Moved PrecipitationEffect node into osgParticle.
This commit is contained in:
@@ -2,10 +2,9 @@ TOPDIR = ../..
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include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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PrecipitationEffect.cpp\
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osgprecipitation.cpp\
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LIBS += -losgProducer -lProducer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgProducer -lProducer -losgParticle -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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$(CXXFILES)\
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@@ -1,842 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include "PrecipitationEffect.h"
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#include<OpenThreads/ScopedLock>
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#include<osg/Texture2D>
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#include<osg/PointSprite>
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#include<osgDB/FileUtils>
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#include<osgUtil/CullVisitor>
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#include<osgUtil/GLObjectsVisitor>
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#include <osg/Notify>
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#include <osg/io_utils>
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#include <osg/Timer>
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using namespace osgParticle;
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#define USE_LOCAL_SHADERS
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static float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
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static void fillSpotLightImage(unsigned char* ptr, const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
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{
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float mid = (float(size)-1.0f)*0.5f;
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float div = 2.0f/float(size);
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for(unsigned int r=0;r<size;++r)
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{
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//unsigned char* ptr = image->data(0,r,0);
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for(unsigned int c=0;c<size;++c)
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{
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float dx = (float(c) - mid)*div;
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float dy = (float(r) - mid)*div;
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float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
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if (r<0.0f) r=0.0f;
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osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
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*ptr++ = (unsigned char)((color[0])*255.0f);
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*ptr++ = (unsigned char)((color[1])*255.0f);
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*ptr++ = (unsigned char)((color[2])*255.0f);
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*ptr++ = (unsigned char)((color[3])*255.0f);
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}
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}
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}
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static osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
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{
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#if 0
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osg::Image* image = new osg::Image;
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unsigned char* ptr = image->data(0,0,0);
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fillSpotLightImage(ptr, centerColour, backgroudColour, size, power);
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return image;
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#else
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osg::Image* image = new osg::Image;
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osg::Image::MipmapDataType mipmapData;
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unsigned int s = size;
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unsigned int totalSize = 0;
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unsigned i;
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for(i=0; s>0; s>>=1, ++i)
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{
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if (i>0) mipmapData.push_back(totalSize);
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totalSize += s*s*4;
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}
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unsigned char* ptr = new unsigned char[totalSize];
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image->setImage(size, size, size, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, ptr, osg::Image::USE_NEW_DELETE,1);
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image->setMipmapLevels(mipmapData);
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s = size;
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for(i=0; s>0; s>>=1, ++i)
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{
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fillSpotLightImage(ptr, centerColour, backgroudColour, s, power);
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ptr += s*s*4;
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}
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return image;
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#endif
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}
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PrecipitationEffect::PrecipitationEffect()
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{
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setParameters(new PrecipitationParameters);
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update();
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}
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PrecipitationEffect::PrecipitationEffect(const PrecipitationEffect& copy, const osg::CopyOp& copyop):
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osg::Group(copy,copyop)
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{
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setParameters(const_cast<PrecipitationParameters*>(copy._parameters.get()));
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update();
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}
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void PrecipitationEffect::compileGLObjects(osg::State& state) const
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{
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osg::notify(osg::NOTICE)<<"PrecipitationEffect::compileGLObjects()"<<this<<std::endl;
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if (_quadGeometry.valid())
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{
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_quadGeometry->compileGLObjects(state);
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if (_quadGeometry->getStateSet()) _quadGeometry->getStateSet()->compileGLObjects(state);
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}
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if (_lineGeometry.valid())
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{
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_lineGeometry->compileGLObjects(state);
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if (_lineGeometry->getStateSet()) _lineGeometry->getStateSet()->compileGLObjects(state);
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}
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if (_pointGeometry.valid())
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{
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_pointGeometry->compileGLObjects(state);
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if (_pointGeometry->getStateSet()) _pointGeometry->getStateSet()->compileGLObjects(state);
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}
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}
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void PrecipitationEffect::traverse(osg::NodeVisitor& nv)
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{
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if (nv.getVisitorType() == osg::NodeVisitor::NODE_VISITOR)
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{
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osgUtil::GLObjectsVisitor* globjVisitor = dynamic_cast<osgUtil::GLObjectsVisitor*>(&nv);
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if (globjVisitor)
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{
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if (globjVisitor->getMode() & osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES)
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{
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compileGLObjects(*(globjVisitor->getState()));
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}
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}
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Group::traverse(nv);
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return;
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}
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if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
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{
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Group::traverse(nv);
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return;
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}
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
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if (!cv)
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{
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Group::traverse(nv);
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return;
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}
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ViewIdenitifier viewIndentifier(cv, nv.getNodePath());
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
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PrecipitationDrawableSet& precipitationDrawableSet = _viewDrawableMap[viewIndentifier];
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if (!precipitationDrawableSet._quadPrecipitationDrawable)
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{
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precipitationDrawableSet._quadPrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet._quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
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precipitationDrawableSet._quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
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precipitationDrawableSet._linePrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet._linePrecipitationDrawable->setGeometry(_lineGeometry.get());
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precipitationDrawableSet._linePrecipitationDrawable->setStateSet(_lineStateSet.get());
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precipitationDrawableSet._pointPrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet._pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
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precipitationDrawableSet._pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
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}
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cull(precipitationDrawableSet, cv);
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cv->pushStateSet(_precipitationStateSet.get());
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float depth = 0.0f;
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if (!precipitationDrawableSet._quadPrecipitationDrawable->getCurrentCellMatrixMap().empty())
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{
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cv->pushStateSet(precipitationDrawableSet._quadPrecipitationDrawable->getStateSet());
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cv->addDrawableAndDepth(precipitationDrawableSet._quadPrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
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cv->popStateSet();
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}
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if (!precipitationDrawableSet._linePrecipitationDrawable->getCurrentCellMatrixMap().empty())
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{
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cv->pushStateSet(precipitationDrawableSet._linePrecipitationDrawable->getStateSet());
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cv->addDrawableAndDepth(precipitationDrawableSet._linePrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
