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);
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419 | m_LVisPrograms.DisableFragmentTexParam("BbTexture");
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420 | m_LVisPrograms.Disable();
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421 |
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422 | m_Target.DisablewithColorBind();
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423 |
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424 | glGenTextures(1, &m_LVisMapID);
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425 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_LVisMapID);
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426 |
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427 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
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428 | GL_NEAREST);
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429 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
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430 | GL_NEAREST);
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431 |
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432 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S,
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433 | GL_CLAMP);
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434 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T,
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435 | GL_CLAMP);
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436 |
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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()
|
---|
826 | {
|
---|
827 | m_LightIllumPrograms.SetFragmentTexParam("LVisMap",m_RenderedVisID);
|
---|
828 | //m_LightIllumPrograms.SetFragmentTexParam("LVisMap",m_LVisMapID);
|
---|
829 | m_LightIllumPrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
|
---|
830 | m_LightIllumPrograms.SetFragmentParam3f("LightRad",m_LightColor.x,m_LightColor.y,m_LightColor.z);
|
---|
831 | m_LightIllumPrograms.SetFragmentParam3f("LightRad2",m_LightColor2.x,m_LightColor2.y,m_LightColor2.z);
|
---|
832 | m_LightIllumPrograms.SetFragmentParam4f("LightDirsWeights",m_NearestDir,m_NearestDir2,m_Weight1,m_Weight2);
|
---|
833 | m_LightIllumPrograms.SetFragmentParam2f("Alb_Op",m_Albedo,m_Opacity);
|
---|
834 |
|
---|
835 | m_LightIllumPrograms.SetFragmentParam1f("nearest",(float)minID);
|
---|
836 |
|
---|
837 | m_DirectIlumTexture.EnablewithColorRelease();
|
---|
838 | //glClearColor(0,0,0,0);
|
---|
839 | //glClear(GL_COLOR_BUFFER_BIT);
|
---|
840 | glBlendColorEXT(1,1,1,0.08);
|
---|
841 | glEnable(GL_BLEND);
|
---|
842 | //glDisable(GL_BLEND);
|
---|
843 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
|
---|
844 |
|
---|
845 | m_LightIllumPrograms.Enable();
|
---|
846 |
|
---|
847 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,m_DirectionCount);
|
---|
848 |
|
---|
849 | m_LightIllumPrograms.DisableFragmentTexParam("LVisMap");
|
---|
850 | m_LightIllumPrograms.DisableFragmentTexParam("Phase");
|
---|
851 | m_LightIllumPrograms.Disable();
|
---|
852 |
|
---|
853 | m_DirectIlumTexture.DisablewithColorBind();
|
---|
854 | }
|
---|
855 |
|
---|
856 | void PreIllumSystem::Iterate()
|
---|
857 | {
|
---|
858 | m_IllumIteratePrograms.SetFragmentTexParam("IllumTexture",m_IllumColorTex->getColorTextureID());
|
---|
859 | m_IllumIteratePrograms.SetFragmentTexParam("VisMap",m_VisibilityTexID);
|
---|
860 | m_IllumIteratePrograms.SetFragmentTexParam("DirectIllum",m_DirectIlumTexture.getColorTextureID());
|
---|
861 | m_IllumIteratePrograms.SetFragmentParam3f("Alb_Op",m_Albedo,m_Opacity,m_Albedo*m_Opacity*(4*M_PI)/m_DirectionCount);
|
---|
862 | m_IllumIteratePrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
|
---|
863 |
|
---|
864 | m_IllumRenderTex->EnablewithColorRelease();
|
---|
865 |
|
---|
866 | m_IllumIteratePrograms.Enable();
|
---|
867 |
|
---|
868 | //glClearColor(0,0,0,0);
|
---|
869 | //glClear(GL_COLOR_BUFFER_BIT);
|
---|
870 | //glDisable(GL_BLEND);
|
---|
871 |
|
---|
872 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,m_DirectionCount);
|
---|
873 |
|
---|
874 | m_IllumIteratePrograms.DisableFragmentTexParam("IllumTexture");
|
---|
875 | m_IllumIteratePrograms.DisableFragmentTexParam("VisMap");
|
---|
876 | m_IllumIteratePrograms.DisableFragmentTexParam("DirectIllum");
|
---|
877 | m_IllumIteratePrograms.DisableFragmentTexParam("Phase");
|
---|
878 | m_IllumIteratePrograms.Disable();
|
---|
879 |
|
---|
880 | m_IllumRenderTex->DisablewithColorBind();
|
---|
881 |
|
---|
882 |
|
---|
883 | RenderTexture* nextcolor=m_IllumRenderTex;
|
---|
