915 lines
31 KiB
C++
915 lines
31 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 <stdlib.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 <osgParticle/PrecipitationEffect>
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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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#include <osg/ImageUtils>
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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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PrecipitationEffect::PrecipitationEffect():
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_previousFrameTime(FLT_MAX)
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{
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setNumChildrenRequiringUpdateTraversal(1);
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setUpGeometries(1024);
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rain(0.5);
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}
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PrecipitationEffect::PrecipitationEffect(const PrecipitationEffect& copy, const osg::CopyOp& copyop):
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osg::Node(copy,copyop),
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_previousFrameTime(FLT_MAX)
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{
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setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
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_wind = copy._wind;
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_particleSpeed = copy._particleSpeed;
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_particleSize = copy._particleSize;
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_particleColor = copy._particleColor;
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_maximumParticleDensity = copy._maximumParticleDensity;
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_cellSize = copy._cellSize;
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_nearTransition = copy._nearTransition;
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_farTransition = copy._farTransition;
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_fog = copy._fog.valid() ? dynamic_cast<osg::Fog*>(copy._fog->clone(copyop)) : 0;
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_useFarLineSegments = copy._useFarLineSegments;
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_dirty = true;
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update();
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}
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void PrecipitationEffect::rain(float intensity)
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{
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_wind.set(0.0f,0.0f,0.0f);
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_particleSpeed = -2.0f + -5.0f*intensity;
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_particleSize = 0.01 + 0.02*intensity;
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_particleColor = osg::Vec4(0.6, 0.6, 0.6, 1.0) - osg::Vec4(0.1, 0.1, 0.1, 1.0)* intensity;
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_maximumParticleDensity = intensity * 8.5f;
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_cellSize.set(5.0f / (0.25f+intensity), 5.0f / (0.25f+intensity), 5.0f);
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_nearTransition = 25.f;
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_farTransition = 100.0f - 60.0f*sqrtf(intensity);
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if (!_fog) _fog = new osg::Fog;
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_fog->setMode(osg::Fog::EXP);
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_fog->setDensity(0.005f*intensity);
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_fog->setColor(osg::Vec4(0.5, 0.5, 0.5, 1.0));
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_useFarLineSegments = false;
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_dirty = true;
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update();
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}
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void PrecipitationEffect::snow(float intensity)
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{
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_wind.set(0.0f,0.0f,0.0f);
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_particleSpeed = -0.75f - 0.25f*intensity;
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_particleSize = 0.02f + 0.03f*intensity;
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_particleColor = osg::Vec4(0.85f, 0.85f, 0.85f, 1.0f) - osg::Vec4(0.1f, 0.1f, 0.1f, 1.0f)* intensity;
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_maximumParticleDensity = intensity * 8.2f;
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_cellSize.set(5.0f / (0.25f+intensity), 5.0f / (0.25f+intensity), 5.0f);
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_nearTransition = 25.f;
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_farTransition = 100.0f - 60.0f*sqrtf(intensity);
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if (!_fog) _fog = new osg::Fog;
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_fog->setMode(osg::Fog::EXP);
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_fog->setDensity(0.01f*intensity);
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_fog->setColor(osg::Vec4(0.6, 0.6, 0.6, 1.0));
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_useFarLineSegments = false;
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_dirty = true;
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update();
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}
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void PrecipitationEffect::compileGLObjects(osg::RenderInfo& renderInfo) const
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{
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if (_quadGeometry.valid())
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{
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_quadGeometry->compileGLObjects(renderInfo);
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if (_quadGeometry->getStateSet()) _quadGeometry->getStateSet()->compileGLObjects(*renderInfo.getState());
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}
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if (_lineGeometry.valid())
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{
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_lineGeometry->compileGLObjects(renderInfo);
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if (_lineGeometry->getStateSet()) _lineGeometry->getStateSet()->compileGLObjects(*renderInfo.getState());
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}
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if (_pointGeometry.valid())
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{
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_pointGeometry->compileGLObjects(renderInfo);
