Thanks Raymond, fix now merged and submitted to SVN.

On Wed, May 7, 2008 at 3:13 PM, Raymond de Vries <[EMAIL PROTECTED]> wrote:
> Okay, and now via the official way... osg-submissions
>
>  Description:
>  This fix tests the right variable before it is allocated. Fortunately,
> until now it tested another variable (_particleSizeUniform, which is, at
> that moment, not allocated as well) and everything went ok. So it does not
> fix a crash or so, it is a matter of correct code.
>
>  Line 353 is changed from
>
>  if (!_particleSizeUniform)
>
>  to
>
>  if (!_particleColorUniform)
>
>  Best regards
>  Raymond
>
>
>
>
>  Hehe, it sure is complex ;-)
>
>  I've attached the file with the very complex fix ;)
>
>  regards
>  Raymond
>
>  btw I thought to send it via osg-submissions first, but since it's such a
> tiny fix I thought this channel would be fine too.
>
>  Robert Osfield wrote:
>
> > On Wed, May 7, 2008 at 1:54 PM, Robert Osfield <[EMAIL PROTECTED]>
> wrote:
> >
> >
> > >  Could you send me the complex modified file,
> > >
> > >
> >
> > Oppss... I meant to write "complete modified file" ;-)
> > _______________________________________________
> > osg-users mailing list
> > [EMAIL PROTECTED]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
> >
> >
>
>
>
> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
>   *
>   * This library is open source and may be redistributed and/or modified
> under
>   * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>   * (at your option) any later version.  The full license is in LICENSE file
>   * included with this distribution, and on the openscenegraph.org website.
>   *
>   * This library is distributed in the hope that it will be useful,
>   * but WITHOUT ANY WARRANTY; without even the implied warranty of
>   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>   * OpenSceneGraph Public License for more details.
>  */
>
>
>  #include<OpenThreads/ScopedLock>
>
>  #include<osg/Texture2D>
>  #include<osg/PointSprite>
>  #include<osgDB/FileUtils>
>  #include<osgUtil/CullVisitor>
>  #include<osgUtil/GLObjectsVisitor>
>
>  #include <osgParticle/PrecipitationEffect>
>
>  #include <osg/Notify>
>  #include <osg/io_utils>
>  #include <osg/Timer>
>
>  using namespace osgParticle;
>
>  #define USE_LOCAL_SHADERS
>
>  static float random(float min,float max) { return min +
> (max-min)*(float)rand()/(float)RAND_MAX; }
>
>  static void fillSpotLightImage(unsigned char* ptr, const osg::Vec4&
> centerColour, const osg::Vec4& backgroudColour, unsigned int size, float
> power)
>  {
>     if (size==1)
>     {
>         float r = 0.5f;
>         osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
>         *ptr++ = (unsigned char)((color[0])*255.0f);
>         *ptr++ = (unsigned char)((color[1])*255.0f);
>         *ptr++ = (unsigned char)((color[2])*255.0f);
>         *ptr++ = (unsigned char)((color[3])*255.0f);
>         return;
>     }
>
>     float mid = (float(size)-1.0f)*0.5f;
>     float div = 2.0f/float(size);
>     for(unsigned int r=0;r<size;++r)
>     {
>         //unsigned char* ptr = image->data(0,r,0);
>         for(unsigned int c=0;c<size;++c)
>         {
>             float dx = (float(c) - mid)*div;
>             float dy = (float(r) - mid)*div;
>             float r = powf(1.0f-sqrtf(dx*dx+dy*dy),power);
>             if (r<0.0f) r=0.0f;
>             osg::Vec4 color = centerColour*r+backgroudColour*(1.0f-r);
>             *ptr++ = (unsigned char)((color[0])*255.0f);
>             *ptr++ = (unsigned char)((color[1])*255.0f);
>             *ptr++ = (unsigned char)((color[2])*255.0f);
>             *ptr++ = (unsigned char)((color[3])*255.0f);
>         }
>     }
>  }
>
>  static osg::Image* createSpotLightImage(const osg::Vec4& centerColour,
> const osg::Vec4& backgroudColour, unsigned int size, float power)
>  {
>
>  #if 0
>     osg::Image* image = new osg::Image;
>     unsigned char* ptr = image->data(0,0,0);
>     fillSpotLightImage(ptr, centerColour, backgroudColour, size, power);
>
>     return image;
>  #else
>     osg::Image* image = new osg::Image;
>     osg::Image::MipmapDataType mipmapData;
>     unsigned int s = size;
>     unsigned int totalSize = 0;
>     unsigned i;
>     for(i=0; s>0; s>>=1, ++i)
>     {
>         if (i>0) mipmapData.push_back(totalSize);
>         totalSize += s*s*4;
>     }
>
>     unsigned char* ptr = new unsigned char[totalSize];
>     image->setImage(size, size, size, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE,
