1 | #include "advancedparticlesystem.h"
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2 | #include <glh/glh_glut.h>
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3 | using namespace glh;
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4 | #include <random.h>
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5 |
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6 |
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7 | AdvancedParticleSystem::AdvancedParticleSystem(void)
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8 | {
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9 | object_shadows=false;
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10 | depthcalc=true;
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11 | m_PSys_RenderMode=3;
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12 | albedo=0.8;
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13 | symmetry=0;
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14 | transparency=0.5;
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15 | }
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16 |
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17 | AdvancedParticleSystem::~AdvancedParticleSystem(void)
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18 | {
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19 | }
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20 | void AdvancedParticleSystem::displayLittle(Camera* cam)
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21 | {
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22 | m_LittleParticleSystem.RefreshCamera(cam);
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23 | m_LittleParticleSystem.RefreshBuffer();
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24 |
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25 | cam->SetViewandProjection();
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26 | glDisable(GL_TEXTURE_2D);
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27 | glDisable(GL_TEXTURE_RECTANGLE_NV);
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28 | glBindTexture(GL_TEXTURE_2D,m_BillboardTexture.getTextureHandler());
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29 | glEnable(GL_BLEND);
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30 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
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31 | m_LittleParticleSystem.RenderAsBillboard();
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32 | glDisable(GL_BLEND);
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33 | //glDisable(GL_TEXTURE_2D);
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34 | }
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35 |
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36 | void AdvancedParticleSystem::Display(Camera* cam,Vector LightPos)
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37 | {
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38 | //refresh Particle System
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39 | m_ParticleSystem.RefreshCamera(cam);
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40 | m_ParticleSystem.RefrBRadius_Dist();
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41 | m_ParticleSystem.SortParticles(true);
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42 | m_ParticleSystem.RefreshBuffer();
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43 |
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44 | CgProgram* ActualProgram;
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45 | if(depthcalc)
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46 | {
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47 | if(m_PSys_RenderMode==0)ActualProgram=&m_Psys_Depth_Default_Program;
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48 | if(m_PSys_RenderMode==1)ActualProgram=&m_Psys_Depth_Single_Phase_Program;
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49 | if(m_PSys_RenderMode>1)ActualProgram=&m_Psys_Depth_Multiple_Forward_Program;
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50 | }
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51 | else
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52 | {
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53 | if(m_PSys_RenderMode==0)ActualProgram=&m_Psys_Default_Program;
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54 | if(m_PSys_RenderMode==1)ActualProgram=&m_Psys_Single_Phase_Program;
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55 | if(m_PSys_RenderMode>1)ActualProgram=&m_Psys_Multiple_Forward_Program;
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56 | }
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57 |
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58 | ActualProgram->Enable();
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59 | CGparameter param;
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60 |
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61 | if(depthcalc)
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62 | {
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63 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"ObjTexture");
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64 | cgGLSetTextureParameter(param,m_ObjectsTexture.getColorTextureID());
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65 | cgGLEnableTextureParameter(param);
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66 | }
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67 |
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68 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"FrontTexture");
