[845] | 1 | #include ".\preillumsystem.h"
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| 2 |
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| 3 | #include <list>
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| 4 |
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| 5 |
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| 6 | PreIllumSystem::~PreIllumSystem(void)
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| 7 | {
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| 8 | }
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| 9 |
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| 10 | float PreIllumSystem::Phase(Vector diri,Vector dirj,float symmetry)
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| 11 | {
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| 12 | float anglecos=diri*dirj;
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| 13 | float g=symmetry;
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| 14 | float g2=g*g;
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| 15 | float phase=3*(1-g2)*(1+anglecos*anglecos)/2/(2+g2)/pow((1+g2-2*anglecos*g),1.5f);
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| 16 | return phase/(4*M_PI);
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| 17 | //return 1.0/(4*M_PI);
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| 18 | }
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| 19 |
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| 20 | void PreIllumSystem::Calculate_Up_Right_Vector(Vector viewdir,Vector& UpVector,Vector& RightVector)
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| 21 | {
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| 22 | if(viewdir.y==0)
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| 23 | {
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| 24 | UpVector.x=0;UpVector.y=1;UpVector.z=0;
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| 25 | }
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| 26 | else
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| 27 | {
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| 28 | Vector projected;
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| 29 | projected.x=viewdir.x;projected.z=viewdir.z;
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| 30 | projected.y=0;
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| 31 | projected.Normalize();
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| 32 |
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| 33 | UpVector=viewdir-projected;
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| 34 | UpVector.Normalize();
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| 35 | }
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| 36 | RightVector=UpVector%viewdir;
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| 37 | RightVector.Normalize();
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| 38 | }
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| 39 |
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| 40 | PreIllumSystem::GetNearestDirection(Vector LightPosition)
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| 41 | {
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| 42 | Vector dir=LightPosition;
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| 43 | dir.Normalize();
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| 44 |
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| 45 | float angle1,angle2;
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| 46 | //transform to polar coordinates
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| 47 | angle2=asin(dir.y); // -pi/2 -- pi/2
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| 48 |
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| 49 | dir.y=0;
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| 50 | dir.Normalize();
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| 51 |
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| 52 | float sign;
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| 53 | if(dir.z>0)sign=1;
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| 54 | if(dir.z<0)sign=-1;
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| 55 | if(dir.z==0)sign=0;
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| 56 |
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| 57 | angle1=acos(dir.x)*sign; // -pi -- pi
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| 58 |
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| 59 | Vector dirre(cos(angle1)*cos(angle2),
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| 60 | sin(angle2),
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| 61 | sin(angle1)*cos(angle2));
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| 62 |
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| 63 | angle1=angle1/6.28+0.5; // 0 -- 1
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| 64 | angle2=angle2/3.14+0.5; // 0 -- 1
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| 65 |
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| 66 | int coord1=angle1*512;
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| 67 | int coord2=angle2*512;
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| 68 | int index=coord2*512*4+coord1*4;
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| 69 |
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| 70 | if(index+3>512*512*4) exit(1);
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| 71 | m_NearestDir=m_DirectionData[index];
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| 72 | m_NearestDir2=m_DirectionData[index+1];
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| 73 | m_Weight1=m_DirectionData[index+2];
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| 74 | m_Weight2=m_DirectionData[index+3];
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| 75 | }
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| 76 |
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| 77 | void PreIllumSystem::CreateGivenDirections()
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| 78 | { /*
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| 79 | m_Directions=new Vector[4];
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| 80 |
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| 81 | m_Directions[0]=Vector(1,0,0);
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| 82 | m_Directions[1]=Vector(0,0,1);
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| 83 | m_Directions[2]=Vector(0,0,-1);
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| 84 | m_Directions[3]=Vector(-1,0,0);
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| 85 | */
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| 86 | m_Directions=new Vector[m_DirectionCount];
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| 87 | for(int i=0;i<m_DirectionCount/2;i++)
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| 88 | {
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| 89 | float angle=(float)i*2.0*3.14/(float)m_DirectionCount;
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| 90 | Vector dir(cos(angle),0,sin(angle));
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| 91 | m_Directions[i]=dir;
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| 92 | m_Directions[m_DirectionCount-1-i]=dir*-1;
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| 93 | }
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| 94 | }
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| 95 |
