Moved PrecipitationEffect node into osgParticle.
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@ -207,6 +207,10 @@ SOURCE=..\..\src\osgParticle\ParticleSystem.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osgParticle\PrecipitationEffect.cpp
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# End Source File
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# Begin Source File
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SOURCE=..\..\src\osgParticle\ConnectedParticleSystem.cpp
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# End Source File
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# Begin Source File
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@ -2,10 +2,9 @@ TOPDIR = ../..
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include $(TOPDIR)/Make/makedefs
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CXXFILES =\
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PrecipitationEffect.cpp\
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osgprecipitation.cpp\
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LIBS += -losgProducer -lProducer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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LIBS += -losgProducer -lProducer -losgParticle -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
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INSTFILES = \
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$(CXXFILES)\
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@ -1,13 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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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@ -1,100 +0,0 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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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#ifndef OSGPARTICLE_PRECIPITATIONPARAMETERS
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#define OSGPARTICLE_PRECIPITATIONPARAMETERS
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#include <osgParticle/Export>
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namespace osgParticle
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{
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struct PrecipitationParameters : public osg::Referenced
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{
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PrecipitationParameters():
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particleVelocity(0.0,0.0,-5.0),
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particleSize(0.02),
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particleColour(0.6, 0.6, 0.6, 1.0),
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particleDensity(8.0),
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cellSizeX(10.0f),
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cellSizeY(10.0f),
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cellSizeZ(10.0f),
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nearTransition(25.0),
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farTransition(100.0),
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fogExponent(1.0),
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fogDensity(0.001),
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fogEnd(1000.0),
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fogColour(0.5, 0.5, 0.5, 1.0),
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clearColour(0.5, 0.5, 0.5, 1.0),
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useFarLineSegments(false)
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{
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rain(0.5);
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}
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void rain (float intensity)
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{
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particleVelocity = osg::Vec3(0.0,0.0,-2.0) + osg::Vec3(0.0,0.0,-10.0)*intensity;
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particleSize = 0.01 + 0.02*intensity;
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particleColour = 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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particleDensity = intensity * 8.5f;
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cellSizeX = 5.0f / (0.25f+intensity);
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cellSizeY = 5.0f / (0.25f+intensity);
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cellSizeZ = 5.0f;
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farTransition = 100.0f - 60.0f*sqrtf(intensity);
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fogExponent = 1.0f;
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fogDensity = 0.005f*intensity;
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fogEnd = 250/(0.01 + intensity);
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fogColour.set(0.5, 0.5, 0.5, 1.0);
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clearColour.set(0.5, 0.5, 0.5, 1.0);
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useFarLineSegments = false;
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}
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void snow(float intensity)
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{
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particleVelocity = osg::Vec3(0.0,0.0,-0.75) + osg::Vec3(0.0,0.0,-0.25)*intensity;
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particleSize = 0.02 + 0.03*intensity;
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particleColour = 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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particleDensity = intensity * 8.2f;
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cellSizeX = 5.0f / (0.25f+intensity);
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cellSizeY = 5.0f / (0.25f+intensity);
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cellSizeZ = 5.0f;
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farTransition = 100.0f - 60.0f*sqrtf(intensity);
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fogExponent = 1.0f;
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fogDensity = 0.02f*intensity;
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fogEnd = 150.0f/(0.01f + intensity);
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fogColour.set(0.6, 0.6, 0.6, 1.0);
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clearColour.set(0.6, 0.6, 0.6, 1.0);
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useFarLineSegments = false;
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}
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osg::BoundingBox boundingBox;
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osg::Vec3 particleVelocity;
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float particleSize;
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osg::Vec4 particleColour;
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float particleDensity;
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float cellSizeX;
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float cellSizeY;
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float cellSizeZ;
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float nearTransition;
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float farTransition;
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float fogExponent;
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float fogDensity;
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float fogEnd;
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osg::Vec4 fogColour;
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osg::Vec4 clearColour;
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bool useFarLineSegments;
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};
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}
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#endif
