A couple months ago, I posted a blog with my updated rigidbody/fluid interaction. I mentioned I would discuss how I draw the velocity vectors efficiently. In the simulation, all the information for each particle is held on the gpu. Therefore, to render lines in the standard approach I would need to transfer to vectors from the gpu to the host, the position and the vector. Then I would have to loop through to create a third vector which held the position plus the vector. And then draw lines for each set of vertices.

Here is the video.

Geometry shaders (GS) give us the ability to take in one primitive type (points, lines, triangles,..) and output a different primitive type. That makes GSs perfect for our simulation. We already have the position and vector, we just need to calculate the second vertex from this information and then draw a line between the two points. Therefore, we can define the vertices for a line for each vector as follows:

$v_{i,start}=pos_{i}$

$v_{i,end}=pos_{i}+vector_{i}$

I then define the color for the vector as:

$col_{i}=\frac{|vector_{i}|}{||vector_{i}||}$

I chose this color representation primarily for its simplicity. Essentially this encodes direction into the color of each vector. Thus, red represents the x direction, green represents the y direction, and blue represents the z direction. The absolute value is necessary because negative colors don't exist (In OpenGL it chooses black automatically if any component is negative).

Now onto the code.

The variable m_shaderLibrary.shaders["vectorShader"].getProgram() is specific to my library. If you want to use this in your own code you should pass in the program(GLuint) which is the compiled shader program from the vector shaders provided below.

Here is the video.

Geometry shaders (GS) give us the ability to take in one primitive type (points, lines, triangles,..) and output a different primitive type. That makes GSs perfect for our simulation. We already have the position and vector, we just need to calculate the second vertex from this information and then draw a line between the two points. Therefore, we can define the vertices for a line for each vector as follows:

$v_{i,start}=pos_{i}$

$v_{i,end}=pos_{i}+vector_{i}$

I then define the color for the vector as:

$col_{i}=\frac{|vector_{i}|}{||vector_{i}||}$

I chose this color representation primarily for its simplicity. Essentially this encodes direction into the color of each vector. Thus, red represents the x direction, green represents the y direction, and blue represents the z direction. The absolute value is necessary because negative colors don't exist (In OpenGL it chooses black automatically if any component is negative).

Now onto the code.

**C code:**//Tell opengl the vector vbo is the color vector. glBindBuffer(GL_ARRAY_BUFFER, vecVBO); glColorPointer(4, GL_FLOAT, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, posVBO); glVertexPointer(4, GL_FLOAT, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glUseProgram(m_shaderLibrary.shaders["vectorShader"].getProgram()); glUniform1f(glGetUniformLocation(m_shaderLibrary.shaders["vectorShader"].getProgram(), "scale"),scale); glDrawArrays(GL_POINTS, 0, num); glUseProgram(0); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);

The variable m_shaderLibrary.shaders["vectorShader"].getProgram() is specific to my library. If you want to use this in your own code you should pass in the program(GLuint) which is the compiled shader program from the vector shaders provided below.

**Vertex Shader:**#version 120 varying vec4 vector; varying out vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; //We must project the vector as well. vector = gl_ModelViewProjectionMatrix * gl_Color; //normalize the vector and take the absolute value. color = vec4(abs(normalize(gl_Color.rgb)),1.0); }

**Geometry Shader:**#version 150 //#geometry shader layout(points) in; layout(line_strip, max_vertices=2) out; in vec4 vector[1]; in vec4 color[1]; uniform float scale; void main() { //First we emit the position vertex with the color calculated //in the vertex shader. vec4 p = gl_in[0].gl_Position; gl_Position = p; gl_FrontColor = color[0]; EmitVertex(); //Second we emit the vertex which is the xyz position plus a //scaled version of the vector we want to visualize. Also, the //color is the same as calculated in the vertex shader. gl_Position = vec4(p.rgb+(scale*vector[0].rgb),p.a); gl_FrontColor = color[0]; EmitVertex(); EndPrimitive(); }

**Fragment Shader:**//simple pass through fragment shader. void main(void) { gl_FragColor = gl_Color; }

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