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| 96 | void PreIllumSystem::CreateRandomDirections(bool fillarray=false)
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| 97 | {
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| 98 | Halton Halton1(1,7);
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| 99 | Halton Halton2(1,13);
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| 100 | Halton Halton3(1,17);
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| 101 |
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| 102 | if(fillarray)
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| 103 | m_DirectionArray=new float[3*m_DirectionCount];
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| 104 |
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| 105 | m_Directions=new Vector[m_DirectionCount];
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| 106 |
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| 107 | for(int i=0;i<m_DirectionCount/2;i++)
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| 108 | {
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| 109 | /* Vector randpoint(RangeRandom(-1,1),
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| 110 | RangeRandom(-1,1),
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| 111 | RangeRandom(-1,1));*/
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| 112 | Vector randpoint((float)Halton1.Random(),
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| 113 | (float)Halton2.Random(),
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| 114 | (float)Halton3.Random());
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| 115 |
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| 116 | randpoint.Normalize();
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| 117 | if(fillarray)
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| 118 | {
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| 119 | m_DirectionArray[m_DirectionCount-3*(i+1)]=randpoint.x;
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| 120 | m_DirectionArray[m_DirectionCount-3*(i+1)+1]=randpoint.y;
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| 121 | m_DirectionArray[m_DirectionCount-3*(i+1)+2]=randpoint.z;
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| 122 | }
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| 123 | m_Directions[m_DirectionCount-(i+1)]=randpoint;
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| 124 | randpoint=randpoint*-1;
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| 125 | if(fillarray)
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| 126 | {
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| 127 | m_DirectionArray[3*i]=randpoint.x;
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| 128 | m_DirectionArray[3*i+1]=randpoint.y;
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| 129 | m_DirectionArray[3*i+2]=randpoint.z;
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| 130 | }
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| 131 | m_Directions[i]=randpoint;
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| 132 | }
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| 133 | }
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| 134 |
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| 135 | void PreIllumSystem::CreateVisibilityTexture()
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| 136 | {
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| 137 | float *data=new float[m_DirectionCount*m_ParticleCount*3];
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| 138 | for(int m=0;m<m_DirectionCount*m_ParticleCount;m++)
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| 139 | {
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| 140 | data[3*m]=m_ParticleCount;
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| 141 | data[3*m+1]=0;
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| 142 | data[3*m+2]=0; //channel not used
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| 143 | }
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| 144 | /*
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| 145 | //distances
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| 146 | float *distances=new float[m_DirectionCount*m_ParticleCount];
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| 147 | for(int m=0;m<m_DirectionCount*m_ParticleCount;m++)
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| 148 | {
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| 149 | distances[m]=-1;//initial value
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| 150 | }
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| 151 | */
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| 152 | CreateRandomDirections(true);
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| 153 | //CreateGivenDirections();
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| 154 |
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| 155 | Vector RightVector;
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| 156 | Vector UpVector;
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| 157 | Vector ViewDir;
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| 158 |
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| 159 | float particleradius=m_System.m_Emitter.getSize();
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| 160 | Vector temp;
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| 161 |
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| 162 | for(int d=0;d<m_DirectionCount;d++)
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| 163 | {
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| 164 |
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| 165 | ViewDir=m_Directions[d];
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| 166 | Calculate_Up_Right_Vector(m_Directions[d],UpVector,RightVector);
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| 167 |
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| 168 | for(int i=0;i<m_ParticleCount;i++)
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| 169 | {
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| 170 |
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| 171 | Vector particle0=m_ParticleArray[i].getPosition();
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| 172 | //adott részecske transzformálása
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| 173 |
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| 174 | temp=particle0;
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| 175 | particle0.x=temp.x*RightVector.x+temp.y*RightVector.y+temp.z*RightVector.z;
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| 176 | particle0.y=temp.x*UpVector.x+temp.y*UpVector.y+temp.z*UpVector.z;
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| 177 | particle0.z=temp.x*ViewDir.x+temp.y*ViewDir.y+temp.z*ViewDir.z;
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| 178 |
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| 179 | for(int j=0;j<m_ParticleCount;j++)
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| 180 | {
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| 181 |
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| 182 | if(i!=j)
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| 183 | {
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| 184 | Vector particle=m_ParticleArray[j].getPosition();
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| 185 | temp=particle;
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| 186 | //transform
