gremlin/libs/spark/include/RenderingAPIs/OpenGL/SPK_GLLineTrailRenderer.h

285 lines
8.5 KiB
C
Raw Permalink Normal View History

2011-01-05 22:02:10 +00:00
//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine //
// Copyright (C) 2008-2009 - Julien Fryer - julienfryer@gmail.com //
// //
// This software is provided 'as-is', without any express or implied //
// warranty. In no event will the authors be held liable for any damages //
// arising from the use of this software. //
// //
// Permission is granted to anyone to use this software for any purpose, //
// including commercial applications, and to alter it and redistribute it //
// freely, subject to the following restrictions: //
// //
// 1. The origin of this software must not be misrepresented; you must not //
// claim that you wrote the original software. If you use this software //
// in a product, an acknowledgment in the product documentation would be //
// appreciated but is not required. //
// 2. Altered source versions must be plainly marked as such, and must not be //
// misrepresented as being the original software. //
// 3. This notice may not be removed or altered from any source distribution. //
//////////////////////////////////////////////////////////////////////////////////
#ifndef H_SPK_GLLINETRAILRENDERER
#define H_SPK_GLLINETRAILRENDERER
#include "RenderingAPIs/OpenGL/SPK_GLRenderer.h"
#include "Core/SPK_Particle.h"
#include "Core/SPK_Model.h"
namespace SPK
{
namespace GL
{
/**
* @class GLLineTrailRenderer
* @brief A Renderer drawing particles as line trails defined by the positions of particles over time
*
* The trail coordinates are computed in a procedural manner over time.<br>
* A trail i defined by a duration. The faster the particle, the longer the trail. It is defined by a numbers of samples.<br>
* The sampling frequency of the trail is therefore computed by nbSamples / duration and defines its resolution.<br>
* The higher the sampling frequency, the smoother the trail but the bigger the compution time and the memory consumption.<br>
* <br>
* All the particles of a Group are renderered in a single batch of GL_LINE_STRIP,
* which means every trails belong to the same object to reduce overhead on GPU side.<br>
* To allow that, invisible lines link trails together. They are defined as degenerated lines.<br>
* This imposes the alpha value is taken into account and the blending is therefore forced with GLLineTrailRenderer.<br>
* The user has the possibility to set the RGBA values of degenerated lines to keep them invisible function of the blending mode and environment.<br>
* By default it is set to (0.0f,0.0f,0.0f,0.0f).
* <br>
* Below are the parameters of Particle that are used in this Renderer (others have no effects) :
* <ul>
* <li>SPK::PARAM_RED</li>
* <li>SPK::PARAM_GREEN</li>
* <li>SPK::PARAM_BLUE</li>
* <li>SPK::PARAM_ALPHA</li>
* </ul>
* @since 1.03.00
*/
class SPK_GL_PREFIX GLLineTrailRenderer : public GLRenderer
{
SPK_IMPLEMENT_REGISTERABLE(GLLineTrailRenderer)
public :
//////////////////
// Constructors //
//////////////////
/** @brief Default constructor of GLLineTrailRenderer */
GLLineTrailRenderer();
/**
* @brief Creates and registers a new GLLineTrailRenderer
* @return A new registered GLLineTrailRenderer
* @since 1.04.00
*/
static inline GLLineTrailRenderer* create();
/////////////
// Setters //
/////////////
/**
* @brief Sets the number of samples in a trail
*
* The number of samples defines the number of points used to construct the trail.<br>
* The bigger the number of samples, the smoother the trail but the bigger the compution time and the memory consumption.
*
* @param nbSamples : the number of samples to construct the trails
*/
inline void setNbSamples(size_t nbSamples);
/**
* @brief Sets the width of a trail
*
* Like for GLLineRenderer, the width is defined in pixels and is not dependant of the distance of the trail from the camera
*
* @param width : the width of trails in pixels
*/
inline void setWidth(float width);
/**
* @brief Sets the duration of a sample
*
* The duration of a sample is defined by its life time from its creation to its destruction.<br>
* Note that the alpha of a sample will decrease linearly from its initial alpha to 0.
