[852] | 1 | #include ".\preillumsystem.h"
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| 2 |
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| 3 | PreIllumSystem::~PreIllumSystem(void)
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| 4 | {
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| 5 | }
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| 6 |
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| 7 | float PreIllumSystem::Phase(Vector diri,Vector dirj,float symmetry)
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| 8 | {
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| 9 | float anglecos=diri*dirj;
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| 10 | float g=symmetry;
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| 11 | float g2=g*g;
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| 12 | float phase=3*(1-g2)*(1+anglecos*anglecos)/2/(2+g2)/pow((1+g2-2*anglecos*g),1.5f);
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| 13 | return phase/(4*M_PI);
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| 14 | //return 1.0/(4*M_PI);
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| 15 | }
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| 16 |
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| 17 | void PreIllumSystem::Calculate_Up_Right_Vector(Vector viewdir,Vector& UpVector,Vector& RightVector)
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| 18 | {
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| 19 | if(viewdir.y==0)
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| 20 | {
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| 21 | UpVector.x=0;UpVector.y=1;UpVector.z=0;
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| 22 | }
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| 23 | else
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| 24 | {
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| 25 | Vector projected;
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| 26 | projected.x=viewdir.x;projected.z=viewdir.z;
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| 27 | projected.y=0;
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| 28 | projected.Normalize();
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| 29 |
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| 30 | UpVector=viewdir-projected;
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| 31 | UpVector.Normalize();
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| 32 | }
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| 33 | RightVector=UpVector%viewdir;
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| 34 | RightVector.Normalize();
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| 35 | }
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| 36 |
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| 37 | PreIllumSystem::GetNearestDirection(Vector LightPosition)
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| 38 | {
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| 39 | Vector dir=LightPosition;
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| 40 | dir.Normalize();
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| 41 |
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| 42 | float angle1,angle2;
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| 43 | //transform to polar coordinates
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| 44 | angle2=asin(dir.y); // -pi/2 -- pi/2
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| 45 |
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| 46 | dir.y=0;
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| 47 | dir.Normalize();
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| 48 |
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| 49 | float sign;
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| 50 | if(dir.z>0)sign=1;
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| 51 | if(dir.z<0)sign=-1;
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| 52 | if(dir.z==0)sign=0;
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| 53 |
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| 54 | angle1=acos(dir.x)*sign; // -pi -- pi
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| 55 |
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| 56 | Vector dirre(cos(angle1)*cos(angle2),
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| 57 | sin(angle2),
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| 58 | sin(angle1)*cos(angle2));
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| 59 |
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| 60 | angle1=angle1/6.28+0.5; // 0 -- 1
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| 61 | angle2=angle2/3.14+0.5; // 0 -- 1
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| 62 |
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| 63 | int coord1=angle1*512;
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| 64 | int coord2=angle2*512;
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| 65 | int index=coord2*512*4+coord1*4;
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| 66 |
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| 67 | if(index+3>512*512*4) exit(1);
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| 68 | m_NearestDir=m_DirectionData[index];
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| 69 | m_NearestDir2=m_DirectionData[index+1];
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| 70 | m_Weight1=m_DirectionData[index+2];
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| 71 | m_Weight2=m_DirectionData[index+3];
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| 72 | }
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| 73 |
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| 74 | void PreIllumSystem::CreateGivenDirections()
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| 75 | { /*
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| 76 | m_Directions=new Vector[4];
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| 77 |
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| 78 | m_Directions[0]=Vector(1,0,0);
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| 79 | m_Directions[1]=Vector(0,0,1);
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| 80 | m_Directions[2]=Vector(0,0,-1);
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| 81 | m_Directions[3]=Vector(-1,0,0);
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| 82 | */
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| 83 | m_Directions=new Vector[m_DirectionCount];
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| 84 | for(int i=0;i<m_DirectionCount/2;i++)
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| 85 | {
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| 86 | float angle=(float)i*2.0*3.14/(float)m_DirectionCount;
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| 87 | Vector dir(cos(angle),0,sin(angle));
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| 88 | m_Directions[i]=dir;
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| 89 | m_Directions[m_DirectionCount-1-i]=dir*-1;
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| 90 | }
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| 91 | }
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| 92 |
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| 93 | void PreIllumSystem::CreateRandomDirections(bool fillarray=false)
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| 94 | {
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| 95 | Halton Halton1(1,7);
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| 96 | Halton Halton2(1,13);
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| 97 | Halton Halton3(1,17);
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| 98 |
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| 99 | if(fillarray)
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| 100 | m_DirectionArray=new float[3*m_DirectionCount];
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| 101 |
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| 102 | m_Directions=new Vector[m_DirectionCount];
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| 103 |
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| 104 | for(int i=0;i<m_DirectionCount/2;i++)
