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/* OpenSceneGraph example, osgforest.
*
* Permission is hereby granted , free of charge , to any person obtaining a copy
* of this software and associated documentation files ( the " Software " ) , to deal
* in the Software without restriction , including without limitation the rights
* to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
* copies of the Software , and to permit persons to whom the Software is
* furnished to do so , subject to the following conditions :
*
* THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
* IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
* LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE .
*/
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# include <osg/AlphaFunc>
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# include <osg/Billboard>
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# include <osg/BlendFunc>
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# include <osg/Depth>
# include <osg/Geode>
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# include <osg/Geometry>
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# include <osg/Material>
# include <osg/Math>
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# include <osg/MatrixTransform>
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# include <osg/PolygonOffset>
# include <osg/Projection>
# include <osg/ShapeDrawable>
# include <osg/StateSet>
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# include <osg/Switch>
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# include <osg/Texture2D>
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# include <osg/TextureBuffer>
# include <osg/Image>
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# include <osg/TexEnv>
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# include <osg/VertexProgram>
# include <osg/FragmentProgram>
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# include <osgDB/ReadFile>
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# include <osgDB/FileUtils>
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# include <osgUtil/LineSegmentIntersector>
# include <osgUtil/IntersectionVisitor>
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# include <osgUtil/SmoothingVisitor>
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# include <osgText/Text>
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# include <osgViewer/Viewer>
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# include <osgViewer/ViewerEventHandlers>
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# include <osgGA/StateSetManipulator>
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# include <iostream>
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# include <sstream>
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// for the grid data..
# include "../osghangglide/terrain_coords.h"
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// class to create the forest and manage the movement between various techniques.
class ForestTechniqueManager : public osg : : Referenced
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{
public :
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ForestTechniqueManager ( ) { }
class Tree : public osg : : Referenced
{
public :
Tree ( ) :
_color ( 255 , 255 , 255 , 255 ) ,
_width ( 1.0f ) ,
_height ( 1.0f ) ,
_type ( 0 ) { }
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Tree ( const osg : : Vec3 & position , const osg : : Vec4ub & color , float width , float height , unsigned int type ) :
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_position ( position ) ,
_color ( color ) ,
_width ( width ) ,
_height ( height ) ,
_type ( type ) { }
osg : : Vec3 _position ;
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osg : : Vec4ub _color ;
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float _width ;
float _height ;
unsigned int _type ;
} ;
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typedef std : : vector < osg : : ref_ptr < Tree > > TreeList ;
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class Cell : public osg : : Referenced
{
public :
typedef std : : vector < osg : : ref_ptr < Cell > > CellList ;
Cell ( ) : _parent ( 0 ) { }
Cell ( osg : : BoundingBox & bb ) : _parent ( 0 ) , _bb ( bb ) { }
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void addCell ( Cell * cell ) { cell - > _parent = this ; _cells . push_back ( cell ) ; }
void addTree ( Tree * tree ) { _trees . push_back ( tree ) ; }
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void addTrees ( const TreeList & trees ) { _trees . insert ( _trees . end ( ) , trees . begin ( ) , trees . end ( ) ) ; }
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void computeBound ( ) ;
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bool contains ( const osg : : Vec3 & position ) const { return _bb . contains ( position ) ; }
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bool divide ( unsigned int maxNumTreesPerCell = 10 ) ;
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bool divide ( bool xAxis , bool yAxis , bool zAxis ) ;
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void bin ( ) ;
Cell * _parent ;
osg : : BoundingBox _bb ;
CellList _cells ;
TreeList _trees ;
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} ;
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float random ( float min , float max ) { return min + ( max - min ) * ( float ) rand ( ) / ( float ) RAND_MAX ; }
int random ( int min , int max ) { return min + ( int ) ( ( float ) ( max - min ) * ( float ) rand ( ) / ( float ) RAND_MAX ) ; }
osg : : Geode * createTerrain ( const osg : : Vec3 & origin , const osg : : Vec3 & size ) ;
void createTreeList ( osg : : Node * terrain , const osg : : Vec3 & origin , const osg : : Vec3 & size , unsigned int numTreesToCreate , TreeList & trees ) ;
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osg : : Geometry * createSprite ( float w , float h , osg : : Vec4ub color ) ;
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osg : : Geometry * createOrthogonalQuads ( const osg : : Vec3 & pos , float w , float h , osg : : Vec4ub color ) ;
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osg : : Geometry * createOrthogonalQuadsNoColor ( const osg : : Vec3 & pos , float w , float h ) ;
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osg : : Node * createBillboardGraph ( Cell * cell , osg : : StateSet * stateset ) ;
osg : : Node * createXGraph ( Cell * cell , osg : : StateSet * stateset ) ;
osg : : Node * createTransformGraph ( Cell * cell , osg : : StateSet * stateset ) ;
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osg : : Node * createShaderGraph ( Cell * cell , osg : : StateSet * stateset ) ;
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osg : : Node * createGeometryShaderGraph ( Cell * cell , osg : : StateSet * stateset ) ;
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osg : : Node * createTextureBufferGraph ( Cell * cell , osg : : Geometry * templateGeometry ) ;
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void CollectTreePositions ( Cell * cell , std : : vector < osg : : Vec3 > & positions ) ;
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osg : : Node * createHUDWithText ( const std : : string & text ) ;
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osg : : Node * createScene ( unsigned int numTreesToCreates , unsigned int maxNumTreesPerCell ) ;
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void advanceToNextTechnique ( int delta = 1 )
{
if ( _techniqueSwitch . valid ( ) )
{
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_currentTechnique + = delta ;
if ( _currentTechnique < 0 )
_currentTechnique = _techniqueSwitch - > getNumChildren ( ) - 1 ;
if ( _currentTechnique > = ( int ) _techniqueSwitch - > getNumChildren ( ) )
_currentTechnique = 0 ;
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_techniqueSwitch - > setSingleChildOn ( _currentTechnique ) ;