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cv->popStateSet();
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}
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if (!precipitationDrawableSet._pointPrecipitationDrawable->getCurrentCellMatrixMap().empty())
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{
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cv->pushStateSet(precipitationDrawableSet._pointPrecipitationDrawable->getStateSet());
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cv->addDrawableAndDepth(precipitationDrawableSet._pointPrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
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cv->popStateSet();
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}
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cv->popStateSet();
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}
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Group::traverse(nv);
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}
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void PrecipitationEffect::setParameters(PrecipitationParameters* parameters)
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{
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if (_parameters==parameters) return;
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_parameters = parameters;
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}
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void PrecipitationEffect::update()
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{
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osg::notify(osg::NOTICE)<<"PrecipitationEffect::update()"<<std::endl;
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if (!_parameters) return;
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if (_fog.valid())
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{
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if (_parameters->fogExponent<1.0)
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{
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_fog->setMode(osg::Fog::LINEAR);
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}
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else if (_parameters->fogExponent<2.0)
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{
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_fog->setMode(osg::Fog::EXP);
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}
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else
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{
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_fog->setMode(osg::Fog::EXP2);
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}
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_fog->setDensity(_parameters->fogDensity);
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_fog->setStart(0.0f);
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_fog->setEnd(_parameters->fogEnd);
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_fog->setColor(_parameters->fogColour);
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}
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if (_clearNode.valid())
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{
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_clearNode->setClearColor(_parameters->clearColour);
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}
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float length_u = _parameters->cellSizeX;
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float length_v = _parameters->cellSizeY;
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float length_w = _parameters->cellSizeZ;
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// volume of a single cell
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float cellVolume = length_u*length_v*length_w;
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// time taken to get from start to the end of cycle
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_period = fabsf(_parameters->cellSizeZ / _parameters->particleVelocity.z());
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_du.set(length_u, 0.0f, 0.0f);
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_dv.set(0.0f, length_v, 0.0f);
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_dw.set(0.0f, 0.0f, length_w);
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_inverse_du.set(1.0f/length_u, 0.0f, 0.0f);
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_inverse_dv.set(0.0f, 1.0f/length_v, 0.0f);
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_inverse_dw.set(0.0f, 0.0f, 1.0f/length_w);
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osg::notify(osg::NOTICE)<<"Cell size X="<<length_u<<std::endl;
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osg::notify(osg::NOTICE)<<"Cell size Y="<<length_v<<std::endl;
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osg::notify(osg::NOTICE)<<"Cell size Z="<<length_w<<std::endl;
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osg::BoundingBox& bb = _parameters->boundingBox;
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if (bb.valid())
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{
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_origin.set(bb.xMin(), bb.yMin(), bb.zMin());
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}
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else
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{
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_origin.set(0.0f, 0.0f, 0.0f);
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}
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setUpGeometries(_parameters->particleDensity * cellVolume);
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
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for(ViewDrawableMap::iterator itr=_viewDrawableMap.begin();
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itr!=_viewDrawableMap.end();
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++itr)
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{
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PrecipitationDrawableSet& precipitationDrawableSet = itr->second;
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precipitationDrawableSet._quadPrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet._quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
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precipitationDrawableSet._quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
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precipitationDrawableSet._linePrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet._linePrecipitationDrawable->setGeometry(_lineGeometry.get());
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precipitationDrawableSet._linePrecipitationDrawable->setStateSet(_lineStateSet.get());
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precipitationDrawableSet._pointPrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet._pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
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precipitationDrawableSet._pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
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}
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}
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// set up state/
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{
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_precipitationStateSet = new osg::StateSet;
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const osg::BoundingBox& bb = _parameters->boundingBox;
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osg::Uniform* inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/_period);
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_precipitationStateSet->addUniform(inversePeriodUniform); // float
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_precipitationStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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_precipitationStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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_precipitationStateSet->addUniform(baseTextureSampler);
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osg::Texture2D* texture = new osg::Texture2D(createSpotLightImage(osg::Vec4(1.0f,1.0f,1.0f,1.0f),osg::Vec4(1.0f,1.0f,1.0f,0.0f),32,1.0));
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_precipitationStateSet->setTextureAttribute(0, texture);
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_precipitationStateSet->addUniform(new osg::Uniform("particleColour", _parameters->particleColour));
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_precipitationStateSet->addUniform(new osg::Uniform("particleSize", _parameters->particleSize));
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}
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}
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void PrecipitationEffect::createGeometry(unsigned int numParticles,
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osg::Geometry* quad_geometry,
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osg::Geometry* line_geometry,
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osg::Geometry* point_geometry)
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{
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// particle corner offsets
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osg::Vec2 offset00(0.0f,0.0f);
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osg::Vec2 offset10(1.0f,0.0f);
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osg::Vec2 offset01(0.0f,1.0f);
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osg::Vec2 offset11(1.0f,1.0f);
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osg::Vec2 offset0(0.5f,0.0f);
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osg::Vec2 offset1(0.5f,1.0f);
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osg::Vec2 offset(0.5f,0.5f);
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// configure quad_geometry;
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osg::Vec3Array* quad_vertices = 0;
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osg::Vec2Array* quad_offsets = 0;
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if (quad_geometry)
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{
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quad_geometry->setName("quad");
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quad_vertices = new osg::Vec3Array(numParticles*4);
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quad_offsets = new osg::Vec2Array(numParticles*4);
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quad_geometry->setVertexArray(quad_vertices);
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quad_geometry->setTexCoordArray(0, quad_offsets);
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quad_geometry->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, numParticles*4));
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}
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// configure line_geometry;
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osg::Vec3Array* line_vertices = 0;
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osg::Vec2Array* line_offsets = 0;
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if (line_geometry)
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{
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line_geometry->setName("line");
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line_vertices = new osg::Vec3Array(numParticles*2);
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line_offsets = new osg::Vec2Array(numParticles*2);
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line_geometry->setVertexArray(line_vertices);
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line_geometry->setTexCoordArray(0, line_offsets);
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line_geometry->addPrimitiveSet(new osg::DrawArrays(GL_LINES, 0, numParticles*2));
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}
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// configure point_geometry;
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osg::Vec3Array* point_vertices = 0;
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osg::Vec2Array* point_offsets = 0;
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if (point_geometry)
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{
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point_geometry->setName("point");
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point_vertices = new osg::Vec3Array(numParticles);
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point_offsets = new osg::Vec2Array(numParticles);
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point_geometry->setVertexArray(point_vertices);
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point_geometry->setTexCoordArray(0, point_offsets);
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point_geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numParticles));
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}
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// set up vertex attribute data.
