[858] | 1 | #include "advancedparticlesystem.h"
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| 2 | #include <glh/glh_glut.h>
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| 3 | using namespace glh;
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| 4 | #include <random.h>
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| 5 |
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| 6 |
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| 7 | AdvancedParticleSystem::AdvancedParticleSystem(void)
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| 8 | {
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| 9 | object_shadows=false;
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| 10 | depthcalc=true;
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| 11 | m_PSys_RenderMode=3;
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| 12 | albedo=0.91;
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| 13 | symmetry=0.02;
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| 14 | transparency=0.55;
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| 15 | m_HasSceneTransformMatrix=false;
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| 16 | }
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| 17 |
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| 18 | AdvancedParticleSystem::~AdvancedParticleSystem(void)
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| 19 | {
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| 20 | }
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| 21 | void AdvancedParticleSystem::displayLittle(Camera* cam)
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| 22 | {
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| 23 | m_LittleParticleSystem.RefreshCamera(cam);
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| 24 | m_LittleParticleSystem.RefreshBuffer();
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| 25 |
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| 26 | cam->SetViewandProjection();
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| 27 | glDisable(GL_TEXTURE_2D);
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| 28 | glDisable(GL_TEXTURE_RECTANGLE_NV);
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| 29 | glBindTexture(GL_TEXTURE_2D,m_BillboardTexture.getTextureHandler());
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| 30 | glEnable(GL_BLEND);
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| 31 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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| 32 | m_LittleParticleSystem.RenderAsBillboard();
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| 33 | glDisable(GL_BLEND);
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| 34 | //glDisable(GL_TEXTURE_2D);
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| 35 | }
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| 36 |
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| 37 | void AdvancedParticleSystem::Display(Camera* cam,Vector LightPos)
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| 38 | {
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| 39 | //refresh Particle System
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| 40 | m_ParticleSystem.RefreshCamera(cam);
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| 41 | m_ParticleSystem.RefrBRadius_Dist();
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| 42 | m_ParticleSystem.SortParticles(true);
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| 43 | m_ParticleSystem.RefreshBuffer();
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| 44 |
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| 45 | CgProgram* ActualProgram;
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| 46 | if(depthcalc)
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| 47 | {
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| 48 | if(m_PSys_RenderMode==0)ActualProgram=&m_Psys_Depth_Default_Program;
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| 49 | if(m_PSys_RenderMode==1)ActualProgram=&m_Psys_Depth_Single_Phase_Program;
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| 50 | if(m_PSys_RenderMode>1)ActualProgram=&m_Psys_Depth_Multiple_Forward_Program;
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| 51 | }
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| 52 | else
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| 53 | {
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| 54 | if(m_PSys_RenderMode==0)ActualProgram=&m_Psys_Default_Program;
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| 55 | if(m_PSys_RenderMode==1)ActualProgram=&m_Psys_Single_Phase_Program;
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| 56 | if(m_PSys_RenderMode>1)ActualProgram=&m_Psys_Multiple_Forward_Program;
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| 57 | }
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| 58 |
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| 59 | ActualProgram->Enable();
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| 60 | CGparameter param;
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| 61 |
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| 62 | if(depthcalc)
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| 63 | {
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| 64 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"ObjTexture");
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| 65 | cgGLSetTextureParameter(param,m_ObjectsTexture.getColorTextureID());
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| 66 | cgGLEnableTextureParameter(param);
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| 67 | }
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| 68 |
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| 69 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"FrontTexture");
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| 70 | cgGLSetTextureParameter(param,m_FrontDepthTexture.getColorTextureID());
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| 71 | cgGLEnableTextureParameter(param);
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| 72 |
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| 73 | if(m_PSys_RenderMode>0)
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| 74 | {
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| 75 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"PhaseTexture");
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| 76 | cgGLSetTextureParameter(param,PhaseTexID);
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| 77 | cgGLEnableTextureParameter(param);