}
}
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osg : : ref_ptr < osg : : Switch > _techniqueSwitch ;
int _currentTechnique ;
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} ;
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// event handler to capture keyboard events and use them to advance the technique used for rendering
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class TechniqueEventHandler : public osgGA : : GUIEventHandler
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{
public :
TechniqueEventHandler ( ForestTechniqueManager * ttm = 0 ) { _ForestTechniqueManager = ttm ; }
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META_Object ( osgforestApp , TechniqueEventHandler ) ;
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virtual bool handle ( const osgGA : : GUIEventAdapter & ea , osgGA : : GUIActionAdapter & , osg : : Object * , osg : : NodeVisitor * ) ;
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virtual void getUsage ( osg : : ApplicationUsage & usage ) const ;
protected :
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~ TechniqueEventHandler ( ) { }
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TechniqueEventHandler ( const TechniqueEventHandler & , const osg : : CopyOp & ) { }
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osg : : ref_ptr < ForestTechniqueManager > _ForestTechniqueManager ;
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} ;
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bool TechniqueEventHandler : : handle ( const osgGA : : GUIEventAdapter & ea , osgGA : : GUIActionAdapter & , osg : : Object * , osg : : NodeVisitor * )
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{
switch ( ea . getEventType ( ) )
{
case ( osgGA : : GUIEventAdapter : : KEYDOWN ) :
{
if ( ea . getKey ( ) = = ' n ' | |
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ea . getKey ( ) = = osgGA : : GUIEventAdapter : : KEY_Right | |
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ea . getKey ( ) = = osgGA : : GUIEventAdapter : : KEY_KP_Right )
{
_ForestTechniqueManager - > advanceToNextTechnique ( 1 ) ;
return true ;
}
else if ( ea . getKey ( ) = = ' p ' | |
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ea . getKey ( ) = = osgGA : : GUIEventAdapter : : KEY_Left | |
ea . getKey ( ) = = osgGA : : GUIEventAdapter : : KEY_KP_Left )
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{
_ForestTechniqueManager - > advanceToNextTechnique ( - 1 ) ;
return true ;
}
return false ;
}
default :
return false ;
}
}
void TechniqueEventHandler : : getUsage ( osg : : ApplicationUsage & usage ) const
{
usage . addKeyboardMouseBinding ( " n or Left Arrow " , " Advance to next technique " ) ;
usage . addKeyboardMouseBinding ( " p or Right Array " , " Move to previous technique " ) ;
}
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void ForestTechniqueManager : : Cell : : computeBound ( )
{
_bb . init ( ) ;
for ( CellList : : iterator citr = _cells . begin ( ) ;
citr ! = _cells . end ( ) ;
+ + citr )
{
( * citr ) - > computeBound ( ) ;
_bb . expandBy ( ( * citr ) - > _bb ) ;
}
for ( TreeList : : iterator titr = _trees . begin ( ) ;
titr ! = _trees . end ( ) ;
+ + titr )
{
_bb . expandBy ( ( * titr ) - > _position ) ;
}
}
bool ForestTechniqueManager : : Cell : : divide ( unsigned int maxNumTreesPerCell )
{
if ( _trees . size ( ) < = maxNumTreesPerCell ) return false ;
computeBound ( ) ;
float radius = _bb . radius ( ) ;
float divide_distance = radius * 0.7f ;
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if ( divide ( ( _bb . xMax ( ) - _bb . xMin ( ) ) > divide_distance , ( _bb . yMax ( ) - _bb . yMin ( ) ) > divide_distance , ( _bb . zMax ( ) - _bb . zMin ( ) ) > divide_distance ) )
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{
// recusively divide the new cells till maxNumTreesPerCell is met.
for ( CellList : : iterator citr = _cells . begin ( ) ;
citr ! = _cells . end ( ) ;
+ + citr )
{
( * citr ) - > divide ( maxNumTreesPerCell ) ;
}
return true ;
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}
else
{
return false ;
}
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}
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bool ForestTechniqueManager : : Cell : : divide ( bool xAxis , bool yAxis , bool zAxis )
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{
if ( ! ( xAxis | | yAxis | | zAxis ) ) return false ;
if ( _cells . empty ( ) )
_cells . push_back ( new Cell ( _bb ) ) ;
if ( xAxis )
{
unsigned int numCellsToDivide = _cells . size ( ) ;
for ( unsigned int i = 0 ; i < numCellsToDivide ; + + i )
{
Cell * orig_cell = _cells [ i ] . get ( ) ;
Cell * new_cell = new Cell ( orig_cell - > _bb ) ;
float xCenter = ( orig_cell - > _bb . xMin ( ) + orig_cell - > _bb . xMax ( ) ) * 0.5f ;
orig_cell - > _bb . xMax ( ) = xCenter ;
new_cell - > _bb . xMin ( ) = xCenter ;
_cells . push_back ( new_cell ) ;
}
}
if ( yAxis )
{
unsigned int numCellsToDivide = _cells . size ( ) ;
for ( unsigned int i = 0 ; i < numCellsToDivide ; + + i )
{
Cell * orig_cell = _cells [ i ] . get ( ) ;
Cell * new_cell = new Cell ( orig_cell - > _bb ) ;
float yCenter = ( orig_cell - > _bb . yMin ( ) + orig_cell - > _bb . yMax ( ) ) * 0.5f ;
orig_cell - > _bb . yMax ( ) = yCenter ;
new_cell - > _bb . yMin ( ) = yCenter ;
_cells . push_back ( new_cell ) ;
}
}
if ( zAxis )
{
unsigned int numCellsToDivide = _cells . size ( ) ;
for ( unsigned int i = 0 ; i < numCellsToDivide ; + + i )
{
Cell * orig_cell = _cells [ i ] . get ( ) ;
Cell * new_cell = new Cell ( orig_cell - > _bb ) ;
float zCenter = ( orig_cell - > _bb . zMin ( ) + orig_cell - > _bb . zMax ( ) ) * 0.5f ;
orig_cell - > _bb . zMax ( ) = zCenter ;
new_cell - > _bb . zMin ( ) = zCenter ;
_cells . push_back ( new_cell ) ;
}
}
bin ( ) ;
return true ;
}
void ForestTechniqueManager : : Cell : : bin ( )
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{
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// put trees in appropriate cells.
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TreeList treesNotAssigned ;
for ( TreeList : : iterator titr = _trees . begin ( ) ;
titr ! = _trees . end ( ) ;
+ + titr )
{
Tree * tree = titr - > get ( ) ;
bool assigned = false ;
for ( CellList : : iterator citr = _cells . begin ( ) ;
citr ! = _cells . end ( ) & & ! assigned ;
+ + citr )
{
if ( ( * citr ) - > contains ( tree - > _position ) )
{
( * citr ) - > addTree ( tree ) ;
assigned = true ;
}
}
if ( ! assigned ) treesNotAssigned . push_back ( tree ) ;
}
// put the unassigned trees back into the original local tree list.
_trees . swap ( treesNotAssigned ) ;
// prune empty cells.
CellList cellsNotEmpty ;
for ( CellList : : iterator citr = _cells . begin ( ) ;
citr ! = _cells . end ( ) ;
+ + citr )
{
if ( ! ( ( * citr ) - > _trees . empty ( ) ) )
{
cellsNotEmpty . push_back ( * citr ) ;
}
}
_cells . swap ( cellsNotEmpty ) ;
}
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osg : : Geode * ForestTechniqueManager : : createTerrain ( const osg : : Vec3 & origin , const osg : : Vec3 & size )
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{
osg : : Geode * geode = new osg : : Geode ( ) ;
// ---------------------------------------
// Set up a StateSet to texture the objects
// ---------------------------------------
osg : : StateSet * stateset = new osg : : StateSet ( ) ;
osg : : Image * image = osgDB : : readImageFile ( " Images/lz.rgb " ) ;
if ( image )
{
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osg : : Texture2D * texture = new osg : : Texture2D ;
texture - > setImage ( image ) ;
stateset - > setTextureAttributeAndModes ( 0 , texture , osg : : StateAttribute : : ON ) ;
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}
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geode - > setStateSet ( stateset ) ;
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unsigned int numColumns = 38 ;
unsigned int numRows = 39 ;
unsigned int r ;
unsigned int c ;
// compute z range of z values of grid data so we can scale it.
