548 lines
18 KiB
C++
548 lines
18 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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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//osgParticle - Copyright (C) 2002 Marco Jez
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#ifndef OSGPARTICLE_PARTICLESYSTEM
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#define OSGPARTICLE_PARTICLESYSTEM 1
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#include <osgParticle/Export>
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#include <osgParticle/Particle>
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#include <vector>
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#include <stack>
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#include <algorithm>
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#include <string>
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#include <osg/Object>
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#include <osg/Drawable>
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#include <osg/CopyOp>
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#include <osg/State>
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#include <osg/Vec3>
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#include <osg/BoundingBox>
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// 9th Febrary 2009, disabled the use of ReadWriteMutex as it looks like this
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// is introducing threading problems due to threading problems in OpenThreads::ReadWriteMutex.
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// #define OSGPARTICLE_USE_ReadWriteMutex
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#ifdef OSGPARTICLE_USE_ReadWriteMutex
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#include <OpenThreads/ReadWriteMutex>
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#else
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#include <OpenThreads/Mutex>
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#include <OpenThreads/ScopedLock>
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#endif
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namespace osgParticle
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{
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/** The heart of this class library; its purpose is to hold a set of particles and manage particle creation, update, rendering and destruction.
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* You can add this drawable to any Geode as you usually do with other
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* Drawable classes. Each instance of ParticleSystem is a separate set of
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* particles; it provides the interface for creating particles and iterating
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* through them (see the Emitter and Program classes).
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*/
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class OSGPARTICLE_EXPORT ParticleSystem: public osg::Drawable {
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public:
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enum Alignment {
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BILLBOARD,
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FIXED
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};
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ParticleSystem();
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ParticleSystem(const ParticleSystem& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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META_Object(osgParticle, ParticleSystem);
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/// Get the alignment type of particles.
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inline Alignment getParticleAlignment() const;
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/// Set the alignment type of particles.
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inline void setParticleAlignment(Alignment a);
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/// Get the X-axis alignment vector.
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inline const osg::Vec3& getAlignVectorX() const;
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/// Set the X-axis alignment vector.
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inline void setAlignVectorX(const osg::Vec3& v);
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/// Get the Y-axis alignment vector.
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inline const osg::Vec3& getAlignVectorY() const;
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/// Set the Y-axis alignment vector.
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inline void setAlignVectorY(const osg::Vec3& v);
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/// Set the alignment vectors.
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inline void setAlignVectors(const osg::Vec3& X, const osg::Vec3& Y);
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enum ParticleScaleReferenceFrame
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{
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LOCAL_COORDINATES,
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WORLD_COORDINATES
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};
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/** Set whether the particles should be scaled relative to world coordaintes or local coordinates.*/
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void setParticleScaleReferenceFrame(ParticleScaleReferenceFrame rf) { _particleScaleReferenceFrame = rf; }
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/** Get whether the particles should be scaled relative to world coordaintes or local coordinates.*/
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ParticleScaleReferenceFrame getParticleScaleReferenceFrame() const { return _particleScaleReferenceFrame; }
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/// Get the default bounding box
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inline const osg::BoundingBox& getDefaultBoundingBox() const;
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/** Set the default bounding box.
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The default bounding box is used when a real bounding box cannot be computed, for example
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because no particles has been updated yet.
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*/
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inline void setDefaultBoundingBox(const osg::BoundingBox& bbox);
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/// Return true if we use vertex arrays for rendering particles.
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bool getUseVertexArray() const { return _useVertexArray; }
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/** Set to use vertex arrays for rendering particles.
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Lots of variables will be omitted: particles' shape, alive or not, visibility distance, and so on,
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so the rendering result is not as good as we wish (although it's fast than using glBegin/glEnd).
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We had better use this for GLSL shaders, in which particle parameters will be kept as uniforms.
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This method is called automatically by <CODE>setDefaultAttributesUsingShaders()</CODE>.
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*/
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void setUseVertexArray(bool v) { _useVertexArray = v; }
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/// Return true if shaders are required.
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bool getUseShaders() const { return _useShaders; }
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/** Set to use GLSL shaders for rendering particles.
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Particles' parameters will be used as shader attribute arrays, and necessary variables, including
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the visibility distance, texture, etc, will be used and updated as uniforms.