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69 | cgGLSetTextureParameter(param,m_FrontDepthTexture.getColorTextureID());
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70 | cgGLEnableTextureParameter(param);
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71 |
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72 | if(m_PSys_RenderMode>0)
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73 | {
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74 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"PhaseTexture");
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75 | cgGLSetTextureParameter(param,PhaseTexID);
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76 | cgGLEnableTextureParameter(param);
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77 |
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78 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "Albedo");
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79 | cgGLSetParameter1d(param,albedo);
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80 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "Symmetry");
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81 | cgGLSetParameter1d(param,symmetry2);
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82 |
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83 | param = cgGetNamedParameter(*ActualProgram->m_VertexProgram, "LightPosition");
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84 | cgGLSetParameter3fv(param,LightPos.GetArrayf());
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85 |
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86 | param = cgGetNamedParameter(*ActualProgram->m_VertexProgram, "EyePosition");
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87 | cgGLSetParameter3fv(param,cam->getPosition().GetArrayf());
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88 |
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89 | if(m_PSys_RenderMode>1)
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90 | {
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91 | m_LightCamera.SetViewandProjectionOrto();
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92 | cgGLSetStateMatrixParameter(cgGetNamedParameter(*ActualProgram->m_VertexProgram, "LightModelViewProj"),
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93 | CG_GL_MODELVIEW_PROJECTION_MATRIX,
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94 | CG_GL_MATRIX_IDENTITY);
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95 |
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96 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"Illum1");
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97 |
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98 | if(m_PSys_RenderMode==3)
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99 | cgGLSetTextureParameter(param,m_ScatteredIlumTexture.getColorTextureID());
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100 | else
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101 | cgGLSetTextureParameter(param,m_IllumTexture.getColorTextureID());
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102 |
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103 | cgGLEnableTextureParameter(param);
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104 | }
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105 |
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106 | }
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107 |
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108 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "Transparency");
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109 | cgGLSetParameter1d(param,transparency);
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110 |
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111 | param = cgGetNamedParameter(*ActualProgram->m_FragmentProgram, "LightColor");
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112 | cgGLSetParameter3dv(param,m_LightColor.GetArray());
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113 |
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114 |
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115 | if(depthcalc)
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116 | {
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117 | glDisable(GL_DEPTH_TEST);
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118 | }
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119 | else
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120 | {
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121 | glDepthMask(GL_FALSE);
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122 | }
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123 | glEnable(GL_BLEND);
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124 | glBlendFunc(GL_ONE,GL_SRC_ALPHA);
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125 | //glBlendEquationSeparateEXT(GL_FUNC_ADD,GL_FUNC_ADD);
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126 |
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127 |
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128 | cam->SetViewandProjection();
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129 |
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130 | glMatrixMode(GL_MODELVIEW);
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131 | glPushMatrix();
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132 | glTranslatef(m_ParticleSystem.getPosition().x,
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133 | m_ParticleSystem.getPosition().y,