float min_z = FLT_MAX ;
float max_z = - FLT_MAX ;
for ( r = 0 ; r < numRows ; + + r )
{
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for ( c = 0 ; c < numColumns ; + + c )
{
min_z = osg : : minimum ( min_z , vertex [ r + c * numRows ] [ 2 ] ) ;
max_z = osg : : maximum ( max_z , vertex [ r + c * numRows ] [ 2 ] ) ;
}
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}
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float scale_z = size . z ( ) / ( max_z - min_z ) ;
bool createGrid = false ;
if ( createGrid )
{
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osg : : HeightField * grid = new osg : : HeightField ;
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grid - > allocate ( numColumns , numRows ) ;
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grid - > setOrigin ( origin ) ;
grid - > setXInterval ( size . x ( ) / ( float ) ( numColumns - 1 ) ) ;
grid - > setYInterval ( size . y ( ) / ( float ) ( numRows - 1 ) ) ;
for ( r = 0 ; r < numRows ; + + r )
{
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for ( c = 0 ; c < numColumns ; + + c )
{
grid - > setHeight ( c , r , ( vertex [ r + c * numRows ] [ 2 ] - min_z ) * scale_z ) ;
}
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}
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geode - > addDrawable ( new osg : : ShapeDrawable ( grid ) ) ;
}
else
{
osg : : Geometry * geometry = new osg : : Geometry ;
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osg : : Vec3Array & v = * ( new osg : : Vec3Array ( numColumns * numRows ) ) ;
osg : : Vec2Array & t = * ( new osg : : Vec2Array ( numColumns * numRows ) ) ;
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osg : : Vec4ubArray & color = * ( new osg : : Vec4ubArray ( 1 ) ) ;
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color [ 0 ] . set ( 255 , 255 , 255 , 255 ) ;
float rowCoordDelta = size . y ( ) / ( float ) ( numRows - 1 ) ;
float columnCoordDelta = size . x ( ) / ( float ) ( numColumns - 1 ) ;
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float rowTexDelta = 1.0f / ( float ) ( numRows - 1 ) ;
float columnTexDelta = 1.0f / ( float ) ( numColumns - 1 ) ;
osg : : Vec3 pos = origin ;
osg : : Vec2 tex ( 0.0f , 0.0f ) ;
int vi = 0 ;
for ( r = 0 ; r < numRows ; + + r )
{
pos . x ( ) = origin . x ( ) ;
tex . x ( ) = 0.0f ;
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for ( c = 0 ; c < numColumns ; + + c )
{
v [ vi ] . set ( pos . x ( ) , pos . y ( ) , pos . z ( ) + ( vertex [ r + c * numRows ] [ 2 ] - min_z ) * scale_z ) ;
t [ vi ] . set ( tex . x ( ) , tex . y ( ) ) ;
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pos . x ( ) + = columnCoordDelta ;
tex . x ( ) + = columnTexDelta ;
+ + vi ;
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}
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pos . y ( ) + = rowCoordDelta ;
tex . y ( ) + = rowTexDelta ;
}
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geometry - > setVertexArray ( & v ) ;
geometry - > setColorArray ( & color ) ;
geometry - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
geometry - > setTexCoordArray ( 0 , & t ) ;
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for ( r = 0 ; r < numRows - 1 ; + + r )
{
osg : : DrawElementsUShort & drawElements = * ( new osg : : DrawElementsUShort ( GL_QUAD_STRIP , 2 * numColumns ) ) ;
geometry - > addPrimitiveSet ( & drawElements ) ;
int ei = 0 ;
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for ( c = 0 ; c < numColumns ; + + c )
{
drawElements [ ei + + ] = ( r + 1 ) * numColumns + c ;
drawElements [ ei + + ] = ( r ) * numColumns + c ;
}
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}
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geode - > addDrawable ( geometry ) ;
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osgUtil : : SmoothingVisitor sv ;
sv . smooth ( * geometry ) ;
}
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return geode ;
}
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void ForestTechniqueManager : : createTreeList ( osg : : Node * terrain , const osg : : Vec3 & origin , const osg : : Vec3 & size , unsigned int numTreesToCreate , TreeList & trees )
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{
float max_TreeHeight = sqrtf ( size . length2 ( ) / ( float ) numTreesToCreate ) ;
float max_TreeWidth = max_TreeHeight * 0.5f ;
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float min_TreeHeight = max_TreeHeight * 0.3f ;
float min_TreeWidth = min_TreeHeight * 0.5f ;
trees . reserve ( trees . size ( ) + numTreesToCreate ) ;
for ( unsigned int i = 0 ; i < numTreesToCreate ; + + i )
{
Tree * tree = new Tree ;
tree - > _position . set ( random ( origin . x ( ) , origin . x ( ) + size . x ( ) ) , random ( origin . y ( ) , origin . y ( ) + size . y ( ) ) , origin . z ( ) ) ;
tree - > _color . set ( random ( 128 , 255 ) , random ( 128 , 255 ) , random ( 128 , 255 ) , 255 ) ;
tree - > _width = random ( min_TreeWidth , max_TreeWidth ) ;
tree - > _height = random ( min_TreeHeight , max_TreeHeight ) ;
tree - > _type = 0 ;
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if ( terrain )
{
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osg : : ref_ptr < osgUtil : : LineSegmentIntersector > intersector =
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new osgUtil : : LineSegmentIntersector ( tree - > _position , tree - > _position + osg : : Vec3 ( 0.0f , 0.0f , size . z ( ) ) ) ;
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osgUtil : : IntersectionVisitor iv ( intersector . get ( ) ) ;
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terrain - > accept ( iv ) ;
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if ( intersector - > containsIntersections ( ) )
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{
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osgUtil : : LineSegmentIntersector : : Intersections & intersections = intersector - > getIntersections ( ) ;
for ( osgUtil : : LineSegmentIntersector : : Intersections : : iterator itr = intersections . begin ( ) ;
itr ! = intersections . end ( ) ;
+ + itr )
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{
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const osgUtil : : LineSegmentIntersector : : Intersection & intersection = * itr ;
tree - > _position = intersection . getWorldIntersectPoint ( ) ;
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}
}
}
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trees . push_back ( tree ) ;
}
}
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osg : : Geometry * ForestTechniqueManager : : createSprite ( float w , float h , osg : : Vec4ub color )
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{
// set up the coords
osg : : Vec3Array & v = * ( new osg : : Vec3Array ( 4 ) ) ;
osg : : Vec2Array & t = * ( new osg : : Vec2Array ( 4 ) ) ;
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osg : : Vec4ubArray & c = * ( new osg : : Vec4ubArray ( 1 ) ) ;
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v [ 0 ] . set ( - w * 0.5f , 0.0f , 0.0f ) ;
v [ 1 ] . set ( w * 0.5f , 0.0f , 0.0f ) ;
