OpenSceneGraph/include/osgParticle/PrecipitationEffect

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
* 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
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* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
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* 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
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* OpenSceneGraph Public License for more details.
*/
#ifndef OSGPARTICLE_PRECIPITATIONEFFECT
#define OSGPARTICLE_PRECIPITATIONEFFECT
#include <osg/Group>
#include <osg/BoundingBox>
#include <osg/Fog>
#include <osg/Geometry>
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#include <osgUtil/CullVisitor>
#include <osgParticle/Export>
namespace osgParticle
{
class OSGPARTICLE_EXPORT PrecipitationEffect : public osg::Node
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{
public:
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PrecipitationEffect();
PrecipitationEffect(const PrecipitationEffect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
virtual const char* libraryName() const { return "osgParticle"; }
virtual const char* className() const { return "PrecipitationEffect"; }
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const PrecipitationEffect*>(obj) != 0; }
virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* state = 0) const;
virtual void traverse(osg::NodeVisitor& nv);
/** Set all the parameters to create an rain effect of specified intensity.*/
void rain(float intensity);
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/** Set all the parameters to create an snow effect of specified intensity.*/
void snow(float intensity);
void setMaximumParticleDensity(float density) { if (_maximumParticleDensity==density) return; _maximumParticleDensity = density; _dirty = true;}
float getMaximumParticleDensity() const { return _maximumParticleDensity; }
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void setWind(const osg::Vec3& wind) { _wind = wind; }
const osg::Vec3& getWind() const { return _wind; }
void setPosition(const osg::Vec3& position) { _origin = position; }
const osg::Vec3& getPosition() const { return _origin; }
void setCellSize(const osg::Vec3& cellSize) { if (_cellSize==cellSize) return; _cellSize = cellSize; _dirty = true; }
const osg::Vec3& getCellSize() const { return _cellSize; }
void setParticleSpeed(float particleSpeed) { if (_particleSpeed==particleSpeed) return; _particleSpeed = particleSpeed; _dirty = true; }
float getParticleSpeed() const { return _particleSpeed; }
void setParticleSize(float particleSize) { if (_particleSize==particleSize) return; _particleSize = particleSize; _dirty = true;}
float getParticleSize() const { return _particleSize; }
void setParticleColor(const osg::Vec4& color) { if (_particleColor==color) return; _particleColor = color; _dirty = true;}
const osg::Vec4& getParticleColor() const { return _particleColor; }
void setNearTransition(float nearTransition) { _nearTransition = nearTransition; }
float getNearTransition() const { return _nearTransition; }
void setFarTransition(float farTransition) { _farTransition = farTransition; }
float getFarTransition() const { return _farTransition; }
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void setUseFarLineSegments(bool useFarLineSegments) { _useFarLineSegments = useFarLineSegments; }
bool getUseFarLineSegments() const { return _useFarLineSegments; }
void setFog(osg::Fog* fog) { _fog = fog; }
osg::Fog* getFog() { return _fog.get(); }
const osg::Fog* getFog() const { return _fog.get(); }
osg::Geometry* getQuadGeometry() { return _quadGeometry.get(); }
osg::StateSet* getQuadStateSet() { return _quadStateSet.get(); }
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osg::Geometry* getLineGeometry() { return _lineGeometry.get(); }
osg::StateSet* getLineStateSet() { return _lineStateSet.get(); }
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osg::Geometry* getPointGeometry() { return _pointGeometry.get(); }
osg::StateSet* getPointStateSet() { return _pointStateSet.get(); }
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/** Internal drawable used to render batches of cells.*/
class OSGPARTICLE_EXPORT PrecipitationDrawable : public osg::Drawable
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{
public:
PrecipitationDrawable();
PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
META_Object(osgParticle, PrecipitationDrawable);
virtual bool supports(const osg::PrimitiveFunctor&) const { return false; }
virtual void accept(osg::PrimitiveFunctor&) const {}
virtual bool supports(const osg::PrimitiveIndexFunctor&) const { return false; }
virtual void accept(osg::PrimitiveIndexFunctor&) const {}