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*/
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void setUseShaders(bool v) { _useShaders = v; _dirty_uniforms = true; }
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/// Get the double pass rendering flag.
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inline bool getDoublePassRendering() const;
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/** Set the double pass rendering flag.
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Double pass rendering avoids overdraw problems between particle systems
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and other opaque objects. If you can render all the particle systems after
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the opaque objects, then double pass is not necessary and can be turned off (best choice).
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If you set the default attributes with setDefaultAttributes, then the particle
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system will fall into a transparent bin.
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*/
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inline void setDoublePassRendering(bool v);
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/// Return true if the particle system is frozen.
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bool getFrozen() const { return _frozen; }
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inline bool isFrozen() const;
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/** Set or reset the <I>frozen</I> state.
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When the particle system is frozen, emitters and programs won't do anything on it.
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*/
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inline void setFrozen(bool v);
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/// Get the number of allocated particles (alive + dead).
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inline int numParticles() const;
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/// Get the number of dead particles.
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inline int numDeadParticles() const;
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/// Get whether all particles are dead
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inline bool areAllParticlesDead() const { return numDeadParticles()==numParticles(); }
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/// Get a pointer to the i-th particle.
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inline Particle* getParticle(int i);
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/// Get a const pointer to the i-th particle.
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inline const Particle* getParticle(int i) const;
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/// Create a new particle from the specified template (or the default one if <CODE>ptemplate</CODE> is null).
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virtual Particle* createParticle(const Particle* ptemplate);
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/// Destroy the i-th particle.
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inline virtual void destroyParticle(int i);
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/// Reuse the i-th particle.
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inline virtual void reuseParticle(int i) { _deadparts.push(&(_particles[i])); }
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/// Get the last frame number.
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inline unsigned int getLastFrameNumber() const;
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/// Get the unique delta time for emitters and updaters to use
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inline double& getDeltaTime( double currentTime );
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/// Get a reference to the default particle template.
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inline Particle& getDefaultParticleTemplate();
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/// Get a const reference to the default particle template.
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inline const Particle& getDefaultParticleTemplate() const;
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/// Set the default particle template (particle is copied).
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inline void setDefaultParticleTemplate(const Particle& p);
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/// Get whether the particle system can freeze when culled
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inline bool getFreezeOnCull() const;
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/// Set whether the particle system can freeze when culled (default is true)
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inline void setFreezeOnCull(bool v);
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/** A useful method to set the most common <CODE>StateAttribute</CODE>'s in one call.
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If <CODE>texturefile</CODE> is empty, then texturing is turned off.
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*/
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void setDefaultAttributes(const std::string& texturefile = "", bool emissive_particles = true, bool lighting = false, int texture_unit = 0);
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/** A useful method to set the most common <CODE>StateAttribute</CODE> and use GLSL shaders to draw particles.
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At present, when enabling shaders in the particle system, user-defined shapes will not be usable.
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If <CODE>texturefile</CODE> is empty, then texturing is turned off.
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*/
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void setDefaultAttributesUsingShaders(const std::string& texturefile = "", bool emissive_particles = true, int texture_unit = 0);
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/// (<B>EXPERIMENTAL</B>) Get the level of detail.
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inline int getLevelOfDetail() const;
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/** (<B>EXPERIMENTAL</B>) Set the level of detail. The total number of particles is divided by the detail value to
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get the actual number of particles to be drawn. This value must be greater than zero.
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*/
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inline void setLevelOfDetail(int v);
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enum SortMode
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{
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NO_SORT,
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SORT_FRONT_TO_BACK,
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SORT_BACK_TO_FRONT
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};
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/// Get the sort mode.
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inline SortMode getSortMode() const;
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/** Set the sort mode. It will force resorting the particle list by the Z direction of the view coordinates.
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This can be used for the purpose of transparent rendering or <CODE>setVisibilityDistance()</CODE>.
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*/
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inline void setSortMode(SortMode mode);
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/// Get the visibility distance.
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inline double getVisibilityDistance() const;
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/** Set the visibility distance which allows the particles to be rendered only when depth is inside the distance.
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When using shaders, it can work well directly; otherwise the sort mode should also be set to pre-compute depth.
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*/
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inline void setVisibilityDistance(double distance);
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/// Update the particles. Don't call this directly, use a <CODE>ParticleSystemUpdater</CODE> instead.