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134 | m_ParticleSystem.getPosition().z);
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135 |
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136 | /*
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137 | glDisable(GL_BLEND);
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138 | glDisable(GL_LIGHTING);
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139 | glDisable(GL_TEXTURE_RECTANGLE_NV);
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140 | glDisable(GL_DEPTH_TEST);
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141 | */
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142 | m_ParticleSystem.RenderAsBillboard();
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143 |
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144 | glPopMatrix();
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145 |
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146 | glDisable(GL_BLEND);
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147 | glDepthMask(GL_TRUE);
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148 | glEnable(GL_DEPTH_TEST);
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149 | /*
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150 | if(depthcalc)cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"ObjTexture"));
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151 | cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"FrontTexture"));
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152 | if(m_PSys_RenderMode>1)cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"Illum1"));
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153 | */
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154 | m_Psys_Depth_Multiple_Forward_Program.Disable();
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155 | }
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156 |
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157 | void AdvancedParticleSystem::displayillum(Camera* cam)
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158 | {
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159 | m_TempProg.Enable();
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160 |
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161 | m_DisplayImpostor.setObjSphereRadius(m_ParticleSystem.getBoundingRadius());
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162 | m_DisplayImpostor.setObjPosition(Vector(0,0,0));
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163 | m_DisplayImpostor.setViewCamera(cam);
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164 | m_DisplayImpostor.updateCamera(true);
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165 |
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166 | CGparameter param=cgGetNamedParameter(*m_TempProg.m_FragmentProgram,"Texture");
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167 | cgGLSetTextureParameter(param,m_IllumTexture.getColorTextureID());
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168 | cgGLEnableTextureParameter(param);
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169 |
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170 | glDisable(GL_BLEND);
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171 | //glEnable(GL_BLEND);
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172 | //glBlendFunc(GL_SRC_ALPHA,GL_NONE);
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173 |
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174 |
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175 | cam->SetViewandProjection();
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176 |
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177 | glPushMatrix();
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178 | glTranslatef(-1.1*m_ParticleSystem.getBoundingRadius(),0,0);
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179 | m_DisplayImpostor.Display();
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180 | glPopMatrix();
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181 |
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182 | glPushMatrix();
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183 | param=cgGetNamedParameter(*m_TempProg.m_FragmentProgram,"Texture");
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184 | cgGLSetTextureParameter(param,m_ScatteredIlumTexture.getColorTextureID());
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185 | cgGLEnableTextureParameter(param);
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186 |
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187 | glTranslatef(1.1*m_ParticleSystem.getBoundingRadius(),0,0);
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188 | m_DisplayImpostor.Display();
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189 | glPopMatrix();
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190 |
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191 | m_TempProg.Disable();
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192 |
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193 |
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194 | }
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195 |
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196 | void AdvancedParticleSystem::Refresh(Camera* cam,Vector LightPos,unsigned int Dt,unsigned int TimefromSecond)
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197 | {
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198 | symmetry2=(symmetry+1)/2;
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199 |