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| 78 |
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| 79 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "Albedo");
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| 80 | cgGLSetParameter1d(param,albedo);
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| 81 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "Symmetry");
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| 82 | cgGLSetParameter1d(param,symmetry2);
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| 83 |
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| 84 | param = cgGetNamedParameter(*ActualProgram->m_VertexProgram, "LightPosition");
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| 85 | cgGLSetParameter3fv(param,LightPos.GetArrayf());
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| 86 |
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| 87 | param = cgGetNamedParameter(*ActualProgram->m_VertexProgram, "EyePosition");
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| 88 | cgGLSetParameter3fv(param,cam->getPosition().GetArrayf());
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| 89 |
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| 90 | if(m_PSys_RenderMode>1)
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| 91 | {
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| 92 | m_LightCamera.SetViewandProjectionOrto();
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| 93 | cgGLSetStateMatrixParameter(cgGetNamedParameter(*ActualProgram->m_VertexProgram, "LightModelViewProj"),
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| 94 | CG_GL_MODELVIEW_PROJECTION_MATRIX,
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| 95 | CG_GL_MATRIX_IDENTITY);
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| 96 |
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| 97 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"Illum1");
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| 98 |
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| 99 | if(m_PSys_RenderMode==3)
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| 100 | cgGLSetTextureParameter(param,m_ScatteredIlumTexture.getColorTextureID());
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| 101 | else
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| 102 | cgGLSetTextureParameter(param,m_IllumTexture.getColorTextureID());
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| 103 |
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| 104 | cgGLEnableTextureParameter(param);
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| 105 | }
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| 106 |
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| 107 | }
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| 108 |
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| 109 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "Transparency");
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| 110 | cgGLSetParameter1d(param,transparency);
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| 111 |
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| 112 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "LightColor");
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| 113 | cgGLSetParameter3fv(param,m_LightColor.GetArray());
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| 114 |
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| 115 |
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| 116 | if(depthcalc)
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| 117 | {
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| 118 | glDisable(GL_DEPTH_TEST);
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| 119 | }
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| 120 | else
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| 121 | {
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| 122 | glDepthMask(GL_FALSE);
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| 123 | }
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| 124 | glEnable(GL_BLEND);
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| 125 | glBlendFunc(GL_ONE,GL_SRC_ALPHA);
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| 126 | //glBlendEquationSeparateEXT(GL_FUNC_ADD,GL_FUNC_ADD);
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| 127 |
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| 128 |
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| 129 | cam->SetViewandProjectionNew();
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| 130 |
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| 131 | glMatrixMode(GL_MODELVIEW);
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| 132 | glPushMatrix();
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| 133 | glTranslatef(m_ParticleSystem.getPosition().x,
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| 134 | m_ParticleSystem.getPosition().y,
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| 135 | m_ParticleSystem.getPosition().z);
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| 136 |
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| 137 | /*
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| 138 | glDisable(GL_BLEND);
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| 139 | glDisable(GL_LIGHTING);
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| 140 | glDisable(GL_TEXTURE_RECTANGLE_NV);
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| 141 | glDisable(GL_DEPTH_TEST);
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| 142 | */
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| 143 | m_ParticleSystem.RenderAsBillboard();
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| 144 |
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| 145 | glPopMatrix();
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| 146 |
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| 147 | glDisable(GL_BLEND);
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| 148 | glDepthMask(GL_TRUE);
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| 149 | glEnable(GL_DEPTH_TEST);
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| 150 | /*
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| 151 | if(depthcalc)cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"ObjTexture"));
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| 152 | cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"FrontTexture"));
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| 153 | if(m_PSys_RenderMode>1)cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"Illum1"));