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if (_pointGeometry->getStateSet()) _pointGeometry->getStateSet()->compileGLObjects(*renderInfo.getState());
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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::UPDATE_VISITOR)
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{
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if (_dirty) update();
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if (nv.getFrameStamp())
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{
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double currentTime = nv.getFrameStamp()->getSimulationTime();
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if (_previousFrameTime==FLT_MAX) _previousFrameTime = currentTime;
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double delta = currentTime - _previousFrameTime;
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_origin += _wind * delta;
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_previousFrameTime = currentTime;
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}
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return;
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}
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if (nv.getVisitorType() == osg::NodeVisitor::NODE_VISITOR)
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{
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if (_dirty) update();
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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->getRenderInfo());
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}
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}
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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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return;
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}
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osgUtil::CullVisitor* cv = nv.asCullVisitor();
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if (!cv)
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{
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return;
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}
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ViewIdentifier viewIndentifier(cv, nv.getNodePath());
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{
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PrecipitationDrawableSet* precipitationDrawableSet = 0;
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
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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->setRequiresPreviousMatrix(true);
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precipitationDrawableSet->_quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
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precipitationDrawableSet->_quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
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precipitationDrawableSet->_quadPrecipitationDrawable->setDrawType(GL_QUADS);
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precipitationDrawableSet->_linePrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet->_linePrecipitationDrawable->setRequiresPreviousMatrix(true);
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precipitationDrawableSet->_linePrecipitationDrawable->setGeometry(_lineGeometry.get());
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precipitationDrawableSet->_linePrecipitationDrawable->setStateSet(_lineStateSet.get());
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precipitationDrawableSet->_linePrecipitationDrawable->setDrawType(GL_LINES);
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precipitationDrawableSet->_pointPrecipitationDrawable = new PrecipitationDrawable;
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precipitationDrawableSet->_pointPrecipitationDrawable->setRequiresPreviousMatrix(false);
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precipitationDrawableSet->_pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
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precipitationDrawableSet->_pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
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precipitationDrawableSet->_pointPrecipitationDrawable->setDrawType(GL_POINTS);
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}
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}
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cull(*precipitationDrawableSet, cv);
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cv->pushStateSet(_stateset.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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}
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void PrecipitationEffect::update()
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{
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_dirty = false;
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OSG_INFO<<"PrecipitationEffect::update()"<<std::endl;
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float length_u = _cellSize.x();
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float length_v = _cellSize.y();
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float length_w = _cellSize.z();
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// time taken to get from start to the end of cycle
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_period = fabsf(_cellSize.z() / _particleSpeed);
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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_INFO<<"Cell size X="<<length_u<<std::endl;
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OSG_INFO<<"Cell size Y="<<length_v<<std::endl;
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OSG_INFO<<"Cell size Z="<<length_w<<std::endl;
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{
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
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_viewDrawableMap.clear();
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}
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// set up state/
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{
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if (!_stateset)
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{
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_stateset = new osg::StateSet;
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_stateset->addUniform(new osg::Uniform("baseTexture",0));
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_stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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_stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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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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_stateset->setTextureAttribute(0, texture);
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}
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if (!_inversePeriodUniform)
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{