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for(unsigned int i=0; i< numParticles; ++i)
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{
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osg::Vec3 pos( random(0.0f, 1.0f), random(0.0f, 1.0f), random(0.0f, 1.0f));
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// quad particles
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if (quad_vertices)
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{
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(*quad_vertices)[i*4] = pos;
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(*quad_vertices)[i*4+1] = pos;
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(*quad_vertices)[i*4+2] = pos;
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(*quad_vertices)[i*4+3] = pos;
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(*quad_offsets)[i*4] = offset00;
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(*quad_offsets)[i*4+1] = offset01;
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(*quad_offsets)[i*4+2] = offset11;
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(*quad_offsets)[i*4+3] = offset10;
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}
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// line particles
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if (line_vertices)
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{
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(*line_vertices)[i*2] = pos;
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(*line_vertices)[i*2+1] = pos;
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(*line_offsets)[i*2] = offset0;
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(*line_offsets)[i*2+1] = offset1;
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}
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// point particles
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if (point_vertices)
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{
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(*point_vertices)[i] = pos;
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(*point_offsets)[i] = offset;
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}
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}
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}
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void PrecipitationEffect::setUpGeometries(unsigned int numParticles)
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{
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unsigned int renderBin = 11;
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||||
|
||||
osg::notify(osg::NOTICE)<<"setUpGeometries("<<numParticles<<")"<<std::endl;
|
||||
|
||||
{
|
||||
_quadGeometry = new osg::Geometry;
|
||||
_quadGeometry->setUseVertexBufferObjects(true);
|
||||
|
||||
_quadStateSet = new osg::StateSet;
|
||||
|
||||
osg::Program* program = new osg::Program;
|
||||
_quadStateSet->setAttribute(program);
|
||||
_quadStateSet->setRenderBinDetails(renderBin,"DepthSortedBin");
|
||||
|
||||
#ifdef USE_LOCAL_SHADERS
|
||||
char vertexShaderSource[] =
|
||||
"uniform float inversePeriod;\n"
|
||||
"uniform vec4 particleColour;\n"
|
||||
"uniform float particleSize;\n"
|
||||
"\n"
|
||||
"uniform float osg_FrameTime;\n"
|
||||
"uniform float osg_DeltaFrameTime;\n"
|
||||
"\n"
|
||||
"varying vec4 colour;\n"
|
||||
"varying vec2 texCoord;\n"
|
||||
"\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" float offset = gl_Vertex.z;\n"
|
||||
" float startTime = gl_MultiTexCoord1.x;\n"
|
||||
" texCoord = gl_MultiTexCoord0.xy;\n"
|
||||
"\n"
|
||||
" vec4 v_previous = gl_Vertex;\n"
|
||||
" v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);\n"
|
||||
" \n"
|
||||
" vec4 v_current = v_previous;\n"
|
||||
" v_current.z += (osg_DeltaFrameTime*inversePeriod);\n"
|
||||
" \n"
|
||||
"\n"
|
||||
" colour = particleColour;\n"
|
||||
" \n"
|
||||
" vec4 v1 = gl_ModelViewMatrix * v_current;\n"
|
||||
" vec4 v2 = gl_TextureMatrix[0] * v_previous;\n"
|
||||
" \n"
|
||||
" vec3 dv = v2.xyz - v1.xyz;\n"
|
||||
" \n"
|
||||
" vec2 dv_normalized = normalize(dv.xy);\n"
|
||||
" dv.xy += dv_normalized * particleSize;\n"
|
||||
" vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;\n"
|
||||
" \n"
|
||||
" float area = length(dv.xy);\n"
|
||||
" colour.a = 0.05+(particleSize)/area;\n"
|
||||
" \n"
|
||||
"\n"
|
||||
" v1.xyz += dv*texCoord.y;\n"
|
||||
" v1.xy += dp*texCoord.x;\n"
|
||||
" \n"
|
||||
" gl_Position = gl_ProjectionMatrix * v1;\n"
|
||||
"}\n";
|
||||
|
||||
char fragmentShaderSource[] =
|
||||
"uniform sampler2D baseTexture;\n"
|
||||
"varying vec2 texCoord;\n"
|
||||
"varying vec4 colour;\n"
|
||||
"\n"
|
||||
"void main (void)\n"
|
||||
"{\n"
|
||||
" gl_FragColor = colour * texture2D( baseTexture, texCoord);\n"
|
||||
"}\n";
|
||||
|
||||
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
|
||||
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
|
||||
#else
|
||||
// get shaders from source
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("quad_rain.vert")));
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("rain.frag")));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
_lineGeometry = new osg::Geometry;
|
||||
_lineGeometry->setUseVertexBufferObjects(true);
|
||||
|
||||
_lineStateSet = new osg::StateSet;
|
||||
|
||||
osg::Program* program = new osg::Program;
|
||||
_lineStateSet->setAttribute(program);
|
||||
_lineStateSet->setRenderBinDetails(renderBin,"DepthSortedBin");
|
||||
|
||||
#ifdef USE_LOCAL_SHADERS
|
||||
char vertexShaderSource[] =
|
||||
"uniform float inversePeriod;\n"
