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