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@ -1,40 +0,0 @@
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uniform float inversePeriod;
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uniform vec4 particleColour;
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uniform float particleSize;
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uniform float osg_FrameTime;
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uniform float osg_DeltaFrameTime;
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varying vec4 colour;
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varying vec2 texCoord;
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void main(void)
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{
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float offset = gl_Vertex.z;
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float startTime = gl_MultiTexCoord1.x;
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texCoord = gl_MultiTexCoord0.xy;
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vec4 v_previous = gl_Vertex;
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v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
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vec4 v_current = v_previous;
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v_current.z += (osg_DeltaFrameTime*inversePeriod);
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colour = particleColour;
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vec4 v1 = gl_ModelViewMatrix * v_current;
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vec4 v2 = gl_TextureMatrix[0] * v_previous;
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vec3 dv = v2.xyz - v1.xyz;
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vec2 dv_normalized = normalize(dv.xy);
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dv.xy += dv_normalized * particleSize;
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float area = length(dv.xy);
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colour.a = (particleSize)/area;
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v1.xyz += dv*texCoord.y;
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gl_Position = gl_ProjectionMatrix * v1;
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}
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@ -15,17 +15,7 @@
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#include <osgUtil/CullVisitor>
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#include <osgProducer/Viewer>
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#include <osg/Point>
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#include <osg/BlendFunc>
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#include <osg/Texture2D>
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#include <osg/PointSprite>
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#include <osg/Program>
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#include <osg/Fog>
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#include <osg/Point>
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#include <osg/PointSprite>
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#include <osg/io_utils>
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#include "PrecipitationEffect.h"
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#include <osgParticle/PrecipitationEffect>
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#if 0
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osg::Node* createModel(osg::Node* loadedModel, osgParticle::PrecipitationParameters& parameters)
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@ -1,7 +0,0 @@
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uniform sampler2D baseTexture;
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varying vec4 colour;
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void main (void)
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{
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gl_FragColor = colour * texture2D( baseTexture, gl_TexCoord[0].xy);
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}
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@ -1,27 +0,0 @@
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uniform float inversePeriod;
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uniform vec4 particleColour;
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uniform float particleSize;
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uniform float osg_FrameTime;
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varying vec4 colour;
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void main(void)
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{
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float offset = gl_Vertex.z;
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float startTime = gl_MultiTexCoord1.x;
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vec4 v_current = gl_Vertex;
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v_current.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
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colour = particleColour;
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gl_Position = gl_ModelViewProjectionMatrix * v_current;
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float pointSize = abs(1280.0*particleSize / gl_Position.w);
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//gl_PointSize = max(ceil(pointSize),2);
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gl_PointSize = ceil(pointSize);
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colour.a = 0.05+(pointSize*pointSize)/(gl_PointSize*gl_PointSize);
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}
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@ -1,43 +0,0 @@
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uniform float inversePeriod;
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uniform vec4 particleColour;
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uniform float particleSize;
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uniform float osg_FrameTime;
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uniform float osg_DeltaFrameTime;
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varying vec4 colour;
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varying vec2 texCoord;
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void main(void)
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{
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float offset = gl_Vertex.z;
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float startTime = gl_MultiTexCoord1.x;
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texCoord = gl_MultiTexCoord0.xy;
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vec4 v_previous = gl_Vertex;
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v_previous.z = fract( (osg_FrameTime - startTime)*inversePeriod - offset);
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vec4 v_current = v_previous;
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v_current.z += (osg_DeltaFrameTime*inversePeriod);
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colour = particleColour;
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vec4 v1 = gl_ModelViewMatrix * v_current;
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vec4 v2 = gl_TextureMatrix[0] * v_previous;
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vec3 dv = v2.xyz - v1.xyz;
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vec2 dv_normalized = normalize(dv.xy);
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dv.xy += dv_normalized * particleSize;
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vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;
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float area = length(dv.xy);
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colour.a = 0.05+(particleSize)/area;
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v1.xyz += dv*texCoord.y;
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v1.xy += dp*texCoord.x;
