Files
OpenSceneGraph/src/osgParticle/ParticleSystem.cpp

220 lines
6.4 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;
for(unsigned int i=0; i<_particles.size(); ++i)
{
Particle& particle = _particles[i];
if (particle.isAlive())
{
if (particle.update(dt))
{
update_bounds(particle.getPosition(), particle.getCurrentSize());
}
else
{
reuseParticle(i);
}
}
}
// force recomputing of bounding box on next frame
dirtyBound();
}
void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo) const
{
osg::State& state = *renderInfo.getState();
OpenThreads::ScopedReadLock lock(_readWriteMutex);
// 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);
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);
}
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();
}
osg::BoundingBox osgParticle::ParticleSystem::computeBound() const
{
if (!_bounds_computed)
{
return _def_bbox;
} else
{
return osg::BoundingBox(_bmin,_bmax);
}
}