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| 187 | particle.x=temp.x*RightVector.x+temp.y*RightVector.y+temp.z*RightVector.z;
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| 188 | particle.y=temp.x*UpVector.x+temp.y*UpVector.y+temp.z*UpVector.z;
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| 189 | particle.z=temp.x*ViewDir.x+temp.y*ViewDir.y+temp.z*ViewDir.z;
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| 190 |
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| 191 | //visible?
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| 192 | if(abs(particle.x-particle0.x)<2*particleradius&&abs(particle.y-particle0.y)<2*particleradius)
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| 193 | {
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| 194 | float z=particle.z-particle0.z;
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| 195 |
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| 196 | if(z>0)
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| 197 | {
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| 198 | //if(z<distances[d*m_ParticleCount+i]||distances[d*m_ParticleCount+i]==-1)
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| 199 | if(z<data[3*d*m_ParticleCount+3*i+1]||data[3*d*m_ParticleCount+3*i+1]==0)
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| 200 | {
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| 201 | //distances[d*m_ParticleCount+i]=z;
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| 202 | data[3*d*m_ParticleCount+3*i]=j;
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| 203 | data[3*d*m_ParticleCount+3*i+1]=z;
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| 204 | }
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| 205 | }
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| 206 | }
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| 207 | }
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| 208 | }
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| 209 |
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| 210 |
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| 211 | }
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| 212 |
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| 213 | }
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| 214 |
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| 215 | glGenTextures(1, &m_VisibilityTexID);
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| 216 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_VisibilityTexID);
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| 217 |
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| 218 | /*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 219 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
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| 220 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
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| 221 | GL_NEAREST);
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| 222 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
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| 223 | GL_NEAREST);
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| 224 |
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| 225 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RGB16_NV, m_ParticleCount,
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| 226 | m_DirectionCount, 0,GL_RGB , GL_FLOAT,
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| 227 | data);
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| 228 |
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| 229 | delete[] data;
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| 230 | }
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| 231 |
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| 232 | void PreIllumSystem::CreateTauTexture()
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| 233 | {
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| 234 | float* taus=new float[m_ParticleCount];
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| 235 |
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| 236 | int samplecount=1;
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| 237 |
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| 238 | for(int i=0;i<m_ParticleCount;i++)
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| 239 | {
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| 240 | int count=0;
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| 241 |
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| 242 | std::list <float> distlist;
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| 243 | std::list <float>::iterator Iter;
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| 244 |
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| 245 | for(int j=0;j<m_ParticleCount;j++)
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| 246 | {
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| 247 | if(i!=j)
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| 248 | {
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| 249 | float dist=(m_ParticleArray[j].getPosition()-m_ParticleArray[i].getPosition()).Length();
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| 250 | distlist.push_back(dist);
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| 251 | }
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| 252 | }
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| 253 |
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| 254 | distlist.sort();
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| 255 | float sum=0;
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| 256 | Iter=distlist.begin();
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| 257 | for(int h=0;h<samplecount;h++)
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| 258 | {
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| 259 | sum+=*Iter;
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| 260 | Iter++;
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| 261 | }
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| 262 | taus[i]=sum/(float)samplecount;
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| 263 | //fprintf(stderr, "avrdist: %f\n",taus[i]);
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| 264 | }
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| 265 |
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| 266 | glGenTextures(1, &m_TauTextureID);
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| 267 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_TauTextureID);
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| 268 |
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| 269 | /*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 270 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
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| 271 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
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| 272 | GL_NEAREST);
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| 273 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
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| 274 | GL_NEAREST);
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| 275 |
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| 276 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_FLOAT_RG16_NV, m_ParticleCount,
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| 277 | 1, 0,GL_RED , GL_FLOAT,
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| 278 | taus);