|
||||
"uniform vec4 particleColour;\n"
|
||||
"uniform float particleSize;\n"
|
||||
"\n"
|
||||
"uniform float osg_FrameTime;\n"
|
||||
"uniform float osg_DeltaFrameTime;\n"
|
||||
"uniform mat4 previousModelViewMatrix;\n"
|
||||
"\n"
|
||||
"varying vec4 colour;\n"
|
||||
"varying vec2 texCoord;\n"
|
||||
"\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" float offset = gl_Vertex.z;\n"
|
||||
" float startTime = gl_MultiTexCoord1.x;\n"
|
||||
" texCoord = gl_MultiTexCoord0.xy;\n"
|
||||
"\n"
|
||||
" vec4 v_previous = gl_Vertex;\n"
|
||||
" v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);\n"
|
||||
" \n"
|
||||
" vec4 v_current = v_previous;\n"
|
||||
" v_current.z += (osg_DeltaFrameTime*inversePeriod);\n"
|
||||
" \n"
|
||||
" colour = particleColour;\n"
|
||||
" \n"
|
||||
" vec4 v1 = gl_ModelViewMatrix * v_current;\n"
|
||||
" vec4 v2 = gl_TextureMatrix[0] * v_previous;\n"
|
||||
" \n"
|
||||
" vec3 dv = v2.xyz - v1.xyz;\n"
|
||||
" \n"
|
||||
" vec2 dv_normalized = normalize(dv.xy);\n"
|
||||
" dv.xy += dv_normalized * particleSize;\n"
|
||||
" \n"
|
||||
" float area = length(dv.xy);\n"
|
||||
" colour.a = (particleSize)/area;\n"
|
||||
" \n"
|
||||
" v1.xyz += dv*texCoord.y;\n"
|
||||
" \n"
|
||||
" gl_Position = gl_ProjectionMatrix * v1;\n"
|
||||
"}\n";
|
||||
|
||||
char fragmentShaderSource[] =
|
||||
"uniform sampler2D baseTexture;\n"
|
||||
"varying vec2 texCoord;\n"
|
||||
"varying vec4 colour;\n"
|
||||
"\n"
|
||||
"void main (void)\n"
|
||||
"{\n"
|
||||
" gl_FragColor = colour * texture2D( baseTexture, texCoord);\n"
|
||||
"}\n";
|
||||
|
||||
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
|
||||
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
|
||||
#else
|
||||
// get shaders from source
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("line_rain.vert")));
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("rain.frag")));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
_pointGeometry = new osg::Geometry;
|
||||
_pointGeometry->setUseVertexBufferObjects(true);
|
||||
|
||||
_pointStateSet = new osg::StateSet;
|
||||
|
||||
osg::Program* program = new osg::Program;
|
||||
_pointStateSet->setAttribute(program);
|
||||
|
||||
#ifdef USE_LOCAL_SHADERS
|
||||
char vertexShaderSource[] =
|
||||
"uniform float inversePeriod;\n"
|
||||
"uniform vec4 particleColour;\n"
|
||||
"uniform float particleSize;\n"
|
||||
"\n"
|
||||
"uniform float osg_FrameTime;\n"
|
||||
"\n"
|
||||
"varying vec4 colour;\n"
|
||||
"\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" float offset = gl_Vertex.z;\n"
|
||||
" float startTime = gl_MultiTexCoord1.x;\n"
|
||||
"\n"
|
||||
" vec4 v_current = gl_Vertex;\n"
|
||||
" v_current.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);\n"
|
||||
" \n"
|
||||
" colour = particleColour;\n"
|
||||
"\n"
|
||||
" gl_Position = gl_ModelViewProjectionMatrix * v_current;\n"
|
||||
"\n"
|
||||
" float pointSize = abs(1280.0*particleSize / gl_Position.w);\n"
|
||||
"\n"
|
||||
" //gl_PointSize = max(ceil(pointSize),2);\n"
|
||||
" gl_PointSize = ceil(pointSize);\n"
|
||||
" \n"
|
||||
" colour.a = 0.05+(pointSize*pointSize)/(gl_PointSize*gl_PointSize);\n"
|
||||
"}\n";
|
||||
|
||||
char fragmentShaderSource[] =
|
||||
"uniform sampler2D baseTexture;\n"
|
||||
"varying vec4 colour;\n"
|
||||
"\n"
|
||||
"void main (void)\n"
|
||||
"{\n"
|
||||
" gl_FragColor = colour * texture2D( baseTexture, gl_TexCoord[0].xy);\n"
|
||||
"}\n";
|
||||
|
||||
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
|
||||
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
|
||||
#else
|
||||
// get shaders from source
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("point_rain.vert")));
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("point_rain.frag")));
|
||||
#endif
|
||||
|
||||
/// Setup the point sprites
|
||||
osg::PointSprite *sprite = new osg::PointSprite();
|
||||
_pointStateSet->setTextureAttributeAndModes(0, sprite, osg::StateAttribute::ON);
|
||||
|
||||
_pointStateSet->setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::StateAttribute::ON);
|
||||
_pointStateSet->setRenderBinDetails(renderBin,"DepthSortedBin");
|
||||
}
|
||||
|
||||
createGeometry(numParticles, _quadGeometry.get(), _lineGeometry.get(), _pointGeometry.get());
|
||||
|
||||
}
|
||||
|
||||
void PrecipitationEffect::cull(PrecipitationDrawableSet& pds, osgUtil::CullVisitor* cv) const
|
||||
{
|
||||
osg::Timer_t startTick = osg::Timer::instance()->tick();
|
||||
|
||||
pds._quadPrecipitationDrawable->newFrame();
|
||||
pds._linePrecipitationDrawable->newFrame();
|
||||
pds._pointPrecipitationDrawable->newFrame();
|
||||
|
||||
osg::Matrix inverse_modelview;
|
||||
inverse_modelview.invert(cv->getModelViewMatrix());
|
||||
|
||||
osg::Vec3 eyeLocal = osg::Vec3(0.0f,0.0f,0.0f) * inverse_modelview;
|
||||
//osg::notify(osg::NOTICE)<<" eyeLocal "<<eyeLocal<<std::endl;
|
||||
|
||||
float eye_k = (eyeLocal-_origin)*_inverse_dw;
|
||||
osg::Vec3 eye_kPlane = eyeLocal-_dw*eye_k-_origin;
|
||||
|
||||
// osg::notify(osg::NOTICE)<<" eye_kPlane "<<eye_kPlane<<std::endl;
|
||||
|
||||
float eye_i = eye_kPlane*_inverse_du;
|
||||
float eye_j = eye_kPlane*_inverse_dv;
|
||||
|
||||
osg::Polytope frustum;
|
||||
frustum.setToUnitFrustum(false,false);
|
||||
frustum.transformProvidingInverse(cv->getProjectionMatrix());
|
||||
frustum.transformProvidingInverse(cv->getModelViewMatrix());
|
||||
|
||||
float i_delta = _parameters->farTransition * _inverse_du.x();
|
||||
float j_delta = _parameters->farTransition * _inverse_dv.y();
|
||||
float k_delta = 1;//_parameters->nearTransition * _inverse_dw.z();
|