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| 105 | {
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| 106 | /* Vector randpoint(RangeRandom(-1,1),
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| 107 | RangeRandom(-1,1),
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| 108 | RangeRandom(-1,1));*/
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| 109 | Vector randpoint((float)Halton1.Random(),
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| 110 | (float)Halton2.Random(),
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| 111 | (float)Halton3.Random());
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| 112 |
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| 113 | randpoint.Normalize();
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| 114 | if(fillarray)
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| 115 | {
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| 116 | m_DirectionArray[m_DirectionCount-3*(i+1)]=randpoint.x;
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| 117 | m_DirectionArray[m_DirectionCount-3*(i+1)+1]=randpoint.y;
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| 118 | m_DirectionArray[m_DirectionCount-3*(i+1)+2]=randpoint.z;
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| 119 | }
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| 120 | m_Directions[m_DirectionCount-(i+1)]=randpoint;
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| 121 | randpoint=randpoint*-1;
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| 122 | if(fillarray)
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| 123 | {
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| 124 | m_DirectionArray[3*i]=randpoint.x;
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| 125 | m_DirectionArray[3*i+1]=randpoint.y;
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| 126 | m_DirectionArray[3*i+2]=randpoint.z;
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| 127 | }
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| 128 | m_Directions[i]=randpoint;
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| 129 | }
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| 130 | }
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| 131 |
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| 132 | void PreIllumSystem::CreateVisibilityTexture()
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| 133 | {
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| 134 | float *data=new float[m_DirectionCount*m_ParticleCount];
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| 135 | for(int m=0;m<m_DirectionCount*m_ParticleCount;m++)
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| 136 | {
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| 137 | data[m]=m_ParticleCount;
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| 138 | }
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| 139 |
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| 140 | //distances
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| 141 | float *distances=new float[m_DirectionCount*m_ParticleCount];
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| 142 | for(int m=0;m<m_DirectionCount*m_ParticleCount;m++)
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| 143 | {
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| 144 | distances[m]=-1;//initial value
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| 145 | }
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| 146 |
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| 147 | CreateRandomDirections(true);
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| 148 | //CreateGivenDirections();
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| 149 |
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| 150 | Vector RightVector;
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| 151 | Vector UpVector;
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| 152 | Vector ViewDir;
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| 153 |
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| 154 | float particleradius=m_System.m_Emitter.getSize();
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| 155 | Vector temp;
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| 156 |
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| 157 | for(int d=0;d<m_DirectionCount;d++)
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| 158 | {
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| 159 |
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| 160 | ViewDir=m_Directions[d];
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| 161 | Calculate_Up_Right_Vector(m_Directions[d],UpVector,RightVector);
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| 162 |
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| 163 | for(int i=0;i<m_ParticleCount;i++)
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| 164 | {
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| 165 |
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| 166 | Vector particle0=m_ParticleArray[i].getPosition();
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| 167 | //adott részecske transzformálása
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| 168 |
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| 169 | temp=particle0;
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| 170 | particle0.x=temp.x*RightVector.x+temp.y*RightVector.y+temp.z*RightVector.z;
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| 171 | particle0.y=temp.x*UpVector.x+temp.y*UpVector.y+temp.z*UpVector.z;
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| 172 | particle0.z=temp.x*ViewDir.x+temp.y*ViewDir.y+temp.z*ViewDir.z;
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| 173 |
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| 174 | for(int j=0;j<m_ParticleCount;j++)
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| 175 | {
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| 176 |
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| 177 | if(i!=j)
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| 178 | {
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| 179 | Vector particle=m_ParticleArray[j].getPosition();
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| 180 | temp=particle;
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| 181 | //transform
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| 182 | particle.x=temp.x*RightVector.x+temp.y*RightVector.y+temp.z*RightVector.z;
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| 183 | particle.y=temp.x*UpVector.x+temp.y*UpVector.y+temp.z*UpVector.z;
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| 184 | particle.z=temp.x*ViewDir.x+temp.y*ViewDir.y+temp.z*ViewDir.z;
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| 185 |
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| 186 | //visible?
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| 187 | if(abs(particle.x-particle0.x)<2*particleradius&&abs(particle.y-particle0.y)<2*particleradius)
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| 188 | {
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| 189 | float z=particle.z-particle0.z;
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| 190 | if(z>0)
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| 191 | {
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| 192 | if(z<distances[d*m_ParticleCount+i]||distances[d*m_ParticleCount+i]==-1)
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| 193 | {
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| 194 | distances[d*m_ParticleCount+i]=z;
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| 195 | data[d*m_ParticleCount+i]=j;
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| 196 | }
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| 197 | }
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| 198 | }
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| 199 | }
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| 200 | }
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| 201 |
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| 202 |
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| 203 | }
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| 204 |
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| 205 | }