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| 279 |
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| 280 | }
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| 281 |
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| 282 | void PreIllumSystem::CreateNearestDirectionTexture()
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| 283 | {
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| 284 | m_DirectionData=new float[512*512*4];
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| 285 | for(int i=0;i<512*512*4;i++)
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| 286 | {
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| 287 | m_DirectionData[i]=0;
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| 288 | }
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| 289 |
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| 290 | float distance=0;
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| 291 |
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| 292 | float nearestdist=-1;
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| 293 | float nearestdist2=-1;
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| 294 | int nearestdirid=-1;
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| 295 | int nearestdirid2=-1;
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| 296 |
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| 297 |
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| 298 | for(int i=0;i<512;i++)
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| 299 | {
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| 300 | for(int j=0;j<512;j++)
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| 301 | {
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| 302 | float angle1=2*M_PI/512*i-M_PI;
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| 303 | float angle2=M_PI/512*j-M_PI/2;
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| 304 |
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| 305 | distance=0;
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| 306 | nearestdist=-1;
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| 307 | nearestdist2=-1;
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| 308 | nearestdirid=-1;
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| 309 | nearestdirid2=-1;
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| 310 |
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| 311 | Vector dir(cos(angle1)*cos(angle2),
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| 312 | sin(angle2),
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| 313 | sin(angle1)*cos(angle2));
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| 314 | dir.Normalize();
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| 315 |
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| 316 | angle1=angle1/6.28+0.5; // 0 -- 1
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| 317 | angle2=angle2/3.14+0.5; // 0 -- 1
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| 318 |
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| 319 | int coord1=angle1*512;
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| 320 | int coord2=angle2*512;
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| 321 |
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| 322 | for(int k=0;k<m_DirectionCount;k++)
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| 323 | {
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| 324 | distance=(dir-m_Directions[k]).Length();
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| 325 | //nearest direction
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| 326 | if(distance<nearestdist||nearestdist==-1)
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| 327 | {
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| 328 | nearestdist=distance;
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| 329 | nearestdirid=k;
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| 330 | }
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| 331 | else
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| 332 | {
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| 333 | //second nearest direction
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| 334 | if(distance<nearestdist2||nearestdist2==-1)
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| 335 | {
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| 336 | nearestdist2=distance;
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| 337 | nearestdirid2=k;
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| 338 | }
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| 339 | }
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| 340 | }
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| 341 | //m_DirectionData[i*512+j]=UnitRandom();
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| 342 | m_DirectionData[j*512*4+4*i]=nearestdirid;
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| 343 | m_DirectionData[j*512*4+4*i+1]=nearestdirid2;
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| 344 | //weights
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| 345 | float weight1=1-(nearestdist/(nearestdist+nearestdist2));
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| 346 | float weight2=1-(nearestdist2/(nearestdist+nearestdist2));
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| 347 | m_DirectionData[j*512*4+4*i+2]=weight1;
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| 348 | m_DirectionData[j*512*4+4*i+3]=weight2;
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| 349 | }
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| 350 | }
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| 351 |
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| 352 |
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| 353 | glGenTextures(1, &m_DirectionsTexID);
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| 354 | glBindTexture(GL_TEXTURE_2D, m_DirectionsTexID);
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| 355 |
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| 356 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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| 357 | GL_NEAREST);
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| 358 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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| 359 | GL_NEAREST);
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| 360 |
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| 361 | glTexImage2D(GL_TEXTURE_2D, 0, GL_FLOAT_RGBA16_NV, 512,
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| 362 | 512, 0, GL_RGBA, GL_FLOAT,
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| 363 | m_DirectionData);
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| 364 |
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| 365 | //delete[] m_DirectionData;
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| 366 | }
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| 367 |
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| 368 | void PreIllumSystem::CreatePhaseTexture()
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| 369 | {
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| 370 | float* data=new float[m_DirectionCount*m_DirectionCount];
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| 371 |
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| 372 | for(int i=0;i<m_DirectionCount;i++)
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| 373 | {