v [ 2 ] . set ( w * 0.5f , 0.0f , h ) ;
v [ 3 ] . set ( - w * 0.5f , 0.0f , h ) ;
c [ 0 ] = color ;
t [ 0 ] . set ( 0.0f , 0.0f ) ;
t [ 1 ] . set ( 1.0f , 0.0f ) ;
t [ 2 ] . set ( 1.0f , 1.0f ) ;
t [ 3 ] . set ( 0.0f , 1.0f ) ;
osg : : Geometry * geom = new osg : : Geometry ;
geom - > setVertexArray ( & v ) ;
geom - > setTexCoordArray ( 0 , & t ) ;
geom - > setColorArray ( & c ) ;
geom - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
geom - > addPrimitiveSet ( new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , 4 ) ) ;
return geom ;
}
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osg : : Geometry * ForestTechniqueManager : : createOrthogonalQuads ( const osg : : Vec3 & pos , float w , float h , osg : : Vec4ub color )
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{
// set up the coords
osg : : Vec3Array & v = * ( new osg : : Vec3Array ( 8 ) ) ;
osg : : Vec2Array & t = * ( new osg : : Vec2Array ( 8 ) ) ;
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osg : : Vec4ubArray & c = * ( new osg : : Vec4ubArray ( 1 ) ) ;
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float rotation = random ( 0.0f , osg : : PI / 2.0f ) ;
float sw = sinf ( rotation ) * w * 0.5f ;
float cw = cosf ( rotation ) * w * 0.5f ;
v [ 0 ] . set ( pos . x ( ) - sw , pos . y ( ) - cw , pos . z ( ) + 0.0f ) ;
v [ 1 ] . set ( pos . x ( ) + sw , pos . y ( ) + cw , pos . z ( ) + 0.0f ) ;
v [ 2 ] . set ( pos . x ( ) + sw , pos . y ( ) + cw , pos . z ( ) + h ) ;
v [ 3 ] . set ( pos . x ( ) - sw , pos . y ( ) - cw , pos . z ( ) + h ) ;
v [ 4 ] . set ( pos . x ( ) - cw , pos . y ( ) + sw , pos . z ( ) + 0.0f ) ;
v [ 5 ] . set ( pos . x ( ) + cw , pos . y ( ) - sw , pos . z ( ) + 0.0f ) ;
v [ 6 ] . set ( pos . x ( ) + cw , pos . y ( ) - sw , pos . z ( ) + h ) ;
v [ 7 ] . set ( pos . x ( ) - cw , pos . y ( ) + sw , pos . z ( ) + h ) ;
c [ 0 ] = color ;
t [ 0 ] . set ( 0.0f , 0.0f ) ;
t [ 1 ] . set ( 1.0f , 0.0f ) ;
t [ 2 ] . set ( 1.0f , 1.0f ) ;
t [ 3 ] . set ( 0.0f , 1.0f ) ;
t [ 4 ] . set ( 0.0f , 0.0f ) ;
t [ 5 ] . set ( 1.0f , 0.0f ) ;
t [ 6 ] . set ( 1.0f , 1.0f ) ;
t [ 7 ] . set ( 0.0f , 1.0f ) ;
osg : : Geometry * geom = new osg : : Geometry ;
geom - > setVertexArray ( & v ) ;
geom - > setTexCoordArray ( 0 , & t ) ;
geom - > setColorArray ( & c ) ;
geom - > setColorBinding ( osg : : Geometry : : BIND_OVERALL ) ;
geom - > addPrimitiveSet ( new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , 8 ) ) ;
return geom ;
}
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osg : : Node * ForestTechniqueManager : : createBillboardGraph ( Cell * cell , osg : : StateSet * stateset )
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{
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bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needBillboard = ! ( cell - > _trees . empty ( ) ) ;
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osg : : Billboard * billboard = 0 ;
osg : : Group * group = 0 ;
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if ( needBillboard )
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{
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billboard = new osg : : Billboard ;
billboard - > setStateSet ( stateset ) ;
for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
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+ + itr )
{
Tree & tree = * * itr ;
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billboard - > addDrawable ( createSprite ( tree . _width , tree . _height , tree . _color ) , tree . _position ) ;
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}
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}
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if ( needGroup )
{
group = new osg : : Group ;
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
group - > addChild ( createBillboardGraph ( itr - > get ( ) , stateset ) ) ;
}
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if ( billboard ) group - > addChild ( billboard ) ;
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}
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if ( group ) return group ;
else return billboard ;
}
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osg : : Node * ForestTechniqueManager : : createXGraph ( Cell * cell , osg : : StateSet * stateset )
{
bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needTrees = ! ( cell - > _trees . empty ( ) ) ;
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osg : : Geode * geode = 0 ;
osg : : Group * group = 0 ;
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if ( needTrees )
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{
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geode = new osg : : Geode ;
geode - > setStateSet ( stateset ) ;
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for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
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+ + itr )
{
Tree & tree = * * itr ;
geode - > addDrawable ( createOrthogonalQuads ( tree . _position , tree . _width , tree . _height , tree . _color ) ) ;
}
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}
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if ( needGroup )
{
group = new osg : : Group ;
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
group - > addChild ( createXGraph ( itr - > get ( ) , stateset ) ) ;
}
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if ( geode ) group - > addChild ( geode ) ;
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}
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if ( group ) return group ;
else return geode ;
}
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osg : : Node * ForestTechniqueManager : : createTransformGraph ( Cell * cell , osg : : StateSet * stateset )
{
bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needTrees = ! ( cell - > _trees . empty ( ) ) ;
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osg : : Group * transform_group = 0 ;
osg : : Group * group = 0 ;
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if ( needTrees )
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{
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transform_group = new osg : : Group ;
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osg : : Geometry * geometry = createOrthogonalQuads ( osg : : Vec3 ( 0.0f , 0.0f , 0.0f ) , 1.0f , 1.0f , osg : : Vec4ub ( 255 , 255 , 255 , 255 ) ) ;
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for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
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+ + itr )
{
Tree & tree = * * itr ;
osg : : MatrixTransform * transform = new osg : : MatrixTransform ;
transform - > setMatrix ( osg : : Matrix : : scale ( tree . _width , tree . _width , tree . _height ) * osg : : Matrix : : translate ( tree . _position ) ) ;
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osg : : Geode * geode = new osg : : Geode ;
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geode - > setStateSet ( stateset ) ;
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geode - > addDrawable ( geometry ) ;