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virtual void update(double dt, osg::NodeVisitor& nv);
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virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
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virtual osg::BoundingBox computeBoundingBox() const;
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#ifdef OSGPARTICLE_USE_ReadWriteMutex
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typedef OpenThreads::ReadWriteMutex ReadWriterMutex;
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typedef OpenThreads::ScopedReadLock ScopedReadLock;
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typedef OpenThreads::ScopedWriteLock ScopedWriteLock;
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#else
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typedef OpenThreads::Mutex ReadWriterMutex;
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typedef OpenThreads::ScopedLock<OpenThreads::Mutex> ScopedReadLock;
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typedef OpenThreads::ScopedLock<OpenThreads::Mutex> ScopedWriteLock;
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#endif
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ReadWriterMutex* getReadWriteMutex() const { return &_readWriteMutex; }
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(osg::State* state=0) const;
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virtual osg::VertexArrayState* createVertexArrayStateImplementation(osg::RenderInfo& renderInfo) const;
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void adjustEstimatedMaxNumOfParticles(int delta) { _estimatedMaxNumOfParticles += delta; }
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void setEstimatedMaxNumOfParticles(int num) { _estimatedMaxNumOfParticles = num; }
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int getEstimatedMaxNumOfParticles() const { return _estimatedMaxNumOfParticles; }
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protected:
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virtual ~ParticleSystem();
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ParticleSystem& operator=(const ParticleSystem&) { return *this; }
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inline void update_bounds(const osg::Vec3& p, float r);
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typedef std::vector<Particle> Particle_vector;
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typedef std::stack<Particle*> Death_stack;
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Particle_vector _particles;
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Death_stack _deadparts;
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osg::BoundingBox _def_bbox;
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Alignment _alignment;
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osg::Vec3 _align_X_axis;
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osg::Vec3 _align_Y_axis;
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ParticleScaleReferenceFrame _particleScaleReferenceFrame;
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bool _useVertexArray;
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bool _useShaders;
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bool _dirty_uniforms;
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bool _doublepass;
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bool _frozen;
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osg::Vec3 _bmin;
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osg::Vec3 _bmax;
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bool _reset_bounds_flag;
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bool _bounds_computed;
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Particle _def_ptemp;
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mutable unsigned int _last_frame;
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mutable bool _dirty_dt;
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bool _freeze_on_cull;
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double _t0;
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double _dt;
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int _detail;
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SortMode _sortMode;
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double _visibilityDistance;
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mutable ReadWriterMutex _readWriteMutex;
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int _estimatedMaxNumOfParticles;
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struct OSGPARTICLE_EXPORT ArrayData
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{
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ArrayData();
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void init();
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void init3();
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void reserve(unsigned int numVertices);
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void resize(unsigned int numVertices);
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void resizeGLObjectBuffers(unsigned int maxSize);
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void releaseGLObjects(osg::State* state);
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void clear();
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void dirty();
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void dispatchArrays(osg::State& state);
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void dispatchPrimitives();
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osg::ref_ptr<osg::BufferObject> vertexBufferObject;
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osg::ref_ptr<osg::Vec3Array> vertices;
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osg::ref_ptr<osg::Vec3Array> normals;
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osg::ref_ptr<osg::Vec4Array> colors;
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osg::ref_ptr<osg::Vec2Array> texcoords2;
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osg::ref_ptr<osg::Vec3Array> texcoords3;
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typedef std::pair<GLenum, unsigned int> ModeCount;
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typedef std::vector<ModeCount> Primitives;
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Primitives primitives;
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};
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typedef osg::buffered_object< ArrayData > BufferedArrayData;
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mutable BufferedArrayData _bufferedArrayData;
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};
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// INLINE FUNCTIONS
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inline ParticleSystem::Alignment ParticleSystem::getParticleAlignment() const
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{
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return _alignment;
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}
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inline void ParticleSystem::setParticleAlignment(Alignment a)
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{
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_alignment = a;
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}
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inline const osg::Vec3& ParticleSystem::getAlignVectorX() const
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{
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return _align_X_axis;
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}
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inline void ParticleSystem::setAlignVectorX(const osg::Vec3& v)
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{
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_align_X_axis = v;
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}
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inline const osg::Vec3& ParticleSystem::getAlignVectorY() const
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{
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return _align_Y_axis;
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}
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inline void ParticleSystem::setAlignVectorY(const osg::Vec3& v)
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{
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_align_Y_axis = v;
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}
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inline void ParticleSystem::setAlignVectors(const osg::Vec3& X, const osg::Vec3& Y)
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{
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_align_X_axis = X;
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_align_Y_axis = Y;
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}
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inline bool ParticleSystem::isFrozen() const
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{
