[osg-submissions] osgParticle::ParticleSystem / particle LOD fixed
Robert Osfield
robert.osfield at gmail.com
Mon Feb 18 06:43:59 PST 2008
Hi Michael,
It still came through inlined I'm afraid. Some mail tools are buggy.
Could you send as a zipped file.
On Feb 18, 2008 2:42 PM, Michael Ebner <Michael.Ebner at gmx.at> wrote:
> Hi Robert,
>
> thanks, disabled auto-inlining attachments, it should work now.
>
> regards,
> Michael.
>
>
>
> Robert Osfield wrote:
> > HI Michael,
> >
> > You you send the file zipped up as the file has come through inline
> > (some emailer inline by default for text files). More details can be
> > found at:
> >
> > http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
> >
> > Robert.
> >
> > On Feb 18, 2008 11:22 AM, Michael Ebner <Michael.Ebner at gmx.at> wrote:
> >> Hello,
> >>
> >> the osgParticle LOD functionality is still marked experimental. I tested
> >> it on Win2K and found an error where a std::vector iterator goes beyond
> >> the end of the vector, which is not handled on Win32 STL implementation.
> >> Therfore when using particle LOD the application crashed.
> >>
> >> Attached is a fix that avoids the iterator problem described above.
> >> Could someone check (and notify me please) if this patch is ok and if
> >> this is the only reason why particle LOD is marked experimental?
> >>
> >> thanks,
> >> Michael.
> >>
> >>
>
>
> #include <osgParticle/ParticleSystem>
>
> #include <vector>
>
> #include <osg/Drawable>
> #include <osg/CopyOp>
> #include <osg/State>
> #include <osg/Matrix>
> #include <osg/GL>
> #include <osg/StateSet>
> #include <osg/Texture2D>
> #include <osg/BlendFunc>
> #include <osg/TexEnv>
> #include <osg/Material>
> #include <osg/Notify>
>
> #include <osgDB/ReadFile>
>
> osgParticle::ParticleSystem::ParticleSystem()
> : osg::Drawable(),
> _def_bbox(osg::Vec3(-10, -10, -10), osg::Vec3(10, 10, 10)),
> _alignment(BILLBOARD),
> _align_X_axis(1, 0, 0),
> _align_Y_axis(0, 1, 0),
> _doublepass(false),
> _frozen(false),
> _bmin(0, 0, 0),
> _bmax(0, 0, 0),
> _reset_bounds_flag(false),
> _bounds_computed(false),
> _def_ptemp(Particle()),
> _last_frame(0),
> _freeze_on_cull(false),
> _detail(1),
> _draw_count(0)
> {
> // we don't support display lists because particle systems
> // are dynamic, and they always changes between frames
> setSupportsDisplayList(false);
> }
>
> osgParticle::ParticleSystem::ParticleSystem(const ParticleSystem& copy, const osg::CopyOp& copyop)
> : osg::Drawable(copy, copyop),
> _def_bbox(copy._def_bbox),
> _alignment(copy._alignment),
> _align_X_axis(copy._align_X_axis),
> _align_Y_axis(copy._align_Y_axis),
> _doublepass(copy._doublepass),
> _frozen(copy._frozen),
> _bmin(copy._bmin),
> _bmax(copy._bmax),
> _reset_bounds_flag(copy._reset_bounds_flag),
> _bounds_computed(copy._bounds_computed),
> _def_ptemp(copy._def_ptemp),
> _last_frame(copy._last_frame),
> _freeze_on_cull(copy._freeze_on_cull),
> _detail(copy._detail),
> _draw_count(0)
> {
> }
>
> osgParticle::ParticleSystem::~ParticleSystem()
> {
> }
>
> void osgParticle::ParticleSystem::update(double dt)
> {
> // reset bounds
> _reset_bounds_flag = true;
>
>
> for(unsigned int i=0; i<_particles.size(); ++i)
> {
> Particle& particle = _particles[i];
> if (particle.isAlive())
> {
> if (particle.update(dt))
> {
> update_bounds(particle.getPosition(), particle.getCurrentSize());
> }
> else
> {
> reuseParticle(i);
> }
> }
> }
>
> // force recomputing of bounding box on next frame
> dirtyBound();
> }
>
> void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo) const
> {
> osg::State& state = *renderInfo.getState();
>
> OpenThreads::ScopedReadLock lock(_readWriteMutex);