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| 154 | */
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| 155 | m_Psys_Depth_Multiple_Forward_Program.Disable();
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| 156 | }
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| 157 |
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| 158 | void AdvancedParticleSystem::displayillum(Camera* cam)
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| 159 | {
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| 160 | m_TempProg.Enable();
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| 161 |
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| 162 | m_DisplayImpostor.setObjSphereRadius(m_ParticleSystem.getBoundingRadius());
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| 163 | m_DisplayImpostor.setObjPosition(Vector(0,0,0));
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| 164 | m_DisplayImpostor.setViewCamera(cam);
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| 165 | m_DisplayImpostor.updateCamera(true);
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| 166 |
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| 167 | CGparameter param=cgGetNamedParameter(*m_TempProg.m_FragmentProgram,"Texture");
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| 168 | cgGLSetTextureParameter(param,m_IllumTexture.getColorTextureID());
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| 169 | cgGLEnableTextureParameter(param);
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| 170 |
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| 171 | glDisable(GL_BLEND);
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| 172 | //glEnable(GL_BLEND);
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| 173 | //glBlendFunc(GL_SRC_ALPHA,GL_NONE);
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| 174 |
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| 175 |
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| 176 | cam->SetViewandProjection();
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| 177 |
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| 178 | glPushMatrix();
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| 179 | glTranslatef(-1.1*m_ParticleSystem.getBoundingRadius(),0,0);
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| 180 | m_DisplayImpostor.Display();
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| 181 | glPopMatrix();
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| 182 |
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| 183 | glPushMatrix();
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| 184 | param=cgGetNamedParameter(*m_TempProg.m_FragmentProgram,"Texture");
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| 185 | cgGLSetTextureParameter(param,m_ScatteredIlumTexture.getColorTextureID());
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| 186 | cgGLEnableTextureParameter(param);
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| 187 |
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| 188 | glTranslatef(1.1*m_ParticleSystem.getBoundingRadius(),0,0);
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| 189 | m_DisplayImpostor.Display();
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| 190 | glPopMatrix();
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| 191 |
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| 192 | m_TempProg.Disable();
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| 193 |
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| 194 |
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| 195 | }
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| 196 |
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| 197 | void AdvancedParticleSystem::displaytexture(int tex)
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| 198 | {
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| 199 | unsigned int texID;
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| 200 | int u=256,v=256;
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| 201 | if(tex==0)//composite texture
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| 202 | {
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| 203 | texID=m_FrontDepthTexture.getColorTextureID();
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| 204 | }
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| 205 | if(tex==1)//illumination texture
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| 206 | {
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| 207 | texID=m_IllumTexture.getColorTextureID();
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| 208 | }
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| 209 | if(tex==2)//illumination texture
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| 210 | {
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| 211 | texID=m_ScatteredIlumTexture.getColorTextureID();
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| 212 | }
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| 213 |
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| 214 | m_TempProg.SetFragmentTexParam("Texture",texID);
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| 215 | m_TempProg.Enable();
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| 216 | m_DisplayImpostor.DisplayScreenQuad(u,v);
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| 217 | m_TempProg.DisableFragmentTexParam("Texture");
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| 218 | m_TempProg.Disable();
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| 219 | }
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| 220 |
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| 221 | void AdvancedParticleSystem::Refresh(Camera* cam,Vector LightPos,unsigned int Dt,unsigned int TimefromSecond)
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| 222 | {
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| 223 | static int r=0;
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| 224 | symmetry2=(symmetry+1)/2;
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| 225 |
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| 226 | //refresh Particle System
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| 227 | m_LittleParticleSystem.RefreshCamera(cam);
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| 228 |
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| 229 | m_LittleParticleSystem.RefreshParticles(Dt,TimefromSecond);
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| 230 |