> ptr, osg::Image::USE_NEW_DELETE,1);
>
>     image->setMipmapLevels(mipmapData);
>
>     s = size;
>     for(i=0; s>0; s>>=1, ++i)
>     {
>         fillSpotLightImage(ptr, centerColour, backgroudColour, s, power);
>         ptr += s*s*4;
>     }
>
>     return image;
>  #endif
>  }
>
>
>  PrecipitationEffect::PrecipitationEffect()
>  {
>     setNumChildrenRequiringUpdateTraversal(1);
>
>     setUpGeometries(1024);
>
>     rain(0.5);
>  }
>
>  void PrecipitationEffect::rain(float intensity)
>  {
>     _wind.set(0.0f,0.0f,0.0f);
>     _particleSpeed = -2.0f + -5.0f*intensity;
>     _particleSize = 0.01 + 0.02*intensity;
>     _particleColor = osg::Vec4(0.6, 0.6, 0.6, 1.0) -  osg::Vec4(0.1, 0.1,
> 0.1, 1.0)* intensity;
>     _maximumParticleDensity = intensity * 8.5f;
>     _cellSize.set(5.0f / (0.25f+intensity), 5.0f / (0.25f+intensity), 5.0f);
>     _nearTransition = 25.f;
>     _farTransition = 100.0f - 60.0f*sqrtf(intensity);
>
>     if (!_fog) _fog = new osg::Fog;
>
>     _fog->setMode(osg::Fog::EXP);
>     _fog->setDensity(0.005f*intensity);
>     _fog->setColor(osg::Vec4(0.5, 0.5, 0.5, 1.0));
>
>     _useFarLineSegments = false;
>
>     _dirty = true;
>
>     update();
>  }
>
>  void PrecipitationEffect::snow(float intensity)
>  {
>     _wind.set(0.0f,0.0f,0.0f);
>     _particleSpeed = -0.75f - 0.25f*intensity;
>     _particleSize = 0.02f + 0.03f*intensity;
>     _particleColor = osg::Vec4(0.85f, 0.85f, 0.85f, 1.0f) -  osg::Vec4(0.1f,
> 0.1f, 0.1f, 1.0f)* intensity;
>     _maximumParticleDensity = intensity * 8.2f;
>     _cellSize.set(5.0f / (0.25f+intensity), 5.0f / (0.25f+intensity), 5.0f);
>     _nearTransition = 25.f;
>     _farTransition = 100.0f - 60.0f*sqrtf(intensity);
>
>     if (!_fog) _fog = new osg::Fog;
>
>     _fog->setMode(osg::Fog::EXP);
>     _fog->setDensity(0.01f*intensity);
>     _fog->setColor(osg::Vec4(0.6, 0.6, 0.6, 1.0));
>
>     _useFarLineSegments = false;
>
>     _dirty = true;
>
>     update();
>  }
>
>  PrecipitationEffect::PrecipitationEffect(const PrecipitationEffect& copy,
> const osg::CopyOp& copyop):
>     osg::Node(copy,copyop)
>  {
>
> setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
>     _dirty = true;
>     update();
>  }
>
>  void PrecipitationEffect::compileGLObjects(osg::RenderInfo& renderInfo)
> const
>  {
>     if (_quadGeometry.valid())
>     {
>         _quadGeometry->compileGLObjects(renderInfo);
>         if (_quadGeometry->getStateSet())
> _quadGeometry->getStateSet()->compileGLObjects(*renderInfo.getState());
>     }
>
>     if (_lineGeometry.valid())
>     {
>         _lineGeometry->compileGLObjects(renderInfo);
>         if (_lineGeometry->getStateSet())
> _lineGeometry->getStateSet()->compileGLObjects(*renderInfo.getState());
>     }
>
>     if (_pointGeometry.valid())
>     {
>         _pointGeometry->compileGLObjects(renderInfo);
>         if (_pointGeometry->getStateSet())
> _pointGeometry->getStateSet()->compileGLObjects(*renderInfo.getState());
>     }
>  }
>
>
>  void PrecipitationEffect::traverse(osg::NodeVisitor& nv)
>  {
>     if (nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
>     {
>         if (_dirty) update();
>
>         if (nv.getFrameStamp())
>         {
>             double currentTime = nv.getFrameStamp()->getSimulationTime();
>             static double previousTime = currentTime;
>             double delta = currentTime - previousTime;
>             _origin += _wind * delta;
>             previousTime = currentTime;
>         }
>
>         return;
>     }
>
>     if (nv.getVisitorType() == osg::NodeVisitor::NODE_VISITOR)
>     {
>         if (_dirty) update();
>
>         osgUtil::GLObjectsVisitor* globjVisitor =
> dynamic_cast<osgUtil::GLObjectsVisitor*>(&nv);
>         if (globjVisitor)
>         {
>             if (globjVisitor->getMode() &
> osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES)
>             {
>                 compileGLObjects(globjVisitor->getRenderInfo());
>             }
>         }
>
>         return;
>     }
>
>
>     if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
>     {
>         return;
>     }
>
>     osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(&nv);
>     if (!cv)
>     {
>         return;
>     }
>
>     ViewIdentifier viewIndentifier(cv, nv.getNodePath());
>
>     {
>         PrecipitationDrawableSet* precipitationDrawableSet = 0;
>
>         {
>             OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