transform - > addChild ( geode ) ;
transform_group - > addChild ( transform ) ;
}
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}
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if ( needGroup )
{
group = new osg : : Group ;
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
group - > addChild ( createTransformGraph ( itr - > get ( ) , stateset ) ) ;
}
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if ( transform_group ) group - > addChild ( transform_group ) ;
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}
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if ( group ) return group ;
else return transform_group ;
}
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osg : : Geometry * ForestTechniqueManager : : createOrthogonalQuadsNoColor ( const osg : : Vec3 & pos , float w , float h )
{
// set up the coords
osg : : Vec3Array & v = * ( new osg : : Vec3Array ( 8 ) ) ;
osg : : Vec2Array & t = * ( new osg : : Vec2Array ( 8 ) ) ;
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float rotation = random ( 0.0f , osg : : PI / 2.0f ) ;
float sw = sinf ( rotation ) * w * 0.5f ;
float cw = cosf ( rotation ) * w * 0.5f ;
v [ 0 ] . set ( pos . x ( ) - sw , pos . y ( ) - cw , pos . z ( ) + 0.0f ) ;
v [ 1 ] . set ( pos . x ( ) + sw , pos . y ( ) + cw , pos . z ( ) + 0.0f ) ;
v [ 2 ] . set ( pos . x ( ) + sw , pos . y ( ) + cw , pos . z ( ) + h ) ;
v [ 3 ] . set ( pos . x ( ) - sw , pos . y ( ) - cw , pos . z ( ) + h ) ;
v [ 4 ] . set ( pos . x ( ) - cw , pos . y ( ) + sw , pos . z ( ) + 0.0f ) ;
v [ 5 ] . set ( pos . x ( ) + cw , pos . y ( ) - sw , pos . z ( ) + 0.0f ) ;
v [ 6 ] . set ( pos . x ( ) + cw , pos . y ( ) - sw , pos . z ( ) + h ) ;
v [ 7 ] . set ( pos . x ( ) - cw , pos . y ( ) + sw , pos . z ( ) + h ) ;
t [ 0 ] . set ( 0.0f , 0.0f ) ;
t [ 1 ] . set ( 1.0f , 0.0f ) ;
t [ 2 ] . set ( 1.0f , 1.0f ) ;
t [ 3 ] . set ( 0.0f , 1.0f ) ;
t [ 4 ] . set ( 0.0f , 0.0f ) ;
t [ 5 ] . set ( 1.0f , 0.0f ) ;
t [ 6 ] . set ( 1.0f , 1.0f ) ;
t [ 7 ] . set ( 0.0f , 1.0f ) ;
osg : : Geometry * geom = new osg : : Geometry ;
geom - > setVertexArray ( & v ) ;
geom - > setTexCoordArray ( 0 , & t ) ;
geom - > addPrimitiveSet ( new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , 8 ) ) ;
return geom ;
}
class ShaderGeometry : public osg : : Drawable
{
public :
ShaderGeometry ( ) { setUseDisplayList ( false ) ; }
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderGeometry ( const ShaderGeometry & ShaderGeometry , const osg : : CopyOp & copyop = osg : : CopyOp : : SHALLOW_COPY ) :
osg : : Drawable ( ShaderGeometry , copyop ) { }
META_Object ( osg , ShaderGeometry )
typedef std : : vector < osg : : Vec4 > PositionSizeList ;
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virtual void drawImplementation ( osg : : RenderInfo & renderInfo ) const
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{
for ( PositionSizeList : : const_iterator itr = _trees . begin ( ) ;
itr ! = _trees . end ( ) ;
+ + itr )
{
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renderInfo . getState ( ) - > Color ( ( * itr ) [ 0 ] , ( * itr ) [ 1 ] , ( * itr ) [ 2 ] , ( * itr ) [ 3 ] ) ;
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_geometry - > draw ( renderInfo ) ;
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}
}
virtual osg : : BoundingBox computeBound ( ) const
{
osg : : BoundingBox geom_box = _geometry - > getBound ( ) ;
osg : : BoundingBox bb ;
for ( PositionSizeList : : const_iterator itr = _trees . begin ( ) ;
itr ! = _trees . end ( ) ;
+ + itr )
{
bb . expandBy ( geom_box . corner ( 0 ) * ( * itr ) [ 3 ] +
osg : : Vec3 ( ( * itr ) [ 0 ] , ( * itr ) [ 1 ] , ( * itr ) [ 2 ] ) ) ;
bb . expandBy ( geom_box . corner ( 7 ) * ( * itr ) [ 3 ] +
osg : : Vec3 ( ( * itr ) [ 0 ] , ( * itr ) [ 1 ] , ( * itr ) [ 2 ] ) ) ;
}
return bb ;
}
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void setGeometry ( osg : : Geometry * geometry )
{
_geometry = geometry ;
}
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void addTree ( ForestTechniqueManager : : Tree & tree )
{
_trees . push_back ( osg : : Vec4 ( tree . _position . x ( ) , tree . _position . y ( ) , tree . _position . z ( ) , tree . _height ) ) ;
}
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osg : : ref_ptr < osg : : Geometry > _geometry ;
PositionSizeList _trees ;
protected :
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virtual ~ ShaderGeometry ( ) { }
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} ;
osg : : Geometry * shared_geometry = 0 ;
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osg : : Program * createGeometryShader ( )
{
static const char * vertSource = {
" #version 120 \n "
" #extension GL_EXT_geometry_shader4 : enable \n "
" varying vec2 texcoord; \n "
" void main(void) \n "
" { \n "
" gl_Position = gl_Vertex; \n "
" texcoord = gl_MultiTexCoord0.st; \n "
" } \n "
} ;
static const char * geomSource = {
" #version 120 \n "
" #extension GL_EXT_geometry_shader4 : enable \n "
" varying vec2 texcoord; \n "
" varying float intensity; \n "
" varying float red_intensity; \n "
" void main(void) \n "
" { \n "
" vec4 v = gl_PositionIn[0]; \n "
" vec4 info = gl_PositionIn[1]; \n "
" intensity = info.y; \n "
" red_intensity = info.z; \n "
" \n "
" float h = info.x; \n "
" float w = h*0.35; \n "
" vec4 e; \n "
" e = v + vec4(-w,0.0,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,0.0); EmitVertex(); \n "
" e = v + vec4(w,0.0,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,0.0); EmitVertex(); \n "
" e = v + vec4(-w,0.0,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,1.0); EmitVertex(); \n "
" e = v + vec4(w,0.0,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,1.0); EmitVertex(); \n "
" EndPrimitive(); \n "
" e = v + vec4(0.0,-w,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,0.0); EmitVertex(); \n "
" e = v + vec4(0.0,w,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,0.0); EmitVertex(); \n "
" e = v + vec4(0.0,-w,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,1.0); EmitVertex(); \n "
" e = v + vec4(0.0,w,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,1.0); EmitVertex(); \n "
" EndPrimitive(); \n "
" } \n "
} ;
static const char * fragSource = {
" uniform sampler2D baseTexture; \n "
" varying vec2 texcoord; \n "
" varying float intensity; \n "
" varying float red_intensity; \n "
" \n "
" void main(void) \n "
" { \n "
" vec4 finalColor = texture2D( baseTexture, texcoord); \n "
" vec4 color = finalColor * intensity; \n "
" color.w = finalColor.w; \n "
" color.x *= red_intensity; \n "
" gl_FragColor = color; \n "
" } \n "
} ;
osg : : Program * pgm = new osg : : Program ;
pgm - > setName ( " osgshader2 demo " ) ;
pgm - > addShader ( new osg : : Shader ( osg : : Shader : : VERTEX , vertSource ) ) ;
pgm - > addShader ( new osg : : Shader ( osg : : Shader : : FRAGMENT , fragSource ) ) ;
pgm - > addShader ( new osg : : Shader ( osg : : Shader : : GEOMETRY , geomSource ) ) ;
pgm - > setParameter ( GL_GEOMETRY_VERTICES_OUT_EXT , 8 ) ;
pgm - > setParameter ( GL_GEOMETRY_INPUT_TYPE_EXT , GL_LINES ) ;
