Commit Graph

39 Commits

Author SHA1 Message Date
Robert Osfield
a6069c3226 Introduced Drawable::CreateVertexArrayStateCallback to enable customization of how VertexArrayState objects.
Added public accessors to the Drawable::VertexArrayStateList.
2017-11-29 14:22:31 +00:00
Robert Osfield
0ee65c9d2f Removed unneccessary parameter 2016-10-11 11:29:29 +01:00
Robert Osfield
a471973eab Added missing export 2016-10-11 11:29:29 +01:00
Robert Osfield
5a4754deef Refactored osgParticle so that it natives support vertex arrays, vertex buffer objects and vertex array objects 2016-10-11 11:29:29 +01:00
Robert Osfield
886b922596 Beginings of refactoring ParticleSystem so that it does uses vertex arrays rather than GLBeginEndAdapter 2016-10-11 11:29:29 +01:00
Robert Osfield
4174d72a52 2014-05-14 10:19:43 +00:00
Robert Osfield
14a563dc9f Ran script to remove trailing spaces and tabs 2012-03-21 17:36:20 +00:00
Robert Osfield
410b4fd109 Converted FrameStamp::g/setFrameNumber from int to uint 2010-12-22 20:11:05 +00:00
Robert Osfield
b4789863ac Form Wang Rui, "An initial GLSL shader support of rendering particles. Only the POINT
type is supported at present. The attached osgparticleshader.cpp will
show how it works. It can also be placed in the examples folder. But I
just wonder how this example co-exists with another two (osgparticle
and osgparticleeffect)?

Member variables in Particle, including _alive, _current_size and
_current_alpha, are now merged into one Vec3 variable. Then we can
make use of the set...Pointer() methods to treat them as vertex
attribtues in GLSL. User interfaces are not changed.

Additional methods of ParticleSystem are introduced, including
setDefaultAttributesUsingShaders(), setSortMode() and
setVisibilityDistance(). You can see how they work in
osgparticleshader.cpp.

Additional user-defined particle type is introduced. Set the particle
type to USER and attach a drawable to the template. Be careful because
of possible huge memory consumption. It is highly suggested to use
display lists here.

The ParticleSystemUpdater can accepts ParticleSystem objects as child
drawables now. I myself think it is a little simpler in structure,
than creating a new geode for each particle system. Of course, the
latter is still compatible, and can be used to transform entire
particles in the world.

New particle operators: bounce, sink, damping, orbit and explosion.
The bounce and sink opeartors both use a concept of domains, and can
simulate a very basic collision of particles and objects.

New composite placer. It contains a set of placers and emit particles
from them randomly. The added virtual method size() of each placer
will help determine the probability of generating.

New virtual method operateParticles() for the Operator class. It
actually calls operate() for each particle, but can be overrode to use
speedup techniques like SSE, or even shaders in the future.

Partly fix a floating error of 'delta time' in emitter, program and
updaters. Previously they keep the _t0 variable seperately and compute
different copies of dt by themseleves, which makes some operators,
especially the BounceOperator, work incorrectly (because the dt in
operators and updaters are slightly different). Now a getDeltaTime()
method is maintained in ParticleSystem, and will return the unique dt
value (passing by reference) for use. This makes thing better, but
still very few unexpected behavours at present...

All dotosg and serialzier wrappers for functionalities above are provided.

...

According to some simple tests, the new shader support is slightly
efficient than ordinary glBegin()/end(). That means, I haven't got a
big improvement at present. I think the bottlenack here seems to be
the cull traversal time. Because operators go through the particle
list again and again (for example, the fountain in the shader example
requires 4 operators working all the time).

A really ideal solution here is to implement the particle operators in
shaders, too, and copy the results back to particle attributes. The
concept of GPGPU is good for implementing this. But in my opinion, the
Camera class seems to be too heavy for realizing such functionality in
a particle system. Myabe a light-weight ComputeDrawable class is
enough for receiving data as textures and outputting the results to
the FBO render buffer. What do you think then?