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200 | //refresh Particle System
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201 | m_LittleParticleSystem.RefreshCamera(cam);
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202 | m_LittleParticleSystem.RefreshParticles(Dt,TimefromSecond);
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203 | m_LittleParticleSystem.RefrBRadius_Dist();
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204 | m_LittleParticleSystem.RefreshBuffer();
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205 |
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206 | m_ParticleSystem.m_LittleSystemRadius=m_LittleParticleSystem.getBoundingRadius();
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207 | m_ParticleSystem.RefreshParticles(Dt,TimefromSecond);
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208 |
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209 |
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210 | RefreshDepths(cam);
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211 |
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212 | if(m_PSys_RenderMode>1)RefreshIllumTextures(LightPos);
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213 | else m_ParticleSystem.RefrBRadius_Dist();
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214 |
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215 | //render objects inside bounding sphere
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216 | if(depthcalc)RenderObjectDepths(cam);
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217 |
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218 | }
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219 |
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220 |
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221 | void AdvancedParticleSystem::RefreshDepths(Camera* cam)
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222 | {
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223 | m_DisplayImpostor.setObjSphereRadius(m_LittleParticleSystem.getBoundingRadius());
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224 | m_DisplayImpostor.setObjPosition(m_LittleParticleSystem.getPosition());
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225 |
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226 | Camera* viewcam;
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227 | Vector dir=cam->getPosition()-m_LittleParticleSystem.getPosition();
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228 | double length=dir.Length();
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229 | if(length<m_LittleParticleSystem.getBoundingRadius())
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230 | {
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231 | viewcam=new Camera;
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232 | dir.Normalize();
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233 | Vector position=m_LittleParticleSystem.getPosition()+dir*(m_LittleParticleSystem.getBoundingRadius()+0.1);
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234 | viewcam->SetPosition(position);
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235 | }
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236 | else
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237 | {
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238 | viewcam=cam;
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239 | }
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240 | viewcam=cam;
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241 | m_DisplayImpostor.setViewCamera(viewcam);
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242 | m_DisplayImpostor.updateCamera(true);
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243 |
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244 | CGparameter param;
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245 |
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246 |
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247 | //FRONT DEPTH
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248 | // Enable Depth Render Target
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249 | m_FrontDepthTexture.ReleaseColorBuffer();
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250 | m_FrontDepthTexture.EnableTarget();
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251 |
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252 | CgProgram* ActualProgram;
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253 |
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254 | if(depthcalc)ActualProgram=&m_FrontDepthProgram;
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255 | else ActualProgram=&m_DensityOnlyProgram;
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256 |
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257 | //enable cg programs
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258 | ActualProgram->Enable();
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259 |
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260 | //bind textures to programs
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261 | if(depthcalc)
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262 | {
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263 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"frontTexture");
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264 | cgGLSetTextureParameter(param,m_BbFrontDepthTexture.getTextureHandler());
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265 | cgGLEnableTextureParameter(param);