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| 206 |
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| 207 | glGenTextures(1, &m_VisibilityTexID);
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| 208 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_VisibilityTexID);
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| 209 |
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| 210 | /*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 211 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
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| 212 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
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| 213 | GL_NEAREST);
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| 214 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
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| 215 | GL_NEAREST);
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| 216 |
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| 217 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE_FLOAT16_ATI, m_ParticleCount,
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| 218 | m_DirectionCount, 0,GL_LUMINANCE , GL_FLOAT,
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| 219 | data);
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| 220 |
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| 221 | delete[] data;
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| 222 | }
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| 223 |
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| 224 | void PreIllumSystem::CreateNearestDirectionTexture()
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| 225 | {
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| 226 | m_DirectionData=new float[512*512*4];
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| 227 | for(int i=0;i<512*512*4;i++)
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| 228 | {
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| 229 | m_DirectionData[i]=0;
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| 230 | }
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| 231 |
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| 232 | float distance=0;
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| 233 |
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| 234 | float nearestdist=-1;
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| 235 | float nearestdist2=-1;
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| 236 | int nearestdirid=-1;
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| 237 | int nearestdirid2=-1;
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| 238 |
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| 239 |
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| 240 | for(int i=0;i<512;i++)
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| 241 | {
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| 242 | for(int j=0;j<512;j++)
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| 243 | {
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| 244 | float angle1=2*M_PI/512*i-M_PI;
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| 245 | float angle2=M_PI/512*j-M_PI/2;
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| 246 |
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| 247 | distance=0;
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| 248 | nearestdist=-1;
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| 249 | nearestdist2=-1;
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| 250 | nearestdirid=-1;
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| 251 | nearestdirid2=-1;
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| 252 |
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| 253 | Vector dir(cos(angle1)*cos(angle2),
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| 254 | sin(angle2),
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| 255 | sin(angle1)*cos(angle2));
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| 256 | dir.Normalize();
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| 257 |
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| 258 | angle1=angle1/6.28+0.5; // 0 -- 1
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| 259 | angle2=angle2/3.14+0.5; // 0 -- 1
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| 260 |
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| 261 | int coord1=angle1*512;
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| 262 | int coord2=angle2*512;
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| 263 |
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| 264 | for(int k=0;k<m_DirectionCount;k++)
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| 265 | {
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| 266 | distance=(dir-m_Directions[k]).Length();
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| 267 | //nearest direction
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| 268 | if(distance<nearestdist||nearestdist==-1)
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| 269 | {
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| 270 | nearestdist=distance;
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| 271 | nearestdirid=k;
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| 272 | }
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| 273 | else
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| 274 | {
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| 275 | //second nearest direction
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| 276 | if(distance<nearestdist2||nearestdist2==-1)
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| 277 | {
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| 278 | nearestdist2=distance;
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| 279 | nearestdirid2=k;
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| 280 | }
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| 281 | }
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| 282 | }
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| 283 | //m_DirectionData[i*512+j]=UnitRandom();
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| 284 | m_DirectionData[j*512*4+4*i]=nearestdirid;
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| 285 | m_DirectionData[j*512*4+4*i+1]=nearestdirid2;
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| 286 | //weights
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| 287 | float weight1=1-(nearestdist/(nearestdist+nearestdist2));
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| 288 | float weight2=1-(nearestdist2/(nearestdist+nearestdist2));
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| 289 | m_DirectionData[j*512*4+4*i+2]=weight1;
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| 290 | m_DirectionData[j*512*4+4*i+3]=weight2;
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| 291 | }
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| 292 | }
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| 293 |
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| 294 |
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| 295 | glGenTextures(1, &m_DirectionsTexID);
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| 296 | glBindTexture(GL_TEXTURE_2D, m_DirectionsTexID);
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| 297 |
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| 298 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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| 299 | GL_NEAREST);
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| 300 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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| 301 | GL_NEAREST);
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| 302 |
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| 303 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT16_ATI, 512,
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| 304 | 512, 0, GL_RGBA, GL_FLOAT,
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| 305 | m_DirectionData);
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| 306 |
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| 307 | //delete[] m_DirectionData;
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| 308 | }
