/* OpenSceneGraph example, osgparticleshader. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void createFountainEffect( osgParticle::ModularEmitter* emitter, osgParticle::ModularProgram* program ) { // Emit specific number of particles every frame osg::ref_ptr rrc = new osgParticle::RandomRateCounter; rrc->setRateRange( 500, 2000 ); // Accelerate particles in the given gravity direction. osg::ref_ptr accel = new osgParticle::AccelOperator; accel->setToGravity(); // Multiply each particle's velocity by a damping constant. osg::ref_ptr damping = new osgParticle::DampingOperator; damping->setDamping( 0.9f ); // Bounce particles off objects defined by one or more domains. // Supported domains include triangle, rectangle, plane, disk and sphere. // Since a bounce always happens instantaneously, it will not work correctly with unstable delta-time. // At present, even the floating error of dt (which are applied to ParticleSystem and Operator seperately) // causes wrong bounce results. Some one else may have better solutions for this. osg::ref_ptr bounce = new osgParticle::BounceOperator; bounce->setFriction( -0.05 ); bounce->setResilience( 0.35 ); bounce->addDiskDomain( osg::Vec3(0.0f, 0.0f, -2.0f), osg::Z_AXIS, 8.0f ); bounce->addPlaneDomain( osg::Plane(osg::Z_AXIS, 5.0f) ); // Kill particles going inside/outside of specified domains. osg::ref_ptr sink = new osgParticle::SinkOperator; sink->setSinkStrategy( osgParticle::SinkOperator::SINK_OUTSIDE ); sink->addSphereDomain( osg::Vec3(), 20.0f ); emitter->setCounter( rrc.get() ); program->addOperator( accel.get() ); program->addOperator( damping.get() ); program->addOperator( bounce.get() ); program->addOperator( sink.get() ); } int main( int argc, char** argv ) { osg::ArgumentParser arguments( &argc, argv ); std::string textureFile("Images/smoke.rgb"); while ( arguments.read("--texture", textureFile) ) {} float pointSize = 20.0f; while ( arguments.read("--point", pointSize) ) {} double visibilityDistance = -1.0f; while ( arguments.read("--visibility", visibilityDistance) ) {} bool customShape = false; while ( arguments.read("--enable-custom") ) { customShape = true; } bool useShaders = true; while ( arguments.read("--disable-shaders") ) { useShaders = false; } /*** Customize particle template and system attributes ***/ osg::ref_ptr ps = new osgParticle::ParticleSystem; ps->getDefaultParticleTemplate().setLifeTime( 5.0f ); if ( customShape ) { // osgParticle now supports making use of customized drawables. The draw() method will be executed // and display lists will be called for each particle. It is always a huge consumption of memory, and // hardly to use shaders to render them, so please be careful using this feature. ps->getDefaultParticleTemplate().setShape( osgParticle::Particle::USER ); ps->getDefaultParticleTemplate().setDrawable( new osg::ShapeDrawable(new osg::Box(osg::Vec3(), 1.0f)) ); useShaders = false; } else { // The shader only supports rendering points at present. ps->getDefaultParticleTemplate().setShape( osgParticle::Particle::POINT ); } // Set the visibility distance of particles, due to their Z-value in the eye coordinates. // Particles that are out of the distance (or behind the eye) will not be rendered. ps->setVisibilityDistance( visibilityDistance ); if ( useShaders ) { // Set using local GLSL shaders to render particles. // At present, this is slightly efficient than ordinary methods. The bottlenack here seems to be the cull // traversal time. Operators go through the particle list again and again... ps->setDefaultAttributesUsingShaders( textureFile, true, 0 ); } else { // The default methods uses glBegin()/glEnd() pairs. Fortunately the GLBeginEndAdapter does improve the // process, which mimics the immediate mode with glDrawArrays(). ps->setDefaultAttributes( textureFile, true, false, 0 ); // Without the help of shaders, we have to sort particles to make the visibility distance work. Sorting is // also useful in rendering transparent particles in back-to-front order. if ( visibilityDistance>0.0 ) ps->setSortMode( osgParticle::ParticleSystem::SORT_BACK_TO_FRONT ); } // At last, to make the point sprite work, we have to set the points size and the sprite attribute. osg::StateSet* stateset = ps->getOrCreateStateSet(); stateset->setAttribute( new osg::Point(pointSize) ); stateset->setTextureAttributeAndModes( 0, new osg::PointSprite, osg::StateAttribute::ON ); /*** Construct other particle system elements, including the emitter and program ***/ osg::ref_ptr emitter = new osgParticle::ModularEmitter; emitter->setParticleSystem( ps.get() ); osg::ref_ptr program = new osgParticle::ModularProgram; program->setParticleSystem( ps.get() ); createFountainEffect( emitter.get(), program.get() ); /*** Add the entire particle system to the scene graph ***/ osg::ref_ptr parent = new osg::MatrixTransform; parent->addChild( emitter.get() ); parent->addChild( program.get() ); // The updater can receive particle systems as child drawables now. The addParticleSystem() method // is still usable, with which we should define another geode to contain a particle system. osg::ref_ptr updater = new osgParticle::ParticleSystemUpdater; //updater->addDrawable( ps.get() ); osg::ref_ptr root = new osg::Group; root->addChild( parent.get() ); root->addChild( updater.get() ); // FIXME 2010.9.19: the updater can't be a drawable; otehrwise the ParticleEffect will not work properly. why? updater->addParticleSystem( ps.get() ); osg::ref_ptr geode = new osg::Geode; geode->addDrawable( ps.get() ); root->addChild( geode.get() ); /*** Start the viewer ***/ osgViewer::Viewer viewer; viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) ); viewer.addEventHandler( new osgViewer::StatsHandler ); viewer.addEventHandler( new osgViewer::WindowSizeHandler ); viewer.setSceneData( root.get() ); viewer.setCameraManipulator( new osgGA::TrackballManipulator ); // A floating error of delta-time should be explained here: // The particles emitter, program and updater all use a 'dt' to compute the time value in every frame. // Because the 'dt' is a double value, it is not suitable to keep three copies of it seperately, which // is the previous implementation. The small error makes some opeartors unable to work correctly, e.g. // the BounceOperator. // Now we make use of the getDeltaTime() of ParticleSystem to maintain and dispatch the delta time. But.. // it is not the best solution so far, since there are still very few particles acting unexpectedly. return viewer.run(); // FIXME 2010.9.19: At present, getDeltaTime() is not used and the implementations in the updater and processors still // use a (t - _t0) as the delta time, which is of course causing floating errors. ParticleEffect will not work if we // replace the delta time with getDeltaTime()... Need to find a solution. }