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gl_Position = gl_ProjectionMatrix * v1;
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}
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uniform sampler2D baseTexture;
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varying vec2 texCoord;
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varying vec4 colour;
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void main (void)
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{
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gl_FragColor = colour * texture2D( baseTexture, texCoord);
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}
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@ -1,49 +0,0 @@
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uniform vec3 position;
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uniform vec3 dv_i;
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uniform vec3 dv_j;
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uniform vec3 dv_k;
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uniform float inversePeriod;
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uniform float startTime;
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uniform vec4 particleColour;
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uniform float osg_FrameTime;
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uniform float osg_DeltaFrameTime;
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uniform mat4 previousModelViewMatrix;
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varying vec4 colour;
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varying vec2 texCoord;
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void main(void)
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{
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const float particleSize = 0.01;
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const float particleSize2 = 0.0001;//particleSize*particleSize;
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vec3 pos = position + (gl_Vertex.x*dv_i) + (dv_j * gl_Vertex.y);
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float offset = gl_Vertex.z;
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texCoord = gl_MultiTexCoord0.xy;
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vec3 v_previous = pos + dv_k * fract( (osg_FrameTime - startTime)*inversePeriod - offset);
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vec3 v_current = v_previous + dv_k * (osg_DeltaFrameTime*inversePeriod);
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colour = particleColour;
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vec4 v1 = gl_ModelViewMatrix * vec4(v_current,1.0);
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vec4 v2 = previousModelViewMatrix * vec4(v_previous,1.0);
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vec3 dv = v2.xyz - v1.xyz;
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vec2 dv_normalized = normalize(dv.xy);
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dv.xy += dv_normalized * particleSize;
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vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) * particleSize;
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float area = length(dv.xy)*length(dp);
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colour.a = 0.2+(particleSize2)/area;
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v1.xyz += dv*texCoord.y;
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v1.xy += dp*texCoord.x;
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gl_Position = gl_ProjectionMatrix * v1;
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}
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@ -24,10 +24,33 @@
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#include <osgParticle/Export>
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#include "PrecipitationParameters.h"
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namespace osgParticle
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{
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struct OSGPARTICLE_EXPORT PrecipitationParameters : public osg::Referenced
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{
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PrecipitationParameters();
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void rain (float intensity);
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void snow(float intensity);
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osg::BoundingBox boundingBox;
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osg::Vec3 particleVelocity;
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float particleSize;
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osg::Vec4 particleColour;
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float particleDensity;
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float cellSizeX;
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float cellSizeY;
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float cellSizeZ;
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float nearTransition;
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float farTransition;
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float fogExponent;
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float fogDensity;
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float fogEnd;
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osg::Vec4 fogColour;
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osg::Vec4 clearColour;
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bool useFarLineSegments;
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};
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class OSGPARTICLE_EXPORT PrecipitationEffect : public osg::Group
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{
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@ -78,6 +101,9 @@ namespace osgParticle
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virtual bool supports(const osg::PrimitiveIndexFunctor&) const { return false; }
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virtual void accept(osg::PrimitiveIndexFunctor&) const {}
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void setRequiresPreviousMatrix(bool flag) { _requiresPreviousMatrix = flag; }
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bool getRequiresPreviousMatrix() const { return _requiresPreviousMatrix; }
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void setGeometry(osg::Geometry* geom) { _geometry = geom; }
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osg::Geometry* getGeometry() { return _geometry.get(); }
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const osg::Geometry* getGeometry() const { return _geometry.get(); }
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@ -133,6 +159,8 @@ namespace osgParticle
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virtual ~PrecipitationDrawable() {}
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bool _requiresPreviousMatrix;
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osg::ref_ptr<osg::Geometry> _geometry;
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mutable CellMatrixMap _currentCellMatrixMap;
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@ -17,6 +17,7 @@ CXXFILES =\
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ParticleEffect.cpp\
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ParticleProcessor.cpp\
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ParticleSystem.cpp\
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PrecipitationEffect.cpp\
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ConnectedParticleSystem.cpp\
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ParticleSystemUpdater.cpp\
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Program.cpp\
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@ -11,7 +11,6 @@
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* OpenSceneGraph Public License for more details.