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| 309 |
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| 310 | void PreIllumSystem::CreatePhaseTexture()
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| 311 | {
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| 312 | float* data=new float[m_DirectionCount*m_DirectionCount];
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| 313 |
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| 314 | for(int i=0;i<m_DirectionCount;i++)
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| 315 | {
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| 316 | Vector diri=m_Directions[i]*-1;
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| 317 |
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| 318 | for(int j=0;j<m_DirectionCount;j++)
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| 319 | {
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| 320 | Vector dirj=m_Directions[j];
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| 321 |
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| 322 | data[j*m_DirectionCount+i]=Phase(diri,dirj,m_Symmetry);
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| 323 | }
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| 324 | }
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| 325 |
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| 326 | glGenTextures(1, &m_PhaseTextureID);
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| 327 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_PhaseTextureID);
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| 328 |
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| 329 | /*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 330 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
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| 331 |
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| 332 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
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| 333 | GL_NEAREST);
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| 334 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
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| 335 | GL_NEAREST);
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| 336 |
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| 337 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE_FLOAT16_ATI, m_DirectionCount,
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| 338 | m_DirectionCount, 0, GL_LUMINANCE, GL_FLOAT, data);
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| 339 |
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| 340 | delete[] data;
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| 341 | }
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| 342 |
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| 343 | void PreIllumSystem::CreateLVisMap()
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| 344 | {
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| 345 |
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| 346 | Texture Bbtex;
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| 347 | Bbtex.setFilename("kor.bmp");
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| 348 | Bbtex.LoadImage();
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| 349 |
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| 350 | glBindTexture(GL_TEXTURE_2D,Bbtex.getTextureHandler());
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| 351 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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| 352 | GL_NEAREST);
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| 353 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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| 354 | GL_NEAREST);
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| 355 |
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| 356 | m_LVisMap=new unsigned char[m_DirectionCount*m_ParticleCount];
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| 357 | for(int i=0;i<m_DirectionCount*m_ParticleCount;i++)
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| 358 | {
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| 359 | m_LVisMap[i]=0;
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| 360 | }
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| 361 |
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| 362 | m_LVisPrograms.SetFragmentTexParam("BbTexture",Bbtex.getTextureHandler());
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| 363 |
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| 364 | m_Target.EnablewithColorRelease();
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| 365 |
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| 366 | m_LVisPrograms.Enable();
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| 367 |
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| 368 |
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| 369 | Vector RightVector;
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| 370 | Vector UpVector;
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| 371 |
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| 372 |
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| 373 | for(int i=0;i<m_DirectionCount;i++)
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| 374 | {
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| 375 | Vector CamPos=m_Directions[i]*-1;
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| 376 |
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| 377 | Calculate_Up_Right_Vector(CamPos,UpVector,RightVector);
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| 378 |
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| 379 | CamPos=CamPos*-1*m_System.getBoundingRadius();
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| 380 |
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| 381 | glClearColor(m_ParticleCount,1,1,1);
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| 382 | glClearDepth(1.0);
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| 383 | glEnable(GL_DEPTH_TEST);
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| 384 | glDepthFunc(GL_LESS);
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| 385 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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| 386 |
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| 387 | glMatrixMode(GL_PROJECTION);
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| 388 | glLoadIdentity();
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| 389 | glOrtho(-m_System.getBoundingRadius(),m_System.getBoundingRadius(),-m_System.getBoundingRadius(),m_System.getBoundingRadius(),0,2*m_System.getBoundingRadius());
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| 390 | glMatrixMode(GL_MODELVIEW);
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| 391 | glLoadIdentity();
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| 392 | gluLookAt(CamPos.x,CamPos.y,CamPos.z,0,0,0,UpVector.x,UpVector.y,UpVector.z);
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| 393 | //render particles
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| 394 | m_TempCamera.SetPosition(CamPos);
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| 395 |
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| 396 | m_System.SortFromCamera(&m_TempCamera,true,true);
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| 397 | glEnable(GL_BLEND);
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| 398 | glDisable(GL_DEPTH_TEST);
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| 399 |
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| 400 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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| 401 | int pointsize=m_System.m_Emitter.getSize()*m_LightWindowSize/m_System.getBoundingRadius();
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| 402 | glPointSize(pointsize);
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| 403 |
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| 404 | m_System.RenderAsPoints(true);
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| 405 |
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| 406 | glReadPixels(0,0,m_LightWindowSize,m_LightWindowSize,GL_RED,GL_FLOAT,m_Pixels);