pgm - > setParameter ( GL_GEOMETRY_OUTPUT_TYPE_EXT , GL_TRIANGLE_STRIP ) ;
return pgm ;
}
void ForestTechniqueManager : : CollectTreePositions ( Cell * cell , std : : vector < osg : : Vec3 > & positions )
{
bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needTrees = ! ( cell - > _trees . empty ( ) ) ;
if ( needTrees )
{
for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
+ + itr )
{
Tree & tree = * * itr ;
positions . push_back ( tree . _position ) ;
}
}
if ( needGroup )
{
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
CollectTreePositions ( itr - > get ( ) , positions ) ;
}
}
}
osg : : Node * ForestTechniqueManager : : createGeometryShaderGraph ( Cell * cell , osg : : StateSet * dstate )
{
bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needTrees = ! ( cell - > _trees . empty ( ) ) ;
osg : : Geode * geode = 0 ;
osg : : Group * group = 0 ;
if ( needTrees )
{
geode = new osg : : Geode ;
geode - > setStateSet ( dstate ) ;
osg : : Geometry * geometry = new osg : : Geometry ;
geode - > addDrawable ( geometry ) ;
osg : : Vec3Array * v = new osg : : Vec3Array ;
for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
+ + itr )
{
Tree & tree = * * itr ;
v - > push_back ( tree . _position ) ;
v - > push_back ( osg : : Vec3 ( /*tree._height*/ 30.0 , ( double ) random ( 0.75f , 1.15f ) , ( double ) random ( 1.0f , 1.250f ) ) ) ;
}
geometry - > setVertexArray ( v ) ;
geometry - > addPrimitiveSet ( new osg : : DrawArrays ( GL_LINES , 0 , v - > size ( ) ) ) ;
osg : : StateSet * sset = geode - > getOrCreateStateSet ( ) ;
sset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
sset - > setAttribute ( createGeometryShader ( ) ) ;
osg : : Uniform * baseTextureSampler = new osg : : Uniform ( " baseTexture " , 0 ) ;
sset - > addUniform ( baseTextureSampler ) ;
}
if ( needGroup )
{
group = new osg : : Group ;
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
group - > addChild ( createGeometryShaderGraph ( itr - > get ( ) , dstate ) ) ;
}
if ( geode ) group - > addChild ( geode ) ;
}
if ( group ) return group ;
else return geode ;
}
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osg : : Node * ForestTechniqueManager : : createTextureBufferGraph ( Cell * cell , osg : : Geometry * templateGeometry )
{
bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needTrees = ! ( cell - > _trees . empty ( ) ) ;
osg : : Geode * geode = 0 ;
osg : : Group * group = 0 ;
if ( needTrees )
{
osg : : Geometry * geometry = ( osg : : Geometry * ) templateGeometry - > clone ( osg : : CopyOp : : DEEP_COPY_PRIMITIVES ) ;
osg : : DrawArrays * primSet = dynamic_cast < osg : : DrawArrays * > ( geometry - > getPrimitiveSet ( 0 ) ) ;
primSet - > setNumInstances ( cell - > _trees . size ( ) ) ;
geode = new osg : : Geode ;
geode - > addDrawable ( geometry ) ;
osg : : ref_ptr < osg : : Image > treeParamsImage = new osg : : Image ;
treeParamsImage - > allocateImage ( 3 * cell - > _trees . size ( ) , 1 , 1 , GL_RGBA , GL_FLOAT ) ;
unsigned int i = 0 ;
for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
+ + itr , + + i )
{
osg : : Vec4f * ptr = ( osg : : Vec4f * ) treeParamsImage - > data ( 3 * i ) ;
Tree & tree = * * itr ;
ptr [ 0 ] = osg : : Vec4f ( tree . _position . x ( ) , tree . _position . y ( ) , tree . _position . z ( ) , 1.0 ) ;
ptr [ 1 ] = osg : : Vec4f ( ( float ) tree . _color . r ( ) / 255.0f , ( float ) tree . _color . g ( ) / 255.0f , ( float ) tree . _color . b ( ) / 255.0f , 1.0 ) ;
ptr [ 2 ] = osg : : Vec4f ( tree . _width , tree . _height , 1.0 , 1.0 ) ;
}
osg : : ref_ptr < osg : : TextureBuffer > tbo = new osg : : TextureBuffer ;
tbo - > setImage ( treeParamsImage . get ( ) ) ;
tbo - > setInternalFormat ( GL_RGBA32F ) ;
geometry - > getOrCreateStateSet ( ) - > setTextureAttribute ( 1 , tbo . get ( ) ) ;
geometry - > setInitialBound ( cell - > _bb ) ;
}
if ( needGroup )
{
group = new osg : : Group ;
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
group - > addChild ( createTextureBufferGraph ( itr - > get ( ) , templateGeometry ) ) ;
}
if ( geode ) group - > addChild ( geode ) ;
}
if ( group ) return group ;
else return geode ;
}
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osg : : Node * ForestTechniqueManager : : createShaderGraph ( Cell * cell , osg : : StateSet * stateset )
{
if ( shared_geometry = = 0 )
{
shared_geometry = createOrthogonalQuadsNoColor ( osg : : Vec3 ( 0.0f , 0.0f , 0.0f ) , 1.0f , 1.0f ) ;
//shared_geometry->setUseDisplayList(false);
}
bool needGroup = ! ( cell - > _cells . empty ( ) ) ;
bool needTrees = ! ( cell - > _trees . empty ( ) ) ;
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osg : : Geode * geode = 0 ;
osg : : Group * group = 0 ;
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if ( needTrees )
{
geode = new osg : : Geode ;
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ShaderGeometry * shader_geometry = new ShaderGeometry ;
shader_geometry - > setGeometry ( shared_geometry ) ;
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for ( TreeList : : iterator itr = cell - > _trees . begin ( ) ;
itr ! = cell - > _trees . end ( ) ;
+ + itr )
{
Tree & tree = * * itr ;
shader_geometry - > addTree ( tree ) ;
}
geode - > setStateSet ( stateset ) ;
geode - > addDrawable ( shader_geometry ) ;
}
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if ( needGroup )
{
group = new osg : : Group ;
for ( Cell : : CellList : : iterator itr = cell - > _cells . begin ( ) ;
itr ! = cell - > _cells . end ( ) ;
+ + itr )
{
group - > addChild ( createShaderGraph ( itr - > get ( ) , stateset ) ) ;
}
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if ( geode ) group - > addChild ( geode ) ;
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}
if ( group ) return group ;
else return geode ;
}
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osg : : Node * ForestTechniqueManager : : createHUDWithText ( const std : : string & str )
{
osg : : Geode * geode = new osg : : Geode ( ) ;
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std : : string timesFont ( " fonts/arial.ttf " ) ;
// turn lighting off for the text and disable depth test to ensure its always ontop.
osg : : StateSet * stateset = geode - > getOrCreateStateSet ( ) ;
stateset - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
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// or disable depth test, and make sure that the hud is drawn after everything
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// else so that it always appears ontop.
stateset - > setMode ( GL_DEPTH_TEST , osg : : StateAttribute : : OFF ) ;
stateset - > setRenderBinDetails ( 11 , " RenderBin " ) ;
osg : : Vec3 position ( 150.0f , 800.0f , 0.0f ) ;
osg : : Vec3 delta ( 0.0f , - 120.0f , 0.0f ) ;
{
osgText : : Text * text = new osgText : : Text ;
geode - > addDrawable ( text ) ;
text - > setFont ( timesFont ) ;
text - > setPosition ( position ) ;
text - > setText ( str ) ;
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position + = delta ;
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}
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// create the hud.