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| 374 | Vector diri=m_Directions[i]*-1;
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| 375 |
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| 376 | for(int j=0;j<m_DirectionCount;j++)
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| 377 | {
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| 378 | Vector dirj=m_Directions[j];
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| 379 |
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| 380 | data[j*m_DirectionCount+i]=Phase(diri,dirj,m_Symmetry);
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| 381 | }
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| 382 | }
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| 383 |
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| 384 | glGenTextures(1, &m_PhaseTextureID);
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| 385 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_PhaseTextureID);
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| 386 |
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| 387 | /*glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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| 388 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
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| 389 |
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| 390 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
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| 391 | GL_NEAREST);
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| 392 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
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| 393 | GL_NEAREST);
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| 394 |
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| 395 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE_FLOAT16_ATI, m_DirectionCount,
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| 396 | m_DirectionCount, 0, GL_LUMINANCE, GL_FLOAT, data);
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| 397 |
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| 398 | delete[] data;
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| 399 | }
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| 400 |
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| 401 | void PreIllumSystem::CreateLVisMap()
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| 402 | {
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| 403 |
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| 404 | Texture Bbtex;
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| 405 | Bbtex.setFilename("kor.bmp");
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| 406 | Bbtex.LoadImage();
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| 407 |
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| 408 | glBindTexture(GL_TEXTURE_2D,Bbtex.getTextureHandler());
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| 409 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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| 410 | GL_NEAREST);
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| 411 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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| 412 | GL_NEAREST);
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| 413 |
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| 414 | m_LVisMap=new unsigned char[m_DirectionCount*m_ParticleCount];
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| 415 | for(int i=0;i<m_DirectionCount*m_ParticleCount;i++)
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| 416 | {
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| 417 | m_LVisMap[i]=0;
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| 418 | }
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| 419 |
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| 420 | m_LVisPrograms.SetFragmentTexParam("BbTexture",Bbtex.getTextureHandler());
|
---|
| 421 |
|
---|
| 422 | m_Target.EnablewithColorRelease();
|
---|
| 423 |
|
---|
| 424 | m_LVisPrograms.Enable();
|
---|
| 425 |
|
---|
| 426 |
|
---|
| 427 | Vector RightVector;
|
---|
| 428 | Vector UpVector;
|
---|
| 429 |
|
---|
| 430 |
|
---|
| 431 | for(int i=0;i<m_DirectionCount;i++)
|
---|
| 432 | {
|
---|
| 433 | Vector CamPos=m_Directions[i]*-1;
|
---|
| 434 |
|
---|
| 435 | Calculate_Up_Right_Vector(CamPos,UpVector,RightVector);
|
---|
| 436 |
|
---|
| 437 | CamPos=CamPos*-1*m_System.getBoundingRadius();
|
---|
| 438 |
|
---|
| 439 | glClearColor(m_ParticleCount,1,1,1);
|
---|
| 440 | glClearDepth(1.0);
|
---|
| 441 | glEnable(GL_DEPTH_TEST);
|
---|
| 442 | glDepthFunc(GL_LESS);
|
---|
| 443 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
---|
| 444 |
|
---|
| 445 | glMatrixMode(GL_PROJECTION);
|
---|
| 446 | glLoadIdentity();
|
---|
| 447 | glOrtho(-m_System.getBoundingRadius(),m_System.getBoundingRadius(),-m_System.getBoundingRadius(),m_System.getBoundingRadius(),0,2*m_System.getBoundingRadius());
|
---|
| 448 | glMatrixMode(GL_MODELVIEW);
|
---|
| 449 | glLoadIdentity();
|
---|
| 450 | gluLookAt(CamPos.x,CamPos.y,CamPos.z,0,0,0,UpVector.x,UpVector.y,UpVector.z);
|
---|
| 451 | //render particles
|
---|
| 452 | m_TempCamera.SetPosition(CamPos);
|
---|
| 453 |
|
---|
| 454 | m_System.SortFromCamera(&m_TempCamera,true,true);
|
---|
| 455 | glEnable(GL_BLEND);
|
---|
| 456 | glDisable(GL_DEPTH_TEST);
|
---|
| 457 |
|
---|
| 458 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 459 | int pointsize=m_System.m_Emitter.getSize()*m_LightWindowSize/m_System.getBoundingRadius();
|
---|
| 460 | glPointSize(pointsize);
|
---|
| 461 |
|
---|
| 462 | m_System.RenderAsPoints(true);
|
---|
| 463 |
|
---|
| 464 | glReadPixels(0,0,m_LightWindowSize,m_LightWindowSize,GL_RED,GL_FLOAT,m_Pixels);
|
---|
| 465 |
|
---|
| 466 | for(int j=0;j<m_LightWindowSize*m_LightWindowSize;j++)
|
---|
| 467 | {
|
---|
| 468 | if(m_Pixels[j]<m_ParticleCount)
|
---|
| 469 | {
|
---|
| 470 | m_LVisMap[i*m_ParticleCount+(int)m_Pixels[j]]+=50;
|
---|
| 471 | //m_LVisMap[i*m_ParticleCount+(int)m_Pixels[j]]=255;
|
---|
| 472 | }
|
---|
| 473 | }
|
---|
| 474 | }
|
---|
| 475 |
|
---|
| 476 | glDisable(GL_BLEND);
|
---|
| 477 | m_LVisPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 478 | m_LVisPrograms.Disable();
|
---|
| 479 |
|
---|
| 480 | m_Target.DisablewithColorBind();
|
---|
| 481 |
|
---|
| 482 | glGenTextures(1, &m_LVisMapID);
|
---|
| 483 | glBindTexture(GL_TEXTURE_RECTANGLE_NV, m_LVisMapID);
|
---|
| 484 |
|
---|
| 485 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
|
---|
| 486 | GL_NEAREST);
|
---|
| 487 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
|
---|
| 488 | GL_NEAREST);
|
---|
| 489 |
|
---|
| 490 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S,
|
---|
| 491 | GL_CLAMP);
|
---|
| 492 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T,
|
---|
| 493 | GL_CLAMP);
|
---|
| 494 |
|
---|
| 495 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE,m_ParticleCount,
|
---|
| 496 | m_DirectionCount, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,m_LVisMap);
|
---|
| 497 |
|
---|
| 498 | delete[] m_LVisMap;
|
---|
| 499 | }
|
---|
| 500 |
|
---|
| 501 | void PreIllumSystem::FindVisiblesWithRendering(Vector LightPosition,int row)
|
---|
| 502 | {
|
---|
| 503 |
|
---|
| 504 |
|
---|
| 505 | for(int i=0;i<m_ParticleCount;i++)
|
---|
| 506 | {
|
---|
| 507 | m_LRendVisMap[row*m_ParticleCount+i]=0;
|
---|
| 508 | }
|
---|
| 509 |
|
---|
| 510 | m_LVisPrograms.SetFragmentTexParam("BbTexture",m_Bbtex.getTextureHandler());