>             precipitationDrawableSet = &(_viewDrawableMap[viewIndentifier]);
>         }
>
>         if (!precipitationDrawableSet->_quadPrecipitationDrawable)
>         {
>             precipitationDrawableSet->_quadPrecipitationDrawable = new
> PrecipitationDrawable;
>
> precipitationDrawableSet->_quadPrecipitationDrawable->setRequiresPreviousMatrix(true);
>
> precipitationDrawableSet->_quadPrecipitationDrawable->setGeometry(_quadGeometry.get());
>
> precipitationDrawableSet->_quadPrecipitationDrawable->setStateSet(_quadStateSet.get());
>
> precipitationDrawableSet->_quadPrecipitationDrawable->setDrawType(GL_QUADS);
>
>             precipitationDrawableSet->_linePrecipitationDrawable = new
> PrecipitationDrawable;
>
> precipitationDrawableSet->_linePrecipitationDrawable->setRequiresPreviousMatrix(true);
>
> precipitationDrawableSet->_linePrecipitationDrawable->setGeometry(_lineGeometry.get());
>
> precipitationDrawableSet->_linePrecipitationDrawable->setStateSet(_lineStateSet.get());
>
> precipitationDrawableSet->_linePrecipitationDrawable->setDrawType(GL_LINES);
>
>             precipitationDrawableSet->_pointPrecipitationDrawable = new
> PrecipitationDrawable;
>
> precipitationDrawableSet->_pointPrecipitationDrawable->setRequiresPreviousMatrix(false);
>
> precipitationDrawableSet->_pointPrecipitationDrawable->setGeometry(_pointGeometry.get());
>
> precipitationDrawableSet->_pointPrecipitationDrawable->setStateSet(_pointStateSet.get());
>
> precipitationDrawableSet->_pointPrecipitationDrawable->setDrawType(GL_POINTS);
>         }
>
>         cull(*precipitationDrawableSet, cv);
>
>         cv->pushStateSet(_stateset.get());
>         float depth = 0.0f;
>
>         if
> (!precipitationDrawableSet->_quadPrecipitationDrawable->getCurrentCellMatrixMap().empty())
>         {
>
> cv->pushStateSet(precipitationDrawableSet->_quadPrecipitationDrawable->getStateSet());
>
> cv->addDrawableAndDepth(precipitationDrawableSet->_quadPrecipitationDrawable.get(),cv->getModelViewMatrix(),depth);
>             cv->popStateSet();
>         }
>
>         if
> (!precipitationDrawableSet->_linePrecipitationDrawable->getCurrentCellMatrixMap().empty())
>         {
>
> cv->pushStateSet(precipitationDrawableSet->_linePrecipitationDrawable->getStateSet());
>
> cv->addDrawableAndDepth(precipitationDrawableSet->_linePrecipitationDrawable.get(),cv->getModelViewMatrix(),depth);
>             cv->popStateSet();
>         }
>
>         if
> (!precipitationDrawableSet->_pointPrecipitationDrawable->getCurrentCellMatrixMap().empty())
>         {
>
> cv->pushStateSet(precipitationDrawableSet->_pointPrecipitationDrawable->getStateSet());
>
> cv->addDrawableAndDepth(precipitationDrawableSet->_pointPrecipitationDrawable.get(),cv->getModelViewMatrix(),depth);
>             cv->popStateSet();
>         }
>
>         cv->popStateSet();
>
>     }
>  }
>
>  void PrecipitationEffect::update()
>  {
>     _dirty = false;
>
>     osg::notify(osg::INFO)<<"PrecipitationEffect::update()"<<std::endl;
>
>     float length_u = _cellSize.x();
>     float length_v = _cellSize.y();
>     float length_w = _cellSize.z();
>
>     // time taken to get from start to the end of cycle
>     _period = fabsf(_cellSize.z() / _particleSpeed);
>
>     _du.set(length_u, 0.0f, 0.0f);
>     _dv.set(0.0f, length_v, 0.0f);
>     _dw.set(0.0f, 0.0f, length_w);
>
>     _inverse_du.set(1.0f/length_u, 0.0f, 0.0f);
>     _inverse_dv.set(0.0f, 1.0f/length_v, 0.0f);
>     _inverse_dw.set(0.0f, 0.0f, 1.0f/length_w);
>
>     osg::notify(osg::INFO)<<"Cell size X="<<length_u<<std::endl;
>     osg::notify(osg::INFO)<<"Cell size Y="<<length_v<<std::endl;
>     osg::notify(osg::INFO)<<"Cell size Z="<<length_w<<std::endl;
>
>
>     {
>         OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
>         _viewDrawableMap.clear();
>     }
>
>     // set up state/
>     {
>         if (!_stateset)
>         {
>             _stateset = new osg::StateSet;
>             _stateset->addUniform(new osg::Uniform("baseTexture",0));
>
>             _stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
>             _stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
>
>             osg::Texture2D* texture = new
> osg::Texture2D(createSpotLightImage(osg::Vec4(1.0f,1.0f,1.0f,1.0f),osg::Vec4(1.0f,1.0f,1.0f,0.0f),32,1.0));
>             _stateset->setTextureAttribute(0, texture);
>         }
>
>         if (!_inversePeriodUniform)
>         {
>             _inversePeriodUniform = new