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266 | }
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267 |
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268 | param=cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"Texture");
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269 | cgGLSetTextureParameter(param,m_BillboardTexture.getTextureHandler());
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270 | cgGLEnableTextureParameter(param);
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271 |
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272 | //Render System
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273 | glClearColor(1,1,0,0);
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274 | glDisable(GL_DEPTH_TEST);
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275 |
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276 | m_DisplayImpostor.ApplyCameraTransformOrto();
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277 |
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278 | glClear(GL_COLOR_BUFFER_BIT);
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279 | glEnable(GL_BLEND);
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280 |
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281 | glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR);
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282 | glBlendEquationSeparateEXT(GL_MIN_EXT,GL_FUNC_ADD);
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283 |
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284 | m_LittleParticleSystem.RenderAsBillboard();
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285 |
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286 | //disable cg programs
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287 | if(depthcalc)cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"frontTexture"));
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288 | cgGLDisableTextureParameter(cgGetNamedParameter(*ActualProgram->m_FragmentProgram,"Texture"));
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289 | ActualProgram->Disable();
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290 |
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291 | m_FrontDepthTexture.DisableTarget();
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292 | m_FrontDepthTexture.BindColorBuffer();
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293 |
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294 | }
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295 |
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296 |
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297 | void AdvancedParticleSystem::Initialize()
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298 | {
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299 | InitSystems();
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300 |
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301 | m_FrontDepthTexture.Initialize(256,256,"rgba textureRECT");
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302 | m_FrontDepthProgram.SetProgramFiles("PSystemFrontDepthPrograms.cg","PSystemFrontDepthPrograms.cg");
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303 | m_FrontDepthProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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304 | m_FrontDepthProgram.InitPrograms();
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305 |
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306 | m_DensityOnlyProgram.SetProgramFiles("PSystemDensityOnlyPrograms.cg","PSystemDensityOnlyPrograms.cg");
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307 | m_DensityOnlyProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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308 | m_DensityOnlyProgram.InitPrograms();
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309 |
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310 |
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311 | //m_IllumTexture.Initialize(256,256,"rgba depth aux=4 textureRECT=aux");
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312 | m_IllumTexture.Initialize(256,256,"rgba textureRECT");
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313 | m_IllumProgram.SetProgramFiles("IllumPrograms.cg","IllumPrograms.cg");
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314 | m_IllumProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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315 | m_IllumProgram.InitPrograms();
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316 |
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317 | m_TempProg.SetProgramFiles("SimplePrograms.cg","SimplePrograms.cg");
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318 | m_TempProg.SetProgramEntries("VertexProgram","FragmentProgram");
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319 | m_TempProg.InitPrograms();
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320 |
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321 | m_TempProg2.SetProgramFiles("SimplePrograms2.cg","SimplePrograms2.cg");
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322 | m_TempProg2.SetProgramEntries("VertexProgram","FragmentProgram");
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323 | m_TempProg2.InitPrograms();
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324 |
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325 | m_ObjectsTexture.Initialize(512,512,"r float=16 depth textureRECT");
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326 | m_ObjDepthProg.SetProgramFiles("ObjDepthPrograms.cg","ObjDepthPrograms.cg");