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*/
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#include "PrecipitationEffect.h"
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#include<OpenThreads/ScopedLock>
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@ -21,6 +20,8 @@
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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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@ -33,6 +34,17 @@ static float random(float min,float max) { return min + (max-min)*(float)rand()/
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static void fillSpotLightImage(unsigned char* ptr, const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power)
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{
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if (size==1)
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{
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float r = 0.5f;
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osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
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*ptr++ = (unsigned char)((color[0])*255.0f);
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*ptr++ = (unsigned char)((color[1])*255.0f);
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*ptr++ = (unsigned char)((color[2])*255.0f);
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*ptr++ = (unsigned char)((color[3])*255.0f);
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return;
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}
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float mid = (float(size)-1.0f)*0.5f;
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float div = 2.0f/float(size);
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for(unsigned int r=0;r<size;++r)
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@ -91,6 +103,50 @@ static osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg
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}
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PrecipitationParameters::PrecipitationParameters()
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{
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rain(0.5);
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}
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void PrecipitationParameters::rain(float intensity)
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{
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particleVelocity = osg::Vec3(0.0,0.0,-2.0) + osg::Vec3(0.0,0.0,-5.0)*intensity;
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particleSize = 0.01 + 0.02*intensity;
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particleColour = 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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particleDensity = intensity * 8.5f;
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cellSizeX = 5.0f / (0.25f+intensity);
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cellSizeY = 5.0f / (0.25f+intensity);
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cellSizeZ = 5.0f;
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nearTransition = 25.f;
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farTransition = 100.0f - 60.0f*sqrtf(intensity);
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fogExponent = 1.0f;
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fogDensity = 0.005f*intensity;
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fogEnd = 250/(0.01 + intensity);
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fogColour.set(0.5, 0.5, 0.5, 1.0);
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clearColour.set(0.5, 0.5, 0.5, 1.0);
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useFarLineSegments = false;
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}
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void PrecipitationParameters::snow(float intensity)
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{
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particleVelocity = osg::Vec3(0.0,0.0,-0.75) + osg::Vec3(0.0,0.0,-0.25)*intensity;
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particleSize = 0.02 + 0.03*intensity;
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particleColour = osg::Vec4(0.85f, 0.85f, 0.85f, 1.0f) - osg::Vec4(0.1f, 0.1f, 0.1f, 1.0f)* intensity;
|
||||
particleDensity = intensity * 8.2f;
|
||||
cellSizeX = 5.0f / (0.25f+intensity);
|
||||
cellSizeY = 5.0f / (0.25f+intensity);
|
||||
cellSizeZ = 5.0f;
|
||||
nearTransition = 25.0f;
|
||||
farTransition = 100.0f - 60.0f*sqrtf(intensity);
|
||||
fogExponent = 1.0f;
|
||||
fogDensity = 0.02f*intensity;
|
||||
fogEnd = 150.0f/(0.01f + intensity);
|
||||
fogColour.set(0.6, 0.6, 0.6, 1.0);
|
||||
clearColour.set(0.6, 0.6, 0.6, 1.0);
|
||||
useFarLineSegments = false;
|
||||
}
|
||||
|
||||
|
||||
PrecipitationEffect::PrecipitationEffect()
|
||||
{
|
||||
setParameters(new PrecipitationParameters);
|
||||
@ -162,47 +218,56 @@ void PrecipitationEffect::traverse(osg::NodeVisitor& nv)
|
||||
ViewIdenitifier viewIndentifier(cv, nv.getNodePath());
|
||||
|
||||
{
|
||||
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
|
||||
