244 lines
9.1 KiB
C++
244 lines
9.1 KiB
C++
/* -*-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_PRECIPITATIONEFFECT
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#define OSGPARTICLE_PRECIPITATIONEFFECT
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#include <osg/Group>
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#include <osg/BoundingBox>
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#include <osg/Fog>
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#include <osg/Geometry>
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#include <osgUtil/CullVisitor>
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#include <osgParticle/Export>
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namespace osgParticle
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{
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class OSGPARTICLE_EXPORT PrecipitationEffect : public osg::Group
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{
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public:
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PrecipitationEffect();
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PrecipitationEffect(const PrecipitationEffect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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virtual const char* libraryName() const { return "osgParticle"; }
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virtual const char* className() const { return "PrecipitationEffect"; }
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const PrecipitationEffect*>(obj) != 0; }
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virtual void accept(osg::NodeVisitor& nv) { if (nv.validNodeMask(*this)) { nv.pushOntoNodePath(this); nv.apply(*this); nv.popFromNodePath(); } }
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virtual void traverse(osg::NodeVisitor& nv);
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/** Set all the parameters to create an rain effect of specified intensity.*/
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void rain(float intensity);
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/** Set all the parameters to create an snow effect of specified intensity.*/
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void snow(float intensity);
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void setIntensity(float intensity) { _intensity = intensity; }
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float getIntensity() const { return _intensity; }
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void setMaximumParticleDensity(float density) { _maximumParticleDensity = density; }
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float setMaximumParticleDensity() const { return _maximumParticleDensity; }
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void setWind(const osg::Vec3& wind) { _wind = wind; }
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const osg::Vec3& getWind() const { return _wind; }
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void setPosition(const osg::Vec3& position) { _origin = position; }
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const osg::Vec3& getPosition() const { return _origin; }
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void setCellSize(const osg::Vec3& cellSize) { _cellSize = cellSize; }
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const osg::Vec3& getCellSize() const { return _cellSize; }
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void setParticleSpeed(float particleSpeed) { _particleSpeed = particleSpeed; }
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float getParticleSpeed() const { return _particleSpeed; }
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void setParticleSize(float particleSize) { _particleSize = particleSize; }
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float getParticleSize() const { return _particleSize; }
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void setParticleColor(const osg::Vec4& color) { _particleColor = color; }
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const osg::Vec4& getParticleColor() const { return _particleColor; }
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void setNearTransition(float nearTransition) { _nearTransition = nearTransition; }
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float getNearTransition() const { return _nearTransition; }
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void setFarTransition(float farTransition) { _farTransition = farTransition; }
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float getFarTransition() const { return _farTransition; }
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void setFog(osg::Fog* fog) { _fog = fog; }
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osg::Fog* getFog() { return _fog.get(); }
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const osg::Fog* getFog() const { return _fog.get(); }
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void compileGLObjects(osg::State& state) const;
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void update();
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protected:
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virtual ~PrecipitationEffect() {}
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void createGeometry(unsigned int numParticles,
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osg::Geometry* quad_geometry,
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osg::Geometry* line_geometry,
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osg::Geometry* point_geometry);
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void setUpGeometries(unsigned int numParticles);
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class OSGPARTICLE_EXPORT PrecipitationDrawable : public osg::Drawable
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{
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public:
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PrecipitationDrawable();
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PrecipitationDrawable(const PrecipitationDrawable& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, PrecipitationDrawable);
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virtual bool supports(const osg::PrimitiveFunctor&) const { return false; }
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virtual void accept(osg::PrimitiveFunctor&) const {}
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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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virtual void drawImplementation(osg::State& state) const;
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struct Cell
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{
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Cell(int in_i, int in_j, int in_k):
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i(in_i), j(in_j), k(in_k) {}
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inline bool operator < (const Cell& rhs) const
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{
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if (i<rhs.i) return true;
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if (i>rhs.i) return false;
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if (j<rhs.j) return true;
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if (j>rhs.j) return false;
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if (k<rhs.k) return true;
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if (k>rhs.k) return false;
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return false;
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}
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int i;
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int j;
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int k;
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};
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struct DepthMatrixStartTime
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{
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inline bool operator < (const DepthMatrixStartTime& rhs) const
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{
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return depth < rhs.depth;
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}
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float depth;
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float startTime;
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osg::Matrix modelview;
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};
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typedef std::map< Cell, DepthMatrixStartTime > CellMatrixMap;
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struct LessFunctor
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{
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inline bool operator () (const CellMatrixMap::value_type* lhs,const CellMatrixMap::value_type* rhs) const
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{
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return (*lhs).second<(*rhs).second;
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}
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};
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CellMatrixMap& getCurrentCellMatrixMap() { return _currentCellMatrixMap; }
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CellMatrixMap& getPreviousCellMatrixMap() { return _previousCellMatrixMap; }
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inline void newFrame()
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{
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_previousCellMatrixMap.swap(_currentCellMatrixMap);
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_currentCellMatrixMap.clear();
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}
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protected:
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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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mutable CellMatrixMap _previousCellMatrixMap;
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};
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struct PrecipitationDrawableSet
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{
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osg::ref_ptr<PrecipitationDrawable> _quadPrecipitationDrawable;
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osg::ref_ptr<PrecipitationDrawable> _linePrecipitationDrawable;
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osg::ref_ptr<PrecipitationDrawable> _pointPrecipitationDrawable;
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};
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void cull(PrecipitationDrawableSet& pds, osgUtil::CullVisitor* cv) const;
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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
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osg::BoundingBox _boundingBox;
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float _intensity;
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osg::Vec3 _wind;
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float _particleSpeed;
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float _particleSize;
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osg::Vec4 _particleColor;
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float _maximumParticleDensity;
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osg::Vec3 _cellSize;
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float _nearTransition;
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float _farTransition;
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bool _useFarLineSegments;
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osg::ref_ptr<osg::Fog> _fog;
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typedef std::pair< osg::NodeVisitor*, osg::NodePath > ViewIdenitifier;
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typedef std::map< ViewIdenitifier, PrecipitationDrawableSet > ViewDrawableMap;
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OpenThreads::Mutex _mutex;
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ViewDrawableMap _viewDrawableMap;
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osg::ref_ptr<osg::StateSet> _precipitationStateSet;
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osg::ref_ptr<osg::Geometry> _quadGeometry;
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osg::ref_ptr<osg::StateSet> _quadStateSet;
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osg::ref_ptr<osg::Geometry> _lineGeometry;
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osg::ref_ptr<osg::StateSet> _lineStateSet;
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osg::ref_ptr<osg::Geometry> _pointGeometry;
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osg::ref_ptr<osg::StateSet> _pointStateSet;
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// cache variables.
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float _period;
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osg::Vec3 _origin;
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osg::Vec3 _du;
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osg::Vec3 _dv;
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osg::Vec3 _dw;
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osg::Vec3 _inverse_du;
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osg::Vec3 _inverse_dv;
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osg::Vec3 _inverse_dw;
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};
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}
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#endif
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