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_inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/_period);
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_stateset->addUniform(_inversePeriodUniform.get());
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}
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else _inversePeriodUniform->set(1.0f/_period);
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if (!_particleColorUniform)
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{
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_particleColorUniform = new osg::Uniform("particleColour", _particleColor);
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_stateset->addUniform(_particleColorUniform.get());
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}
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else _particleColorUniform->set(_particleColor);
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if (!_particleSizeUniform)
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{
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_particleSizeUniform = new osg::Uniform("particleSize", _particleSize);
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_stateset->addUniform(_particleSizeUniform.get());
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}
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else _particleSizeUniform->set(_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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}
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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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}
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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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}
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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 quadRenderBin = 13;
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unsigned int lineRenderBin = 12;
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unsigned int pointRenderBin = 11;
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OSG_INFO<<"PrecipitationEffect::setUpGeometries("<<numParticles<<")"<<std::endl;
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bool needGeometryRebuild = false;
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if (!_quadGeometry || _quadGeometry->getVertexArray()->getNumElements() != 4*numParticles)
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{
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_quadGeometry = new osg::Geometry;
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_quadGeometry->setUseVertexBufferObjects(true);
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needGeometryRebuild = true;
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}
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if (!_lineGeometry || _lineGeometry->getVertexArray()->getNumElements() != 2*numParticles)
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{
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_lineGeometry = new osg::Geometry;
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_lineGeometry->setUseVertexBufferObjects(true);
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needGeometryRebuild = true;
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}
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if (!_pointGeometry || _pointGeometry->getVertexArray()->getNumElements() != numParticles)
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{
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_pointGeometry = new osg::Geometry;
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_pointGeometry->setUseVertexBufferObjects(true);
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needGeometryRebuild = true;
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}
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if (needGeometryRebuild)
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{
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createGeometry(numParticles, _quadGeometry.get(), _lineGeometry.get(), _pointGeometry.get());
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}
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if (!_quadStateSet)
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{
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_quadStateSet = new osg::StateSet;
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osg::Program* program = new osg::Program;
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_quadStateSet->setAttribute(program);
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_quadStateSet->setRenderBinDetails(quadRenderBin,"DepthSortedBin");
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#ifdef USE_LOCAL_SHADERS
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char vertexShaderSource[] =
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"uniform float inversePeriod;\n"
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"uniform vec4 particleColour;\n"
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"uniform float particleSize;\n"
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"\n"
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"uniform float osg_SimulationTime;\n"
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"uniform float osg_DeltaSimulationTime;\n"
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"\n"
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"varying vec4 colour;\n"
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"varying vec2 texCoord;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" float offset = gl_Vertex.z;\n"
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" float startTime = gl_MultiTexCoord1.x;\n"
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" texCoord = gl_MultiTexCoord0.xy;\n"
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"\n"
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" vec4 v_previous = gl_Vertex;\n"
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" v_previous.z = fract( (osg_SimulationTime - startTime)*inversePeriod - offset);\n"
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" \n"
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" vec4 v_current = v_previous;\n"
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" v_current.z += (osg_DeltaSimulationTime*inversePeriod);\n"
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" \n"
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"\n"
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" colour = particleColour;\n"
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" \n"
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" vec4 v1 = gl_ModelViewMatrix * v_current;\n"
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" vec4 v2 = gl_TextureMatrix[0] * v_previous;\n"
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" \n"
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|
" 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"
|
|
" gl_ClipVertex = 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