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| 231 | m_LittleParticleSystem.RefrBRadius_Dist();
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| 232 | m_LittleParticleSystem.RefreshBuffer();
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| 233 |
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| 234 | m_ParticleSystem.m_LittleSystemRadius=m_LittleParticleSystem.getBoundingRadius();
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| 235 |
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| 236 | m_ParticleSystem.RefreshParticles(Dt,TimefromSecond);
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| 237 |
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| 238 | RefreshDepths(cam);
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| 239 |
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| 240 | if(m_PSys_RenderMode>1)RefreshIllumTextures(LightPos);
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| 241 | else m_ParticleSystem.RefrBRadius_Dist();
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| 242 |
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| 243 | //render objects inside bounding sphere
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| 244 | if(depthcalc)RenderObjectDepths(cam);
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| 245 | }
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| 246 |
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| 247 |
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| 248 | void AdvancedParticleSystem::RefreshDepths(Camera* cam)
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| 249 | {
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| 250 | Camera viewcam;
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| 251 | viewcam.setNearClipDistance(0);
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| 252 | viewcam.setFarClipDistance(2*m_LittleParticleSystem.getBoundingRadius());
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| 253 | viewcam.setCorners(-m_LittleParticleSystem.getBoundingRadius(),
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| 254 | m_LittleParticleSystem.getBoundingRadius(),
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| 255 | m_LittleParticleSystem.getBoundingRadius(),
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| 256 | -m_LittleParticleSystem.getBoundingRadius());
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| 257 | viewcam.SetUpVector(cam->getUpVector());
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| 258 | viewcam.setRightVector(cam->getRightVector());
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| 259 | viewcam.setLookAt(m_LittleParticleSystem.getPosition());
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| 260 | Vector dir=(cam->getPosition()-cam->getLookAt()).Normalize();
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| 261 | viewcam.SetPosition(viewcam.getLookAt()+dir*m_LittleParticleSystem.getBoundingRadius());
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| 262 |
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| 263 | CGparameter param;
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| 264 |
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| 265 | //FRONT DEPTH
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| 266 |
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| 267 | CgProgram* ActualProgram;
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| 268 |
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| 269 | if(depthcalc)
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| 270 | {
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| 271 | ActualProgram=&m_FrontDepthProgram;
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| 272 | ActualProgram->SetFragmentTexParam("frontTexture",m_BbFrontDepthTexture.getTextureHandler());
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| 273 | }
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| 274 | else ActualProgram=&m_DensityOnlyProgram;
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| 275 |
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| 276 | ActualProgram->SetFragmentTexParam("Texture",m_BillboardTexture.getTextureHandler());
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| 277 |
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| 278 | // Enable Depth Render Target
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| 279 | m_FrontDepthTexture.EnablewithColorRelease();
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| 280 |
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| 281 | //enable cg programs
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| 282 | ActualProgram->Enable();
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| 283 |
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| 284 |
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| 285 | //Render System
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| 286 | glClearColor(1,1,0,0);
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| 287 | glDisable(GL_DEPTH_TEST);
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| 288 |
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| 289 | //m_DisplayImpostor.ApplyCameraTransformOrto();
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| 290 | viewcam.SetViewandProjectionOrto();
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| 291 |
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| 292 | glClear(GL_COLOR_BUFFER_BIT);
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| 293 | glEnable(GL_BLEND);
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| 294 |
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| 295 | glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR);
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| 296 | glBlendEquationSeparateEXT(GL_MIN_EXT,GL_FUNC_ADD);
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| 297 |
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| 298 | m_LittleParticleSystem.RenderAsBillboard();
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| 299 |
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| 300 | //disable cg programs
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| 301 |
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| 302 | if(depthcalc)ActualProgram->DisableFragmentTexParam("frontTexture");
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| 303 | ActualProgram->Disable();
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| 304 | //ilutGLScreenie();
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| 305 | m_FrontDepthTexture.DisablewithColorBind();