|
---|
| 511 |
|
---|
| 512 | m_Target.EnablewithColorRelease();
|
---|
| 513 |
|
---|
| 514 | m_LVisPrograms.Enable();
|
---|
| 515 |
|
---|
| 516 |
|
---|
| 517 | Vector RightVector;
|
---|
| 518 | Vector UpVector;
|
---|
| 519 |
|
---|
| 520 | Vector CamPos=LightPosition;
|
---|
| 521 | CamPos.Normalize();
|
---|
| 522 | CamPos=CamPos*-1;
|
---|
| 523 |
|
---|
| 524 | Calculate_Up_Right_Vector(CamPos,UpVector,RightVector);
|
---|
| 525 |
|
---|
| 526 | CamPos=CamPos*-1*m_System.getBoundingRadius();
|
---|
| 527 |
|
---|
| 528 | glClearColor(m_ParticleCount,1,1,1);
|
---|
| 529 | glClearDepth(1.0);
|
---|
| 530 | glEnable(GL_DEPTH_TEST);
|
---|
| 531 | glDepthFunc(GL_LESS);
|
---|
| 532 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
---|
| 533 |
|
---|
| 534 | glMatrixMode(GL_PROJECTION);
|
---|
| 535 | glLoadIdentity();
|
---|
| 536 | glOrtho(-m_System.getBoundingRadius(),m_System.getBoundingRadius(),-m_System.getBoundingRadius(),m_System.getBoundingRadius(),0,2*m_System.getBoundingRadius());
|
---|
| 537 | glMatrixMode(GL_MODELVIEW);
|
---|
| 538 | glLoadIdentity();
|
---|
| 539 | gluLookAt(CamPos.x,CamPos.y,CamPos.z,0,0,0,UpVector.x,UpVector.y,UpVector.z);
|
---|
| 540 |
|
---|
| 541 | //render particles
|
---|
| 542 | m_TempCamera.SetPosition(CamPos);
|
---|
| 543 | m_System.SortFromCamera(&m_TempCamera,true,true);
|
---|
| 544 | glEnable(GL_BLEND);
|
---|
| 545 | glDisable(GL_DEPTH_TEST);
|
---|
| 546 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 547 |
|
---|
| 548 | float pointsize=m_LightWindowSize/m_System.getBoundingRadius();
|
---|
| 549 | glPointSize(pointsize);
|
---|
| 550 |
|
---|
| 551 | //glDisable(GL_BLEND);
|
---|
| 552 | //glEnable(GL_DEPTH_TEST);
|
---|
| 553 | m_System.RenderAsPoints(true);
|
---|
| 554 |
|
---|
| 555 | glReadPixels(0,0,m_LightWindowSize,m_LightWindowSize,GL_RED,GL_FLOAT,m_Pixels);
|
---|
| 556 |
|
---|
| 557 | for(int j=0;j<m_LightWindowSize*m_LightWindowSize;j++)
|
---|
| 558 | {
|
---|
| 559 | if(m_Pixels[j]<m_ParticleCount)
|
---|
| 560 | {
|
---|
| 561 | m_LRendVisMap[m_ParticleCount*row+(unsigned int)m_Pixels[j]]=255;
|
---|
| 562 | //m_LRendVisMap[(unsigned int)m_Pixels[j]]+=100;
|
---|
| 563 | }
|
---|
| 564 | }
|
---|
| 565 |
|
---|
| 566 | glDisable(GL_BLEND);
|
---|
| 567 |
|
---|
| 568 | m_LVisPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 569 | m_LVisPrograms.Disable();
|
---|
| 570 |
|
---|
| 571 | m_Target.DisablewithColorBind();
|
---|
| 572 |
|
---|
| 573 | glBindTexture(GL_TEXTURE_RECTANGLE_NV,m_RenderedVisID);
|
---|
| 574 |
|
---|
| 575 | glTexImage2D(GL_TEXTURE_RECTANGLE_NV, 0, GL_LUMINANCE,m_ParticleCount,
|
---|
| 576 | 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,m_LRendVisMap);
|
---|
| 577 |
|
---|
| 578 | }
|
---|
| 579 |
|
---|
| 580 | void PreIllumSystem::Init(int particlecount,int directioncount)
|
---|
| 581 | {
|
---|
| 582 | m_ParticleCount=particlecount;
|
---|
| 583 | m_DirectionCount=directioncount;
|
---|
| 584 |
|
---|
| 585 | m_TexRectPrograms.SetProgramFiles("SimplePrograms.cg","SimplePrograms.cg");
|
---|
| 586 | m_TexRectPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 587 | m_TexRectPrograms.InitPrograms();
|
---|
| 588 |
|
---|
| 589 | m_LightIllumPrograms.SetProgramFiles("LightIlluminatePrograms.cg","LightIlluminatePrograms.cg");
|
---|
| 590 | //m_LightIllumPrograms.SetProgramFiles("InternalLightIlluminatePrograms.cg","InternalLightIlluminatePrograms.cg");
|
---|
| 591 | m_LightIllumPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 592 | m_LightIllumPrograms.InitPrograms();
|
---|
| 593 |
|
---|
| 594 | m_IllumIteratePrograms.SetProgramFiles("IllumIteratePrograms.cg","IllumIteratePrograms.cg");
|
---|
| 595 | m_IllumIteratePrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 596 | m_IllumIteratePrograms.InitPrograms();
|
---|
| 597 |
|
---|
| 598 | m_EyeRadPrograms.SetProgramFiles("FinalizeIllumMap.cg","FinalizeIllumMap.cg");
|
---|
| 599 | m_EyeRadPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 600 | m_EyeRadPrograms.InitPrograms();
|
---|
| 601 |
|
---|
| 602 | m_LVisPrograms.SetProgramFiles("LVisDisplay.cg","LVisDisplay.cg");
|
---|
| 603 | m_LVisPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 604 | m_LVisPrograms.InitPrograms();
|
---|
| 605 |
|
---|
| 606 | m_FinalRenderPrograms.SetProgramFiles("FinalDisplay.cg","FinalDisplay.cg");
|
---|
| 607 | m_FinalRenderPrograms.SetProgramEntries("VertexProgram","FragmentProgram");
|
---|
| 608 | m_FinalRenderPrograms.InitPrograms();
|
---|
| 609 |
|
---|
| 610 | m_DirectIlumTexture.Initialize(m_ParticleCount,m_DirectionCount,"rgb float=16 textureRECT");
|
---|
| 611 | m_IllumTexture.Initialize(m_ParticleCount,m_DirectionCount,"rgb float=16 textureRECT");
|
---|
| 612 | m_IllumTexture2.Initialize(m_ParticleCount,m_DirectionCount,"rgb float=16 textureRECT");
|
---|
| 613 | m_EyeRadTexture.Initialize(m_ParticleCount,1,"rgb float=16 textureRECT");
|
---|
| 614 | m_Target.Initialize(m_LightWindowSize,m_LightWindowSize,"rgba float=16 depth=16 textureRECT");
|
---|
| 615 | m_ImpostorTexture.Initialize(512,512,"rgba texture2D",false);
|
---|
| 616 |
|
---|
| 617 | m_Pixels=new float[m_LightWindowSize*m_LightWindowSize];
|
---|
| 618 | m_LRendVisMap=new unsigned char[m_ParticleCount*2];
|
---|
| 619 |
|
---|
| 620 | InitSystem(particlecount,directioncount);
|
---|
| 621 |
|
---|
| 622 | m_BillboardTexture.setFilename("proba.dds");
|
---|
| 623 | m_BillboardTexture.LoadImage();
|
---|
| 624 |
|
---|
| 625 | m_Bbtex.setFilename("kor.bmp");
|
---|
| 626 | m_Bbtex.LoadImage();
|
---|
| 627 |
|
---|
| 628 | glBindTexture(GL_TEXTURE_2D,m_Bbtex.getTextureHandler());
|
---|
| 629 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
---|
| 630 | GL_NEAREST);
|
---|
| 631 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
---|
| 632 | GL_NEAREST);
|
---|
| 633 |
|
---|
| 634 | glGenTextures(1,&m_RenderedVisID);
|
---|
| 635 | glBindTexture(GL_TEXTURE_RECTANGLE_NV,m_RenderedVisID);
|
---|
| 636 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MAG_FILTER,
|
---|
| 637 | GL_NEAREST);
|
---|
| 638 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_MIN_FILTER,
|
---|
| 639 | GL_NEAREST);
|
---|
| 640 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_S,
|
---|
| 641 | GL_CLAMP);
|
---|
| 642 | glTexParameteri(GL_TEXTURE_RECTANGLE_NV, GL_TEXTURE_WRAP_T,
|
---|
| 643 | GL_CLAMP);
|
---|
| 644 |
|
---|
| 645 | m_DirectIlumTexture.EnablewithColorRelease();
|
---|
| 646 | glClearColor(0,0,0,0);//Emission
|
---|
| 647 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 648 | m_DirectIlumTexture.DisablewithColorBind();
|
---|
| 649 | m_EyeRadTexture.EnablewithColorRelease();
|
---|
| 650 | glClearColor(0,0,0,0);
|
---|
| 651 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 652 | m_EyeRadTexture.DisablewithColorBind();
|
---|
| 653 |
|
---|
| 654 | }
|
---|
| 655 |
|
---|
| 656 | void PreIllumSystem::InitSystem(int particlecount,int directioncount)
|
---|
| 657 | {
|
---|
| 658 | m_System.m_Emitter.setPositionsFile("cloud.txt");
|
---|
| 659 | m_System.m_Emitter.setOffset(0.15);
|
---|
| 660 | m_System.m_Emitter.setPosition(Vector(-0.625,-6,-1.75));
|
---|
| 661 |
|
---|
| 662 | m_System.m_Emitter.setRadius(0.2);
|
---|
| 663 | //7,4,5
|
---|
| 664 |
|
---|
| 665 | m_System.m_Emitter.setSize(0.95);
|
---|
| 666 | m_System.m_Emitter.setSizevariation(0.9);
|
---|
| 667 | m_System.m_Emitter.setEmissionRate(0);
|
---|
| 668 | m_System.setQuota(m_ParticleCount);
|
---|
| 669 | m_System.m_Emitter.setTimeToLive(0);
|
---|
| 670 | m_System.m_Emitter.setTimeToLiveVariation(0);