> osg::Uniform("inversePeriod",1.0f/_period);
>             _stateset->addUniform(_inversePeriodUniform.get());
>         }
>         else _inversePeriodUniform->set(1.0f/_period);
>
>         if (!_particleColorUniform)
>         {
>             _particleColorUniform = new osg::Uniform("particleColour",
> _particleColor);
>             _stateset->addUniform(_particleColorUniform.get());
>         }
>         else _particleColorUniform->set(_particleColor);
>
>         if (!_particleSizeUniform)
>         {
>             _particleSizeUniform = new osg::Uniform("particleSize",
> _particleSize);
>             _stateset->addUniform(_particleSizeUniform.get());
>         }
>         else _particleSizeUniform->set(_particleSize);
>
>     }
>
>  }
>
>  void PrecipitationEffect::createGeometry(unsigned int numParticles,
>                     osg::Geometry* quad_geometry,
>                     osg::Geometry* line_geometry,
>                     osg::Geometry* point_geometry)
>  {
>     // particle corner offsets
>     osg::Vec2 offset00(0.0f,0.0f);
>     osg::Vec2 offset10(1.0f,0.0f);
>     osg::Vec2 offset01(0.0f,1.0f);
>     osg::Vec2 offset11(1.0f,1.0f);
>
>     osg::Vec2 offset0(0.5f,0.0f);
>     osg::Vec2 offset1(0.5f,1.0f);
>
>     osg::Vec2 offset(0.5f,0.5f);
>
>
>     // configure quad_geometry;
>     osg::Vec3Array* quad_vertices = 0;
>     osg::Vec2Array* quad_offsets = 0;
>     if (quad_geometry)
>     {
>         quad_geometry->setName("quad");
>
>         quad_vertices = new osg::Vec3Array(numParticles*4);
>         quad_offsets = new osg::Vec2Array(numParticles*4);
>
>         quad_geometry->setVertexArray(quad_vertices);
>         quad_geometry->setTexCoordArray(0, quad_offsets);
>     }
>
>     // configure line_geometry;
>     osg::Vec3Array* line_vertices = 0;
>     osg::Vec2Array* line_offsets = 0;
>     if (line_geometry)
>     {
>         line_geometry->setName("line");
>
>         line_vertices = new osg::Vec3Array(numParticles*2);
>         line_offsets = new osg::Vec2Array(numParticles*2);
>
>         line_geometry->setVertexArray(line_vertices);
>         line_geometry->setTexCoordArray(0, line_offsets);
>     }
>
>     // configure point_geometry;
>     osg::Vec3Array* point_vertices = 0;
>     osg::Vec2Array* point_offsets = 0;
>     if (point_geometry)
>     {
>         point_geometry->setName("point");
>
>         point_vertices = new osg::Vec3Array(numParticles);
>         point_offsets = new osg::Vec2Array(numParticles);
>
>         point_geometry->setVertexArray(point_vertices);
>         point_geometry->setTexCoordArray(0, point_offsets);
>     }
>
>     // set up vertex attribute data.
>     for(unsigned int i=0; i< numParticles; ++i)
>     {
>         osg::Vec3 pos( random(0.0f, 1.0f), random(0.0f, 1.0f), random(0.0f,
> 1.0f));
>
>         // quad particles
>         if (quad_vertices)
>         {
>             (*quad_vertices)[i*4] = pos;
>             (*quad_vertices)[i*4+1] = pos;
>             (*quad_vertices)[i*4+2] =  pos;
>             (*quad_vertices)[i*4+3] =  pos;
>             (*quad_offsets)[i*4] = offset00;
>             (*quad_offsets)[i*4+1] = offset01;
>             (*quad_offsets)[i*4+2] = offset11;
>             (*quad_offsets)[i*4+3] = offset10;
>         }
>
>         // line particles
>         if (line_vertices)
>         {
>             (*line_vertices)[i*2] = pos;
>             (*line_vertices)[i*2+1] = pos;
>             (*line_offsets)[i*2] = offset0;
>             (*line_offsets)[i*2+1] = offset1;
>         }
>
>         // point particles
>         if (point_vertices)
>         {
>             (*point_vertices)[i] = pos;
>             (*point_offsets)[i] = offset;
>         }
>     }
>  }
>
>  void PrecipitationEffect::setUpGeometries(unsigned int numParticles)
>  {
>     unsigned int quadRenderBin = 13;
>     unsigned int lineRenderBin = 12;
>     unsigned int pointRenderBin = 11;
>
>
>
> osg::notify(osg::INFO)<<"PrecipitationEffect::setUpGeometries("<<numParticles<<")"<<std::endl;
>
>     bool needGeometryRebuild = false;
>
>     if (!_quadGeometry || _quadGeometry->getVertexArray()->getNumElements()
> != 4*numParticles)
>     {
>         _quadGeometry = new osg::Geometry;
>         _quadGeometry->setUseVertexBufferObjects(true);
>         needGeometryRebuild = true;
>     }
>
>     if (!_lineGeometry || _lineGeometry->getVertexArray()->getNumElements()
> != 2*numParticles)
>     {
>         _lineGeometry = new osg::Geometry;