PrecipitationDrawableSet& precipitationDrawableSet = _viewDrawableMap[viewIndentifier];
|
||||
PrecipitationDrawableSet* precipitationDrawableSet = 0;
|
||||
|
||||
if (!precipitationDrawableSet._quadPrecipitationDrawable)
|
||||
{
|
||||
precipitationDrawableSet._quadPrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet._quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
|
||||
precipitationDrawableSet._quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
|
||||
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
|
||||
precipitationDrawableSet = &(_viewDrawableMap[viewIndentifier]);
|
||||
}
|
||||
|
||||
if (!precipitationDrawableSet->_quadPrecipitationDrawable)
|
||||
{
|
||||
osg::notify(osg::NOTICE)<<"Setting up"<<std::endl;
|
||||
|
||||
precipitationDrawableSet->_quadPrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet->_quadPrecipitationDrawable->setRequiresPreviousMatrix(true);
|
||||
precipitationDrawableSet->_quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
|
||||
precipitationDrawableSet->_quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
|
||||
|
||||
precipitationDrawableSet._linePrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet._linePrecipitationDrawable->setGeometry(_lineGeometry.get());
|
||||
precipitationDrawableSet._linePrecipitationDrawable->setStateSet(_lineStateSet.get());
|
||||
precipitationDrawableSet->_linePrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet->_linePrecipitationDrawable->setRequiresPreviousMatrix(true);
|
||||
precipitationDrawableSet->_linePrecipitationDrawable->setGeometry(_lineGeometry.get());
|
||||
precipitationDrawableSet->_linePrecipitationDrawable->setStateSet(_lineStateSet.get());
|
||||
|
||||
precipitationDrawableSet._pointPrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet._pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
|
||||
precipitationDrawableSet._pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
|
||||
precipitationDrawableSet->_pointPrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet->_pointPrecipitationDrawable->setRequiresPreviousMatrix(false);
|
||||
precipitationDrawableSet->_pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
|
||||
precipitationDrawableSet->_pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
|
||||
}
|
||||
|
||||
cull(precipitationDrawableSet, cv);
|
||||
cull(*precipitationDrawableSet, cv);
|
||||
|
||||
cv->pushStateSet(_precipitationStateSet.get());
|
||||
float depth = 0.0f;
|
||||
|
||||
if (!precipitationDrawableSet._quadPrecipitationDrawable->getCurrentCellMatrixMap().empty())
|
||||
if (!precipitationDrawableSet->_quadPrecipitationDrawable->getCurrentCellMatrixMap().empty())
|
||||
{
|
||||
cv->pushStateSet(precipitationDrawableSet._quadPrecipitationDrawable->getStateSet());
|
||||
cv->addDrawableAndDepth(precipitationDrawableSet._quadPrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
|
||||
cv->pushStateSet(precipitationDrawableSet->_quadPrecipitationDrawable->getStateSet());
|
||||
cv->addDrawableAndDepth(precipitationDrawableSet->_quadPrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
|
||||
cv->popStateSet();
|
||||
}
|
||||
|
||||
if (!precipitationDrawableSet._linePrecipitationDrawable->getCurrentCellMatrixMap().empty())
|
||||
if (!precipitationDrawableSet->_linePrecipitationDrawable->getCurrentCellMatrixMap().empty())
|
||||
{
|
||||
cv->pushStateSet(precipitationDrawableSet._linePrecipitationDrawable->getStateSet());
|
||||
cv->addDrawableAndDepth(precipitationDrawableSet._linePrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
|
||||
cv->pushStateSet(precipitationDrawableSet->_linePrecipitationDrawable->getStateSet());
|
||||
cv->addDrawableAndDepth(precipitationDrawableSet->_linePrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
|
||||
cv->popStateSet();
|
||||
}
|
||||
|
||||
if (!precipitationDrawableSet._pointPrecipitationDrawable->getCurrentCellMatrixMap().empty())
|
||||
if (!precipitationDrawableSet->_pointPrecipitationDrawable->getCurrentCellMatrixMap().empty())
|
||||
{
|
||||
cv->pushStateSet(precipitationDrawableSet._pointPrecipitationDrawable->getStateSet());
|
||||
cv->addDrawableAndDepth(precipitationDrawableSet._pointPrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
|
||||
cv->pushStateSet(precipitationDrawableSet->_pointPrecipitationDrawable->getStateSet());
|
||||
cv->addDrawableAndDepth(precipitationDrawableSet->_pointPrecipitationDrawable.get(),&cv->getModelViewMatrix(),depth);
|
||||
cv->popStateSet();
|
||||
}
|
||||
|
||||
@ -286,36 +351,17 @@ void PrecipitationEffect::update()
|
||||
_origin.set(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
setUpGeometries(_parameters->particleDensity * cellVolume);
|
||||
setUpGeometries((int)(_parameters->particleDensity * cellVolume));
|
||||
|
||||
{
|
||||
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
|
||||
for(ViewDrawableMap::iterator itr=_viewDrawableMap.begin();
|
||||
itr!=_viewDrawableMap.end();
|
||||
++itr)
|
||||
{
|
||||
PrecipitationDrawableSet& precipitationDrawableSet = itr->second;
|
||||
precipitationDrawableSet._quadPrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet._quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
|
||||
precipitationDrawableSet._quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
|
||||
|
||||