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| 407 |
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| 408 | for(int j=0;j<m_LightWindowSize*m_LightWindowSize;j++)
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| 409 | {
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| 410 | if(m_Pixels[j]<m_ParticleCount)
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| 411 | {
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| 412 | m_LVisMap[i*m_ParticleCount+(int)m_Pixels[j]]+=50;
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| 413 | //m_LVisMap[i*m_ParticleCount+(int)m_Pixels[j]]=255;
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| 414 | }
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| 415 | }
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| 416 | }
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| 417 |
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| 418 | glDisable(GL_BLEND);
|
---|
| 419 | m_LVisPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 420 | m_LVisPrograms.Disable();
|
---|
| 421 |
|
---|
| 422 | m_Target.DisablewithColorBind();
|
---|
| 423 |
|
---|
| 424 | glGenTextures(1, &m_LVisMapID);
|
---|
| 425 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_LVisMapID);
|
---|
| 426 |
|
---|
| 427 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
|
---|
| 428 | GL_NEAREST);
|
---|
| 429 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
|
---|
| 430 | GL_NEAREST);
|
---|
| 431 |
|
---|
| 432 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S,
|
---|
| 433 | GL_CLAMP);
|
---|
| 434 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T,
|
---|
| 435 | GL_CLAMP);
|
---|
| 436 |
|
---|
| 437 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE,m_ParticleCount,
|
---|
| 438 | m_DirectionCount, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,m_LVisMap);
|
---|
| 439 |
|
---|
| 440 | delete[] m_LVisMap;
|
---|
| 441 | }
|
---|
| 442 |
|
---|
| 443 | void PreIllumSystem::findNearest()
|
---|
| 444 | {
|
---|
| 445 | /*
|
---|
| 446 | m_TempCamera.SetPosition(m_LightPosition);
|
---|
| 447 | m_System.SortFromCamera(&m_TempCamera,true,true);
|
---|
| 448 | */
|
---|
| 449 |
|
---|
| 450 | int mini;
|
---|
| 451 | float mindist=10000;
|
---|
| 452 |
|
---|
| 453 | Particle* p=m_System.getParticleArray();
|
---|
| 454 |
|
---|
| 455 | for(int i=0;i<m_ParticleCount;i++)
|
---|
| 456 | {
|
---|
| 457 | float dist=(p[i].getPosition()-m_LightPosition).Length();
|
---|
| 458 |
|
---|
| 459 | if(dist<mindist||mindist==-1)
|
---|
| 460 | {
|
---|
| 461 | mini=p[i].m_ID;
|
---|
| 462 | mindist=dist;
|
---|
| 463 | }
|
---|
| 464 | }
|
---|
| 465 | minID=mini;
|
---|
| 466 | }
|
---|
| 467 |
|
---|
| 468 | void PreIllumSystem::FindVisiblesWithRendering(Vector LightPosition,int row)
|
---|
| 469 | {
|
---|
| 470 |
|
---|
| 471 |
|
---|
| 472 | for(int i=0;i<m_ParticleCount;i++)
|
---|
| 473 | {
|
---|
| 474 | m_LRendVisMap[row*m_ParticleCount+i]=0;
|
---|
| 475 | }
|
---|
| 476 |
|
---|
| 477 | m_LVisPrograms.SetFragmentTexParam("BbTexture",m_Bbtex.getTextureHandler());
|
---|
| 478 |
|
---|
| 479 | m_Target.EnablewithColorRelease();
|
---|
| 480 |
|
---|
| 481 | m_LVisPrograms.Enable();
|
---|
| 482 |
|
---|
| 483 |
|
---|
| 484 | Vector RightVector;
|
---|
| 485 | Vector UpVector;
|
---|
| 486 |
|
---|
| 487 | Vector CamPos=LightPosition;
|
---|
| 488 | CamPos.Normalize();
|
---|
| 489 | CamPos=CamPos*-1;
|
---|
| 490 |
|
---|
| 491 | Calculate_Up_Right_Vector(CamPos,UpVector,RightVector);
|
---|
| 492 |
|
---|
| 493 | CamPos=CamPos*-1*m_System.getBoundingRadius();
|
---|
| 494 |
|
---|
| 495 | glClearColor(m_ParticleCount,1,1,1);
|
---|
| 496 | glClearDepth(1.0);
|
---|
| 497 | glEnable(GL_DEPTH_TEST);
|
---|
| 498 | glDepthFunc(GL_LESS);
|
---|
| 499 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
---|
| 500 |
|
---|
| 501 | glMatrixMode(GL_PROJECTION);
|
---|
| 502 | glLoadIdentity();
|
---|
| 503 | glOrtho(-m_System.getBoundingRadius(),m_System.getBoundingRadius(),-m_System.getBoundingRadius(),m_System.getBoundingRadius(),0,2*m_System.getBoundingRadius());
|
---|
| 504 | glMatrixMode(GL_MODELVIEW);
|
---|
| 505 | glLoadIdentity();
|
---|
| 506 | gluLookAt(CamPos.x,CamPos.y,CamPos.z,0,0,0,UpVector.x,UpVector.y,UpVector.z);
|
---|
| 507 |
|
---|
| 508 | //render particles
|
---|
| 509 | m_TempCamera.SetPosition(CamPos);
|
---|
| 510 | m_System.SortFromCamera(&m_TempCamera,true,true);
|
---|
| 511 | glEnable(GL_BLEND);
|
---|
| 512 | glDisable(GL_DEPTH_TEST);
|
---|
| 513 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 514 |
|
---|
| 515 | float pointsize=m_LightWindowSize/m_System.getBoundingRadius();
|
---|
| 516 | glPointSize(pointsize);
|
---|
| 517 |
|
---|
| 518 | //glDisable(GL_BLEND);
|
---|
| 519 | //glEnable(GL_DEPTH_TEST);
|
---|
| 520 | m_System.RenderAsPoints(true);
|
---|
| 521 |
|
---|
| 522 | glReadPixels(0,0,m_LightWindowSize,m_LightWindowSize,GL_RED,GL_FLOAT,m_Pixels);
|
---|
| 523 |
|
---|
| 524 |
|
---|
| 525 |
|
---|
| 526 | for(int j=0;j<m_LightWindowSize*m_LightWindowSize;j++)
|
---|
| 527 | {
|
---|
| 528 | if(m_Pixels[j]<m_ParticleCount)
|
---|
| 529 | {
|
---|
| 530 | m_LRendVisMap[m_ParticleCount*row+(unsigned int)m_Pixels[j]]=255;
|
---|
| 531 | //m_LRendVisMap[(unsigned int)m_Pixels[j]]+=100;
|
---|
| 532 | }
|
---|
| 533 | }
|
---|
| 534 |
|
---|
| 535 |
|
---|
| 536 | glDisable(GL_BLEND);
|
---|
| 537 |
|
---|
| 538 | m_LVisPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 539 | m_LVisPrograms.Disable();
|
---|
| 540 |
|
---|
| 541 | m_Target.DisablewithColorBind();
|
---|
| 542 |
|
---|
| 543 | glBindTexture(GL_TEXTURE_RECTANGLE_NV,m_RenderedVisID);
|
---|
| 544 |
|
---|
| 545 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE,m_ParticleCount,
|
---|
| 546 | 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,m_LRendVisMap);
|
---|
| 547 |
|
---|
| 548 | }
|
---|
| 549 |
|
---|
| 550 | void PreIllumSystem::Init(int particlecount,int directioncount)
|
---|
| 551 | {
|
---|
| 552 | m_ParticleCount=particlecount;
|
---|
| 553 | m_DirectionCount=directioncount;
|
---|
| 554 |
|
---|
| 555 | m_TexRectPrograms.SetProgramFiles("SimplePrograms.cg","SimplePrograms.cg");
|
---|
| 556 | m_TexRectPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 557 | m_TexRectPrograms.InitPrograms();
|
---|
| 558 |
|
---|
| 559 | //m_LightIllumPrograms.SetProgramFiles("LightIlluminatePrograms.cg","LightIlluminatePrograms.cg");
|
---|
| 560 | m_LightIllumPrograms.SetProgramFiles("InternalLightIlluminatePrograms.cg","InternalLightIlluminatePrograms.cg");
|
---|
| 561 | m_LightIllumPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 562 | m_LightIllumPrograms.InitPrograms();
|
---|
| 563 |
|
---|
| 564 | m_IllumIteratePrograms.SetProgramFiles("IllumIteratePrograms.cg","IllumIteratePrograms.cg");
|
---|
| 565 | m_IllumIteratePrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 566 | m_IllumIteratePrograms.InitPrograms();
|
---|
| 567 |
|
---|
| 568 | m_EyeRadPrograms.SetProgramFiles("FinalizeIllumMap.cg","FinalizeIllumMap.cg");
|
---|
| 569 | m_EyeRadPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 570 | m_EyeRadPrograms.InitPrograms();
|
---|
| 571 |
|
---|
| 572 | m_LVisPrograms.SetProgramFiles("LVisDisplay.cg","LVisDisplay.cg");
|
---|
| 573 | m_LVisPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 574 | m_LVisPrograms.InitPrograms();
|
---|
| 575 |
|
---|
| 576 | m_FinalRenderPrograms.SetProgramFiles("FinalDisplay.cg","FinalDisplay.cg");
|
---|
| 577 | m_FinalRenderPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 578 | m_FinalRenderPrograms.InitPrograms();
|
---|
| 579 |
|
---|
| 580 | m_DirectIlumTexture.Initialize(m_ParticleCount,m_DirectionCount,"rgb float=16 textureRECT");
|
---|
| 581 | m_IllumTexture.Initialize(m_ParticleCount,m_DirectionCount,"rgb float=16 textureRECT");
|
---|
| 582 | m_IllumTexture2.Initialize(m_ParticleCount,m_DirectionCount,"rgb float=16 textureRECT");
|
---|
| 583 | m_EyeRadTexture.Initialize(m_ParticleCount,1,"rgb float=16 textureRECT");
|
---|
| 584 | m_Target.Initialize(m_LightWindowSize,m_LightWindowSize,"rgba float=16 depth=16 textureRECT");
|
---|
| 585 | m_ImpostorTexture.Initialize(512,512,"rgba texture2D",false);
|
---|
| 586 |
|
---|
| 587 | m_Pixels=new float[m_LightWindowSize*m_LightWindowSize];
|
---|