void setRequiresPreviousMatrix(bool flag) { _requiresPreviousMatrix = flag; }
bool getRequiresPreviousMatrix() const { return _requiresPreviousMatrix; }
void setGeometry(osg::Geometry* geom) { _geometry = geom; }
osg::Geometry* getGeometry() { return _geometry.get(); }
const osg::Geometry* getGeometry() const { return _geometry.get(); }
void setDrawType(GLenum type) { _drawType = type; }
GLenum getDrawType() const { return _drawType; }
void setNumberOfVertices(unsigned int numVertices) { _numberOfVertices = numVertices; }
unsigned int getNumberOfVertices() const { return _numberOfVertices; }
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* state) const;
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
struct Cell
{
Cell(int in_i, int in_j, int in_k):
i(in_i), j(in_j), k(in_k) {}
inline bool operator < (const Cell& rhs) const
{
if (i<rhs.i) return true;
if (i>rhs.i) return false;
if (j<rhs.j) return true;
if (j>rhs.j) return false;
if (k<rhs.k) return true;
if (k>rhs.k) return false;
return false;
}
int i;
int j;
int k;
};
struct DepthMatrixStartTime
{
inline bool operator < (const DepthMatrixStartTime& rhs) const
{
return depth < rhs.depth;
}
float depth;
float startTime;
osg::Matrix modelview;
};
typedef std::map< Cell, DepthMatrixStartTime > CellMatrixMap;
struct LessFunctor
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{
inline bool operator () (const CellMatrixMap::value_type* lhs,const CellMatrixMap::value_type* rhs) const
{
return (*lhs).second<(*rhs).second;
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}
};
CellMatrixMap& getCurrentCellMatrixMap() { return _currentCellMatrixMap; }
CellMatrixMap& getPreviousCellMatrixMap() { return _previousCellMatrixMap; }
inline void newFrame()
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{
_previousCellMatrixMap.swap(_currentCellMatrixMap);
_currentCellMatrixMap.clear();
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}
protected:
virtual ~PrecipitationDrawable();
bool _requiresPreviousMatrix;
osg::ref_ptr<osg::Geometry> _geometry;
mutable CellMatrixMap _currentCellMatrixMap;
mutable CellMatrixMap _previousCellMatrixMap;
GLenum _drawType;
unsigned int _numberOfVertices;
};
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protected:
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virtual ~PrecipitationEffect() {}
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void compileGLObjects(osg::RenderInfo& renderInfo) const;
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void update();
void createGeometry(unsigned int numParticles,
osg::Geometry* quad_geometry,
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osg::Geometry* line_geometry,
osg::Geometry* point_geometry);
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void setUpGeometries(unsigned int numParticles);
struct PrecipitationDrawableSet
{
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osg::ref_ptr<PrecipitationDrawable> _quadPrecipitationDrawable;
osg::ref_ptr<PrecipitationDrawable> _linePrecipitationDrawable;
osg::ref_ptr<PrecipitationDrawable> _pointPrecipitationDrawable;
};
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void cull(PrecipitationDrawableSet& pds, osgUtil::CullVisitor* cv) const;
bool build(const osg::Vec3 eyeLocal, int i, int j, int k, float startTime, PrecipitationDrawableSet& pds, osg::Polytope& frustum, osgUtil::CullVisitor* cv) const;
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// parameters
bool _dirty;
osg::Vec3 _wind;
float _particleSpeed;
float _particleSize;
osg::Vec4 _particleColor;
float _maximumParticleDensity;
osg::Vec3 _cellSize;
float _nearTransition;
float _farTransition;
bool _useFarLineSegments;
osg::ref_ptr<osg::Fog> _fog;
osg::ref_ptr<osg::Uniform> _inversePeriodUniform;
osg::ref_ptr<osg::Uniform> _particleSizeUniform;
osg::ref_ptr<osg::Uniform> _particleColorUniform;
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typedef std::pair< osg::NodeVisitor*, osg::NodePath > ViewIdentifier;
typedef std::map< ViewIdentifier, PrecipitationDrawableSet > ViewDrawableMap;
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OpenThreads::Mutex _mutex;
ViewDrawableMap _viewDrawableMap;
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osg::ref_ptr<osg::Geometry> _quadGeometry;
osg::ref_ptr<osg::StateSet> _quadStateSet;
osg::ref_ptr<osg::Geometry> _lineGeometry;
osg::ref_ptr<osg::StateSet> _lineStateSet;
osg::ref_ptr<osg::Geometry> _pointGeometry;
osg::ref_ptr<osg::StateSet> _pointStateSet;
// cache variables.
float _period;
osg::Vec3 _origin;
osg::Vec3 _du;
osg::Vec3 _dv;
osg::Vec3 _dw;
osg::Vec3 _inverse_du;
osg::Vec3 _inverse_dv;
osg::Vec3 _inverse_dw;
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double _previousFrameTime;
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};
}
#endif