|
|
}
|
|
|
|
|
|
if (!_lineStateSet)
|
|
{
|
|
_lineStateSet = new osg::StateSet;
|
|
|
|
osg::Program* program = new osg::Program;
|
|
_lineStateSet->setAttribute(program);
|
|
_lineStateSet->setRenderBinDetails(lineRenderBin,"DepthSortedBin");
|
|
|
|
#ifdef USE_LOCAL_SHADERS
|
|
char vertexShaderSource[] =
|
|
"uniform float inversePeriod;\n"
|
|
"uniform vec4 particleColour;\n"
|
|
"uniform float particleSize;\n"
|
|
"\n"
|
|
"uniform float osg_SimulationTime;\n"
|
|
"uniform float osg_DeltaSimulationTime;\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_SimulationTime - startTime)*inversePeriod - offset);\n"
|
|
" \n"
|
|
" vec4 v_current = v_previous;\n"
|
|
" v_current.z += (osg_DeltaSimulationTime*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"
|
|
" gl_ClipVertex = 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
|
|
}
|
|
|
|
|
|
if (!_pointStateSet)
|
|
{
|
|
_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_SimulationTime;\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_SimulationTime - 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"
|
|
" gl_ClipVertex = gl_ModelViewMatrix * v_current;\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);
|
|
|
|
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE)
|
|
_pointStateSet->setMode(GL_VERTEX_PROGRAM_POINT_SIZE, osg::StateAttribute::ON);
|
|
#else
|
|
OSG_NOTICE<<"Warning: ParticleEffect::setUpGeometries(..) not fully implemented."<<std::endl;
|
|
#endif
|
|
|
|
_pointStateSet->setRenderBinDetails(pointRenderBin,"DepthSortedBin");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void PrecipitationEffect::cull(PrecipitationDrawableSet& pds, osgUtil::CullVisitor* cv) const
|
|
{
|
|
#ifdef DO_TIMING
|
|
osg::Timer_t startTick = osg::Timer::instance()->tick();
|
|
#endif
|
|
|
|
float cellVolume = _cellSize.x() * _cellSize.y() * _cellSize.z();
|
|
int numberOfParticles = (int)(_maximumParticleDensity * cellVolume);
|
|
|
|
if (numberOfParticles==0) return;
|
|
|
|
pds._quadPrecipitationDrawable->setNumberOfVertices(numberOfParticles*4);
|
|
pds._linePrecipitationDrawable->setNumberOfVertices(numberOfParticles*2);
|
|
pds._pointPrecipitationDrawable->setNumberOfVertices(numberOfParticles);
|
|
|
|
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_NOTICE<<" eyeLocal "<<eyeLocal<<std::endl;
|
|
|
|
float eye_k = (eyeLocal-_origin)*_inverse_dw;
|
|
osg::Vec3 eye_kPlane = eyeLocal-_dw*eye_k-_origin;
|
|
|
|
// 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 = _farTransition * _inverse_du.x();
|
|
float j_delta = _farTransition * _inverse_dv.y();
|
|
float k_delta = 1;//_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_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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#ifdef DO_TIMING
|
|
osg::Timer_t endTick = osg::Timer::instance()->tick();
|
|
|
|
OSG_NOTICE<<"time for cull "<<osg::Timer::instance()->delta_m(startTick,endTick)<<"ms numTested="<<numTested<<" numInFrustum"<<numInFrustum<<std::endl;
|
|
OSG_NOTICE<<" quads "<<pds._quadPrecipitationDrawable->getCurrentCellMatrixMap().size()<<" lines "<<pds._linePrecipitationDrawable->getCurrentCellMatrixMap().size()<<" points "<<pds._pointPrecipitationDrawable->getCurrentCellMatrixMap().size()<<std::endl;
|
|
#endif
|
|
}
|
|
|
|
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 < _nearTransition)
|
|
{
|
|
PrecipitationDrawable::DepthMatrixStartTime& mstp = pds._quadPrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
|
|
mstp.depth = distance;
|
|
mstp.startTime = startTime;
|
|
mymodelview = &mstp.modelview;
|
|
}
|
|
else if (distance <= _farTransition)
|
|
{
|
|
if (_useFarLineSegments)
|
|
{
|
|
PrecipitationDrawable::DepthMatrixStartTime& mstp = pds._linePrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
|
|
mstp.depth = distance;
|
|
mstp.startTime = startTime;
|
|
mymodelview = &mstp.modelview;
|
|
}
|
|
else
|
|
{
|
|
PrecipitationDrawable::DepthMatrixStartTime& mstp = pds._pointPrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
|
|
mstp.depth = distance;
|
|
mstp.startTime = startTime;
|
|
mymodelview = &mstp.modelview;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
*mymodelview = *(cv->getModelViewMatrix());
|
|
mymodelview->preMultTranslate(position);
|
|
mymodelview->preMultScale(scale);
|
|
|
|
cv->updateCalculatedNearFar(*(cv->getModelViewMatrix()),bb);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Precipitation Drawable
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable():
|
|
_requiresPreviousMatrix(true),
|
|
_drawType(GL_QUADS),
|
|
_numberOfVertices(0)
|
|
{
|
|
setSupportsDisplayList(false);
|
|
}
|
|
|
|
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop):
|
|
osg::Drawable(copy,copyop),
|
|
_requiresPreviousMatrix(copy._requiresPreviousMatrix),
|
|
_geometry(copy._geometry),
|
|
_drawType(copy._drawType),
|
|
_numberOfVertices(copy._numberOfVertices)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
void PrecipitationEffect::PrecipitationDrawable::drawImplementation(osg::RenderInfo& renderInfo) const
|
|
{
|
|
#if defined(OSG_GL_MATRICES_AVAILABLE)
|
|
|
|
if (!_geometry) return;
|
|
|
|
|
|
const osg::GLExtensions* extensions = renderInfo.getState()->get<osg::GLExtensions>();
|
|
|
|
// save OpenGL matrices
|
|
glPushMatrix();
|
|
|
|
if (_requiresPreviousMatrix)
|
|
{
|
|
renderInfo.getState()->setActiveTextureUnit(0);
|
|
glMatrixMode( GL_TEXTURE );
|
|
glPushMatrix();
|
|
}
|
|
|
|
typedef std::vector<const CellMatrixMap::value_type*> DepthMatrixStartTimeVector;
|
|
DepthMatrixStartTimeVector orderedEntries;
|
|
orderedEntries.reserve(_currentCellMatrixMap.size());
|
|
|
|
for(CellMatrixMap::const_iterator citr = _currentCellMatrixMap.begin();
|
|
citr != _currentCellMatrixMap.end();
|
|
++citr)
|
|
{
|
|
orderedEntries.push_back(&(*citr));
|
|
}
|
|
|
|
std::sort(orderedEntries.begin(),orderedEntries.end(),LessFunctor());
|
|
|
|
for(DepthMatrixStartTimeVector::reverse_iterator itr = orderedEntries.rbegin();
|
|
itr != orderedEntries.rend();
|
|
++itr)
|
|
{
|
|
extensions->glMultiTexCoord1f(GL_TEXTURE0+1, (*itr)->second.startTime);
|
|
|
|
// load cells current modelview matrix
|
|
if (_requiresPreviousMatrix)
|
|
{
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadMatrix((*itr)->second.modelview.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.modelview.ptr());
|
|
}
|
|
else
|
|
{
|
|
// use current modelview matrix as "previous" frame value, cancelling motion blurr effect
|
|
glMatrixMode( GL_TEXTURE );
|
|
glLoadMatrix((*itr)->second.modelview.ptr());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
glLoadMatrix((*itr)->second.modelview.ptr());
|
|
}
|
|
|
|
_geometry->draw(renderInfo);
|
|
|
|
unsigned int numVertices = osg::minimum(_geometry->getVertexArray()->getNumElements(), _numberOfVertices);
|
|
glDrawArrays(_drawType, 0, numVertices);
|
|
}
|
|
|
|
// restore OpenGL matrices
|
|
if (_requiresPreviousMatrix)
|
|
{
|
|
glPopMatrix();
|
|
glMatrixMode( GL_MODELVIEW );
|
|
}
|
|
|
|
glPopMatrix();
|
|
#else
|
|
OSG_NOTICE<<"Warning: ParticleEffect::drawImplementation(..) not fully implemented."<<std::endl;
|
|
#endif
|
|
}
|