| 588 | m_LRendVisMap=new unsigned char[m_ParticleCount*2];
|
---|
| 589 |
|
---|
| 590 | InitSystem(particlecount,directioncount);
|
---|
| 591 |
|
---|
| 592 | m_BillboardTexture.setFilename("proba.dds");
|
---|
| 593 | m_BillboardTexture.LoadImage();
|
---|
| 594 |
|
---|
| 595 | m_Bbtex.setFilename("kor.bmp");
|
---|
| 596 | m_Bbtex.LoadImage();
|
---|
| 597 |
|
---|
| 598 | glBindTexture(GL_TEXTURE_2D,m_Bbtex.getTextureHandler());
|
---|
| 599 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
---|
| 600 | GL_NEAREST);
|
---|
| 601 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
---|
| 602 | GL_NEAREST);
|
---|
| 603 |
|
---|
| 604 | glGenTextures(1,&m_RenderedVisID);
|
---|
| 605 | glBindTexture(GL_TEXTURE_RECTANGLE_NV,m_RenderedVisID);
|
---|
| 606 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
|
---|
| 607 | GL_NEAREST);
|
---|
| 608 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
|
---|
| 609 | GL_NEAREST);
|
---|
| 610 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S,
|
---|
| 611 | GL_CLAMP);
|
---|
| 612 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T,
|
---|
| 613 | GL_CLAMP);
|
---|
| 614 |
|
---|
| 615 | m_DirectIlumTexture.EnablewithColorRelease();
|
---|
| 616 | glClearColor(0,0,0,0);//Emission
|
---|
| 617 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 618 | m_DirectIlumTexture.DisablewithColorBind();
|
---|
| 619 | m_EyeRadTexture.EnablewithColorRelease();
|
---|
| 620 | glClearColor(0,0,0,0);
|
---|
| 621 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 622 | m_EyeRadTexture.DisablewithColorBind();
|
---|
| 623 |
|
---|
| 624 | depths=new float[m_LightWindowSize*m_LightWindowSize];
|
---|
| 625 |
|
---|
| 626 | }
|
---|
| 627 |
|
---|
| 628 | void PreIllumSystem::InitSystem(int particlecount,int directioncount)
|
---|
| 629 | {
|
---|
| 630 | m_System.m_Emitter.setPositionsFile("uj2.txt");
|
---|
| 631 | m_System.m_Emitter.setOffset(0.01);
|
---|
| 632 |
|
---|
| 633 | m_System.m_Emitter.setRadius(1);
|
---|
| 634 |
|
---|
| 635 | m_System.m_Emitter.setSize(0.8);
|
---|
| 636 | m_System.m_Emitter.setSizevariation(0.2);
|
---|
| 637 | m_System.m_Emitter.setEmissionRate(0);
|
---|
| 638 | m_System.setQuota(m_ParticleCount);
|
---|
| 639 | m_System.m_Emitter.setTimeToLive(0);
|
---|
| 640 | m_System.m_Emitter.setTimeToLiveVariation(0);
|
---|
| 641 | m_System.m_Emitter.setVelocity(0);
|
---|
| 642 | m_System.m_Emitter.setVelocityVariation(0);
|
---|
| 643 |
|
---|
| 644 | m_System.RefreshParticles(0,0);
|
---|
| 645 |
|
---|
| 646 | m_System.RefreshCamera(m_EyeCamera);
|
---|
| 647 | m_System.RefrBRadius_Dist();
|
---|
| 648 | m_System.RefreshBuffer(false);
|
---|
| 649 |
|
---|
| 650 | //m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
| 651 |
|
---|
| 652 | m_ParticleArray=m_System.getParticleArray();
|
---|
| 653 | m_PositionArray=m_System.getVertexBuffer();
|
---|
| 654 |
|
---|
| 655 | unsigned int lasttime=timeGetTime();
|
---|
| 656 | fprintf(stderr, "Building Visibility Map: ..");
|
---|
| 657 | this->CreateVisibilityTexture();
|
---|
| 658 | unsigned int thistime=timeGetTime();
|
---|
| 659 | float elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 660 | lasttime=thistime;
|
---|
| 661 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 662 |
|
---|
| 663 |
|
---|
| 664 | fprintf(stderr, "Building Nearest Directions Map: ..");
|
---|
| 665 | this->CreateNearestDirectionTexture();
|
---|
| 666 | thistime=timeGetTime();
|
---|
| 667 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 668 | lasttime=thistime;
|
---|
| 669 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 670 |
|
---|
| 671 | fprintf(stderr, "Building Phase Function Map: ..");
|
---|
| 672 | CreatePhaseTexture();
|
---|
| 673 | thistime=timeGetTime();
|
---|
| 674 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 675 | lasttime=thistime;
|
---|
| 676 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 677 | /*
|
---|
| 678 | fprintf(stderr, "Building Light Visibility Map: ..");
|
---|
| 679 | CreateLVisMap();
|
---|
| 680 | thistime=timeGetTime();
|
---|
| 681 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 682 | lasttime=thistime;
|
---|
| 683 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 684 | */
|
---|
| 685 | m_IllumColorTex=&m_IllumTexture2;
|
---|
| 686 | m_IllumRenderTex=&m_IllumTexture;
|
---|
| 687 |
|
---|
| 688 | m_IllumTexture2.EnablewithColorRelease();
|
---|
| 689 | glClearColor(0,0,0,0);
|
---|
| 690 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 691 | m_IllumTexture2.DisablewithColorBind();
|
---|
| 692 |
|
---|
| 693 | }
|
---|
| 694 |
|
---|
| 695 | char* PreIllumSystem::DisplayTexture(int tex)
|
---|
| 696 | {
|
---|
| 697 | char* displaytext;
|
---|
| 698 | int dimX,dimY;
|
---|
| 699 | unsigned int TexID;
|
---|
| 700 | float MaxValue;
|
---|
| 701 |
|
---|
| 702 | switch(tex)
|
---|
| 703 | {
|
---|
| 704 | case 1: //LightView
|
---|
| 705 | /* dimX=m_ParticleCount;
|
---|
| 706 | dimY=m_DirectionCount;
|
---|
| 707 | TexID=m_VisibilityTexID;
|
---|
| 708 | MaxValue=m_ParticleCount;*/
|
---|
| 709 | dimX=m_LightWindowSize;
|
---|
| 710 | dimY=m_LightWindowSize;
|
---|
| 711 | TexID=m_Target.getColorTextureID();
|
---|
| 712 | MaxValue=m_ParticleCount;
|
---|
| 713 |
|
---|
| 714 | displaytext="LightView";
|
---|
| 715 | break;
|
---|
| 716 |
|
---|
| 717 | case 2: //LightVisibility
|
---|
| 718 | dimX=m_ParticleCount;
|
---|
| 719 | dimY=1;
|
---|
| 720 | TexID=m_RenderedVisID;
|
---|
| 721 | MaxValue=1;
|
---|
| 722 | displaytext="LightVisibility";
|
---|
| 723 | break;
|
---|
| 724 |
|
---|
| 725 | case 3: //DirectIllumTexture
|
---|
| 726 | dimX=m_ParticleCount;
|
---|
| 727 | dimY=m_DirectionCount;
|
---|
| 728 | TexID=m_DirectIlumTexture.getColorTextureID();
|
---|
| 729 | MaxValue=1;
|
---|
| 730 | displaytext="DirectIllumTexture";
|
---|
| 731 | break;
|
---|
| 732 |
|
---|
| 733 | case 4: //IllumTexture1
|
---|
| 734 | dimX=m_ParticleCount;
|
---|
| 735 | dimY=m_DirectionCount;
|
---|
| 736 | TexID=m_IllumTexture.getColorTextureID();
|
---|
| 737 | MaxValue=1;
|
---|
| 738 | displaytext="IllumTexture1";
|
---|
| 739 | break;
|
---|
| 740 |
|
---|
| 741 | case 5: //IllumTexture2
|
---|
| 742 | dimX=m_ParticleCount;
|
---|
| 743 | dimY=m_DirectionCount;
|
---|
| 744 | TexID=m_IllumTexture2.getColorTextureID();
|
---|
| 745 | MaxValue=1;
|
---|
| 746 | displaytext="IllumTexture2";
|
---|
| 747 | break;
|
---|
| 748 |
|
---|
| 749 | case 6: //EyeRadTexture
|
---|
| 750 | dimX=m_ParticleCount;
|
---|
| 751 | dimY=1;
|
---|
| 752 | TexID=m_EyeRadTexture.getColorTextureID();
|
---|
| 753 | MaxValue=1;
|
---|
| 754 | displaytext="EyeRadTexture";
|
---|
| 755 | break;
|
---|
| 756 | }
|
---|
| 757 |
|
---|
| 758 | m_TexRectPrograms.Enable();
|
---|
| 759 |
|
---|
| 760 | m_TexRectPrograms.SetFragmentTexParam("Texture",TexID);
|
---|
| 761 | m_TexRectPrograms.SetFragmentParam1f("invmaxvalue",1.0/MaxValue);
|
---|
| 762 |
|
---|
| 763 | m_ScreenQuad.DisplayScreenQuad(dimX,dimY);
|
---|
| 764 |
|
---|
| 765 | m_TexRectPrograms.Disable();
|
---|
| 766 |
|
---|
| 767 | return displaytext;
|
---|
| 768 | }
|
---|
| 769 |
|
---|
| 770 | void PreIllumSystem::Refresh(Vector lightpos,Vector lightpos2,Vector lightcolor,Vector lightcolor2)
|
---|
| 771 | {
|
---|
| 772 | /*
|
---|
| 773 | m_IllumColorTex->EnablewithColorRelease();
|
---|
| 774 | glClearColor(0,0,0,0);
|
---|
| 775 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 776 | m_IllumColorTex->DisablewithColorBind();
|
---|
| 777 | */
|
---|
| 778 | static bool first=true;
|
---|
| 779 |
|
---|
| 780 | ////Light1
|
---|
| 781 | m_LightColor=lightcolor;
|
---|
| 782 | m_LightPosition=lightpos;
|
---|
| 783 |
|
---|
| 784 | int last=minID;
|
---|
| 785 | findNearest();
|
---|
| 786 |
|
---|
| 787 | if(minID!=last)
|
---|
| 788 | {
|
---|
| 789 | int hello=2;
|
---|
| 790 | }
|
---|
| 791 |
|
---|
| 792 | /*FindVisiblesWithRendering(lightpos,0);
|
---|
| 793 | GetNearestDirection(lightpos);
|
---|
| 794 | int lastNearest=m_NearestDir;
|
---|
| 795 | m_NearestDir=lastNearest;
|
---|
| 796 | */
|
---|
| 797 |
|
---|
| 798 | /*
|
---|
| 799 | if(first)
|
---|
| 800 | {
|
---|
| 801 | ////Light2
|
---|
| 802 | FindVisiblesWithRendering(lightpos2,1);
|
---|
| 803 | GetNearestDirection(lightpos2);
|
---|
| 804 | int thisNearest=m_NearestDir;
|
---|
| 805 | m_NearestDir2=thisNearest;
