b4789863ac
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. " |
||
---|---|---|
applications | ||
CMakeModules | ||
doc/Doxyfiles | ||
examples | ||
include | ||
packaging | ||
PlatformSpecifics/Windows | ||
src | ||
AUTHORS.txt | ||
ChangeLog | ||
CMakeLists.txt | ||
configure | ||
CTestConfig.cmake | ||
LICENSE.txt | ||
NEWS.txt | ||
README.txt | ||
runexamples.bat |
Welcome to the OpenSceneGraph (OSG). For up-to-date information on the project, in-depth details on how to compile and run libraries and examples, see the documentation on the OpenSceneGraph website: http://www.openscenegraph.org For the impatient, read the simplified build notes below. For support subscribe to our public mailing list: http://www.openscenegraph.org/projects/osg/wiki/MailingLists Robert Osfield. Project Lead. 10th December 2009. -- How to build the OpenSceneGraph =============================== The OpenSceneGraph uses the CMake build system to generate a platform-specific build environment. CMake reads the CMakeLists.txt files that you'll find throughout the OpenSceneGraph directories, checks for installed dependenciesand then generates the appropriate build system. If you don't already have CMake installed on your system you can grab it from http://www.cmake.org, use version 2.4.6 or later. Details on the OpenSceneGraph's CMake build can be found at: http://www.openscenegraph.org/projects/osg/wiki/Build/CMake Under unices (i.e. Linux, IRIX, Solaris, Free-BSD, HP-Ux, AIX, OSX) use the cmake or ccmake command-line utils, or use the included tiny configure script that'll run cmake for you. The configure script simply runs 'cmake . -DCMAKE_BUILD_TYPE=Release' to ensure that you get the best performance from your final libraries/applications. cd OpenSceneGraph ./configure make sudo make install Alternatively, you can create an out-of-source build directory and run cmake or ccmake from there. The advantage to this approach is that the temporary files created by CMake won't clutter the OpenSceneGraph source directory, and also makes it possible to have multiple independent build targets by creating multiple build directories. In a directory alongside the OpenSceneGraph use: mkdir build cd build cmake ../OpenSceneGraph -DCMAKE_BUILD_TYPE=Release make sudo make install Under Windows use the GUI tool CMakeSetup to build your VisualStudio files. The following page on our wiki dedicated to the CMake build system should help guide you through the process: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio Under OSX you can either use the CMake build system above, or use the Xcode projects that you will find in the OpenSceneGraph/Xcode directory. See release notes on OSX CMake build below. For further details on compilation, installation and platform-specific information read "Getting Started" guide: http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted -- Release notes on OSX build, by Eric Sokolowsky, August 5, 2008 There are several ways to compile OpenSceneGraph under OSX. The recommended way is to use CMake 2.6 to generate Xcode projects, then use Xcode to build the library. The default project will be able to build Debug or Release libraries, examples, and sample applications. Here are some key settings to consider when using CMake: BUILD_OSG_EXAMPLES - By default this is turned off. Turn this setting on to compile many great example programs. CMAKE_OSX_ARCHITECTURES - Xcode can create applications, executables, libraries, and frameworks that can be run on more than one architecture. Use this setting to indicate the architectures on which to build OSG. Possibilities include ppc, ppc64, i386, and x86_64. Building OSG using either of the 64-bit options (ppc64 and x86_64) has its own caveats below. OSG_BUILD_APPLICATION_BUNDLES - Normally only executable binaries are created for the examples and sample applications. Turn this option on if you want to create real OSX .app bundles. There are caveats to creating .app bundles, see below. OSG_WINDOWING_SYSTEM - You have the choice to use Carbon or X11 when building applications on OSX. Under Leopard and later, X11 applications, when started, will automatically launch X11 when needed. However, full-screen X11 applications will still show the menu bar at the top of the screen. Since many parts of the Carbon user interface are not 64-bit, X11 is the only supported option for OSX applications compiled for ppc64 or x86_64. There is an Xcode directory in the base of the OSG software distribution, but its future is limited, and will be discontinued once the CMake project generator completely implements its functionality. APPLICATION BUNDLES (.app bundles) The example programs when built as application bundles only contain the executable file. They do not contain the dependent libraries as would a normal bundle, so they are not generally portable to other machines. They also do not know where to find plugins. An environmental variable OSG_LIBRARY_PATH may be set to point to the location where the plugin .so files are located. OSG_FILE_PATH may be set to point to the location where data files are located. Setting OSG_FILE_PATH to the OpenSceneGraph-Data directory is very useful when testing OSG by running the example programs. Many of the example programs use command-line arguments. When double-clicking on an application (or using the equivalent "open" command on the command line) only those examples and applications that do not require command-line arguments will successfully run. The executable file within the .app bundle can be run from the command-line if command-line arguments are needed. 64-BIT APPLICATION SUPPORT OpenSceneGraph will not compile successfully when OSG_WINDOWING_SYSTEM is Carbon and either x86_64 or ppc64 is selected under CMAKE_OSX_ARCHITECTURES, as Carbon is a 32bit only API. A version of the osgviewer library written in Cocoa is needed. However, OSG may be compiled under 64-bits if the X11 windowing system is selected. However, Two parts of the OSG default distribution will not work with 64-bit X11: the osgviewerWX example program and the osgdb_qt (Quicktime) plugin. These must be removed from the Xcode project after Cmake generates it in order to compile with 64-bit architectures. The lack of the latter means that images such as jpeg, tiff, png, and gif will not work, nor will animations dependent on Quicktime. A new ImageIO-based plugin is being developed to handle the still images, and a QTKit plugin will need to be developed to handle animations.