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327 | m_ObjDepthProg.SetProgramEntries("VertexProgram","FragmentProgram");
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328 | m_ObjDepthProg.InitPrograms();
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329 |
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330 | m_ScatteredIlumTexture.Initialize(256,256,"rgba textureRECT");
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331 | m_ScatterIllumProgram.SetProgramFiles("ScatterIllumPrograms.cg","ScatterIllumPrograms.cg");
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332 | m_ScatterIllumProgram.SetProgramEntries("VertexProgram","FragmentProgram");
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333 | m_ScatterIllumProgram.InitPrograms();
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334 |
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335 | //Particle system rendering programs
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336 |
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337 | m_Psys_Multiple_Forward_Program.SetProgramFiles("Psystem_Multiply_Forward.cg","Psystem_Multiply_Forward.cg");
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338 | m_Psys_Multiple_Forward_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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339 | m_Psys_Multiple_Forward_Program.InitPrograms();
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340 |
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341 | m_Psys_Depth_Multiple_Forward_Program.SetProgramFiles("Psystem_Multiply_Forward_Depth.cg","Psystem_Multiply_Forward_Depth.cg");
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342 | m_Psys_Depth_Multiple_Forward_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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343 | m_Psys_Depth_Multiple_Forward_Program.InitPrograms();
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344 |
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345 | m_Psys_Single_Phase_Program.SetProgramFiles("Psystem_Single_Phase.cg","Psystem_Single_Phase.cg");
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346 | m_Psys_Single_Phase_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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347 | m_Psys_Single_Phase_Program.InitPrograms();
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348 |
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349 | m_Psys_Depth_Single_Phase_Program.SetProgramFiles("Psystem_Single_Phase_Depth.cg","Psystem_Single_Phase_Depth.cg");
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350 | m_Psys_Depth_Single_Phase_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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351 | m_Psys_Depth_Single_Phase_Program.InitPrograms();
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352 |
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353 |
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354 | m_Psys_Default_Program.SetProgramFiles("Psystem_Default.cg","Psystem_Default.cg");
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355 | m_Psys_Default_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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356 | m_Psys_Default_Program.InitPrograms();
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357 |
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358 | m_Psys_Depth_Default_Program.SetProgramFiles("Psystem_Default_Depth.cg","Psystem_Default_Depth.cg");
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359 | m_Psys_Depth_Default_Program.SetProgramEntries("VertexProgram","FragmentProgram");
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360 | m_Psys_Depth_Default_Program.InitPrograms();
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361 |
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362 | }
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363 |
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364 | void AdvancedParticleSystem::InitSystems()
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365 | {
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366 | //BiggerSystem
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367 | m_ParticleSystem.setPosition(Vector(0,0,0));
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368 | m_ParticleSystem.setQuota(30);
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369 | //m_ParticleSystem.m_Emitter.setPosition(Vector(0,-1.2,0));
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370 | m_ParticleSystem.m_Emitter.setSize(0.5);
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371 | m_ParticleSystem.m_Emitter.setSizevariation(0.5);
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372 | m_ParticleSystem.m_Emitter.setDirection(Vector(0,1,0));
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373 | m_ParticleSystem.m_Emitter.setVelocity(0);
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374 | m_ParticleSystem.m_Emitter.setRadius(1.2);
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375 | m_ParticleSystem.m_Emitter.setTimeToLive(0);
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376 | m_ParticleSystem.m_Emitter.setEmissionRate(0);
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377 |
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378 |
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379 | //SmallerSystem
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380 | m_LittleParticleSystem.setQuota(500);
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381 | m_LittleParticleSystem.m_Emitter.setTimeToLive(8000);