|
---|
| 806 | m_LightPosition2=lightpos2;
|
---|
| 807 | m_LightColor2=lightcolor2;
|
---|
| 808 |
|
---|
| 809 | first=false;
|
---|
| 810 | }
|
---|
| 811 | */
|
---|
| 812 | RefreshDirectIllumTexture();
|
---|
| 813 |
|
---|
| 814 | for(int i=0;i<m_IterateCount;i++)
|
---|
| 815 | {
|
---|
| 816 | Iterate();
|
---|
| 817 | }
|
---|
| 818 |
|
---|
| 819 | GetNearestDirection(m_EyeCamera->getPosition()*-1);
|
---|
| 820 |
|
---|
| 821 | CreateEyeRadTexture();
|
---|
| 822 |
|
---|
| 823 | }
|
---|
| 824 |
|
---|
| 825 | void PreIllumSystem::RefreshDirectIllumTexture()
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| 826 | {
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| 827 | m_LightIllumPrograms.SetFragmentTexParam("LVisMap",m_RenderedVisID);
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| 828 | //m_LightIllumPrograms.SetFragmentTexParam("LVisMap",m_LVisMapID);
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| 829 | m_LightIllumPrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
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| 830 | m_LightIllumPrograms.SetFragmentParam3f("LightRad",m_LightColor.x,m_LightColor.y,m_LightColor.z);
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| 831 | m_LightIllumPrograms.SetFragmentParam3f("LightRad2",m_LightColor2.x,m_LightColor2.y,m_LightColor2.z);
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| 832 | m_LightIllumPrograms.SetFragmentParam4f("LightDirsWeights",m_NearestDir,m_NearestDir2,m_Weight1,m_Weight2);
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| 833 | m_LightIllumPrograms.SetFragmentParam2f("Alb_Op",m_Albedo,m_Opacity);
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| 834 |
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| 835 | m_LightIllumPrograms.SetFragmentParam1f("nearest",(float)minID);
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| 836 |
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| 837 | m_DirectIlumTexture.EnablewithColorRelease();
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| 838 | //glClearColor(0,0,0,0);
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| 839 | //glClear(GL_COLOR_BUFFER_BIT);
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| 840 | glBlendColorEXT(1,1,1,0.08);
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| 841 | glEnable(GL_BLEND);
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| 842 | //glDisable(GL_BLEND);
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| 843 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
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| 844 |
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| 845 | m_LightIllumPrograms.Enable();
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| 846 |
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| 847 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,m_DirectionCount);
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| 848 |
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| 849 | m_LightIllumPrograms.DisableFragmentTexParam("LVisMap");
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| 850 | m_LightIllumPrograms.DisableFragmentTexParam("Phase");
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| 851 | m_LightIllumPrograms.Disable();
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| 852 |
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| 853 | m_DirectIlumTexture.DisablewithColorBind();
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| 854 | }
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| 855 |
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| 856 | void PreIllumSystem::Iterate()
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| 857 | {
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| 858 | m_IllumIteratePrograms.SetFragmentTexParam("IllumTexture",m_IllumColorTex->getColorTextureID());
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| 859 | m_IllumIteratePrograms.SetFragmentTexParam("VisMap",m_VisibilityTexID);
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| 860 | m_IllumIteratePrograms.SetFragmentTexParam("DirectIllum",m_DirectIlumTexture.getColorTextureID());
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| 861 | m_IllumIteratePrograms.SetFragmentParam3f("Alb_Op",m_Albedo,m_Opacity,m_Albedo*m_Opacity*(4*M_PI)/m_DirectionCount);
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| 862 | m_IllumIteratePrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
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| 863 |
|
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| 864 | m_IllumRenderTex->EnablewithColorRelease();
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| 865 |
|
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| 866 | m_IllumIteratePrograms.Enable();
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| 867 |
|
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| 868 | //glClearColor(0,0,0,0);
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| 869 | //glClear(GL_COLOR_BUFFER_BIT);
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| 870 | //glDisable(GL_BLEND);
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| 871 |
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| 872 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,m_DirectionCount);
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| 873 |
|
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| 874 | m_IllumIteratePrograms.DisableFragmentTexParam("IllumTexture");
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| 875 | m_IllumIteratePrograms.DisableFragmentTexParam("VisMap");
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| 876 | m_IllumIteratePrograms.DisableFragmentTexParam("DirectIllum");
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| 877 | m_IllumIteratePrograms.DisableFragmentTexParam("Phase");
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| 878 | m_IllumIteratePrograms.Disable();
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| 879 |
|
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| 880 | m_IllumRenderTex->DisablewithColorBind();
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| 881 |
|
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| 882 |
|
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| 883 | RenderTexture* nextcolor=m_IllumRenderTex;
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| 884 | m_IllumRenderTex=m_IllumColorTex;
|
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| 885 | m_IllumColorTex=nextcolor;
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| 886 |
|
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| 887 | }
|
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| 888 |
|
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| 889 | void PreIllumSystem::CreateEyeRadTexture()
|
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| 890 | {
|
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| 891 | m_EyeRadPrograms.SetFragmentTexParam("DirectIllumTexture",m_DirectIlumTexture.getColorTextureID());
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| 892 | m_EyeRadPrograms.SetFragmentTexParam("IllumTexture",m_IllumColorTex->getColorTextureID());
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| 893 | m_EyeRadPrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
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| 894 | m_EyeRadPrograms.SetFragmentParam4f("EyeDirsWeights",m_NearestDir,m_NearestDir2,m_Weight1,m_Weight2);
|
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| 895 | float ize=m_Albedo*m_Opacity*(4*M_PI)/(float)m_DirectionCount;
|
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| 896 | m_EyeRadPrograms.SetFragmentParam3f("Alb_Op",m_Albedo,m_Opacity,ize);
|
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| 897 |
|
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| 898 | m_EyeRadTexture.EnablewithColorRelease();
|
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| 899 |
|
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| 900 | glBlendColorEXT(1,1,1,0.17);
|
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| 901 | glEnable(GL_BLEND);
|
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| 902 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
|
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| 903 |
|
