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());
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421 |
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422 | m_Target.EnablewithColorRelease();
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423 |
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424 | m_LVisPrograms.Enable();
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425 |
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426 |
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427 | Vector RightVector;
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428 | Vector UpVector;
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429 |
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430 |
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431 | for(int i=0;i<m_DirectionCount;i++)
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432 | {
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433 | Vector CamPos=m_Directions[i]*-1;
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434 |
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435 | Calculate_Up_Right_Vector(CamPos,UpVector,RightVector);
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436 |
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437 | CamPos=CamPos*-1*m_System.getBoundingRadius();
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438 |
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439 | glClearColor(m_ParticleCount,1,1,1);
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440 | glClearDepth(1.0);
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441 | glEnable(GL_DEPTH_TEST);
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442 | glDepthFunc(GL_LESS);
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443 | glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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444 |
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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 | }*/ |
---|