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382 | m_LittleParticleSystem.m_Emitter.setTimeToLiveVariation(0);
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383 | m_LittleParticleSystem.m_Emitter.setSize(0.3);
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384 | m_LittleParticleSystem.m_Emitter.setRadius(0.5);
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385 | m_LittleParticleSystem.m_Emitter.setSizevariation(0.3);
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386 | m_LittleParticleSystem.m_Emitter.setVelocity(0.1);
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387 | m_LittleParticleSystem.m_Emitter.setVelocityVariation(0.5);
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388 | //m_LittleParticleSystem.m_Emitter.setDirection(Vector(0,1,0));
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389 | m_LittleParticleSystem.m_Emitter.setEmissionRate(40);
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390 | //m_LittleParticleSystem.m_refreshonce=true;
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391 | //m_LittleParticleSystem.m_Emitter.setEmissionRate(0);//emit as much as possible
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392 |
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393 | }
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394 |
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395 | void AdvancedParticleSystem::RefreshIllumTextures(Vector LightPos)
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396 | {
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397 | // refresh IllumImpostor
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398 | //create camera
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399 | m_LightCamera.SetPosition(LightPos);
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400 | m_IllumImpostor.setObjPosition(m_ParticleSystem.getPosition());
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401 | m_IllumImpostor.setObjSphereRadius(m_ParticleSystem.getBoundingRadius());
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402 | m_IllumImpostor.setViewCamera(&m_LightCamera);
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403 | m_IllumImpostor.updateCamera(true);
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404 | m_LightCamera=m_IllumImpostor.getOwnCamera();
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405 |
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406 | //Enable illumrendertargets
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407 | m_IllumTexture.ReleaseColorBuffer();
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408 | m_IllumTexture.EnableTarget();
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409 |
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410 |
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411 | glClearColor(1,1,1,1);
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412 | glClear(GL_COLOR_BUFFER_BIT);
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413 | /* if(object_shadows)
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414 | {
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---|
415 | glDisable(GL_LIGHTING);
|
---|
416 | glColor4f(0.2,0.2,0.2,0.2);
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417 | glutSolidTeapot(0.2);
|
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418 | }*/
|
---|
419 |
|
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420 | m_IllumProgram.Enable();
|
---|
421 |
|
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422 | CGparameter param;
|
---|
423 |
|
---|
424 | //render particle system
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425 | param=cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram,"Texture");
|
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426 | cgGLSetTextureParameter(param,m_BillboardTexture.getTextureHandler());
|
---|
427 | cgGLEnableTextureParameter(param);
|
---|
428 |
|
---|
429 | param=cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram,"PhaseTexture");
|
---|
430 | cgGLSetTextureParameter(param,PhaseTexID);
|
---|
431 | cgGLEnableTextureParameter(param);
|
---|
432 |
|
---|
433 | param = cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram, "Albedo");
|
---|
434 | cgGLSetParameter1d(param,albedo);
|
---|
435 | param = cgGetNamedParameter(*m_IllumProgram.m_VertexProgram, "transparency");
|
---|
436 | cgGLSetParameter1d(param,transparency);
|
---|
437 | param = cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram, "Symmetry");
|
---|
438 | cgGLSetParameter1d(param,symmetry2);
|
---|
439 |
|
---|
440 |
|
---|
441 | m_ParticleSystem.RefreshCamera(&m_LightCamera);
|
---|
442 | m_ParticleSystem.RefrBRadius_Dist();
|
---|
443 | m_ParticleSystem.SortParticles(false);
|
---|
444 | m_ParticleSystem.RefreshBuffer();
|
---|
445 |
|
---|
446 | //render
|
---|
447 | glEnable(GL_BLEND);
|
---|
448 | glBlendFunc(GL_NONE,GL_SRC_COLOR);
|
---|
449 |
|
---|
450 | //apply transform
|
---|
451 | m_LightCamera.SetViewandProjectionOrto();
|
---|
452 |
|
---|
453 | m_ParticleSystem.RenderAsBillboard();
|
---|
454 |
|
---|
455 | cgGLDisableTextureParameter(cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram,"Texture"));
|
---|
456 | m_IllumProgram.Disable();
|
---|
457 |
|
---|
458 | //Disable illurendertargets
|
---|
459 | m_IllumTexture.DisableTarget();
|
---|
460 | m_IllumTexture.BindColorBuffer();
|
---|
461 |
|
---|
462 | if(m_PSys_RenderMode>2)
|
---|
463 | {
|
---|
464 | //Compute scattering
|
---|
465 | m_ScatteredIlumTexture.ReleaseColorBuffer();
|
---|
466 | m_ScatteredIlumTexture.EnableTarget();