||||
|
||||
int i_min = (int)floor(eye_i - i_delta);
|
||||
int j_min = (int)floor(eye_j - j_delta);
|
||||
int k_min = (int)floor(eye_k - k_delta);
|
||||
|
||||
int i_max = (int)ceil(eye_i + i_delta);
|
||||
int j_max = (int)ceil(eye_j + j_delta);
|
||||
int k_max = (int)ceil(eye_k + k_delta);
|
||||
|
||||
//osg::notify(osg::NOTICE)<<"i_delta="<<i_delta<<" j_delta="<<j_delta<<" k_delta="<<k_delta<<std::endl;
|
||||
|
||||
unsigned int numTested=0;
|
||||
unsigned int numInFrustum=0;
|
||||
|
||||
float iCyle = 0.43;
|
||||
float jCyle = 0.64;
|
||||
|
||||
for(int i = i_min; i<=i_max; ++i)
|
||||
{
|
||||
for(int j = j_min; j<=j_max; ++j)
|
||||
{
|
||||
for(int k = k_min; k<=k_max; ++k)
|
||||
{
|
||||
float startTime = (float)(i)*iCyle + (float)(j)*jCyle;
|
||||
startTime = (startTime-floor(startTime))*_period;
|
||||
|
||||
if (build(eyeLocal, i,j,k, startTime, pds, frustum, cv)) ++numInFrustum;
|
||||
++numTested;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
osg::Timer_t endTick = osg::Timer::instance()->tick();
|
||||
|
||||
// osg::notify(osg::NOTICE)<<"time for cull "<<osg::Timer::instance()->delta_m(startTick,endTick)<<"ms numTested="<<numTested<<" numInFrustum"<<numInFrustum<<std::endl;
|
||||
// osg::notify(osg::NOTICE)<<" quads "<<pds._quadPrecipitationDrawable->getCurrentCellMatrixMap().size()<<" lines "<<pds._linePrecipitationDrawable->getCurrentCellMatrixMap().size()<<" points "<<pds._pointPrecipitationDrawable->getCurrentCellMatrixMap().size()<<std::endl;
|
||||
}
|
||||
|
||||
bool PrecipitationEffect::build(const osg::Vec3 eyeLocal, int i, int j, int k, float startTime, PrecipitationDrawableSet& pds, osg::Polytope& frustum, osgUtil::CullVisitor* cv) const
|
||||
{
|
||||
osg::Vec3 position = _origin + osg::Vec3(float(i)*_du.x(), float(j)*_dv.y(), float(k+1)*_dw.z());
|
||||
osg::Vec3 scale(_du.x(), _dv.y(), -_dw.z());
|
||||
|
||||
osg::BoundingBox bb(position.x(), position.y(), position.z()+scale.z(),
|
||||
position.x()+scale.x(), position.y()+scale.y(), position.z());
|
||||
|
||||
if (!frustum.contains(bb)) return false;
|
||||
|
||||
osg::Vec3 center = position + scale*0.5f;
|
||||
float distance = (center-eyeLocal).length();
|
||||
|
||||
osg::Matrix* mymodelview = 0;
|
||||
if (distance < _parameters->nearTransition)
|
||||
{
|
||||
PrecipitationDrawable::MatrixStartTimePair& mstp = pds._quadPrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
|
||||
mymodelview = &mstp.first;
|
||||
mstp.second = startTime;
|
||||
}
|
||||
else if (distance <= _parameters->farTransition)
|
||||
{
|
||||
if (_parameters->useFarLineSegments)
|
||||
{
|
||||
PrecipitationDrawable::MatrixStartTimePair& mstp = pds._linePrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
|
||||
mymodelview = &mstp.first;
|
||||
mstp.second = startTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
PrecipitationDrawable::MatrixStartTimePair& mstp = pds._pointPrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
|
||||
mymodelview = &mstp.first;
|
||||
mstp.second = startTime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
*mymodelview = cv->getModelViewMatrix();
|
||||
mymodelview->preMult(osg::Matrix::translate(position));
|
||||
mymodelview->preMult(osg::Matrix::scale(scale));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Precipitation Drawable
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable()
|
||||
{
|
||||
setSupportsDisplayList(false);
|
||||
}
|
||||
|
||||
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop):
|
||||
Drawable(copy,copyop)
|
||||
{
|
||||
}
|
||||
|
||||
void PrecipitationEffect::PrecipitationDrawable::drawImplementation(osg::State& state) const
|
||||
{
|
||||
if (!_geometry) return;
|
||||
|
||||
const osg::Geometry::Extensions* extensions = osg::Geometry::getExtensions(state.getContextID(),true);
|
||||
|
||||
// save OpenGL matrices
|
||||
glPushMatrix();
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glPushMatrix();
|
||||
|
||||
state.setActiveTextureUnit(0);
|
||||
|
||||
for(CellMatrixMap::const_iterator itr = _currentCellMatrixMap.begin();
|
||||
itr != _currentCellMatrixMap.end();
|
||||
++itr)
|
||||
{
|
||||
|
||||
extensions->glMultiTexCoord1f(GL_TEXTURE0+1, itr->second.second);
|
||||
|
||||
// load cells current modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadMatrix(itr->second.first.ptr());
|
||||
|
||||
|
||||
CellMatrixMap::const_iterator pitr = _previousCellMatrixMap.find(itr->first);
|
||||
if (pitr != _previousCellMatrixMap.end())
|
||||
{
|
||||
// load previous frame modelview matrix for motion blurr effect
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glLoadMatrix(pitr->second.first.ptr());
|
||||
}
|
||||
else
|
||||
{
|
||||
// use current modelview matrix as "previous" frame value, cancelling motion blurr effect
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glLoadMatrix(itr->second.first.ptr());
|
||||
}
|
||||
|
||||
_geometry->draw(state);
|
||||
|
||||
}
|
||||
|
||||
// restore OpenGL matrices
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glPopMatrix();
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glPopMatrix();
|
||||
|
||||
|
||||
}
|
||||
@@ -1,191 +0,0 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
|
||||
*
|
||||
* This library is open source and may be redistributed and/or modified under
|
||||
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
||||
* (at your option) any later version. The full license is in LICENSE file
|
||||
* included with this distribution, and on the openscenegraph.org website.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* OpenSceneGraph Public License for more details.