precipitationDrawableSet._linePrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet._linePrecipitationDrawable->setGeometry(_lineGeometry.get());
|
||||
precipitationDrawableSet._linePrecipitationDrawable->setStateSet(_lineStateSet.get());
|
||||
|
||||
precipitationDrawableSet._pointPrecipitationDrawable = new PrecipitationDrawable;
|
||||
precipitationDrawableSet._pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
|
||||
precipitationDrawableSet._pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
|
||||
|
||||
}
|
||||
_viewDrawableMap.clear();
|
||||
}
|
||||
|
||||
// set up state/
|
||||
{
|
||||
_precipitationStateSet = new osg::StateSet;
|
||||
|
||||
const osg::BoundingBox& bb = _parameters->boundingBox;
|
||||
|
||||
osg::Uniform* inversePeriodUniform = new osg::Uniform("inversePeriod",1.0f/_period);
|
||||
|
||||
_precipitationStateSet->addUniform(inversePeriodUniform); // float
|
||||
@ -659,7 +705,9 @@ void PrecipitationEffect::setUpGeometries(unsigned int numParticles)
|
||||
|
||||
void PrecipitationEffect::cull(PrecipitationDrawableSet& pds, osgUtil::CullVisitor* cv) const
|
||||
{
|
||||
#ifdef DO_TIMING
|
||||
osg::Timer_t startTick = osg::Timer::instance()->tick();
|
||||
#endif
|
||||
|
||||
pds._quadPrecipitationDrawable->newFrame();
|
||||
pds._linePrecipitationDrawable->newFrame();
|
||||
@ -719,10 +767,13 @@ void PrecipitationEffect::cull(PrecipitationDrawableSet& pds, osgUtil::CullVisit
|
||||
}
|
||||
}
|
||||
|
||||
osg::Timer_t endTick = osg::Timer::instance()->tick();
|
||||
|
||||
// osg::notify(osg::NOTICE)<<"time for cull "<<osg::Timer::instance()->delta_m(startTick,endTick)<<"ms numTested="<<numTested<<" numInFrustum"<<numInFrustum<<std::endl;
|
||||
// osg::notify(osg::NOTICE)<<" quads "<<pds._quadPrecipitationDrawable->getCurrentCellMatrixMap().size()<<" lines "<<pds._linePrecipitationDrawable->getCurrentCellMatrixMap().size()<<" points "<<pds._pointPrecipitationDrawable->getCurrentCellMatrixMap().size()<<std::endl;
|
||||
#ifdef DO_TIMING
|
||||
osg::Timer_t endTick = osg::Timer::instance()->tick();
|
||||
|
||||
osg::notify(osg::NOTICE)<<"time for cull "<<osg::Timer::instance()->delta_m(startTick,endTick)<<"ms numTested="<<numTested<<" numInFrustum"<<numInFrustum<<std::endl;
|
||||
osg::notify(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
|
||||
@ -779,13 +830,16 @@ bool PrecipitationEffect::build(const osg::Vec3 eyeLocal, int i, int j, int k, f
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable()
|
||||
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable():
|
||||
_requiresPreviousMatrix(true)
|
||||
{
|
||||
setSupportsDisplayList(false);
|
||||
}
|
||||
|
||||
PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop):
|
||||
Drawable(copy,copyop)
|
||||
Drawable(copy,copyop),
|
||||
_requiresPreviousMatrix(copy._requiresPreviousMatrix),
|
||||
_geometry(copy._geometry)
|
||||
{
|
||||
}
|
||||
|
||||
@ -797,11 +851,14 @@ void PrecipitationEffect::PrecipitationDrawable::drawImplementation(osg::State&
|
||||
|
||||
// save OpenGL matrices
|
||||
glPushMatrix();
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glPushMatrix();
|
||||
|
||||
state.setActiveTextureUnit(0);
|
||||
|
||||
|
||||
if (_requiresPreviousMatrix)
|
||||
{
|
||||
state.setActiveTextureUnit(0);
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glPushMatrix();
|
||||
}
|
||||
|
||||
for(CellMatrixMap::const_iterator itr = _currentCellMatrixMap.begin();
|
||||
itr != _currentCellMatrixMap.end();
|
||||
++itr)
|
||||
@ -810,22 +867,29 @@ void PrecipitationEffect::PrecipitationDrawable::drawImplementation(osg::State&
|
||||
extensions->glMultiTexCoord1f(GL_TEXTURE0+1, itr->second.second);
|
||||
|
||||
// load cells current modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadMatrix(itr->second.first.ptr());
|
||||
|
||||
|
||||
CellMatrixMap::const_iterator pitr = _previousCellMatrixMap.find(itr->first);
|
||||
if (pitr != _previousCellMatrixMap.end())
|
||||
if (_requiresPreviousMatrix)
|
||||
{
|
||||
// load previous frame modelview matrix for motion blurr effect
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glLoadMatrix(pitr->second.first.ptr());
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
glLoadMatrix(itr->second.first.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.first.ptr());
|
||||
}
|
||||
else
|
||||
{
|
||||
// use current modelview matrix as "previous" frame value, cancelling motion blurr effect
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glLoadMatrix(itr->second.first.ptr());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// use current modelview matrix as "previous" frame value, cancelling motion blurr effect
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glLoadMatrix(itr->second.first.ptr());
|
||||
glLoadMatrix(itr->second.first.ptr());
|
||||
}
|
||||
|
||||
_geometry->draw(state);
|
||||
@ -833,9 +897,12 @@ void PrecipitationEffect::PrecipitationDrawable::drawImplementation(osg::State&
|
||||
}
|
||||
|
||||
// restore OpenGL matrices
|
||||
glMatrixMode( GL_TEXTURE );
|
||||
glPopMatrix();
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
if (_requiresPreviousMatrix)
|
||||
{
|
||||
glPopMatrix();
|
||||
glMatrixMode( GL_MODELVIEW );
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user