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| 306 | }
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| 307 |
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| 308 |
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| 309 | void AdvancedParticleSystem::Initialize()
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| 310 | {
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| 311 | InitSystems();
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| 312 |
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| 313 | m_FrontDepthTexture.Initialize(256,256,"rgba textureRECT",true,true);
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| 314 | m_FrontDepthProgram.SetProgramFiles("PSystemFrontDepthPrograms.cg","PSystemFrontDepthPrograms.cg");
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| 315 | m_FrontDepthProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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| 316 | m_FrontDepthProgram.InitPrograms();
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| 317 |
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| 318 | m_DensityOnlyProgram.SetProgramFiles("PSystemDensityOnlyPrograms.cg","PSystemDensityOnlyPrograms.cg");
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| 319 | m_DensityOnlyProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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| 320 | m_DensityOnlyProgram.InitPrograms();
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| 321 |
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| 322 |
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| 323 | //m_IllumTexture.Initialize(256,256,"rgba depth aux=4 textureRECT=aux");
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| 324 | m_IllumTexture.Initialize(256,256,"rgba textureRECT",true,true);
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| 325 | m_IllumProgram.SetProgramFiles("IllumPrograms.cg","IllumPrograms.cg");
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| 326 | m_IllumProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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| 327 | m_IllumProgram.InitPrograms();
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| 328 |
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| 329 | m_TempProg.SetProgramFiles("SimplePrograms.cg","SimplePrograms.cg");
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| 330 | m_TempProg.SetProgramEntries("VertexProgram","FragmentProgram");
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| 331 | m_TempProg.InitPrograms();
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| 332 | /*
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| 333 | m_TempProg2.SetProgramFiles("SimplePrograms2.cg","SimplePrograms2.cg");
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| 334 | m_TempProg2.SetProgramEntries("VertexProgram","FragmentProgram");
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| 335 | m_TempProg2.InitPrograms();
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| 336 | */
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| 337 | m_ObjectsTexture.Initialize(512,512,"r float=16 depth textureRECT");
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| 338 | m_ObjDepthProg.SetProgramFiles("ObjDepthPrograms.cg","ObjDepthPrograms.cg");
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| 339 | m_ObjDepthProg.SetProgramEntries("VertexProgram","FragmentProgram");
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| 340 | m_ObjDepthProg.InitPrograms();
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| 341 |
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| 342 | m_ScatteredIlumTexture.Initialize(256,256,"rgba textureRECT",true,true);
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| 343 | m_ScatterIllumProgram.SetProgramFiles("ScatterIllumPrograms.cg","ScatterIllumPrograms.cg");
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| 344 | m_ScatterIllumProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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| 345 | m_ScatterIllumProgram.InitPrograms();
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| 346 | m_ScatteredIlumTexture.EnablewithColorRelease();
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| 347 | glClearColor(0,0,0,0);
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| 348 | glClear(GL_COLOR_BUFFER_BIT);
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| 349 | m_ScatteredIlumTexture.DisablewithColorBind();
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| 350 |
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| 351 |
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| 352 | //Particle system rendering programs
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| 353 |
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| 354 | m_Psys_Multiple_Forward_Program.SetProgramFiles("Psystem_Multiply_Forward.cg","Psystem_Multiply_Forward.cg");
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| 355 | m_Psys_Multiple_Forward_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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| 356 | m_Psys_Multiple_Forward_Program.InitPrograms();
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| 357 |
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| 358 | m_Psys_Depth_Multiple_Forward_Program.SetProgramFiles("Psystem_Multiply_Forward_Depth.cg","Psystem_Multiply_Forward_Depth.cg");
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| 359 | m_Psys_Depth_Multiple_Forward_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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| 360 | m_Psys_Depth_Multiple_Forward_Program.InitPrograms();
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| 361 |
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| 362 | m_Psys_Single_Phase_Program.SetProgramFiles("Psystem_Single_Phase.cg","Psystem_Single_Phase.cg");
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| 363 | m_Psys_Single_Phase_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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| 364 | m_Psys_Single_Phase_Program.InitPrograms();
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| 365 |
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| 366 | m_Psys_Depth_Single_Phase_Program.SetProgramFiles("Psystem_Single_Phase_Depth.cg","Psystem_Single_Phase_Depth.cg");
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| 367 | m_Psys_Depth_Single_Phase_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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| 368 | m_Psys_Depth_Single_Phase_Program.InitPrograms();