>         _lineGeometry->setUseVertexBufferObjects(true);
>         needGeometryRebuild = true;
>     }
>
>     if (!_pointGeometry ||
> _pointGeometry->getVertexArray()->getNumElements() != numParticles)
>     {
>         _pointGeometry = new osg::Geometry;
>         _pointGeometry->setUseVertexBufferObjects(true);
>         needGeometryRebuild = true;
>     }
>
>     if (needGeometryRebuild)
>     {
>         createGeometry(numParticles, _quadGeometry.get(),
> _lineGeometry.get(), _pointGeometry.get());
>     }
>
>
>     if (!_quadStateSet)
>     {
>         _quadStateSet = new osg::StateSet;
>
>         osg::Program* program = new osg::Program;
>         _quadStateSet->setAttribute(program);
>         _quadStateSet->setRenderBinDetails(quadRenderBin,"DepthSortedBin");
>
>  #ifdef USE_LOCAL_SHADERS
>         char vertexShaderSource[] =
>             "uniform float inversePeriod;\n"
>             "uniform vec4 particleColour;\n"
>             "uniform float particleSize;\n"
>             "\n"
>             "uniform float osg_SimulationTime;\n"
>             "uniform float osg_DeltaSimulationTime;\n"
>             "\n"
>             "varying vec4 colour;\n"
>             "varying vec2 texCoord;\n"
>             "\n"
>             "void main(void)\n"
>             "{\n"
>             "    float offset = gl_Vertex.z;\n"
>             "    float startTime = gl_MultiTexCoord1.x;\n"
>             "    texCoord = gl_MultiTexCoord0.xy;\n"
>             "\n"
>             "    vec4 v_previous = gl_Vertex;\n"
>             "    v_previous.z = fract( (osg_SimulationTime -
> startTime)*inversePeriod - offset);\n"
>             "    \n"
>             "    vec4 v_current =  v_previous;\n"
>             "    v_current.z += (osg_DeltaSimulationTime*inversePeriod);\n"
>             "    \n"
>             "\n"
>             "    colour = particleColour;\n"
>             "    \n"
>             "    vec4 v1 = gl_ModelViewMatrix * v_current;\n"
>             "    vec4 v2 = gl_TextureMatrix[0] * v_previous;\n"
>             "    \n"
>             "    vec3 dv = v2.xyz - v1.xyz;\n"
>             "    \n"
>             "    vec2 dv_normalized = normalize(dv.xy);\n"
>             "    dv.xy += dv_normalized * particleSize;\n"
>             "    vec2 dp = vec2( -dv_normalized.y, dv_normalized.x ) *
> particleSize;\n"
>             "    \n"
>             "    float area = length(dv.xy);\n"
>             "    colour.a = 0.05+(particleSize)/area;\n"
>             "    \n"
>             "\n"
>             "    v1.xyz += dv*texCoord.y;\n"
>             "    v1.xy += dp*texCoord.x;\n"
>             "    \n"
>             "    gl_Position = gl_ProjectionMatrix * v1;\n"
>             "}\n";
>
>         char fragmentShaderSource[] =
>             "uniform sampler2D baseTexture;\n"
>             "varying vec2 texCoord;\n"
>             "varying vec4 colour;\n"
>             "\n"
>             "void main (void)\n"
>             "{\n"
>             "    gl_FragColor = colour * texture2D( baseTexture,
> texCoord);\n"
>             "}\n";
>
>         program->addShader(new osg::Shader(osg::Shader::VERTEX,
> vertexShaderSource));
>         program->addShader(new osg::Shader(osg::Shader::FRAGMENT,
> fragmentShaderSource));
>  #else
>         // get shaders from source
>         program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX,
> osgDB::findDataFile("quad_rain.vert")));
>
> program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT,
> osgDB::findDataFile("rain.frag")));
>  #endif
>     }
>
>
>     if (!_lineStateSet)
>     {
>         _lineStateSet = new osg::StateSet;
>
>         osg::Program* program = new osg::Program;
>         _lineStateSet->setAttribute(program);
>         _lineStateSet->setRenderBinDetails(lineRenderBin,"DepthSortedBin");
>
>  #ifdef USE_LOCAL_SHADERS
>         char vertexShaderSource[] =
>             "uniform float inversePeriod;\n"
>             "uniform vec4 particleColour;\n"
>             "uniform float particleSize;\n"
>             "\n"
>             "uniform float osg_SimulationTime;\n"
>             "uniform float osg_DeltaSimulationTime;\n"
>             "uniform mat4 previousModelViewMatrix;\n"
>             "\n"
>             "varying vec4 colour;\n"
>             "varying vec2 texCoord;\n"
>             "\n"
>             "void main(void)\n"
>             "{\n"
>             "    float offset = gl_Vertex.z;\n"
>             "    float startTime = gl_MultiTexCoord1.x;\n"