*
* @param duration : the duration of a sample
*/
inline void setDuration(float duration);
/**
* @brief Sets the color components of degenerated lines
* @param r : the red component
* @param g : the green component
* @param b : the blue component
* @param a : the alpha component
*/
void setDegeneratedLines(float r,float g,float b,float a);
virtual inline void enableBlending(bool blendingEnabled);
/////////////
// Getters //
/////////////
/**
* @brief Gets the number of samples per trail
* @return the number of samples per trail
*/
inline size_t getNbSamples() const;
/**
* @brief Gets the width of a trail
* @return the width of a trail (in pixels)
*/
inline float getWidth() const;
/**
* @brief Gets the duration of a sample
* @return the duration of a sample
*/
inline float getDuration() const;
///////////////
// Interface //
///////////////
virtual void createBuffers(const Group& group);
virtual void destroyBuffers(const Group& group);
/**
* @brief Inits all the trails of the particle of the group
*
* All the samples are set to the current position of the particle.<br>
* The trail of each particle has therefore a length of 0 and is ready for update.<br>
* This function allows to clear the buffers for GLLineTrailRenderer of the given group.
*
* @param group : the Group whose buffers need to be initialized
*/
void init(const Group& group);
virtual void render(const Group& group);
protected :
virtual bool checkBuffers(const Group& group);
private :
size_t nbSamples;
float width;
float duration;
float degeneratedR;
float degeneratedG;
float degeneratedB;
float degeneratedA;
// vertex buffers and iterators
static float* vertexBuffer;
static float* vertexIterator;
static float* colorBuffer;
static float* colorIterator;
static float* valueBuffer;
static float* valueIterator;
// buffers names
static const std::string VERTEX_BUFFER_NAME;
static const std::string COLOR_BUFFER_NAME;
static const std::string VALUE_BUFFER_NAME;
inline void init(const Particle& particle,float age) const;
};
inline GLLineTrailRenderer* GLLineTrailRenderer::create()
{
GLLineTrailRenderer* obj = new GLLineTrailRenderer;
registerObject(obj);
return obj;
}
inline void GLLineTrailRenderer::enableBlending(bool blendingEnabled)
{
GLRenderer::enableBlending(true);
}
inline void GLLineTrailRenderer::setNbSamples(size_t nbSamples)
{
this->nbSamples = nbSamples;
}
inline void GLLineTrailRenderer::setWidth(float width)
{
this->width = width;
}
inline void GLLineTrailRenderer::setDuration(float duration)
{
this->duration = duration;
}
inline size_t GLLineTrailRenderer::getNbSamples() const
{
return nbSamples;
}
inline float GLLineTrailRenderer::getWidth() const
{
return width;
}
inline float GLLineTrailRenderer::getDuration() const
{
return duration;
}
inline void GLLineTrailRenderer::init(const Particle& particle,float age) const
{
// Gets the particle's values
const Vector3D& pos = particle.position();
float r = particle.getR();
float g = particle.getG();
float b = particle.getB();
float a = particle.getParamCurrentValue(PARAM_ALPHA);
// Inits position
for (size_t i = 0; i < nbSamples + 2; ++i)
{
*(vertexIterator++) = pos.x;
*(vertexIterator++) = pos.y;
*(vertexIterator++) = pos.z;
}
// Inits color
// degenerate pre vertex
*(colorIterator++) = degeneratedR;
*(colorIterator++) = degeneratedG;
*(colorIterator++) = degeneratedB;
*(colorIterator++) = degeneratedA;
for (size_t i = 0; i < nbSamples; ++i)
{
*(colorIterator++) = r;
*(colorIterator++) = g;
*(colorIterator++) = b;
*(colorIterator++) = a;
}
// degenerate post vertex
*(colorIterator++) = degeneratedR;
*(colorIterator++) = degeneratedG;
*(colorIterator++) = degeneratedB;
*(colorIterator++) = degeneratedA;
// Inits age
for (size_t i = 0; i < nbSamples; ++i)
*(valueIterator++) = age;
}
}}
#endif