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| 369 |
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| 370 |
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| 371 | m_Psys_Default_Program.SetProgramFiles("Psystem_Default.cg","Psystem_Default.cg");
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| 372 | m_Psys_Default_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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| 373 | m_Psys_Default_Program.InitPrograms();
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| 374 |
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| 375 | m_Psys_Depth_Default_Program.SetProgramFiles("Psystem_Default_Depth.cg","Psystem_Default_Depth.cg");
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| 376 | m_Psys_Depth_Default_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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| 377 | m_Psys_Depth_Default_Program.InitPrograms();
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| 378 |
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| 379 | }
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| 380 |
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| 381 | void AdvancedParticleSystem::InitSystems()
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| 382 | {
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| 383 | //BiggerSystem
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| 384 | m_ParticleSystem.m_Emitter.setPositionsFile("cloud.txt");
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| 385 | m_ParticleSystem.m_Emitter.setOffset(0.01);
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| 386 |
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| 387 | m_ParticleSystem.setQuota(100);
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| 388 | m_ParticleSystem.m_Emitter.setSize(4.2);
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| 389 | m_ParticleSystem.m_Emitter.setSizevariation(0.5);
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| 390 | m_ParticleSystem.m_Emitter.setDirection(Vector(0,0,1));
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| 391 | m_ParticleSystem.m_Emitter.setVelocity(0);
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| 392 | m_ParticleSystem.m_Emitter.setRadius(1.0);
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| 393 | m_ParticleSystem.m_Emitter.setTimeToLive(0);
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| 394 | m_ParticleSystem.m_Emitter.setEmissionRate(0);
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| 395 |
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| 396 | //SmallerSystem
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| 397 |
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| 398 | m_LittleParticleSystem.setQuota(400);
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| 399 | m_LittleParticleSystem.m_Emitter.setTimeToLive(6000);
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| 400 | m_LittleParticleSystem.m_Emitter.setTimeToLiveVariation(2000);
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| 401 | m_LittleParticleSystem.m_Emitter.setSize(0.2);
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| 402 | m_LittleParticleSystem.m_Emitter.setRadius(0.92);
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| 403 | m_LittleParticleSystem.m_Emitter.setSizevariation(0.8);
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| 404 | m_LittleParticleSystem.m_Emitter.setVelocity(0.07);
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| 405 | m_LittleParticleSystem.m_Emitter.setVelocityVariation(0.5);
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| 406 | m_LittleParticleSystem.m_Emitter.setEmissionRate(150);
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| 407 |
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| 408 |
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| 409 | }
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| 410 |
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| 411 | void AdvancedParticleSystem::RefreshIllumTextures(Vector LightPos)
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| 412 | {
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| 413 | // refresh IllumImpostor
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| 414 | //refresh camera
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| 415 | m_ParticleSystem.RefrBRadius_Dist(true);
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| 416 | m_LightCamera.setLookAt(m_ParticleSystem.getPosition());
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| 417 | Vector tolight=LightPos-m_ParticleSystem.getPosition();
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| 418 | tolight.Normalize();
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| 419 | tolight=tolight*m_ParticleSystem.getBoundingRadius();
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| 420 | Vector newpos=m_ParticleSystem.getPosition()+tolight;
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| 421 | m_LightCamera.SetPosition(newpos);
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| 422 |
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| 423 | m_LightCamera.setNearClipDistance(0);
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| 424 | m_LightCamera.setFarClipDistance(2*m_ParticleSystem.getBoundingRadius());
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| 425 | m_LightCamera.setCorners(-m_ParticleSystem.getBoundingRadius(),
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| 426 | m_ParticleSystem.getBoundingRadius(),
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| 427 | m_ParticleSystem.getBoundingRadius(),
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| 428 | -m_ParticleSystem.getBoundingRadius());
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| 429 |
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| 430 |
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| 431 | //cg parameters
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| 432 | m_IllumProgram.SetFragmentTexParam("Texture",m_BillboardTexture.getTextureHandler());
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| 433 |
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| 434 | m_IllumProgram.SetFragmentTexParam("PhaseTexture",PhaseTexID);
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| 435 | m_IllumProgram.SetFragmentParam1f("Albedo",albedo);
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| 436 | m_IllumProgram.SetVertexParam1f("transparency",transparency);