|
||||
*/
|
||||
|
||||
#ifndef OSGPARTICLE_PRECIPITATIONEFFECT
|
||||
#define OSGPARTICLE_PRECIPITATIONEFFECT
|
||||
|
||||
#include <osg/Group>
|
||||
#include <osg/BoundingBox>
|
||||
#include <osg/ClearNode>
|
||||
#include <osg/Fog>
|
||||
#include <osg/Geometry>
|
||||
|
||||
#include <osgUtil/CullVisitor>
|
||||
|
||||
#include <osgParticle/Export>
|
||||
|
||||
#include "PrecipitationParameters.h"
|
||||
|
||||
namespace osgParticle
|
||||
{
|
||||
|
||||
class OSGPARTICLE_EXPORT PrecipitationEffect : public osg::Group
|
||||
{
|
||||
public:
|
||||
|
||||
PrecipitationEffect();
|
||||
PrecipitationEffect(const PrecipitationEffect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
|
||||
|
||||
virtual const char* libraryName() const { return "osgParticle"; }
|
||||
virtual const char* className() const { return "PrecipitationEffect"; }
|
||||
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const PrecipitationEffect*>(obj) != 0; }
|
||||
virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
|
||||
|
||||
virtual void traverse(osg::NodeVisitor& nv);
|
||||
|
||||
void setParameters(PrecipitationParameters* parameters);
|
||||
|
||||
PrecipitationParameters* getParameters() { return _parameters.get(); }
|
||||
|
||||
const PrecipitationParameters* getParameters() const { return _parameters.get(); }
|
||||
|
||||
void compileGLObjects(osg::State& state) const;
|
||||
|
||||
void update();
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~PrecipitationEffect() {}
|
||||
|
||||
void createGeometry(unsigned int numParticles,
|
||||
osg::Geometry* quad_geometry,
|
||||
osg::Geometry* line_geometry,
|
||||
osg::Geometry* point_geometry);
|
||||
|
||||
void setUpGeometries(unsigned int numParticles);
|
||||
|
||||
class OSGPARTICLE_EXPORT PrecipitationDrawable : public osg::Drawable
|
||||
{
|
||||
public:
|
||||
|
||||
PrecipitationDrawable();
|
||||
PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
|
||||
|
||||
META_Object(osgParticle, PrecipitationDrawable);
|
||||
|
||||
virtual bool supports(const osg::PrimitiveFunctor&) const { return false; }
|
||||
virtual void accept(osg::PrimitiveFunctor&) const {}
|
||||
virtual bool supports(const osg::PrimitiveIndexFunctor&) const { return false; }
|
||||
virtual void accept(osg::PrimitiveIndexFunctor&) const {}
|
||||
|
||||
void setGeometry(osg::Geometry* geom) { _geometry = geom; }
|
||||
osg::Geometry* getGeometry() { return _geometry.get(); }
|
||||
const osg::Geometry* getGeometry() const { return _geometry.get(); }
|
||||
|
||||
virtual void drawImplementation(osg::State& state) const;
|
||||
|
||||
struct Cell
|
||||
{
|
||||
Cell(int in_i, int in_j, int in_k):
|
||||
i(in_i), j(in_j), k(in_k) {}
|
||||
|
||||
|
||||
inline bool operator == (const Cell& rhs) const
|
||||
{
|
||||
return i==rhs.i && j==rhs.j && k==rhs.k;
|
||||
}
|
||||
|
||||
inline bool operator != (const Cell& rhs) const
|
||||
{
|
||||
return i!=rhs.i || j!=rhs.j || k!=rhs.k;
|
||||
}
|
||||
|
||||
inline bool operator < (const Cell& rhs) const
|
||||
{
|
||||
if (i<rhs.i) return true;
|
||||
if (i>rhs.i) return false;
|
||||
if (j<rhs.j) return true;
|
||||
if (j>rhs.j) return false;
|
||||
if (k<rhs.k) return true;
|
||||
if (k>rhs.k) return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
int i;
|
||||
int j;
|
||||
int k;
|
||||
};
|
||||
|
||||
typedef std::pair<osg::Matrix, float> MatrixStartTimePair;
|
||||
|
||||
typedef std::map< Cell, MatrixStartTimePair > CellMatrixMap;
|
||||
|
||||
CellMatrixMap& getCurrentCellMatrixMap() { return _currentCellMatrixMap; }
|
||||
CellMatrixMap& getPreviousCellMatrixMap() { return _previousCellMatrixMap; }
|
||||
|
||||
inline void newFrame()
|
||||
{
|
||||
_previousCellMatrixMap.swap(_currentCellMatrixMap);
|
||||
_currentCellMatrixMap.clear();
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~PrecipitationDrawable() {}
|
||||
|
||||
osg::ref_ptr<osg::Geometry> _geometry;
|
||||
|
||||
mutable CellMatrixMap _currentCellMatrixMap;
|
||||
mutable CellMatrixMap _previousCellMatrixMap;
|
||||
|
||||
};
|
||||
|
||||
struct PrecipitationDrawableSet
|
||||
{
|
||||
osg::ref_ptr<PrecipitationDrawable> _quadPrecipitationDrawable;
|
||||
osg::ref_ptr<PrecipitationDrawable> _linePrecipitationDrawable;
|
||||
osg::ref_ptr<PrecipitationDrawable> _pointPrecipitationDrawable;
|
||||
};
|
||||
|
||||
void cull(PrecipitationDrawableSet& pds, osgUtil::CullVisitor* cv) const;
|
||||
bool build(const osg::Vec3 eyeLocal, int i, int j, int k, float startTime, PrecipitationDrawableSet& pds, osg::Polytope& frustum, osgUtil::CullVisitor* cv) const;
|
||||
|
||||
osg::ref_ptr<PrecipitationParameters> _parameters;
|
||||
|
||||
// elements for the subgraph
|
||||
osg::ref_ptr<osg::ClearNode> _clearNode;
|
||||
osg::ref_ptr<osg::Fog> _fog;
|
||||
|
||||
|
||||
typedef std::pair< osg::NodeVisitor*, osg::NodePath > ViewIdenitifier;
|
||||
typedef std::map< ViewIdenitifier, PrecipitationDrawableSet > ViewDrawableMap;
|
||||
|
||||
OpenThreads::Mutex _mutex;
|
||||
ViewDrawableMap _viewDrawableMap;
|
||||
|
||||
osg::ref_ptr<osg::StateSet> _precipitationStateSet;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> _quadGeometry;
|
||||
osg::ref_ptr<osg::StateSet> _quadStateSet;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> _lineGeometry;
|
||||
osg::ref_ptr<osg::StateSet> _lineStateSet;
|
||||
|
||||
osg::ref_ptr<osg::Geometry> _pointGeometry;
|
||||
osg::ref_ptr<osg::StateSet> _pointStateSet;
|
||||
|
||||
|
||||
float _period;
|
||||
osg::Vec3 _origin;
|
||||
osg::Vec3 _du;
|
||||
osg::Vec3 _dv;
|
||||
osg::Vec3 _dw;
|
||||
osg::Vec3 _inverse_du;
|
||||
osg::Vec3 _inverse_dv;
|
||||
osg::Vec3 _inverse_dw;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,13 +0,0 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
|
||||
*
|
||||
* This library is open source and may be redistributed and/or modified under
|
||||
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
||||
* (at your option) any later version. The full license is in LICENSE file
|
||||
* included with this distribution, and on the openscenegraph.org website.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* OpenSceneGraph Public License for more details.
