Files
OpenSceneGraph/src/osgParticle/ParticleSystem.cpp
Robert Osfield d3251dc9d8 From Sondra Iverson:
small optimization to ParticleSystem.cpp moving sqrtf out of inner loop.
     fix of copy and past error changing erronous cullTimes to drawTimes.
2003-11-06 22:06:44 +00:00

200 lines
6.0 KiB
C++

#include <osgParticle/ParticleSystem>
#include <vector>
#include <osg/Drawable>
#include <osg/CopyOp>
#include <osg/State>
#include <osg/Matrix>
#include <osg/GL>
#include <osg/StateSet>
#include <osg/Texture2D>
#include <osg/BlendFunc>
#include <osg/TexEnv>
#include <osg/Material>
#include <osg/Notify>
#include <osgDB/ReadFile>
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),
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),
freeze_on_cull_(false),
detail_(1),
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_),
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_),
freeze_on_cull_(copy.freeze_on_cull_),
detail_(copy.detail_),
draw_count_(0)
{
}
osgParticle::ParticleSystem::~ParticleSystem()
{
}
void osgParticle::ParticleSystem::update(double dt)
{
// reset bounds
reset_bounds_flag_ = true;
// set up iterators for particles
Particle_vector::iterator i;
Particle_vector::iterator end = particles_.end();
// update particles
for (i=particles_.begin(); i!=end; ++i) {
if (i->isAlive()) {
if (i->update(dt)) {
update_bounds(i->getPosition(), i->getCurrentSize());
} else {
deadparts_.push(&(*i));
}
}
}
// force recomputing of bounding box on next frame
dirtyBound();
}
void osgParticle::ParticleSystem::drawImplementation(osg::State &state) const
{
// update the frame count, so other objects can detect when
// this particle system is culled
last_frame_ = state.getFrameStamp()->getFrameNumber();
// get the current modelview matrix
osg::Matrix modelview = state.getModelViewMatrix();
if (alignment_ == BILLBOARD)
state.applyModelViewMatrix(0);
// set up depth mask for first rendering pass
glPushAttrib(GL_DEPTH_BUFFER_BIT);
glDepthMask(GL_FALSE);
// render, first pass
single_pass_render(state, modelview);
// restore depth mask settings
glPopAttrib();
// render, second pass
if (doublepass_) {
// set up color mask for second rendering pass
glPushAttrib(GL_COLOR_BUFFER_BIT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// render the particles onto the depth buffer
single_pass_render(state, modelview);
// restore color mask settings
glPopAttrib();
}
}
void osgParticle::ParticleSystem::setDefaultAttributes(const std::string &texturefile, bool emissive_particles, bool lighting, int texture_unit)
{
osg::StateSet *stateset = new osg::StateSet;
stateset->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::readImageFile(texturefile));
texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
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);
}
void osgParticle::ParticleSystem::single_pass_render(osg::State & /*state*/, const osg::Matrix &modelview) const
{
draw_count_ = 0;
if (particles_.size() <= 0) return;
Particle_vector::const_iterator i;
Particle_vector::const_iterator i0 = particles_.begin();
Particle_vector::const_iterator end = particles_.end();
i0->beginRender();
float scale = sqrtf(static_cast<float>(detail_));
for (i=i0; i<end; i+=detail_) {
if (i->isAlive()) {
if (i->getShape() != i0->getShape()) {
i0->endRender();
i->beginRender();
i0 = i;
}
++draw_count_;
switch (alignment_) {
case BILLBOARD:
i->render(modelview.preMult(i->getPosition()), osg::Vec3(1, 0, 0), osg::Vec3(0, 1, 0), scale);
break;
case FIXED:
i->render(i->getPosition(), align_X_axis_, align_Y_axis_, scale);
break;
default: ;
}
}
}
i0->endRender();
}