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" ;-)
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/* -*-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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