>             "    texCoord = gl_MultiTexCoord0.xy;\n"
>             "\n"
>             "    vec4 v_previous = gl_Vertex;\n"
>             "    v_previous.z = fract( (osg_SimulationTime -
> startTime)*inversePeriod - offset);\n"
>             "    \n"
>             "    vec4 v_current =  v_previous;\n"
>             "    v_current.z += (osg_DeltaSimulationTime*inversePeriod);\n"
>             "    \n"
>             "    colour = particleColour;\n"
>             "    \n"
>             "    vec4 v1 = gl_ModelViewMatrix * v_current;\n"
>             "    vec4 v2 = gl_TextureMatrix[0] * v_previous;\n"
>             "    \n"
>             "    vec3 dv = v2.xyz - v1.xyz;\n"
>             "    \n"
>             "    vec2 dv_normalized = normalize(dv.xy);\n"
>             "    dv.xy += dv_normalized * particleSize;\n"
>             "    \n"
>             "    float area = length(dv.xy);\n"
>             "    colour.a = (particleSize)/area;\n"
>             "    \n"
>             "    v1.xyz += dv*texCoord.y;\n"
>             "    \n"
>             "    gl_Position = gl_ProjectionMatrix * v1;\n"
>             "}\n";
>
>         char fragmentShaderSource[] =
>             "uniform sampler2D baseTexture;\n"
>             "varying vec2 texCoord;\n"
>             "varying vec4 colour;\n"
>             "\n"
>             "void main (void)\n"
>             "{\n"
>             "    gl_FragColor = colour * texture2D( baseTexture,
> texCoord);\n"
>             "}\n";
>
>         program->addShader(new osg::Shader(osg::Shader::VERTEX,
> vertexShaderSource));
>         program->addShader(new osg::Shader(osg::Shader::FRAGMENT,
> fragmentShaderSource));
>  #else
>         // get shaders from source
>         program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX,
> osgDB::findDataFile("line_rain.vert")));
>
> program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT,
> osgDB::findDataFile("rain.frag")));
>  #endif
>     }
>
>
>     if (!_pointStateSet)
>     {
>         _pointStateSet = new osg::StateSet;
>
>         osg::Program* program = new osg::Program;
>         _pointStateSet->setAttribute(program);
>
>  #ifdef USE_LOCAL_SHADERS
>         char vertexShaderSource[] =
>             "uniform float inversePeriod;\n"
>             "uniform vec4 particleColour;\n"
>             "uniform float particleSize;\n"
>             "\n"
>             "uniform float osg_SimulationTime;\n"
>             "\n"
>             "varying vec4 colour;\n"
>             "\n"
>             "void main(void)\n"
>             "{\n"
>             "    float offset = gl_Vertex.z;\n"
>             "    float startTime = gl_MultiTexCoord1.x;\n"
>             "\n"
>             "    vec4 v_current = gl_Vertex;\n"
>             "    v_current.z = fract( (osg_SimulationTime -
> startTime)*inversePeriod - offset);\n"
>             "   \n"
>             "    colour = particleColour;\n"
>             "\n"
>             "    gl_Position = gl_ModelViewProjectionMatrix * v_current;\n"
>             "\n"
>             "    float pointSize = abs(1280.0*particleSize /
> gl_Position.w);\n"
>             "\n"
>             "    //gl_PointSize = max(ceil(pointSize),2);\n"
>             "    gl_PointSize = ceil(pointSize);\n"
>             "    \n"
>             "    colour.a =
> 0.05+(pointSize*pointSize)/(gl_PointSize*gl_PointSize);\n"
>             "}\n";
>
>         char fragmentShaderSource[] =
>             "uniform sampler2D baseTexture;\n"
>             "varying vec4 colour;\n"
>             "\n"
>             "void main (void)\n"
>             "{\n"
>             "    gl_FragColor = colour * texture2D( baseTexture,
> gl_TexCoord[0].xy);\n"
>             "}\n";
>
>         program->addShader(new osg::Shader(osg::Shader::VERTEX,
> vertexShaderSource));
>         program->addShader(new osg::Shader(osg::Shader::FRAGMENT,
> fragmentShaderSource));
>  #else
>         // get shaders from source
>         program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX,
> osgDB::findDataFile("point_rain.vert")));
>
> program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT,
> osgDB::findDataFile("point_rain.frag")));
>  #endif
>
>         /// Setup the point sprites
>         osg::PointSprite *sprite = new osg::PointSprite();
>         _pointStateSet->setTextureAttributeAndModes(0, sprite,
> osg::StateAttribute::ON);
>
>         _pointStateSet->setMode(GL_VERTEX_PROGRAM_POINT_SIZE,
> osg::StateAttribute::ON);
>