The floating error of emitters
(http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-May/028435.html)
is not solved this time. But what I think is worth testing is that we
could directly compute the node path from the emitter to the particle
system rather than multiplying the worldToLocal and LocalToWorld
matrices. I'll try this idea later.
"
2010-09-14 15:47:29 +00:00
Robert Osfield
0a9263d50e From Wang Rui, "Changes:
1. Rewrite the reading/writing exception handlers to work like the ive
plugin exceptions.
2. Write a header writing/checking function in ReaderWriterOSG2.cpp,
which may help decide if the stream is ascii or binary. The
readInputIterator() function will return null pointer if the input
file is nither osgb nor osgt format, which indicates that the old .osg
format could be used here, in case we've merged the two plugins
together.
3. Add a new ForceReadingImage option in the InputStream, which will
allocate an empty image object with the filename if specifed external
image file is missed. It may be useful for format converting in some
cases.
4. Add new osgParticle wrappers, as well as some modification to the
osgParticle headers, for instance, change isEnabled() to getEnabled().
5. Some fixes to the osg serialization wrappers."
2010-01-27 17:09:05 +00:00
Robert Osfield
0adcfda07a Merged from OSG-2.8 branch changes to the use of ReadWriteMutex to Mutex in osgParticle::ParticleSystem.
svn command:

   svn merge -r 9725:9726 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8
2009-02-09 21:38:06 +00:00
Robert Osfield
ae1c047deb Added doxygen docs 2008-03-17 12:11:39 +00:00
Robert Osfield
00f161ca35 Introduce osgParticle::ParticleSystem::s/getParticleScaleReferenceFrame() to
help manage the scaling of particles, whether they should be relative to the
local coordiante frame of the particle system, or be in world coordinates.
2008-03-17 12:09:05 +00:00
Robert Osfield
7fc714ada1 Removed deprecated drawImplementation(State&) method from Drawable and Drawable::DrawCallback 2007-03-28 11:30:38 +00:00
Robert Osfield
ad3cac84e9 Moved Block, ReentrantMutex and ReadWriteMutex into OpenThreads. 2007-02-23 16:31:34 +00:00
Robert Osfield
007cc9f4ac From Tom Jolley, "There was some unnecessary creation and deletion of Particle objects in
include/osgParticle/ParticleSystem.  I replaced

   Particle(ptemplate? *ptemplate: _def_ptemp)

with

   ptemplate? *ptemplate: _def_ptemp

in a couple of places.  This should make particle creation and reuse go
a little faster without all that memory allocation and copying."
2007-01-12 21:44:28 +00:00
Robert Osfield
11fef2d75e Tweaks from using a ReadWriteMutex& to a ReadWriteMutex* parameter to avoid
problems with osgIntrospection generation.
2006-12-27 23:19:17 +00:00
Robert Osfield
30cb8735d3 Added an osgDB::ReadWriteMutex to help manage the ability to have serialize
write to objects but allow multiple threads to read at once in a read only way.
2006-12-27 16:40:34 +00:00
Robert Osfield
42dfe67c0c From Farshid Lashkari, "There was a bug in ParticleSystem where the bounds is not properly
flagged as computed when there is only 1 particle. Attached is the
fix."
2006-10-02 11:26:43 +00:00
Robert Osfield
f1c2694c17 Updated copyright years. 2006-07-18 15:21:48 +00:00
Robert Osfield
5de633f71b From Farshid Lashkari : "I reported earlier about a problem with a custom emitter I was using.
I spent some more time debugging and it turns out there was a bug in
the ParticleSystem::update_bounds function. When the bound is being
reset, both the min and max are being set to the same postion without
the radius being subtracted/added to it. When there is only one
particle alive in the system this causes it to be culled by small
feature culling. I've modifed the function so that when the bound is
reset, the radius is subtracted/added to the position. This fixes my
problem."
2005-11-14 09:31:06 +00:00
Robert Osfield
1e508d432b Added SmokeTrailEffect which renders created particles as single quad or line
strip, in the case of the quad strip the strip is aligned to the be orthogonal with
the eye point.
2005-10-12 18:42:36 +00:00
Robert Osfield
b8b6ed8e34 Fixed doxygen comments. 2005-05-20 21:01:57 +00:00
Robert Osfield
bf4d63f6ea Added new Node/Drawable::s/getInitialBound and Node/Drawable::s/getComputeBoundCallback
methods and reimplement computeBound so that it passes back a bounding volume rather
than modifying the local one.
2005-05-12 14:03:22 +00:00
Robert Osfield
6b5238c294 Moved osgParticle across to standard OSG coding style. 2005-04-29 09:47:57 +00:00
Robert Osfield
678b22ce83 Updated Copyright notices to 1998-2005. 2005-04-14 21:41:28 +00:00
Robert Osfield
22e446dbc9 Improved ParticleEffects 2005-04-04 07:54:52 +00:00
Robert Osfield
aee1e88f15 Added extra controls for ParticleEffects. 2005-03-23 17:05:21 +00:00
Robert Osfield
4761442005 Merged changed to osgParticle from Marco Jez, the changes are (quoted from
email from Marco)