884 | m_IllumRenderTex=m_IllumColorTex;
|
---|
885 | m_IllumColorTex=nextcolor;
|
---|
886 |
|
---|
887 | }
|
---|
888 |
|
---|
889 | void PreIllumSystem::CreateEyeRadTexture()
|
---|
890 | {
|
---|
891 | m_EyeRadPrograms.SetFragmentTexParam("DirectIllumTexture",m_DirectIlumTexture.getColorTextureID());
|
---|
892 | m_EyeRadPrograms.SetFragmentTexParam("IllumTexture",m_IllumColorTex->getColorTextureID());
|
---|
893 | m_EyeRadPrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
|
---|
894 | m_EyeRadPrograms.SetFragmentParam4f("EyeDirsWeights",m_NearestDir,m_NearestDir2,m_Weight1,m_Weight2);
|
---|
895 | float ize=m_Albedo*m_Opacity*(4*M_PI)/(float)m_DirectionCount;
|
---|
896 | m_EyeRadPrograms.SetFragmentParam3f("Alb_Op",m_Albedo,m_Opacity,ize);
|
---|
897 |
|
---|
898 | m_EyeRadTexture.EnablewithColorRelease();
|
---|
899 |
|
---|
900 | glBlendColorEXT(1,1,1,0.17);
|
---|
901 | glEnable(GL_BLEND);
|
---|
902 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
|
---|
903 |
|
---|
904 | m_EyeRadPrograms.Enable();
|
---|
905 |
|
---|
906 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,1);
|
---|
907 | m_EyeRadPrograms.DisableFragmentTexParam("DirectIllumTexture");
|
---|
908 | m_EyeRadPrograms.DisableFragmentTexParam("IllumTexture");
|
---|
909 | m_EyeRadPrograms.DisableFragmentTexParam("Phase");
|
---|
910 | m_EyeRadPrograms.Disable();
|
---|
911 |
|
---|
912 | m_EyeRadTexture.DisablewithColorBind();
|
---|
913 | }
|
---|
914 |
|
---|
915 | void PreIllumSystem::RenderToImpostor()
|
---|
916 | {
|
---|
917 | m_ImpostorTexture.EnablewithColorRelease();
|
---|
918 | glClearColor(0,0,0,0);
|
---|
919 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
920 | m_CameraImpostor.ApplyCameraTransform();
|
---|
921 |
|
---|
922 | m_FinalRenderPrograms.Enable();
|
---|
923 |
|
---|
924 | glEnable(GL_BLEND);
|
---|
925 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
926 | glPointSize(1000*m_System.m_Emitter.getSize());
|
---|
927 |
|
---|
928 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
---|
929 | m_FinalRenderPrograms.SetFragmentTexParam("IllumTex",m_EyeRadTexture.getColorTextureID());
|
---|
930 |
|
---|
931 | //sort particles
|
---|
932 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
933 |
|
---|
934 | glDepthMask(GL_FALSE);
|
---|
935 | //glDisable(GL_BLEND);
|
---|
936 | m_System.RenderAsPoints(true);
|
---|
937 |
|
---|
938 | glDepthMask(GL_TRUE);
|
---|
939 | glDisable(GL_BLEND);
|
---|
940 |
|
---|
941 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
---|
942 | m_FinalRenderPrograms.DisableFragmentTexParam("IllumTex");
|
---|
943 | m_FinalRenderPrograms.Disable();
|
---|
944 |
|
---|
945 | m_ImpostorTexture.DisablewithColorBind();
|
---|
946 | }
|
---|
947 |
|
---|
948 | void PreIllumSystem::Display()
|
---|
949 | {
|
---|
950 | m_FinalRenderPrograms.Enable();
|
---|
951 |
|
---|
952 | glEnable(GL_BLEND);
|
---|
953 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
954 | glPointSize(1000);
|
---|
955 |
|
---|
956 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
---|
957 | m_FinalRenderPrograms.SetFragmentTexParam("IllumTex",m_EyeRadTexture.getColorTextureID());
|
---|
958 |
|
---|
959 | //sort particles
|
---|
960 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
961 |
|
---|
962 | glDepthMask(GL_FALSE);
|
---|
963 | //glDisable(GL_BLEND);
|
---|
964 | m_System.RenderAsPoints(true);
|
---|
965 |
|
---|
966 | glDepthMask(GL_TRUE);
|
---|
967 | glDisable(GL_BLEND);
|
---|
968 |
|
---|
969 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
---|
970 | m_FinalRenderPrograms.DisableFragmentTexParam("IllumTex");
|
---|
971 | m_FinalRenderPrograms.Disable();
|
---|
972 | }
|
---|
973 | /*
|
---|
974 | void PreIllumSystem::Display()
|
---|
975 | {
|
---|
976 | m_FinalRenderPrograms.Enable();
|
---|
977 |
|
---|
978 | glEnable(GL_BLEND);
|
---|
979 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
980 | glPointSize(1000*m_System.m_Emitter.getSize());
|
---|
981 |
|
---|
982 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
---|
983 | m_FinalRenderPrograms.SetFragmentTexParam("LVisMap",m_LVisMapID);
|
---|
984 | m_FinalRenderPrograms.SetFragmentParam1f("Ldir",(float)m_NearestDir);
|
---|
985 |
|
---|
986 | //sort particles
|
---|
987 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
988 |
|
---|
989 | glDepthMask(GL_FALSE);
|
---|
990 | //glDisable(GL_BLEND);
|
---|
991 | m_System.RenderAsPoints(true);
|
---|
992 |
|
---|
993 | glDepthMask(GL_TRUE);
|
---|
994 | glDisable(GL_BLEND);
|
---|
995 |
|
---|
996 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
---|
997 | m_FinalRenderPrograms.DisableFragmentTexParam("LVisMap");
|
---|
998 | m_FinalRenderPrograms.Disable();
|
---|
999 | }*/ |
---|