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return _frozen;
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}
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inline void ParticleSystem::setFrozen(bool v)
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{
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_frozen = v;
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}
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inline const osg::BoundingBox& ParticleSystem::getDefaultBoundingBox() const
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{
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return _def_bbox;
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}
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inline void ParticleSystem::setDefaultBoundingBox(const osg::BoundingBox& bbox)
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{
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_def_bbox = bbox;
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}
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inline bool ParticleSystem::getDoublePassRendering() const
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{
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return _doublepass;
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}
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inline void ParticleSystem::setDoublePassRendering(bool v)
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{
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_doublepass = v;
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}
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inline int ParticleSystem::numParticles() const
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{
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return static_cast<int>(_particles.size());
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}
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inline int ParticleSystem::numDeadParticles() const
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{
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return static_cast<int>(_deadparts.size());
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}
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inline Particle* ParticleSystem::getParticle(int i)
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{
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return &_particles[i];
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}
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inline const Particle* ParticleSystem::getParticle(int i) const
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{
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return &_particles[i];
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}
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inline void ParticleSystem::destroyParticle(int i)
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{
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_particles[i].kill();
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}
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inline unsigned int ParticleSystem::getLastFrameNumber() const
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{
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return _last_frame;
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}
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inline double& ParticleSystem::getDeltaTime( double currentTime )
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{
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if ( _dirty_dt )
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{
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_dt = currentTime - _t0;
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if ( _dt<0.0 ) _dt = 0.0;
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_t0 = currentTime;
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_dirty_dt = false;
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}
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return _dt;
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}
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inline void ParticleSystem::update_bounds(const osg::Vec3& p, float r)
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{
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if (_reset_bounds_flag) {
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_reset_bounds_flag = false;
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_bmin = p - osg::Vec3(r,r,r);
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_bmax = p + osg::Vec3(r,r,r);
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} else {
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if (p.x() - r < _bmin.x()) _bmin.x() = p.x() - r;
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if (p.y() - r < _bmin.y()) _bmin.y() = p.y() - r;
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if (p.z() - r < _bmin.z()) _bmin.z() = p.z() - r;
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if (p.x() + r > _bmax.x()) _bmax.x() = p.x() + r;
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if (p.y() + r > _bmax.y()) _bmax.y() = p.y() + r;
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if (p.z() + r > _bmax.z()) _bmax.z() = p.z() + r;
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}
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if (!_bounds_computed)
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_bounds_computed = true;
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}
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inline Particle& ParticleSystem::getDefaultParticleTemplate()
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{
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return _def_ptemp;
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}
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inline const Particle& ParticleSystem::getDefaultParticleTemplate() const
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{
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return _def_ptemp;
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}
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inline void ParticleSystem::setDefaultParticleTemplate(const Particle& p)
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{
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_def_ptemp = p;
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}
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inline bool ParticleSystem::getFreezeOnCull() const
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{
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return _freeze_on_cull;
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}
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inline void ParticleSystem::setFreezeOnCull(bool v)
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{
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_freeze_on_cull = v;
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}
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inline int ParticleSystem::getLevelOfDetail() const
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{
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return _detail;
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}
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inline void ParticleSystem::setLevelOfDetail(int v)
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{
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if (v < 1) v = 1;
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_detail = v;
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}
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inline ParticleSystem::SortMode ParticleSystem::getSortMode() const
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{
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return _sortMode;
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}
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inline void ParticleSystem::setSortMode(SortMode mode)
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{
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_sortMode = mode;
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}
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inline double ParticleSystem::getVisibilityDistance() const
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{
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return _visibilityDistance;
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}
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inline void ParticleSystem::setVisibilityDistance(double distance)
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{
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_visibilityDistance = distance;
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if (_useShaders) _dirty_uniforms = true;
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}
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}
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#endif
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