#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define USE_LOCAL_SHADERS static double distance(const osg::Vec3& coord, const osg::Matrix& matrix) { // copied from CullVisitor.cpp return -(coord[0]*matrix(0,2)+coord[1]*matrix(1,2)+coord[2]*matrix(2,2)+matrix(3,2)); } osgParticle::ParticleSystem::ParticleSystem() : osg::Drawable(), _def_bbox(osg::Vec3(-10, -10, -10), osg::Vec3(10, 10, 10)), _alignment(BILLBOARD), _align_X_axis(1, 0, 0), _align_Y_axis(0, 1, 0), _particleScaleReferenceFrame(WORLD_COORDINATES), _useVertexArray(false), _useShaders(false), _dirty_uniforms(false), _doublepass(false), _frozen(false), _bmin(0, 0, 0), _bmax(0, 0, 0), _reset_bounds_flag(false), _bounds_computed(false), _def_ptemp(Particle()), _last_frame(0), _dirty_dt(true), _freeze_on_cull(false), _t0(0.0), _dt(0.0), _detail(1), _sortMode(NO_SORT), _visibilityDistance(-1.0), _draw_count(0) { // we don't support display lists because particle systems // are dynamic, and they always changes between frames setSupportsDisplayList(false); } osgParticle::ParticleSystem::ParticleSystem(const ParticleSystem& copy, const osg::CopyOp& copyop) : osg::Drawable(copy, copyop), _def_bbox(copy._def_bbox), _alignment(copy._alignment), _align_X_axis(copy._align_X_axis), _align_Y_axis(copy._align_Y_axis), _particleScaleReferenceFrame(copy._particleScaleReferenceFrame), _useVertexArray(copy._useVertexArray), _useShaders(copy._useShaders), _dirty_uniforms(copy._dirty_uniforms), _doublepass(copy._doublepass), _frozen(copy._frozen), _bmin(copy._bmin), _bmax(copy._bmax), _reset_bounds_flag(copy._reset_bounds_flag), _bounds_computed(copy._bounds_computed), _def_ptemp(copy._def_ptemp), _last_frame(copy._last_frame), _dirty_dt(copy._dirty_dt), _freeze_on_cull(copy._freeze_on_cull), _t0(copy._t0), _dt(copy._dt), _detail(copy._detail), _sortMode(copy._sortMode), _visibilityDistance(copy._visibilityDistance), _draw_count(0) { } osgParticle::ParticleSystem::~ParticleSystem() { } void osgParticle::ParticleSystem::update(double dt, osg::NodeVisitor& nv) { // reset bounds _reset_bounds_flag = true; if (_useShaders) { // Update shader uniforms // This slightly reduces the consumption of traversing the particle vector, because we // don't compute tile and angle attributes that are useleff for shaders. // At present, our lcoal shader implementation will ignore these particle props: // _cur_tile, _s_coord, _t_coord, _prev_pos, _prev_angle and _angle osg::StateSet* stateset = getOrCreateStateSet(); if (_dirty_uniforms) { osg::Uniform* u_vd = stateset->getUniform("visibilityDistance"); if (u_vd) u_vd->set((float)_visibilityDistance); _dirty_uniforms = false; } } for(unsigned int i=0; i<_particles.size(); ++i) { Particle& particle = _particles[i]; if (particle.isAlive()) { if (particle.update(dt, _useShaders)) { update_bounds(particle.getPosition(), particle.getCurrentSize()); } else { reuseParticle(i); } } } if (_sortMode != NO_SORT) { // sort particles osgUtil::CullVisitor* cv = dynamic_cast(&nv); if (cv) { osg::Matrixd modelview = *(cv->getModelViewMatrix()); double scale = (_sortMode==SORT_FRONT_TO_BACK ? -1.0 : 1.0); double deadDistance = DBL_MAX; for (unsigned int i=0; i<_particles.size(); ++i) { Particle& particle = _particles[i]; if (particle.isAlive()) particle.setDepth(distance(particle.getPosition(), modelview) * scale); else particle.setDepth(deadDistance); } std::sort(_particles.begin(), _particles.end()); // Repopulate the death stack as it will have been invalidated by the sort. unsigned int numDead = _deadparts.size(); if (numDead>0) { // clear the death stack _deadparts = Death_stack(); // copy the tail of the _particles vector as this will contain all the dead Particle thanks to the depth sort against DBL_MAX Particle* first_dead_ptr = &_particles[_particles.size()-numDead]; Particle* last_dead_ptr = &_particles[_particles.size()-1]; for(Particle* dead_ptr = first_dead_ptr; dead_ptr<=last_dead_ptr; ++dead_ptr) { _deadparts.push(dead_ptr); } } } } // force recomputing of bounding box on next frame dirtyBound(); } void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo) const { osg::State& state = *renderInfo.getState(); ScopedReadLock lock(_readWriteMutex); // update the frame count, so other objects can detect when // this particle system is culled _last_frame = state.getFrameStamp()->getFrameNumber(); // update the dirty flag of delta time, so next time a new request for delta time // will automatically cause recomputing _dirty_dt = true; // get the current modelview matrix osg::Matrix modelview = state.getModelViewMatrix(); // set up depth mask for first rendering pass #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) glPushAttrib(GL_DEPTH_BUFFER_BIT); #endif glDepthMask(GL_FALSE); // render, first pass if (_useVertexArray) render_vertex_array(renderInfo); else single_pass_render(renderInfo, modelview); #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) // restore depth mask settings glPopAttrib(); #endif // render, second pass if (_doublepass) { // set up color mask for second rendering pass #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) glPushAttrib(GL_COLOR_BUFFER_BIT); #endif glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // render the particles onto the depth buffer if (_useVertexArray) render_vertex_array(renderInfo); else single_pass_render(renderInfo, modelview); #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) // restore color mask settings glPopAttrib(); #endif } #if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) OSG_NOTICE<<"Warning: ParticleSystem::drawImplementation(..) not fully implemented."<setMode(GL_LIGHTING, lighting? osg::StateAttribute::ON: osg::StateAttribute::OFF); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); osg::Material *material = new osg::Material; material->setSpecular(osg::Material::FRONT, osg::Vec4(0, 0, 0, 1)); material->setEmission(osg::Material::FRONT, osg::Vec4(0, 0, 0, 1)); material->setColorMode(lighting? osg::Material::AMBIENT_AND_DIFFUSE : osg::Material::OFF); stateset->setAttributeAndModes(material, osg::StateAttribute::ON); if (!texturefile.empty()) { osg::Texture2D *texture = new osg::Texture2D; texture->setImage(osgDB::readRefImageFile(texturefile)); texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::MIRROR); texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR); stateset->setTextureAttributeAndModes(texture_unit, texture, osg::StateAttribute::ON); osg::TexEnv *texenv = new osg::TexEnv; texenv->setMode(osg::TexEnv::MODULATE); stateset->setTextureAttribute(texture_unit, texenv); } osg::BlendFunc *blend = new osg::BlendFunc; if (emissive_particles) { blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE); } else { blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); } stateset->setAttributeAndModes(blend, osg::StateAttribute::ON); setStateSet(stateset); setUseVertexArray(false); setUseShaders(false); } void osgParticle::ParticleSystem::setDefaultAttributesUsingShaders(const std::string& texturefile, bool emissive_particles, int texture_unit) { osg::StateSet *stateset = new osg::StateSet; stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); osg::PointSprite *sprite = new osg::PointSprite; stateset->setTextureAttributeAndModes(texture_unit, sprite, osg::StateAttribute::ON); #if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) stateset->setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::StateAttribute::ON); #else OSG_NOTICE<<"Warning: ParticleSystem::setDefaultAttributesUsingShaders(..) not fully implemented."<setImage(osgDB::readRefImageFile(texturefile)); texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::MIRROR); texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR); stateset->setTextureAttributeAndModes(texture_unit, texture, osg::StateAttribute::ON); } osg::BlendFunc *blend = new osg::BlendFunc; if (emissive_particles) { blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE); } else { blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); } stateset->setAttributeAndModes(blend, osg::StateAttribute::ON); osg::Program *program = new osg::Program; #ifdef USE_LOCAL_SHADERS char vertexShaderSource[] = "uniform float visibilityDistance;\n" "varying vec3 basic_prop;\n" "\n" "void main(void)\n" "{\n" " basic_prop = gl_MultiTexCoord0.xyz;\n" " \n" " vec4 ecPos = gl_ModelViewMatrix * gl_Vertex;\n" " float ecDepth = -ecPos.z;\n" " \n" " if (visibilityDistance > 0.0)\n" " {\n" " if (ecDepth <= 0.0 || ecDepth >= visibilityDistance)\n" " basic_prop.x = -1.0;\n" " }\n" " \n" " gl_Position = ftransform();\n" " gl_ClipVertex = ecPos;\n" " \n" " vec4 color = gl_Color;\n" " color.a *= basic_prop.z;\n" " gl_FrontColor = color;\n" " gl_BackColor = gl_FrontColor;\n" "}\n"; char fragmentShaderSource[] = "uniform sampler2D baseTexture;\n" "varying vec3 basic_prop;\n" "\n" "void main(void)\n" "{\n" " if (basic_prop.x < 0.0) discard;\n" " gl_FragColor = gl_Color * 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 program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/particle.vert"))); program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/particle.frag"))); #endif stateset->setAttributeAndModes(program, osg::StateAttribute::ON); stateset->addUniform(new osg::Uniform("visibilityDistance", (float)_visibilityDistance)); stateset->addUniform(new