osg : : MatrixTransform * modelview_abs = new osg : : MatrixTransform ;
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modelview_abs - > setReferenceFrame ( osg : : Transform : : ABSOLUTE_RF ) ;
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modelview_abs - > setMatrix ( osg : : Matrix : : identity ( ) ) ;
modelview_abs - > addChild ( geode ) ;
osg : : Projection * projection = new osg : : Projection ;
projection - > setMatrix ( osg : : Matrix : : ortho2D ( 0 , 1280 , 0 , 1024 ) ) ;
projection - > addChild ( modelview_abs ) ;
return projection ;
}
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osg : : Node * ForestTechniqueManager : : createScene ( unsigned int numTreesToCreates , unsigned int maxNumTreesPerCell )
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{
osg : : Vec3 origin ( 0.0f , 0.0f , 0.0f ) ;
osg : : Vec3 size ( 1000.0f , 1000.0f , 200.0f ) ;
std : : cout < < " Creating terrain... " ;
osg : : ref_ptr < osg : : Node > terrain = createTerrain ( origin , size ) ;
std : : cout < < " done. " < < std : : endl ;
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std : : cout < < " Creating tree locations... " ; std : : cout . flush ( ) ;
TreeList trees ;
createTreeList ( terrain . get ( ) , origin , size , numTreesToCreates , trees ) ;
std : : cout < < " done. " < < std : : endl ;
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std : : cout < < " Creating cell subdivision... " ;
osg : : ref_ptr < Cell > cell = new Cell ;
cell - > addTrees ( trees ) ;
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cell - > divide ( maxNumTreesPerCell ) ;
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std : : cout < < " done. " < < std : : endl ;
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osg : : Texture2D * tex = new osg : : Texture2D ;
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tex - > setWrap ( osg : : Texture2D : : WRAP_S , osg : : Texture2D : : CLAMP ) ;
tex - > setWrap ( osg : : Texture2D : : WRAP_T , osg : : Texture2D : : CLAMP ) ;
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tex - > setImage ( osgDB : : readImageFile ( " Images/tree0.rgba " ) ) ;
osg : : StateSet * dstate = new osg : : StateSet ;
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{
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dstate - > setTextureAttributeAndModes ( 0 , tex , osg : : StateAttribute : : ON ) ;
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dstate - > setTextureAttribute ( 0 , new osg : : TexEnv ) ;
dstate - > setAttributeAndModes ( new osg : : BlendFunc , osg : : StateAttribute : : ON ) ;
osg : : AlphaFunc * alphaFunc = new osg : : AlphaFunc ;
alphaFunc - > setFunction ( osg : : AlphaFunc : : GEQUAL , 0.05f ) ;
dstate - > setAttributeAndModes ( alphaFunc , osg : : StateAttribute : : ON ) ;
dstate - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
dstate - > setRenderingHint ( osg : : StateSet : : TRANSPARENT_BIN ) ;
}
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_techniqueSwitch = new osg : : Switch ;
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{
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std : : cout < < " Creating osg::Billboard based forest... " ;
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osg : : Group * group = new osg : : Group ;
group - > addChild ( createBillboardGraph ( cell . get ( ) , dstate ) ) ;
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group - > addChild ( createHUDWithText ( " Using osg::Billboard's to create a forest \n \n Press left cursor key to select geometry instancing with Texture Buffer Object \n Press right cursor key to select double quad based forest " ) ) ;
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_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
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{
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std : : cout < < " Creating double quad based forest... " ;
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osg : : Group * group = new osg : : Group ;
group - > addChild ( createXGraph ( cell . get ( ) , dstate ) ) ;
group - > addChild ( createHUDWithText ( " Using double quads to create a forest \n \n Press left cursor key to select osg::Billboard based forest \n Press right cursor key to select osg::MatrixTransform based forest \n " ) ) ;
_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
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{
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std : : cout < < " Creating osg::MatrixTransform based forest... " ;
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osg : : Group * group = new osg : : Group ;
group - > addChild ( createTransformGraph ( cell . get ( ) , dstate ) ) ;
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group - > addChild ( createHUDWithText ( " Using osg::MatrixTransform's to create a forest \n \n Press left cursor key to select double quad based forest \n Press right cursor key to select osg::Vertex/FragmentProgram based forest " ) ) ;
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_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
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{
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std : : cout < < " Creating osg::Vertex/FragmentProgram based forest... " ;
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osg : : Group * group = new osg : : Group ;
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osg : : StateSet * stateset = new osg : : StateSet ( * dstate , osg : : CopyOp : : DEEP_COPY_ALL ) ;
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{
// vertex program
std : : ostringstream vp_oss ;
vp_oss < <
" !!ARBvp1.0 \n "
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" ATTRIB vpos = vertex.position; \n "
" ATTRIB vcol = vertex.color; \n "
" ATTRIB tc = vertex.texcoord[ " < < 0 < < " ]; "
" PARAM mvp[4] = { state.matrix.mvp }; \n "
" PARAM one = { 1.0, 1.0, 1.0, 1.0 }; "
" TEMP position; \n "
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// vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
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" MAD position, vpos, vcol.w, vcol; \n "
// gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
" MOV position.w, one; \n "
" DP4 result.position.x, mvp[0], position; \n "
" DP4 result.position.y, mvp[1], position; \n "
" DP4 result.position.z, mvp[2], position; \n "
" DP4 result.position.w, mvp[3], position; \n "
// gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
" MOV result.color.front.primary, one; \n "
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// texcoord = gl_MultiTexCoord0.st;
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" MOV result.texcoord, tc; \n "
" END \n " ;
// fragment program
std : : ostringstream fp_oss ;
fp_oss < <
" !!ARBfp1.0 \n "
" TEX result.color, fragment.texcoord[ " < < 0 < < " ], texture[ " < < 0 < < " ], 2D; "
" END \n " ;
osg : : ref_ptr < osg : : VertexProgram > vp = new osg : : VertexProgram ;
vp - > setVertexProgram ( vp_oss . str ( ) ) ;
stateset - > setAttributeAndModes ( vp . get ( ) , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
osg : : ref_ptr < osg : : FragmentProgram > fp = new osg : : FragmentProgram ;
fp - > setFragmentProgram ( fp_oss . str ( ) ) ;
stateset - > setAttributeAndModes ( fp . get ( ) , osg : : StateAttribute : : OVERRIDE | osg : : StateAttribute : : ON ) ;
}
group - > addChild ( createShaderGraph ( cell . get ( ) , stateset ) ) ;
group - > addChild ( createHUDWithText ( " Using osg::Vertex/FragmentProgram to create a forest \n \n Press left cursor key to select osg::MatrixTransform's based forest \n Press right cursor key to select OpenGL shader based forest " ) ) ;
_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
{
std : : cout < < " Creating OpenGL shader based forest... " ;
osg : : Group * group = new osg : : Group ;
osg : : StateSet * stateset = new osg : : StateSet ( * dstate , osg : : CopyOp : : DEEP_COPY_ALL ) ;
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{
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osg : : Program * program = new osg : : Program ;
stateset - > setAttribute ( program ) ;
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# if 1
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// use inline shaders
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///////////////////////////////////////////////////////////////////