|
---|
467 |
|
---|
468 | glDisable(GL_LIGHTING);
|
---|
469 | glDisable(GL_DEPTH_TEST);
|
---|
470 |
|
---|
471 | m_ScatterIllumProgram.Enable();
|
---|
472 |
|
---|
473 | param = cgGetNamedParameter(*m_ScatterIllumProgram.m_FragmentProgram, "Transparency");
|
---|
474 | cgGLSetParameter1f(param,transparency);
|
---|
475 | param = cgGetNamedParameter(*m_ScatterIllumProgram.m_FragmentProgram, "Albedo");
|
---|
476 | cgGLSetParameter1f(param,albedo);
|
---|
477 | param = cgGetNamedParameter(*m_ScatterIllumProgram.m_FragmentProgram, "Symmetry");
|
---|
478 | cgGLSetParameter1f(param,symmetry2);
|
---|
479 |
|
---|
480 | param=cgGetNamedParameter(*m_ScatterIllumProgram.m_FragmentProgram,"IllumTexture");
|
---|
481 | cgGLSetTextureParameter(param,m_IllumTexture.getColorTextureID());
|
---|
482 | cgGLEnableTextureParameter(param);
|
---|
483 |
|
---|
484 | param=cgGetNamedParameter(*m_ScatterIllumProgram.m_FragmentProgram,"PhaseTexture");
|
---|
485 | cgGLSetTextureParameter(param,PhaseTexID);
|
---|
486 | cgGLEnableTextureParameter(param);
|
---|
487 |
|
---|
488 | param=cgGetNamedParameter(*m_ScatterIllumProgram.m_FragmentProgram,"AngleTexture");
|
---|
489 | cgGLSetTextureParameter(param,AngleTexID);
|
---|
490 | cgGLEnableTextureParameter(param);
|
---|
491 |
|
---|
492 | m_IllumImpostor.DisplayScreenQuad();
|
---|
493 |
|
---|
494 | m_ScatterIllumProgram.Disable();
|
---|
495 |
|
---|
496 | m_ScatteredIlumTexture.DisableTarget();
|
---|
497 | m_ScatteredIlumTexture.BindColorBuffer();
|
---|
498 | }
|
---|
499 | }
|
---|
500 |
|
---|
501 | /*
|
---|
502 | void AdvancedParticleSystem::RefreshIllumTextures(Vector LightPos)
|
---|
503 | {
|
---|
504 | // refresh IllumImpostor
|
---|
505 | //create camera
|
---|
506 | m_LightCamera.SetPosition(LightPos);
|
---|
507 | m_IllumImpostor.setObjPosition(m_ParticleSystem.getPosition());
|
---|
508 | m_IllumImpostor.setObjSphereRadius(m_ParticleSystem.getBoundingRadius());
|
---|
509 | m_IllumImpostor.setViewCamera(&m_LightCamera);
|
---|
510 | m_IllumImpostor.updateCamera(true);
|
---|
511 | m_LightCamera=m_IllumImpostor.getOwnCamera();
|
---|
512 |
|
---|
513 | //Enable illumrendertargets
|
---|
514 | m_IllumTexture.EnableTarget();
|
---|
515 |
|
---|
516 | //set and clear bacground color and depth
|
---|
517 | const GLenum buffers[] = {
|
---|
518 | GL_AUX0,
|
---|
519 | GL_AUX1,
|
---|
520 | GL_AUX2,
|
---|
521 | GL_AUX3
|
---|
522 | };
|
---|
523 | for(int i=0;i<4;i++)
|
---|
524 | {
|
---|
525 | glDrawBuffer(buffers[i]);
|
---|
526 | glClearColor(1,1,1,1);
|
---|
527 | glClearDepth(1.0);
|
---|
528 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
|
---|
529 | }
|
---|
530 |
|
---|
531 | glDrawBuffersATI(4, buffers);
|
---|
532 |
|
---|
533 | m_IllumProgram.Enable();
|
---|
534 |
|
---|
535 | CGparameter param;float transparency;
|
---|
536 |
|
---|
537 | if(object_shadows)
|
---|
538 | {
|
---|
539 | //render objects inside bounding sphere
|
---|
540 |
|
---|
541 | glEnable(GL_DEPTH_TEST);
|
---|
542 | glColor4f(0,0,0,1);
|
---|
543 |
|
---|
544 | param=cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram,"Texture");
|
---|
545 | cgGLSetTextureParameter(param,0);
|
---|
546 | cgGLEnableTextureParameter(param); transparency=0.3;
|
---|
547 | param= cgGetNamedParameter(*m_IllumProgram.m_VertexProgram, "transparency");
|
---|
548 | cgGLSetParameter1f(param,transparency);
|
---|
549 | glutSolidTeapot(0.73);
|
---|
550 | glDisable(GL_DEPTH_TEST);
|
---|
551 | }
|
---|
552 |
|
---|
553 | //render particle system
|
---|
554 | param=cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram,"Texture");
|
---|
555 | cgGLSetTextureParameter(param,m_BillboardTexture.getTextureHandler());
|
---|
556 | cgGLEnableTextureParameter(param);
|
---|
557 |
|
---|
558 | transparency=0.12;
|
---|
559 | param = cgGetNamedParameter(*m_IllumProgram.m_VertexProgram, "transparency");
|
---|
560 | cgGLSetParameter1f(param,transparency);
|
---|
561 |
|
---|
562 | m_ParticleSystem.RefreshCamera(&m_LightCamera);
|
---|
563 | m_ParticleSystem.SortParticles(true);
|
---|
564 | m_ParticleSystem.RefreshBuffer();
|
---|
565 |
|
---|
566 | //render
|
---|
567 | glEnable(GL_BLEND);
|
---|
568 | glBlendFunc(GL_NONE,GL_ONE_MINUS_SRC_ALPHA);
|
---|
569 |
|
---|
570 | //apply transform
|
---|
571 | m_LightCamera.SetViewandProjectionOrto();
|
---|
572 |
|
---|
573 | m_ParticleSystem.RenderAsBillboard();
|
---|
574 |
|
---|
575 | cgGLDisableTextureParameter(cgGetNamedParameter(*m_IllumProgram.m_FragmentProgram,"Texture"));
|
---|
576 | m_IllumProgram.Disable();
|
---|
577 |
|
---|
578 | glFinish();
|
---|
579 | //Disable illurendertargets
|
---|
580 | m_IllumTexture.DisableTarget();
|
---|
581 | }
|
---|
582 | */
|
---|
583 |
|
---|
584 | void AdvancedParticleSystem::RenderObjectDepths(Camera* cam)
|
---|
585 | {
|
---|
586 | m_ObjectsTexture.ReleaseColorBuffer();
|
---|
587 | m_ObjectsTexture.EnableTarget();
|
---|
588 |
|
---|
589 | m_ObjDepthProg.Enable();
|
---|
590 |
|
---|
591 | glClearColor(-100.0f,-100.0f,-100.0f,0.0f);
|
---|
592 | //glClearColor(0.0f,0.0f,1.0f,0.0f);
|
---|
593 | glEnable(GL_DEPTH_TEST);
|
---|
594 | glClearDepth(1.0);
|
---|
595 | glDepthFunc(GL_LEQUAL);
|
---|
596 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
---|
597 |
|
---|
598 | cam->SetViewandProjection();
|
---|
599 | glDisable(GL_LIGHTING);
|
---|
600 | glDisable(GL_BLEND);
|
---|
601 | //render scene
|
---|
602 | this->theScene->Display(true);
|
---|
603 |
|
---|
604 | m_ObjDepthProg.Disable();
|
---|
605 |
|
---|
606 | m_ObjectsTexture.DisableTarget();
|
---|
607 | m_ObjectsTexture.BindColorBuffer();
|
---|
608 |
|
---|
609 | } |
---|