|
---|
| 671 | m_System.m_Emitter.setVelocity(0);
|
---|
| 672 | m_System.m_Emitter.setVelocityVariation(0);
|
---|
| 673 |
|
---|
| 674 | m_System.RefreshParticles(0,0);
|
---|
| 675 |
|
---|
| 676 | m_System.RefreshCamera(m_EyeCamera);
|
---|
| 677 | m_System.RefrBRadius_Dist();
|
---|
| 678 | m_System.RefreshBuffer(false);
|
---|
| 679 |
|
---|
| 680 | //m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
| 681 |
|
---|
| 682 | m_ParticleArray=m_System.getParticleArray();
|
---|
| 683 | m_PositionArray=m_System.getVertexBuffer();
|
---|
| 684 |
|
---|
| 685 | unsigned int lasttime=timeGetTime();
|
---|
| 686 | fprintf(stderr, "Building Visibility Map: ..");
|
---|
| 687 | this->CreateVisibilityTexture();
|
---|
| 688 | unsigned int thistime=timeGetTime();
|
---|
| 689 | float elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 690 | lasttime=thistime;
|
---|
| 691 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 692 |
|
---|
| 693 |
|
---|
| 694 | fprintf(stderr, "Building Nearest Directions Map: ..");
|
---|
| 695 | this->CreateNearestDirectionTexture();
|
---|
| 696 | thistime=timeGetTime();
|
---|
| 697 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 698 | lasttime=thistime;
|
---|
| 699 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 700 |
|
---|
| 701 | fprintf(stderr, "Building Phase Function Map: ..");
|
---|
| 702 | CreatePhaseTexture();
|
---|
| 703 | thistime=timeGetTime();
|
---|
| 704 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 705 | lasttime=thistime;
|
---|
| 706 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 707 |
|
---|
| 708 | fprintf(stderr, "Building Tau Map: ..");
|
---|
| 709 | CreateTauTexture();
|
---|
| 710 | thistime=timeGetTime();
|
---|
| 711 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 712 | lasttime=thistime;
|
---|
| 713 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 714 | /*
|
---|
| 715 | fprintf(stderr, "Building Light Visibility Map: ..");
|
---|
| 716 | CreateLVisMap();
|
---|
| 717 | thistime=timeGetTime();
|
---|
| 718 | elapsed=(float)(thistime-lasttime)/1000.0f;
|
---|
| 719 | lasttime=thistime;
|
---|
| 720 | fprintf(stderr, "OK %fs\n",elapsed);
|
---|
| 721 | */
|
---|
| 722 | m_IllumColorTex=&m_IllumTexture2;
|
---|
| 723 | m_IllumRenderTex=&m_IllumTexture;
|
---|
| 724 |
|
---|
| 725 | m_IllumTexture2.EnablewithColorRelease();
|
---|
| 726 | glClearColor(0,0,0,0);
|
---|
| 727 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 728 | m_IllumTexture2.DisablewithColorBind();
|
---|
| 729 |
|
---|
| 730 | }
|
---|
| 731 |
|
---|
| 732 | char* PreIllumSystem::DisplayTexture(int tex)
|
---|
| 733 | {
|
---|
| 734 | char* displaytext;
|
---|
| 735 | int dimX,dimY;
|
---|
| 736 | unsigned int TexID;
|
---|
| 737 | float MaxValue;
|
---|
| 738 |
|
---|
| 739 | switch(tex)
|
---|
| 740 | {
|
---|
| 741 | case 1: //LightView
|
---|
| 742 | /* dimX=m_ParticleCount;
|
---|
| 743 | dimY=m_DirectionCount;
|
---|
| 744 | TexID=m_VisibilityTexID;
|
---|
| 745 | MaxValue=m_ParticleCount;*/
|
---|
| 746 | dimX=m_LightWindowSize;
|
---|
| 747 | dimY=m_LightWindowSize;
|
---|
| 748 | TexID=m_Target.getColorTextureID();
|
---|
| 749 | MaxValue=m_ParticleCount;
|
---|
| 750 |
|
---|
| 751 | displaytext="LightView";
|
---|
| 752 | break;
|
---|
| 753 |
|
---|
| 754 | case 2: //LightVisibility
|
---|
| 755 | dimX=m_ParticleCount;
|
---|
| 756 | dimY=2;
|
---|
| 757 | TexID=m_RenderedVisID;
|
---|
| 758 | MaxValue=1;
|
---|
| 759 | displaytext="LightVisibility";
|
---|
| 760 | break;
|
---|
| 761 |
|
---|
| 762 | case 3: //DirectIllumTexture
|
---|
| 763 | dimX=m_ParticleCount;
|
---|
| 764 | dimY=m_DirectionCount;
|
---|
| 765 | TexID=m_DirectIlumTexture.getColorTextureID();
|
---|
| 766 | MaxValue=1;
|
---|
| 767 | displaytext="DirectIllumTexture";
|
---|
| 768 | break;
|
---|
| 769 |
|
---|
| 770 | case 4: //IllumTexture1
|
---|
| 771 | dimX=m_ParticleCount;
|
---|
| 772 | dimY=m_DirectionCount;
|
---|
| 773 | TexID=m_IllumTexture.getColorTextureID();
|
---|
| 774 | MaxValue=1;
|
---|
| 775 | displaytext="IllumTexture1";
|
---|
| 776 | break;
|
---|
| 777 |
|
---|
| 778 | case 5: //IllumTexture2
|
---|
| 779 | dimX=m_ParticleCount;
|
---|
| 780 | dimY=m_DirectionCount;
|
---|
| 781 | TexID=m_IllumTexture2.getColorTextureID();
|
---|
| 782 | MaxValue=1;
|
---|
| 783 | displaytext="IllumTexture2";
|
---|
| 784 | break;
|
---|
| 785 |
|
---|
| 786 | case 6: //EyeRadTexture
|
---|
| 787 | dimX=m_ParticleCount;
|
---|
| 788 | dimY=1;
|
---|
| 789 | TexID=m_EyeRadTexture.getColorTextureID();
|
---|
| 790 | MaxValue=1;
|
---|
| 791 | displaytext="EyeRadTexture";
|
---|
| 792 | break;
|
---|
| 793 | }
|
---|
| 794 |
|
---|
| 795 | m_TexRectPrograms.Enable();
|
---|
| 796 |
|
---|
| 797 | m_TexRectPrograms.SetFragmentTexParam("Texture",TexID);
|
---|
| 798 | m_TexRectPrograms.SetFragmentParam1f("invmaxvalue",1.0/MaxValue);
|
---|
| 799 |
|
---|
| 800 | m_ScreenQuad.DisplayScreenQuad(dimX,dimY);
|
---|
| 801 |
|
---|
| 802 | m_TexRectPrograms.Disable();
|
---|
| 803 |
|
---|
| 804 | return displaytext;
|
---|
| 805 | }
|
---|
| 806 |
|
---|
| 807 | void PreIllumSystem::Refresh(Vector lightpos,Vector lightpos2,Vector lightcolor,Vector lightcolor2)
|
---|
| 808 | {
|
---|
| 809 | /*
|
---|
| 810 | m_IllumColorTex->EnablewithColorRelease();
|
---|
| 811 | glClearColor(0,0,0,0);
|
---|
| 812 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 813 | m_IllumColorTex->DisablewithColorBind();
|
---|
| 814 | */
|
---|
| 815 | static bool first=true;
|
---|
| 816 |
|
---|
| 817 | ////Light1
|
---|
| 818 | FindVisiblesWithRendering(lightpos,0);
|
---|
| 819 | GetNearestDirection(lightpos);
|
---|
| 820 | int lastNearest=m_NearestDir;
|
---|
| 821 | m_NearestDir=lastNearest;
|
---|
| 822 | m_LightPosition=lightpos;
|
---|
| 823 | m_LightColor=lightcolor;
|
---|
| 824 |
|
---|
| 825 | if(first)
|
---|
| 826 | {
|
---|
| 827 | ////Light2
|
---|
| 828 | FindVisiblesWithRendering(lightpos2,1);
|
---|
| 829 | GetNearestDirection(lightpos2);
|
---|
| 830 | int thisNearest=m_NearestDir;
|
---|
| 831 | m_NearestDir2=thisNearest;
|
---|
| 832 | m_LightPosition2=lightpos2;
|
---|
| 833 |
|
---|
| 834 | first=false;
|
---|
| 835 | }
|
---|
| 836 | m_LightColor2=lightcolor2;
|
---|
| 837 |
|
---|
| 838 | RefreshDirectIllumTexture();
|
---|
| 839 |
|
---|
| 840 | for(int i=0;i<m_IterateCount;i++)
|
---|
| 841 | {
|
---|
| 842 | Iterate();
|
---|
| 843 | }
|
---|
| 844 |
|
---|
| 845 | GetNearestDirection(m_EyeCamera->getPosition()*-1);
|
---|
| 846 |
|
---|
| 847 | CreateEyeRadTexture();
|
---|
| 848 |
|
---|
| 849 | }
|
---|
| 850 |
|
---|
| 851 | void PreIllumSystem::RefreshDirectIllumTexture()
|
---|
| 852 | {
|
---|
| 853 | m_LightIllumPrograms.SetFragmentTexParam("LVisMap",m_RenderedVisID);
|
---|
| 854 | //m_LightIllumPrograms.SetFragmentTexParam("LVisMap",m_LVisMapID);
|
---|
| 855 | m_LightIllumPrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
|
---|
| 856 | m_LightIllumPrograms.SetFragmentParam3f("LightRad",m_LightColor.x,m_LightColor.y,m_LightColor.z);
|
---|
| 857 | m_LightIllumPrograms.SetFragmentParam3f("LightRad2",m_LightColor2.x,m_LightColor2.y,m_LightColor2.z);
|
---|
| 858 | m_LightIllumPrograms.SetFragmentParam4f("LightDirsWeights",m_NearestDir,m_NearestDir2,m_Weight1,m_Weight2);
|
---|
| 859 | m_LightIllumPrograms.SetFragmentParam2f("Alb_Op",m_Albedo,m_Opacity);
|
---|
| 860 |
|
---|
| 861 | m_DirectIlumTexture.EnablewithColorRelease();
|
---|
| 862 | //glClearColor(0,0,0,0);
|
---|
| 863 | //glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 864 | glBlendColorEXT(1,1,1,0.08);