"Most relevant news:
1) particle systems now have the "freezeOnCull" property set to false by
default. Since it is an optimization, and using it may cause some unwanted
behaviors if not handled properly, it makes more sense to turn it off by
default.
2) new "LINE" shape mode which uses GL_LINES to draw line segments that
point to the direction of motion.
3) particles can now have a rotation angle and angular velocity.
4) new AngularAccelOperator applies angular acceleration to particles.
5) particle processors such as emitters and programs can have a "start",
"end" and "reset" time coordinate. For example, an emitter may be instructed
to start emitting particles only after a certain time, stop after another
amount of time and then start again.

Update (2) is from Gideon May.
Updates (3) to (5) are from Douglas A. Pouk."
2003-09-02 20:39:41 +00:00
Robert Osfield
8c65920c1f Fixes for Java build. 2003-08-18 09:24:17 +00:00
Robert Osfield
48bda9cc79 Added new Copyright/License notice to header and source files. 2003-01-21 16:45:36 +00:00
Robert Osfield
3bd400130c Name change and const change of Drawable::drawImmediateMode(State&) to
Drawable::drawImplementation(State&) const.   Various updates to the
rest of the OSG to accomodate this.
2002-11-06 15:43:11 +00:00
Robert Osfield
12226e4371 Converted the instances of const built in types being returned from methods
and passed as paramters into straight forward non const built in types,
i.e. const bool foogbar(const int) becomes bool foobar(int).
2002-09-02 12:31:35 +00:00
Robert Osfield
4962065fb7 From Macro, removal of use of display lists during double pass rendering of
particles.
2002-07-27 10:34:14 +00:00
Robert Osfield
609a9ebf21 Updates to osgParticle form Macro. 2002-07-22 16:01:00 +00:00
Robert Osfield
8036901ea1 Rewrote osg:Statistics so that it is PrimitiveFunctor as is now completely
decoupled from osg::Drawable.  The Drawable::getStats() virtual method
no longer exists.

Updated the Viewer to use the osg::Statistics incarnation and reformated stats
to clean it up.
2002-07-18 14:20:01 +00:00
Robert Osfield
44d0bb05e7 Updates from Macro to support the new multitexture API, and improve
bounding box computation.
2002-07-10 09:14:46 +00:00
Robert Osfield
99580f2212 Addd libraryName() method to osg::Object in preperation for the osgDB support
for node kits plugins.
2002-06-06 13:25:36 +00:00
Robert Osfield
9ba7505d1e Checked in osgParticle, writtten by Marco Jez. 2002-06-05 12:44:55 +00:00