuint m_program;
GLuint m_vbo;
GLuint m_colorVBO;
};
#endif //__ RENDER_PARTICLES__