|
||||
*/
|
||||
|
||||
@@ -1,100 +0,0 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
|
||||
*
|
||||
* This library is open source and may be redistributed and/or modified under
|
||||
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
||||
* (at your option) any later version. The full license is in LICENSE file
|
||||
* included with this distribution, and on the openscenegraph.org website.
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* OpenSceneGraph Public License for more details.
|
||||
*/
|
||||
|
||||
#ifndef OSGPARTICLE_PRECIPITATIONPARAMETERS
|
||||
#define OSGPARTICLE_PRECIPITATIONPARAMETERS
|
||||
|
||||
#include <osgParticle/Export>
|
||||
|
||||
namespace osgParticle
|
||||
{
|
||||
|
||||
struct PrecipitationParameters : public osg::Referenced
|
||||
{
|
||||
PrecipitationParameters():
|
||||
particleVelocity(0.0,0.0,-5.0),
|
||||
particleSize(0.02),
|
||||
particleColour(0.6, 0.6, 0.6, 1.0),
|
||||
particleDensity(8.0),
|
||||
cellSizeX(10.0f),
|
||||
cellSizeY(10.0f),
|
||||
cellSizeZ(10.0f),
|
||||
nearTransition(25.0),
|
||||
farTransition(100.0),
|
||||
fogExponent(1.0),
|
||||
fogDensity(0.001),
|
||||
fogEnd(1000.0),
|
||||
fogColour(0.5, 0.5, 0.5, 1.0),
|
||||
clearColour(0.5, 0.5, 0.5, 1.0),
|
||||
useFarLineSegments(false)
|
||||
{
|
||||
rain(0.5);
|
||||
}
|
||||
|
||||
void rain (float intensity)
|
||||
{
|
||||
particleVelocity = osg::Vec3(0.0,0.0,-2.0) + osg::Vec3(0.0,0.0,-10.0)*intensity;
|
||||
particleSize = 0.01 + 0.02*intensity;
|
||||
particleColour = osg::Vec4(0.6, 0.6, 0.6, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0)* intensity;
|
||||
particleDensity = intensity * 8.5f;
|
||||
cellSizeX = 5.0f / (0.25f+intensity);
|
||||
cellSizeY = 5.0f / (0.25f+intensity);
|
||||
cellSizeZ = 5.0f;
|
||||
farTransition = 100.0f - 60.0f*sqrtf(intensity);
|
||||
fogExponent = 1.0f;
|
||||
fogDensity = 0.005f*intensity;
|
||||
fogEnd = 250/(0.01 + intensity);
|
||||
fogColour.set(0.5, 0.5, 0.5, 1.0);
|
||||
clearColour.set(0.5, 0.5, 0.5, 1.0);
|
||||
useFarLineSegments = false;
|
||||
}
|
||||
|
||||
void snow(float intensity)
|
||||
{
|
||||
particleVelocity = osg::Vec3(0.0,0.0,-0.75) + osg::Vec3(0.0,0.0,-0.25)*intensity;
|
||||
particleSize = 0.02 + 0.03*intensity;
|
||||
particleColour = osg::Vec4(0.85f, 0.85f, 0.85f, 1.0f) - osg::Vec4(0.1f, 0.1f, 0.1f, 1.0f)* intensity;
|
||||
particleDensity = intensity * 8.2f;
|
||||
cellSizeX = 5.0f / (0.25f+intensity);
|
||||
cellSizeY = 5.0f / (0.25f+intensity);
|
||||
cellSizeZ = 5.0f;
|
||||
farTransition = 100.0f - 60.0f*sqrtf(intensity);
|
||||
fogExponent = 1.0f;
|
||||
fogDensity = 0.02f*intensity;
|
||||
fogEnd = 150.0f/(0.01f + intensity);
|
||||
fogColour.set(0.6, 0.6, 0.6, 1.0);
|
||||
clearColour.set(0.6, 0.6, 0.6, 1.0);
|
||||
useFarLineSegments = false;
|
||||
}
|
||||
|
||||
osg::BoundingBox boundingBox;
|
||||
osg::Vec3 particleVelocity;
|
||||
float particleSize;
|
||||
osg::Vec4 particleColour;
|
||||
float particleDensity;
|
||||
float cellSizeX;
|
||||
float cellSizeY;
|
||||
float cellSizeZ;
|
||||
float nearTransition;
|
||||
float farTransition;
|
||||
float fogExponent;
|
||||
float fogDensity;
|
||||
float fogEnd;
|
||||
osg::Vec4 fogColour;
|
||||
osg::Vec4 clearColour;
|
||||
bool useFarLineSegments;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,40 +0,0 @@
|
||||
uniform float inversePeriod;
|
||||
uniform vec4 particleColour;
|
||||
uniform float particleSize;
|
||||
|
||||
uniform float osg_FrameTime;
|
||||
uniform float osg_DeltaFrameTime;
|
||||
|
||||
varying vec4 colour;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
float offset = gl_Vertex.z;
|
||||
float startTime = gl_MultiTexCoord1.x;
|
||||
texCoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
vec4 v_previous = gl_Vertex;
|
||||
v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
|
||||
|
||||
vec4 v_current = v_previous;
|
||||
v_current.z += (osg_DeltaFrameTime*inversePeriod);
|
||||
|
||||
|
||||
colour = particleColour;
|
||||
|
||||
vec4 v1 = gl_ModelViewMatrix * v_current;
|
||||
vec4 v2 = gl_TextureMatrix[0] * v_previous;
|
||||
|
||||
vec3 dv = v2.xyz - v1.xyz;
|
||||
|
||||
vec2 dv_normalized = normalize(dv.xy);
|
||||
dv.xy += dv_normalized * particleSize;
|
||||
|
||||
float area = length(dv.xy);
|
||||
colour.a = (particleSize)/area;
|
||||
|
||||
v1.xyz += dv*texCoord.y;
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * v1;
|
||||
}
|
||||
@@ -15,17 +15,7 @@
|
||||
#include <osgUtil/CullVisitor>
|
||||
#include <osgProducer/Viewer>
|
||||
|
||||
#include <osg/Point>
|
||||
#include <osg/BlendFunc>