> _pointStateSet->setRenderBinDetails(pointRenderBin,"DepthSortedBin");
>     }
>
>
>  }
>
>  void PrecipitationEffect::cull(PrecipitationDrawableSet& pds,
> osgUtil::CullVisitor* cv) const
>  {
>  #ifdef DO_TIMING
>     osg::Timer_t startTick = osg::Timer::instance()->tick();
>  #endif
>
>     float cellVolume = _cellSize.x() * _cellSize.y() * _cellSize.z();
>     int numberOfParticles = (int)(_maximumParticleDensity * cellVolume);
>
>     if (numberOfParticles==0) return;
>
>
> pds._quadPrecipitationDrawable->setNumberOfVertices(numberOfParticles*4);
>
> pds._linePrecipitationDrawable->setNumberOfVertices(numberOfParticles*2);
>     pds._pointPrecipitationDrawable->setNumberOfVertices(numberOfParticles);
>
>     pds._quadPrecipitationDrawable->newFrame();
>     pds._linePrecipitationDrawable->newFrame();
>     pds._pointPrecipitationDrawable->newFrame();
>
>     osg::Matrix inverse_modelview;
>     inverse_modelview.invert(*(cv->getModelViewMatrix()));
>
>     osg::Vec3 eyeLocal = osg::Vec3(0.0f,0.0f,0.0f) * inverse_modelview;
>     //osg::notify(osg::NOTICE)<<"  eyeLocal "<<eyeLocal<<std::endl;
>
>     float eye_k = (eyeLocal-_origin)*_inverse_dw;
>     osg::Vec3 eye_kPlane = eyeLocal-_dw*eye_k-_origin;
>
>     // osg::notify(osg::NOTICE)<<"  eye_kPlane "<<eye_kPlane<<std::endl;
>
>     float eye_i = eye_kPlane*_inverse_du;
>     float eye_j = eye_kPlane*_inverse_dv;
>
>     osg::Polytope frustum;
>     frustum.setToUnitFrustum(false,false);
>     frustum.transformProvidingInverse(*(cv->getProjectionMatrix()));
>     frustum.transformProvidingInverse(*(cv->getModelViewMatrix()));
>
>     float i_delta = _farTransition * _inverse_du.x();
>     float j_delta = _farTransition * _inverse_dv.y();
>     float k_delta = 1;//_nearTransition * _inverse_dw.z();
>
>     int i_min = (int)floor(eye_i - i_delta);
>     int j_min = (int)floor(eye_j - j_delta);
>     int k_min = (int)floor(eye_k - k_delta);
>
>     int i_max = (int)ceil(eye_i + i_delta);
>     int j_max = (int)ceil(eye_j + j_delta);
>     int k_max = (int)ceil(eye_k + k_delta);
>
>     //osg::notify(osg::NOTICE)<<"i_delta="<<i_delta<<" j_delta="<<j_delta<<"
> k_delta="<<k_delta<<std::endl;
>
>     unsigned int numTested=0;
>     unsigned int numInFrustum=0;
>
>     float iCyle = 0.43;
>     float jCyle = 0.64;
>
>     for(int i = i_min; i<=i_max; ++i)
>     {
>         for(int j = j_min; j<=j_max; ++j)
>         {
>             for(int k = k_min; k<=k_max; ++k)
>             {
>                 float startTime = (float)(i)*iCyle + (float)(j)*jCyle;
>                 startTime = (startTime-floor(startTime))*_period;
>
>                 if (build(eyeLocal, i,j,k, startTime, pds, frustum, cv))
> ++numInFrustum;
>                 ++numTested;
>             }
>         }
>     }
>
>
>  #ifdef DO_TIMING
>     osg::Timer_t endTick = osg::Timer::instance()->tick();
>
>     osg::notify(osg::NOTICE)<<"time for cull
> "<<osg::Timer::instance()->delta_m(startTick,endTick)<<"ms
> numTested="<<numTested<<" numInFrustum"<<numInFrustum<<std::endl;
>     osg::notify(osg::NOTICE)<<"     quads
> "<<pds._quadPrecipitationDrawable->getCurrentCellMatrixMap().size()<<"
> lines "<<pds._linePrecipitationDrawable->getCurrentCellMatrixMap().size()<<"
> points
> "<<pds._pointPrecipitationDrawable->getCurrentCellMatrixMap().size()<<std::endl;
>  #endif
>  }
>
>  bool PrecipitationEffect::build(const osg::Vec3 eyeLocal, int i, int j, int
> k, float startTime, PrecipitationDrawableSet& pds, osg::Polytope& frustum,
> osgUtil::CullVisitor* cv) const
>  {
>     osg::Vec3 position = _origin + osg::Vec3(float(i)*_du.x(),
> float(j)*_dv.y(), float(k+1)*_dw.z());
>     osg::Vec3 scale(_du.x(), _dv.y(), -_dw.z());
>
>     osg::BoundingBox bb(position.x(), position.y(), position.z()+scale.z(),
>                         position.x()+scale.x(), position.y()+scale.y(),
> position.z());
>
>     if (!frustum.contains(bb)) return false;
>
>     osg::Vec3 center = position + scale*0.5f;
>     float distance = (center-eyeLocal).length();
>
>     osg::Matrix* mymodelview = 0;
>     if (distance < _nearTransition)
>     {
>         PrecipitationDrawable::DepthMatrixStartTime& mstp =
> pds._quadPrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
>         mstp.depth = distance;
>         mstp.startTime = startTime;
>         mymodelview = &mstp.modelview;
>     }
>     else if (distance <= _farTransition)
>     {
>         if (_useFarLineSegments)
>         {
