1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | #include <GL/glew.h> |
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3 | |
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4 | #include <Image.h> |
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5 | #include <ImageLoaderFactory.h> |
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6 | #include <ImageLoader.h> |
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7 | #include <R2/R2FilePath.h> |
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8 | |
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9 | #include "PointSetRenderer.h" |
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10 | #include "PCASplit.h" |
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11 | |
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12 | #define USE_TEXTURE |
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13 | //#define USE_SHADER |
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14 | #define POINT_SIZE 5 |
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15 | |
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16 | PointSetRenderer::PointSetRenderer() |
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17 | { |
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18 | _shader = new PointShader(); |
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19 | const char *path = R2FilePath::getInstance()->getPath("particle2.bmp"); |
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20 | if (path == NULL) { |
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21 | ERROR("pointset file not found - %s\n", path); |
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22 | return; |
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23 | } |
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24 | |
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25 | ImageLoader* loader = ImageLoaderFactory::getInstance()->createLoader("bmp"); |
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26 | Image* image = loader->load(path, Image::IMG_RGBA); |
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27 | delete [] path; |
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28 | unsigned char* bytes = (unsigned char*) image->getImageBuffer(); |
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29 | if (bytes) { |
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30 | for (unsigned int y = 0; y < image->getHeight(); ++y) { |
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31 | for (unsigned int x = 0; x < image->getWidth(); ++x, bytes +=4) { |
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32 | bytes[3] = (bytes[0] == 0)? 0 : 255; |
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33 | } |
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34 | } |
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35 | } |
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36 | |
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37 | if (image) { |
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38 | _pointTexture = new Texture2D(image->getWidth(), image->getHeight(), |
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39 | GL_UNSIGNED_BYTE, GL_LINEAR, |
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40 | 4, (float*) image->getImageBuffer()); |
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41 | } else { |
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42 | ERROR("fail to load image [%s]\n", "particles2.bmp"); |
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43 | } |
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44 | |
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45 | delete loader; |
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46 | _bucketSort = new PCA::BucketSort(1024); |
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47 | } |
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48 | |
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49 | void PointSetRenderer::renderPoints(PCA::Point* points, int length) |
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50 | { |
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51 | PCA::Point* p = points; |
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52 | for (int i = 0; i < length; ++i) |
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53 | { |
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54 | glColor4f(p->color.x, p->color.y, p->color.z, p->color.w); |
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55 | glVertex3f(p->position.x, p->position.y, p->position.z); |
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56 | |
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57 | ++p; |
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58 | } |
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59 | } |
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60 | |
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61 | void PointSetRenderer::renderCluster(PCA::ClusterList** bucket, int size, int level) |
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62 | { |
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63 | float quadratic[] = { 1.0f, 0.0f, 0.01f }; |
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64 | |
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65 | glEnable(GL_POINT_SPRITE_ARB); |
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66 | glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, quadratic); |
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67 | glPointParameterfARB(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 60.0f); |
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68 | glPointParameterfARB(GL_POINT_SIZE_MIN_ARB, 1.0f); |
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69 | glPointParameterfARB(GL_POINT_SIZE_MAX_ARB, 100); |
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70 | #ifdef USE_TEXTURE |
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71 | glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE); |
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72 | #endif |
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73 | |
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74 | glEnable(GL_POINT_SPRITE_ARB); |
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75 | |
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76 | bool setSize = false; |
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77 | glBegin(GL_POINTS); |
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78 | |
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79 | PCA::ClusterList* p; |
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80 | for (int i = size - 1; i >= 0; --i) |
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81 | { |
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82 | p = bucket[i]; |
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83 | if (p) |
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84 | { |
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85 | if (!setSize) |
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86 | { |
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87 | #ifdef USE_SHADER |
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88 | _shader->setScale(p->data->points[0].size); |
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89 | #endif |
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90 | setSize = true; |
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91 | } |
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92 | } |
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93 | |
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94 | while (p) |
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95 | { |
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96 | renderPoints(p->data->points, p->data->numOfPoints); |
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97 | |
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98 | p = p->next; |
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99 | } |
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100 | |
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101 | } |
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102 | |
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103 | glEnd(); |
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104 | |
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105 | glDisable(GL_POINT_SPRITE_ARB); |
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106 | glPointSize(1); |
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107 | |
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108 | } |
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109 | |
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110 | void PointSetRenderer::render(PCA::ClusterAccel* cluster, const Mat4x4& mat, int sortLevel, const Vector3& scale, const Vector3& origin) |
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111 | { |
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112 | _bucketSort->init(); |
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113 | _bucketSort->sort(cluster, mat, sortLevel); |
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114 | |
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115 | glDisable(GL_TEXTURE_2D); |
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116 | |
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117 | #ifdef USE_TEXTURE |
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118 | _pointTexture->activate(); |
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119 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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120 | #endif |
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121 | |
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122 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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123 | //glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
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124 | glEnable(GL_BLEND); |
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125 | |
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126 | glDisable(GL_LIGHTING); |
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127 | glEnable(GL_COLOR_MATERIAL); |
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128 | |
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129 | glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
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130 | glPushMatrix(); |
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131 | float s = 1.0f / scale.x; |
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132 | Vector3 shift(origin.x + scale.x * 0.5, origin.x + scale.x * 0.5, origin.x + scale.x * 0.5); |
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133 | glScalef(s, scale.y / scale.x * s, scale.z / scale.x * s); |
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134 | |
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135 | //glTranslatef(-shift.x, -shift.y, -shift.z); |
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136 | |
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137 | #ifdef USE_SHADER |
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138 | _shader->bind(); |
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139 | #else |
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140 | glPointSize(POINT_SIZE); |
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141 | #endif |
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142 | renderCluster(_bucketSort->getBucket(), _bucketSort->getSize(), 4); |
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143 | #ifdef USE_SHADER |
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144 | _shader->unbind(); |
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145 | #else |
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146 | glPointSize(1.0f); |
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147 | #endif |
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148 | |
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149 | glPopMatrix(); |
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150 | |
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151 | glDisable(GL_COLOR_MATERIAL); |
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152 | glEnable(GL_LIGHTING); |
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153 | glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); |
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154 | glDisable(GL_BLEND); |
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155 | |
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156 | #ifdef USE_TEXTURE |
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157 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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158 | _pointTexture->deactivate(); |
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159 | #endif |
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160 | } |
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161 | |
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