|
||||
#include <osg/Texture2D>
|
||||
#include <osg/PointSprite>
|
||||
#include <osg/Program>
|
||||
#include <osg/Fog>
|
||||
#include <osg/Point>
|
||||
#include <osg/PointSprite>
|
||||
#include <osg/io_utils>
|
||||
|
||||
#include "PrecipitationEffect.h"
|
||||
#include <osgParticle/PrecipitationEffect>
|
||||
|
||||
#if 0
|
||||
osg::Node* createModel(osg::Node* loadedModel, osgParticle::PrecipitationParameters& parameters)
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
uniform sampler2D baseTexture;
|
||||
varying vec4 colour;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
gl_FragColor = colour * texture2D( baseTexture, gl_TexCoord[0].xy);
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
uniform float inversePeriod;
|
||||
uniform vec4 particleColour;
|
||||
uniform float particleSize;
|
||||
|
||||
uniform float osg_FrameTime;
|
||||
|
||||
varying vec4 colour;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
float offset = gl_Vertex.z;
|
||||
float startTime = gl_MultiTexCoord1.x;
|
||||
|
||||
vec4 v_current = gl_Vertex;
|
||||
v_current.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
|
||||
|
||||
colour = particleColour;
|
||||
|
||||
gl_Position = gl_ModelViewProjectionMatrix * v_current;
|
||||
|
||||
float pointSize = abs(1280.0*particleSize / gl_Position.w);
|
||||
|
||||
//gl_PointSize = max(ceil(pointSize),2);
|
||||
gl_PointSize = ceil(pointSize);
|
||||
|
||||
colour.a = 0.05+(pointSize*pointSize)/(gl_PointSize*gl_PointSize);
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
uniform float inversePeriod;
|
||||
uniform vec4 particleColour;
|
||||
uniform float particleSize;
|
||||
|
||||
uniform float osg_FrameTime;
|
||||
uniform float osg_DeltaFrameTime;
|
||||
|
||||
varying vec4 colour;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
float offset = gl_Vertex.z;
|
||||
float startTime = gl_MultiTexCoord1.x;
|
||||
texCoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
vec4 v_previous = gl_Vertex;
|
||||
v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
|
||||
|
||||
vec4 v_current = v_previous;
|
||||
v_current.z += (osg_DeltaFrameTime*inversePeriod);
|
||||
|
||||
|
||||
colour = particleColour;
|
||||
|
||||
vec4 v1 = gl_ModelViewMatrix * v_current;
|
||||
vec4 v2 = gl_TextureMatrix[0] * v_previous;
|
||||
|
||||
vec3 dv = v2.xyz - v1.xyz;
|
||||
|
||||
vec2 dv_normalized = normalize(dv.xy);
|
||||
dv.xy += dv_normalized * particleSize;
|
||||
vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;
|
||||
|
||||
float area = length(dv.xy);
|
||||
colour.a = 0.05+(particleSize)/area;
|
||||
|
||||
|
||||
v1.xyz += dv*texCoord.y;
|
||||
v1.xy += dp*texCoord.x;
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * v1;
|
||||
}
|
||||
@@ -1,8 +0,0 @@
|
||||
uniform sampler2D baseTexture;
|
||||
varying vec2 texCoord;
|
||||
varying vec4 colour;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
gl_FragColor = colour * texture2D( baseTexture, texCoord);
|
||||
}
|
||||
@@ -1,49 +0,0 @@
|
||||
uniform vec3 position;
|
||||
uniform vec3 dv_i;
|
||||
uniform vec3 dv_j;
|
||||
uniform vec3 dv_k;
|
||||
|
||||
uniform float inversePeriod;
|
||||
uniform float startTime;
|
||||
uniform vec4 particleColour;
|
||||
|
||||
uniform float osg_FrameTime;
|
||||
uniform float osg_DeltaFrameTime;
|
||||
uniform mat4 previousModelViewMatrix;
|
||||
|
||||
varying vec4 colour;
|
||||
varying vec2 texCoord;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
const float particleSize = 0.01;
|
||||
const float particleSize2 = 0.0001;//particleSize*particleSize;
|
||||
|
||||
vec3 pos = position + (gl_Vertex.x*dv_i) + (dv_j * gl_Vertex.y);
|
||||
|
||||
float offset = gl_Vertex.z;
|
||||
texCoord = gl_MultiTexCoord0.xy;
|
||||
|
||||
vec3 v_previous = pos + dv_k * fract( (osg_FrameTime - startTime)*inversePeriod - offset);
|
||||
vec3 v_current = v_previous + dv_k * (osg_DeltaFrameTime*inversePeriod);
|
||||
|
||||
colour = particleColour;
|
||||
|
||||
vec4 v1 = gl_ModelViewMatrix * vec4(v_current,1.0);
|
||||
vec4 v2 = previousModelViewMatrix * vec4(v_previous,1.0);
|
||||
|
||||
vec3 dv = v2.xyz - v1.xyz;
|
||||
|
||||
vec2 dv_normalized = normalize(dv.xy);
|
||||
dv.xy += dv_normalized * particleSize;
|
||||
vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;
|
||||
|
||||
float area = length(dv.xy)*length(dp);
|
||||
colour.a = 0.2+(particleSize2)/area;
|
||||
|
||||
|
||||
v1.xyz += dv*texCoord.y;
|
||||
v1.xy += dp*texCoord.x;
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * v1;
|
||||
}
|
||||
Reference in New Issue
Block a user