>             PrecipitationDrawable::DepthMatrixStartTime& mstp =
> pds._linePrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
>             mstp.depth = distance;
>             mstp.startTime = startTime;
>             mymodelview = &mstp.modelview;
>         }
>         else
>         {
>             PrecipitationDrawable::DepthMatrixStartTime& mstp =
> pds._pointPrecipitationDrawable->getCurrentCellMatrixMap()[PrecipitationDrawable::Cell(i,k,j)];
>             mstp.depth = distance;
>             mstp.startTime = startTime;
>             mymodelview = &mstp.modelview;
>         }
>     }
>     else
>     {
>         return false;
>     }
>
>     *mymodelview = *(cv->getModelViewMatrix());
>     mymodelview->preMult(osg::Matrix::translate(position));
>     mymodelview->preMult(osg::Matrix::scale(scale));
>
>     cv->updateCalculatedNearFar(*(cv->getModelViewMatrix()),bb);
>
>     return true;
>  }
>
>
>
> /////////////////////////////////////////////////////////////////////////////////////////////////////
>  //
>  //   Precipitation Drawable
>  //
>
> ////////////////////////////////////////////////////////////////////////////////////////////////////
>
>  PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable():
>     _requiresPreviousMatrix(true),
>     _drawType(GL_QUADS),
>     _numberOfVertices(0)
>  {
>     setSupportsDisplayList(false);
>  }
>
>  PrecipitationEffect::PrecipitationDrawable::PrecipitationDrawable(const
> PrecipitationDrawable& copy, const osg::CopyOp& copyop):
>     osg::Drawable(copy,copyop),
>     _requiresPreviousMatrix(copy._requiresPreviousMatrix),
>     _geometry(copy._geometry),
>     _drawType(copy._drawType),
>     _numberOfVertices(copy._numberOfVertices)
>  {
>  }
>
>
>
>  void
> PrecipitationEffect::PrecipitationDrawable::drawImplementation(osg::RenderInfo&
> renderInfo) const
>  {
>     if (!_geometry) return;
>
>     const osg::Geometry::Extensions* extensions =
> osg::Geometry::getExtensions(renderInfo.getContextID(),true);
>
>     // save OpenGL matrices
>     glPushMatrix();
>
>     if (_requiresPreviousMatrix)
>     {
>         renderInfo.getState()->setActiveTextureUnit(0);
>         glMatrixMode( GL_TEXTURE );
>         glPushMatrix();
>     }
>
>     typedef std::vector<const CellMatrixMap::value_type*>
> DepthMatrixStartTimeVector;
>     DepthMatrixStartTimeVector orderedEntries;
>     orderedEntries.reserve(_currentCellMatrixMap.size());
>
>     for(CellMatrixMap::const_iterator citr = _currentCellMatrixMap.begin();
>         citr != _currentCellMatrixMap.end();
>         ++citr)
>     {
>         orderedEntries.push_back(&(*citr));
>     }
>
>     std::sort(orderedEntries.begin(),orderedEntries.end(),LessFunctor());
>
>     for(DepthMatrixStartTimeVector::reverse_iterator itr =
> orderedEntries.rbegin();
>         itr != orderedEntries.rend();
>         ++itr)
>     {
>         extensions->glMultiTexCoord1f(GL_TEXTURE0+1,
> (*itr)->second.startTime);
>
>         // load cells current modelview matrix
>         if (_requiresPreviousMatrix)
>         {
>             glMatrixMode( GL_MODELVIEW );
>             glLoadMatrix((*itr)->second.modelview.ptr());
>
>             CellMatrixMap::const_iterator pitr =
> _previousCellMatrixMap.find((*itr)->first);
>             if (pitr != _previousCellMatrixMap.end())
>             {
>                 // load previous frame modelview matrix for motion blurr
> effect
>                 glMatrixMode( GL_TEXTURE );
>                 glLoadMatrix(pitr->second.modelview.ptr());
>             }
>             else
>             {
>                 // use current modelview matrix as "previous" frame value,
> cancelling motion blurr effect
>                 glMatrixMode( GL_TEXTURE );
>                 glLoadMatrix((*itr)->second.modelview.ptr());
>             }
>         }
>         else
>         {
>             glLoadMatrix((*itr)->second.modelview.ptr());
>         }
>
>         _geometry->draw(renderInfo);
>
>         unsigned int numVertices =
> osg::minimum(_geometry->getVertexArray()->getNumElements(),
> _numberOfVertices);
>         glDrawArrays(_drawType, 0, numVertices);
>     }
>
>     // restore OpenGL matrices
>     if (_requiresPreviousMatrix)
>     {
>         glPopMatrix();
>         glMatrixMode( GL_MODELVIEW );
>     }
>
>     glPopMatrix();
>
>
>  }
>
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>
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>
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