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| 437 | m_IllumProgram.SetFragmentParam1f("Symmetry",symmetry2);
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| 438 |
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| 439 | //Enable illumrendertarget
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| 440 | m_IllumTexture.EnablewithColorRelease();
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| 441 |
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| 442 | glClearColor(1,1,1,1);
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| 443 | glClear(GL_COLOR_BUFFER_BIT);
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| 444 |
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| 445 | m_IllumProgram.Enable();
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| 446 |
|
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| 447 | CGparameter param;
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| 448 |
|
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| 449 | //sort: front to back
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| 450 | m_ParticleSystem.SortFromCamera(&m_LightCamera, false,false,true);
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| 451 |
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| 452 | //render
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| 453 | glEnable(GL_BLEND);
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| 454 | glBlendFunc(GL_NONE,GL_SRC_COLOR);
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| 455 |
|
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| 456 | //apply transform
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| 457 | m_LightCamera.SetViewandProjectionOrto();
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| 458 |
|
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| 459 | m_ParticleSystem.RenderAsBillboard();
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| 460 |
|
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| 461 | m_IllumProgram.DisableFragmentTexParam("Texture");
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| 462 | m_IllumProgram.DisableFragmentTexParam("PhaseTexture");
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| 463 | m_IllumProgram.Disable();
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| 464 |
|
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| 465 | //Disable illurendertargets
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| 466 | m_IllumTexture.DisablewithColorBind();
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| 467 |
|
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| 468 |
|
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| 469 | //here should come the filtering pass but it is not working properly so:
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| 470 | //just blend the new image with the previous result to avoid abrupt changes (some kind of motion blur)
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| 471 | //so m_ScatteredIlumTexture is not the filtered but the motion blurred illumination texture
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| 472 | m_TempProg.SetFragmentTexParam("Texture",m_IllumTexture.getColorTextureID());
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| 473 | m_ScatteredIlumTexture.EnablewithColorRelease();
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| 474 |
|
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| 475 | glBlendColorEXT(1,1,1,0.08);
|
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| 476 | glEnable(GL_BLEND);
|
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| 477 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
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| 478 |
|
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| 479 | m_TempProg.Enable();
|
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| 480 | m_DisplayImpostor.DisplayScreenQuad(256,256);
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| 481 | m_TempProg.Disable();
|
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| 482 |
|
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| 483 | m_ScatteredIlumTexture.DisablewithColorBind();
|
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| 484 |
|
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| 485 | m_TempProg.DisableFragmentTexParam("Texture");
|
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| 486 | }
|
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| 487 |
|
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| 488 |
|
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| 489 |
|
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| 490 | void AdvancedParticleSystem::RenderObjectDepths(Camera* cam)
|
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| 491 | {
|
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| 492 | m_ObjectsTexture.ReleaseColorBuffer();
|
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| 493 | m_ObjectsTexture.EnableTarget();
|
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| 494 |
|
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| 495 | m_ObjDepthProg.Enable();
|
---|
| 496 |
|
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| 497 | glClearColor(-100.0f,-100.0f,-100.0f,0.0f);
|
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| 498 | //glClearColor(0.0f,0.0f,1.0f,0.0f);
|
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| 499 | glEnable(GL_DEPTH_TEST);
|
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| 500 | glClearDepth(1.0);
|
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| 501 | glDepthFunc(GL_LEQUAL);
|
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| 502 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
| 503 |
|
---|
| 504 | cam->SetViewandProjectionNew();
|
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| 505 | glDisable(GL_LIGHTING);
|
---|
| 506 | glDisable(GL_BLEND);
|
---|
| 507 |
|
---|
| 508 | //render scene
|
---|
| 509 | if(m_HasSceneTransformMatrix)
|
---|
| 510 | {
|
---|
| 511 | glMatrixMode(GL_MODELVIEW);
|
---|
| 512 | glPushMatrix();
|
---|
| 513 | glLoadMatrixf(m_SceneTransformMatrix);
|
---|
| 514 | this->theScene->Display(true);
|
---|
| 515 | glPopMatrix();
|
---|
| 516 | }
|
---|
| 517 | else
|
---|
| 518 | {
|
---|
| 519 | this->theScene->Display(true);
|
---|
| 520 | }
|
---|
| 521 |
|
---|
| 522 | m_ObjDepthProg.Disable();
|
---|
| 523 |
|
---|
| 524 | m_ObjectsTexture.DisableTarget();
|
---|
| 525 | m_ObjectsTexture.BindColorBuffer();
|
---|
| 526 |
|
---|
| 527 | } |
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