Files
OpenSceneGraph/examples/osgprecipitation/PrecipitationDrawable.cpp
2006-04-21 19:39:05 +00:00

95 lines
2.6 KiB
C++

/* -*-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.
*/
#include "PrecipitationDrawable.h"
#include <osg/Notify>
#include <osg/io_utils>
using namespace osgParticle;
PrecipitationDrawable::PrecipitationDrawable()
{
setSupportsDisplayList(false);
}
PrecipitationDrawable::PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop):
Drawable(copy,copyop)
{
}
void PrecipitationDrawable::setParameters(PrecipitationParameters* parameters)
{
_parameters = parameters;
}
void PrecipitationDrawable::compileGLObjects(osg::State& state) const
{
osg::notify(osg::NOTICE)<<"PrecipitationDrawable::compileGLObjects()"<<this<<std::endl;
}
void 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)
{
float _startTime = 0.0f;
extensions->glMultiTexCoord1f(GL_TEXTURE0+1, _startTime);
// load cells current modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadMatrix(itr->second.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.ptr());
}
else
{
// use current modelview matrix as "previous" frame value, cancelling motion blurr effect
glMatrixMode( GL_TEXTURE );
glLoadMatrix(itr->second.ptr());
}
_geometry->draw(state);
}
// restore OpenGL matrices
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
}