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| 904 | m_EyeRadPrograms.Enable();
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| 905 |
|
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| 906 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,1);
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| 907 | m_EyeRadPrograms.DisableFragmentTexParam("DirectIllumTexture");
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| 908 | m_EyeRadPrograms.DisableFragmentTexParam("IllumTexture");
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| 909 | m_EyeRadPrograms.DisableFragmentTexParam("Phase");
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| 910 | m_EyeRadPrograms.Disable();
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| 911 |
|
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| 912 | m_EyeRadTexture.DisablewithColorBind();
|
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| 913 | }
|
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| 914 |
|
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| 915 | void PreIllumSystem::RenderToImpostor()
|
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| 916 | {
|
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| 917 | m_ImpostorTexture.EnablewithColorRelease();
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| 918 | glClearColor(0,0,0,0);
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| 919 | glClear(GL_COLOR_BUFFER_BIT);
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| 920 | m_CameraImpostor.ApplyCameraTransform();
|
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| 921 |
|
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| 922 | m_FinalRenderPrograms.Enable();
|
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| 923 |
|
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| 924 | glEnable(GL_BLEND);
|
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| 925 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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| 926 | glPointSize(1000*m_System.m_Emitter.getSize());
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| 927 |
|
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| 928 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
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| 929 | m_FinalRenderPrograms.SetFragmentTexParam("IllumTex",m_EyeRadTexture.getColorTextureID());
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| 930 |
|
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| 931 | //sort particles
|
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| 932 | m_System.SortFromCamera(m_EyeCamera,true,true);
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| 933 |
|
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| 934 | glDepthMask(GL_FALSE);
|
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| 935 | //glDisable(GL_BLEND);
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| 936 | m_System.RenderAsPoints(true);
|
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| 937 |
|
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| 938 | glDepthMask(GL_TRUE);
|
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| 939 | glDisable(GL_BLEND);
|
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| 940 |
|
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| 941 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
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| 942 | m_FinalRenderPrograms.DisableFragmentTexParam("IllumTex");
|
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| 943 | m_FinalRenderPrograms.Disable();
|
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| 944 |
|
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| 945 | m_ImpostorTexture.DisablewithColorBind();
|
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| 946 | }
|
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| 947 |
|
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| 948 | void PreIllumSystem::Display()
|
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| 949 | {
|
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| 950 | m_FinalRenderPrograms.Enable();
|
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| 951 |
|
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| 952 | glEnable(GL_BLEND);
|
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| 953 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
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| 954 | glPointSize(1000);
|
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| 955 |
|
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| 956 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
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| 957 | m_FinalRenderPrograms.SetFragmentTexParam("IllumTex",m_EyeRadTexture.getColorTextureID());
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| 958 |
|
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| 959 | //sort particles
|
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| 960 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
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| 961 |
|
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| 962 | glDepthMask(GL_FALSE);
|
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| 963 | //glDisable(GL_BLEND);
|
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| 964 | m_System.RenderAsPoints(true);
|
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| 965 |
|
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| 966 | glDepthMask(GL_TRUE);
|
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| 967 | glDisable(GL_BLEND);
|
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| 968 |
|
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| 969 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
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| 970 | m_FinalRenderPrograms.DisableFragmentTexParam("IllumTex");
|
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| 971 | m_FinalRenderPrograms.Disable();
|
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| 972 | }
|
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| 973 | /*
|
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| 974 | void PreIllumSystem::Display()
|
---|
| 975 | {
|
---|
| 976 | m_FinalRenderPrograms.Enable();
|
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| 977 |
|
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| 978 | glEnable(GL_BLEND);
|
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| 979 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
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| 980 | glPointSize(1000*m_System.m_Emitter.getSize());
|
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| 981 |
|
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| 982 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
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| 983 | m_FinalRenderPrograms.SetFragmentTexParam("LVisMap",m_LVisMapID);
|
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| 984 | m_FinalRenderPrograms.SetFragmentParam1f("Ldir",(float)m_NearestDir);
|
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| 985 |
|
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| 986 | //sort particles
|
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| 987 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
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| 988 |
|
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| 989 | glDepthMask(GL_FALSE);
|
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| 990 | //glDisable(GL_BLEND);
|
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| 991 | m_System.RenderAsPoints(true);
|
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| 992 |
|
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| 993 | glDepthMask(GL_TRUE);
|
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| 994 | glDisable(GL_BLEND);
|
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| 995 |
|
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| 996 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
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| 997 | m_FinalRenderPrograms.DisableFragmentTexParam("LVisMap");
|
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| 998 | m_FinalRenderPrograms.Disable();
|
---|
| 999 | }*/ |
---|