|
---|
| 865 | //glEnable(GL_BLEND);
|
---|
| 866 | //glDisable(GL_BLEND);
|
---|
| 867 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
|
---|
| 868 |
|
---|
| 869 | m_LightIllumPrograms.Enable();
|
---|
| 870 |
|
---|
| 871 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,m_DirectionCount);
|
---|
| 872 |
|
---|
| 873 | m_LightIllumPrograms.DisableFragmentTexParam("LVisMap");
|
---|
| 874 | m_LightIllumPrograms.DisableFragmentTexParam("Phase");
|
---|
| 875 | m_LightIllumPrograms.Disable();
|
---|
| 876 |
|
---|
| 877 | m_DirectIlumTexture.DisablewithColorBind();
|
---|
| 878 | }
|
---|
| 879 |
|
---|
| 880 | void PreIllumSystem::Iterate()
|
---|
| 881 | {
|
---|
| 882 | m_IllumIteratePrograms.SetFragmentTexParam("IllumTexture",m_IllumColorTex->getColorTextureID());
|
---|
| 883 | m_IllumIteratePrograms.SetFragmentTexParam("VisMap",m_VisibilityTexID);
|
---|
| 884 | m_IllumIteratePrograms.SetFragmentTexParam("TauTexture",m_TauTextureID);
|
---|
| 885 | m_IllumIteratePrograms.SetFragmentTexParam("DirectIllum",m_DirectIlumTexture.getColorTextureID());
|
---|
| 886 | m_IllumIteratePrograms.SetFragmentParam3f("Alb_Op",m_Albedo,m_Opacity,m_Albedo*(4*M_PI)/m_DirectionCount);
|
---|
| 887 | m_IllumIteratePrograms.SetFragmentParam3f("SkyColor",m_SkyColor.x,m_SkyColor.y,m_SkyColor.z);
|
---|
| 888 | m_IllumIteratePrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
|
---|
| 889 |
|
---|
| 890 | m_IllumRenderTex->EnablewithColorRelease();
|
---|
| 891 |
|
---|
| 892 | m_IllumIteratePrograms.Enable();
|
---|
| 893 |
|
---|
| 894 | //glClearColor(0,0,0,0);
|
---|
| 895 | //glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 896 | //glDisable(GL_BLEND);
|
---|
| 897 |
|
---|
| 898 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,m_DirectionCount);
|
---|
| 899 |
|
---|
| 900 | m_IllumIteratePrograms.DisableFragmentTexParam("IllumTexture");
|
---|
| 901 | m_IllumIteratePrograms.DisableFragmentTexParam("VisMap");
|
---|
| 902 | m_IllumIteratePrograms.DisableFragmentTexParam("DirectIllum");
|
---|
| 903 | m_IllumIteratePrograms.DisableFragmentTexParam("Phase");
|
---|
| 904 | m_IllumIteratePrograms.Disable();
|
---|
| 905 |
|
---|
| 906 | m_IllumRenderTex->DisablewithColorBind();
|
---|
| 907 |
|
---|
| 908 |
|
---|
| 909 | RenderTexture* nextcolor=m_IllumRenderTex;
|
---|
| 910 | m_IllumRenderTex=m_IllumColorTex;
|
---|
| 911 | m_IllumColorTex=nextcolor;
|
---|
| 912 |
|
---|
| 913 | }
|
---|
| 914 |
|
---|
| 915 | void PreIllumSystem::CreateEyeRadTexture()
|
---|
| 916 | {
|
---|
| 917 | m_EyeRadPrograms.SetFragmentTexParam("DirectIllumTexture",m_DirectIlumTexture.getColorTextureID());
|
---|
| 918 | m_EyeRadPrograms.SetFragmentTexParam("IllumTexture",m_IllumColorTex->getColorTextureID());
|
---|
| 919 | m_EyeRadPrograms.SetFragmentTexParam("Phase",m_PhaseTextureID);
|
---|
| 920 | m_EyeRadPrograms.SetFragmentTexParam("TauTexture",m_TauTextureID);
|
---|
| 921 | m_EyeRadPrograms.SetFragmentParam4f("EyeDirsWeights",m_NearestDir,m_NearestDir2,m_Weight1,m_Weight2);
|
---|
| 922 | float ize=m_Albedo*(4*M_PI)/(float)m_DirectionCount;
|
---|
| 923 | m_EyeRadPrograms.SetFragmentParam3f("Alb_Op",m_Albedo,m_Opacity,ize);
|
---|
| 924 |
|
---|
| 925 | m_EyeRadTexture.EnablewithColorRelease();
|
---|
| 926 |
|
---|
| 927 | glBlendColorEXT(1,1,1,0.06);
|
---|
| 928 | glEnable(GL_BLEND);
|
---|
| 929 | glBlendFunc(GL_CONSTANT_ALPHA_EXT,GL_ONE_MINUS_CONSTANT_ALPHA_EXT);
|
---|
| 930 |
|
---|
| 931 | m_EyeRadPrograms.Enable();
|
---|
| 932 |
|
---|
| 933 | m_ScreenQuad.DisplayScreenQuad(m_ParticleCount,1);
|
---|
| 934 | m_EyeRadPrograms.DisableFragmentTexParam("DirectIllumTexture");
|
---|
| 935 | m_EyeRadPrograms.DisableFragmentTexParam("IllumTexture");
|
---|
| 936 | m_EyeRadPrograms.DisableFragmentTexParam("Phase");
|
---|
| 937 | m_EyeRadPrograms.Disable();
|
---|
| 938 |
|
---|
| 939 | m_EyeRadTexture.DisablewithColorBind();
|
---|
| 940 | }
|
---|
| 941 |
|
---|
| 942 | void PreIllumSystem::RenderToImpostor()
|
---|
| 943 | {
|
---|
| 944 | m_ImpostorTexture.EnablewithColorRelease();
|
---|
| 945 | glClearColor(0,0,0,0);
|
---|
| 946 | glClear(GL_COLOR_BUFFER_BIT);
|
---|
| 947 | m_CameraImpostor.ApplyCameraTransform();
|
---|
| 948 |
|
---|
| 949 | m_FinalRenderPrograms.Enable();
|
---|
| 950 |
|
---|
| 951 | glEnable(GL_BLEND);
|
---|
| 952 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 953 | glPointSize(1000*m_System.m_Emitter.getSize());
|
---|
| 954 |
|
---|
| 955 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
---|
| 956 | m_FinalRenderPrograms.SetFragmentTexParam("IllumTex",m_EyeRadTexture.getColorTextureID());
|
---|
| 957 |
|
---|
| 958 | //sort particles
|
---|
| 959 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
| 960 |
|
---|
| 961 | glDepthMask(GL_FALSE);
|
---|
| 962 | //glDisable(GL_BLEND);
|
---|
| 963 | m_System.RenderAsPoints(true);
|
---|
| 964 |
|
---|
| 965 | glDepthMask(GL_TRUE);
|
---|
| 966 | glDisable(GL_BLEND);
|
---|
| 967 |
|
---|
| 968 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 969 | m_FinalRenderPrograms.DisableFragmentTexParam("IllumTex");
|
---|
| 970 | m_FinalRenderPrograms.Disable();
|
---|
| 971 |
|
---|
| 972 | m_ImpostorTexture.DisablewithColorBind();
|
---|
| 973 | }
|
---|
| 974 |
|
---|
| 975 | void PreIllumSystem::Display()
|
---|
| 976 | {
|
---|
| 977 | m_FinalRenderPrograms.Enable();
|
---|
| 978 |
|
---|
| 979 | glEnable(GL_BLEND);
|
---|
| 980 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 981 | glPointSize(1000);
|
---|
| 982 |
|
---|
| 983 | m_FinalRenderPrograms.SetFragmentTexParam("VisMap",m_VisibilityTexID);
|
---|
| 984 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
---|
| 985 | m_FinalRenderPrograms.SetFragmentTexParam("IllumTex",m_EyeRadTexture.getColorTextureID());
|
---|
| 986 | m_FinalRenderPrograms.SetVertexParam1f("Opacity",m_Opacity);
|
---|
| 987 |
|
---|
| 988 | //sort particles
|
---|
| 989 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
| 990 |
|
---|
| 991 | glDepthMask(GL_FALSE);
|
---|
| 992 | //glDisable(GL_BLEND);
|
---|
| 993 | m_System.RenderAsPoints(true);
|
---|
| 994 |
|
---|
| 995 | glDepthMask(GL_TRUE);
|
---|
| 996 | glDisable(GL_BLEND);
|
---|
| 997 |
|
---|
| 998 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 999 | m_FinalRenderPrograms.DisableFragmentTexParam("IllumTex");
|
---|
| 1000 | m_FinalRenderPrograms.Disable();
|
---|
| 1001 | }
|
---|
| 1002 | /*
|
---|
| 1003 | void PreIllumSystem::Display()
|
---|
| 1004 | {
|
---|
| 1005 | m_FinalRenderPrograms.Enable();
|
---|
| 1006 |
|
---|
| 1007 | glEnable(GL_BLEND);
|
---|
| 1008 | glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
---|
| 1009 | glPointSize(1000*m_System.m_Emitter.getSize());
|
---|
| 1010 |
|
---|
| 1011 | m_FinalRenderPrograms.SetFragmentTexParam("BbTexture",m_BillboardTexture.getTextureHandler());
|
---|
| 1012 | m_FinalRenderPrograms.SetFragmentTexParam("LVisMap",m_LVisMapID);
|
---|
| 1013 | m_FinalRenderPrograms.SetFragmentParam1f("Ldir",(float)m_NearestDir);
|
---|
| 1014 |
|
---|
| 1015 | //sort particles
|
---|
| 1016 | m_System.SortFromCamera(m_EyeCamera,true,true);
|
---|
| 1017 |
|
---|
| 1018 | glDepthMask(GL_FALSE);
|
---|
| 1019 | //glDisable(GL_BLEND);
|
---|
| 1020 | m_System.RenderAsPoints(true);
|
---|
| 1021 |
|
---|
| 1022 | glDepthMask(GL_TRUE);
|
---|
| 1023 | glDisable(GL_BLEND);
|
---|
| 1024 |
|
---|
| 1025 | m_FinalRenderPrograms.DisableFragmentTexParam("BbTexture");
|
---|
| 1026 | m_FinalRenderPrograms.DisableFragmentTexParam("LVisMap");
|
---|
| 1027 | m_FinalRenderPrograms.Disable();
|
---|
| 1028 | }*/ |
---|