// vertex shader using just Vec4 coefficients
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char vertexShaderSource [ ] =
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" varying vec2 texcoord; \n "
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" \n "
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" void main(void) \n "
" { \n "
" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz; \n "
" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); \n "
" gl_FrontColor = vec4(1.0,1.0,1.0,1.0); \n "
" texcoord = gl_MultiTexCoord0.st; \n "
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" } \n " ;
//////////////////////////////////////////////////////////////////
// fragment shader
//
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char fragmentShaderSource [ ] =
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" uniform sampler2D baseTexture; \n "
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" varying vec2 texcoord; \n "
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" \n "
" void main(void) \n "
" { \n "
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" gl_FragColor = texture2D( baseTexture, texcoord); \n "
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" } \n " ;
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osg : : Shader * vertex_shader = new osg : : Shader ( osg : : Shader : : VERTEX , vertexShaderSource ) ;
program - > addShader ( vertex_shader ) ;
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osg : : Shader * fragment_shader = new osg : : Shader ( osg : : Shader : : FRAGMENT , fragmentShaderSource ) ;
program - > addShader ( fragment_shader ) ;
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# else
// get shaders from source
program - > addShader ( osg : : Shader : : readShaderFile ( osg : : Shader : : VERTEX , osgDB : : findDataFile ( " shaders/forest.vert " ) ) ) ;
program - > addShader ( osg : : Shader : : readShaderFile ( osg : : Shader : : FRAGMENT , osgDB : : findDataFile ( " shaders/forest.frag " ) ) ) ;
# endif
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osg : : Uniform * baseTextureSampler = new osg : : Uniform ( " baseTexture " , 0 ) ;
stateset - > addUniform ( baseTextureSampler ) ;
}
group - > addChild ( createShaderGraph ( cell . get ( ) , stateset ) ) ;
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group - > addChild ( createHUDWithText ( " Using OpenGL Shader to create a forest \n \n Press left cursor key to select osg::Vertex/FragmentProgram based forest \n Press right cursor key to select osg::Vertex/Geometry/FragmentProgram based forest " ) ) ;
_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
{
std : : cout < < " Creating Geometry Shader based forest... " ;
osg : : StateSet * stateset = new osg : : StateSet ( * dstate , osg : : CopyOp : : DEEP_COPY_ALL ) ;
osg : : Group * group = new osg : : Group ;
group - > addChild ( createGeometryShaderGraph ( cell . get ( ) , stateset ) ) ;
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group - > addChild ( createHUDWithText ( " Using osg::Vertex/Geometry/FragmentProgram to create a forest \n \n Press left cursor key to select OpenGL Shader based forest \n Press right cursor key to select geometry instancing with Texture Buffer Object " ) ) ;
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_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
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{
std : : cout < < " Creating forest using geometry instancing and texture buffer objects ... " ;
osg : : StateSet * stateset = new osg : : StateSet ( * dstate , osg : : CopyOp : : DEEP_COPY_ALL ) ;
{
osg : : Program * program = new osg : : Program ;
stateset - > setAttribute ( program ) ;
char vertexShaderSource [ ] =
" #version 420 compatibility \n "
" uniform samplerBuffer dataBuffer; \n "
" layout(location = 0) in vec3 VertexPosition; \n "
" layout(location = 8) in vec3 VertexTexCoord; \n "
" out vec2 TexCoord; \n "
" out vec4 Color; \n "
" void main() \n "
" { \n "
" int instanceAddress = gl_InstanceID * 3; \n "
" vec3 position = texelFetch(dataBuffer, instanceAddress).xyz; \n "
" Color = texelFetch(dataBuffer, instanceAddress + 1); \n "
" vec2 size = texelFetch(dataBuffer, instanceAddress + 2).xy; \n "
" mat4 mvpMatrix = gl_ModelViewProjectionMatrix * \n "
" mat4( size.x, 0.0, 0.0, 0.0, \n "
" 0.0, size.x, 0.0, 0.0, \n "
" 0.0, 0.0, size.y, 0.0, \n "
" position.x, position.y, position.z, 1.0); \n "
" gl_Position = mvpMatrix * vec4(VertexPosition,1.0) ; \n "
" TexCoord = VertexTexCoord.xy; \n "
" } \n " ;
char fragmentShaderSource [ ] =
" #version 420 core \n "
" uniform sampler2D baseTexture; \n "
" in vec2 TexCoord; \n "
" in vec4 Color; \n "
" layout(location = 0, index = 0) out vec4 FragData0; \n "
" void main(void) \n "
" { \n "
" FragData0 = Color*texture(baseTexture, TexCoord); \n "
" } \n " ;
osg : : Shader * vertex_shader = new osg : : Shader ( osg : : Shader : : VERTEX , vertexShaderSource ) ;
program - > addShader ( vertex_shader ) ;
osg : : Shader * fragment_shader = new osg : : Shader ( osg : : Shader : : FRAGMENT , fragmentShaderSource ) ;
program - > addShader ( fragment_shader ) ;
osg : : Uniform * baseTextureSampler = new osg : : Uniform ( " baseTexture " , 0 ) ;
stateset - > addUniform ( baseTextureSampler ) ;
osg : : Uniform * dataBufferSampler = new osg : : Uniform ( " dataBuffer " , 1 ) ;
stateset - > addUniform ( dataBufferSampler ) ;
}
osg : : ref_ptr < osg : : Geometry > templateGeometry = createOrthogonalQuadsNoColor ( osg : : Vec3 ( 0.0f , 0.0f , 0.0f ) , 1.0f , 1.0f ) ;
templateGeometry - > setUseVertexBufferObjects ( true ) ;
templateGeometry - > setUseDisplayList ( false ) ;
osg : : Node * textureBufferGraph = createTextureBufferGraph ( cell . get ( ) , templateGeometry . get ( ) ) ;
textureBufferGraph - > setStateSet ( stateset ) ;
osg : : Group * group = new osg : : Group ;
group - > addChild ( textureBufferGraph ) ;
group - > addChild ( createHUDWithText ( " Using geometry instancing to create a forest \n \n Press left cursor key to select osg::Vertex/Geometry/FragmentProgram based forest \n Press right cursor key to select osg::Billboard based forest " ) ) ;
_techniqueSwitch - > addChild ( group ) ;
std : : cout < < " done. " < < std : : endl ;
}
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_currentTechnique = 0 ;
_techniqueSwitch - > setSingleChildOn ( _currentTechnique ) ;
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osg : : Group * scene = new osg : : Group ;
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scene - > addChild ( terrain . get ( ) ) ;
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scene - > addChild ( _techniqueSwitch . get ( ) ) ;
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return scene ;
}
int main ( int argc , char * * argv )
{
// use an ArgumentParser object to manage the program arguments.
osg : : ArgumentParser arguments ( & argc , argv ) ;
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// construct the viewer.
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osgViewer : : Viewer viewer ( arguments ) ;
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unsigned int numTreesToCreate = 10000 ;
arguments . read ( " --trees " , numTreesToCreate ) ;
unsigned int maxNumTreesPerCell = sqrtf ( static_cast < float > ( numTreesToCreate ) ) ;
arguments . read ( " --trees-per-cell " , maxNumTreesPerCell ) ;
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osg : : ref_ptr < ForestTechniqueManager > ttm = new ForestTechniqueManager ;
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// add the stats handler
viewer . addEventHandler ( new osgViewer : : StatsHandler ) ;
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viewer . addEventHandler ( new TechniqueEventHandler ( ttm . get ( ) ) ) ;
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viewer . addEventHandler ( new osgGA : : StateSetManipulator ( viewer . getCamera ( ) - > getOrCreateStateSet ( ) ) ) ;
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// add model to viewer.
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viewer . setSceneData ( ttm - > createScene ( numTreesToCreate , maxNumTreesPerCell ) ) ;
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return viewer . run ( ) ;
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}