osg::Uniform("baseTexture", texture_unit)); setStateSet(stateset); setUseVertexArray(true); setUseShaders(true); } void osgParticle::ParticleSystem::single_pass_render(osg::RenderInfo& renderInfo, const osg::Matrix& modelview) const { _draw_count = 0; if (_particles.size() <= 0) return; osg::GLBeginEndAdapter* gl = &(renderInfo.getState()->getGLBeginEndAdapter()); float scale = sqrtf(static_cast(_detail)); osg::Vec3 xAxis = _align_X_axis; osg::Vec3 yAxis = _align_Y_axis; osg::Vec3 scaled_aligned_xAxis = _align_X_axis; osg::Vec3 scaled_aligned_yAxis = _align_Y_axis; float xScale = 1.0f; float yScale = 1.0f; if (_alignment==BILLBOARD) { xAxis = osg::Matrix::transform3x3(modelview,_align_X_axis); yAxis = osg::Matrix::transform3x3(modelview,_align_Y_axis); float lengthX2 = xAxis.length2(); float lengthY2 = yAxis.length2(); if (_particleScaleReferenceFrame==LOCAL_COORDINATES) { xScale = 1.0f/sqrtf(lengthX2); yScale = 1.0f/sqrtf(lengthY2); } else { xScale = 1.0f/lengthX2; yScale = 1.0f/lengthY2; } scaled_aligned_xAxis *= xScale; scaled_aligned_yAxis *= yScale; xAxis *= xScale; yAxis *= yScale; } bool requiresEndRender = false; const Particle* startParticle = &_particles[0]; if (startParticle->getShape() != Particle::USER) { startParticle->beginRender(gl); requiresEndRender = true; } else { // Enable writing depth mask when drawing user-defined particles glDepthMask(GL_TRUE); } for(unsigned int i=0; i<_particles.size(); i+=_detail) { const Particle* currentParticle = &_particles[i]; bool insideDistance = true; if (_sortMode != NO_SORT && _visibilityDistance>0.0) insideDistance = (currentParticle->getDepth()>=0.0 && currentParticle->getDepth()<=_visibilityDistance); if (currentParticle->isAlive() && insideDistance) { if (currentParticle->getShape() != startParticle->getShape()) { startParticle->endRender(gl); startParticle = currentParticle; if (currentParticle->getShape() != Particle::USER) { currentParticle->beginRender(gl); requiresEndRender = true; glDepthMask(GL_FALSE); } else glDepthMask(GL_TRUE); } ++_draw_count; if (currentParticle->getShape() == Particle::USER) { if (requiresEndRender) { startParticle->endRender(gl); requiresEndRender = false; } currentParticle->render(renderInfo, currentParticle->getPosition(), currentParticle->getAngle()); continue; } const osg::Vec3& angle = currentParticle->getAngle(); bool requiresRotation = (angle.x()!=0.0f || angle.y()!=0.0f || angle.z()!=0.0f); if (requiresRotation) { osg::Matrix R; R.makeRotate( angle.x(), osg::Vec3(1, 0, 0), angle.y(), osg::Vec3(0, 1, 0), angle.z(), osg::Vec3(0, 0, 1)); if (_alignment==BILLBOARD) { xAxis = osg::Matrix::transform3x3(R,scaled_aligned_xAxis); xAxis = osg::Matrix::transform3x3(modelview,xAxis); yAxis = osg::Matrix::transform3x3(R,scaled_aligned_yAxis); yAxis = osg::Matrix::transform3x3(modelview,yAxis); currentParticle->render(gl,currentParticle->getPosition(), xAxis, yAxis, scale); } else { xAxis = osg::Matrix::transform3x3(R, scaled_aligned_xAxis); yAxis = osg::Matrix::transform3x3(R, scaled_aligned_yAxis); currentParticle->render(gl,currentParticle->getPosition(), xAxis, yAxis, scale); } } else { currentParticle->render(gl,currentParticle->getPosition(), xAxis, yAxis, scale); } } } if (requiresEndRender) startParticle->endRender(gl); } void osgParticle::ParticleSystem::render_vertex_array(osg::RenderInfo& renderInfo) const { if (_particles.size() <= 0) return; // Compute the pointer and offsets Particle_vector::const_iterator itr = _particles.begin(); float* ptr = (float*)(&(*itr)); GLsizei stride = 0; if (_particles.size() > 1) { float* ptr1 = (float*)(&(*(itr+1))); stride = ptr1 - ptr; } GLsizei posOffset = (float*)(&(itr->_position)) - ptr; // Position GLsizei colorOffset = (float*)(&(itr->_current_color)) - ptr; // Color GLsizei velOffset = (float*)(&(itr->_velocity)) - ptr; // Velocity GLsizei propOffset = (float*)(&(itr->_alive)) - ptr; // Alive, size & alpha // Draw particles as arrays osg::State& state = *renderInfo.getState(); state.lazyDisablingOfVertexAttributes(); state.setColorPointer(4, GL_FLOAT, stride * sizeof(float), ptr + colorOffset); state.setVertexPointer(3, GL_FLOAT, stride * sizeof(float), ptr + posOffset); if (_useShaders) { state.setNormalPointer(GL_FLOAT, stride * sizeof(float), ptr + velOffset); state.setTexCoordPointer(0, 3, GL_FLOAT, stride * sizeof(float), ptr + propOffset); } state.applyDisablingOfVertexAttributes(); glDrawArrays(GL_POINTS, 0, _particles.size()); } osg::BoundingBox osgParticle::ParticleSystem::computeBoundingBox() const { if (!_bounds_computed) { return _def_bbox; } else { return osg::BoundingBox(_bmin,_bmax); } }