>
> // update the frame count, so other objects can detect when
> // this particle system is culled
> _last_frame = state.getFrameStamp()->getFrameNumber();
>
> // get the current modelview matrix
> osg::Matrix modelview = state.getModelViewMatrix();
>
> if (_alignment == BILLBOARD)
> state.applyModelViewMatrix(0);
>
> // set up depth mask for first rendering pass
> glPushAttrib(GL_DEPTH_BUFFER_BIT);
> glDepthMask(GL_FALSE);
>
> // render, first pass
> single_pass_render(state, modelview);
>
> // restore depth mask settings
> glPopAttrib();
>
> // render, second pass
> if (_doublepass) {
> // set up color mask for second rendering pass
> glPushAttrib(GL_COLOR_BUFFER_BIT);
> glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
>
> // render the particles onto the depth buffer
> single_pass_render(state, modelview);
>
> // restore color mask settings
> glPopAttrib();
> }
> }
>
> void osgParticle::ParticleSystem::setDefaultAttributes(const std::string& texturefile, bool emissive_particles, bool lighting, int texture_unit)
> {
> osg::StateSet *stateset = new osg::StateSet;
>
> stateset->setMode(GL_LIGHTING, lighting? osg::StateAttribute::ON: osg::StateAttribute::OFF);
> stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>
> osg::Material *material = new osg::Material;
> material->setSpecular(osg::Material::FRONT, osg::Vec4(0, 0, 0, 1));
> material->setEmission(osg::Material::FRONT, osg::Vec4(0, 0, 0, 1));
> material->setColorMode(lighting? osg::Material::AMBIENT_AND_DIFFUSE : osg::Material::OFF);
> stateset->setAttributeAndModes(material, osg::StateAttribute::ON);
>
> if (!texturefile.empty()) {
> osg::Texture2D *texture = new osg::Texture2D;
> texture->setImage(osgDB::readImageFile(texturefile));
> texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
> texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
> texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::MIRROR);
> texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::MIRROR);
> stateset->setTextureAttributeAndModes(texture_unit, texture, osg::StateAttribute::ON);
>
> osg::TexEnv *texenv = new osg::TexEnv;
> texenv->setMode(osg::TexEnv::MODULATE);
> stateset->setTextureAttribute(texture_unit, texenv);
> }
>
> osg::BlendFunc *blend = new osg::BlendFunc;
> if (emissive_particles) {
> blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
> } else {
> blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
> }
> stateset->setAttributeAndModes(blend, osg::StateAttribute::ON);
>
> setStateSet(stateset);
> }
>
>
> void osgParticle::ParticleSystem::single_pass_render(osg::State& /*state*/, const osg::Matrix& modelview) const
> {
> _draw_count = 0;
> if (_particles.size() <= 0) return;
>
> Particle_vector::const_iterator i;
> Particle_vector::const_iterator i0 = _particles.begin();
> Particle_vector::const_iterator end = _particles.end();
>
> i0->beginRender();
>
> float scale = sqrtf(static_cast<float>(_detail));
> for (i=i0; i<end; i+=std::min(_detail, end-i)) {
> if (i->isAlive()) {
> if (i->getShape() != i0->getShape()) {
> i0->endRender();
> i->beginRender();
> i0 = i;
> }
> ++_draw_count;
>
> switch (_alignment) {
> case BILLBOARD:
> i->render(modelview.preMult(i->getPosition()), osg::Vec3(1, 0, 0), osg::Vec3(0, 1, 0), scale);
> break;
> case FIXED:
> i->render(i->getPosition(), _align_X_axis, _align_Y_axis, scale);
> break;
> default: ;
> }
>
> }
> }
>
> i0->endRender();
>
> }
>
> osg::BoundingBox osgParticle::ParticleSystem::computeBound() const
> {
> if (!_bounds_computed)
> {
> return _def_bbox;
> } else
> {
> return osg::BoundingBox(_bmin,_bmax);
> }
> }
>
>
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