OpenSceneGraph/examples/osgshadercompositor/CreateAdvancedHierachy.cpp

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#include <iostream>
#include <osg/Geode>
#include <osg/TexGen>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osg/BlendFunc>
#include <osgText/Text>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/View>
#include <osgViewer/CompositeViewer>
#include <osgGA/TrackballManipulator>
#include "VirtualProgram.h"
using osgCandidate::VirtualProgram;
////////////////////////////////////////////////////////////////////////////////
// Example shaders assume:
// one texture
// one directional light
// front face lighting
// color material mode not used (its not supported by GLSL anyway)
// diffuse/ambient/emissive/specular factors defined in material structure
// all coords and normal except gl_Position are in view space
////////////////////////////////////////////////////////////////////////////////
char MainVertexShaderSource[] =
"vec4 texture( in vec3 position, in vec3 normal ); \n" //1
"void lighting( in vec3 position, in vec3 normal ); \n" //2
" \n" //3
"void main () \n" //4
"{ \n" //5
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" //6
" vec4 position4 = gl_ModelViewMatrix * gl_Vertex; \n" //7
" vec3 position = position4.xyz / position4.w; \n" //8
" vec3 normal = normalize( gl_NormalMatrix * gl_Normal ); \n" //9
" gl_TexCoord[0] = texture( position, normal ); \n" //10
" lighting( position, normal ); \n" //11
"} \n";//12
char TexCoordTextureVertexShaderSource[] =
"vec4 texture( in vec3 position, in vec3 normal ) \n" //1
"{ \n" //2
" return gl_TextureMatrix[0] * gl_MultiTexCoord0; \n" //3
"} \n";//4
char SphereMapTextureVertexShaderSource[] =
"vec4 texture( in vec3 position, in vec3 normal ) \n" //1
"{ \n" //2
" vec3 u = normalize( position ); \n" //3
" vec3 r = reflect(u, normal); \n" //4
" float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z+1.0) * (r.z+1.0)); \n" //5
" return vec4(r.x / m + 0.5, r.y / m + 0.5, 1.0, 1.0 ); \n" //6
"} \n";//7
char PerVertexDirectionalLightingVertexShaderSource[] =
"void lighting( in vec3 position, in vec3 normal ) \n" //1
"{ \n" //2
" float NdotL = dot( normal, normalize(gl_LightSource[0].position.xyz) );\n" //3
" NdotL = max( 0.0, NdotL ); \n" //4
" float NdotHV = dot( normal, gl_LightSource[0].halfVector.xyz ); \n" //5
" NdotHV = max( 0.0, NdotHV ); \n" //6
" \n" //7
" gl_FrontColor = gl_FrontLightModelProduct.sceneColor + \n" //8
" gl_FrontLightProduct[0].ambient + \n" //9
" gl_FrontLightProduct[0].diffuse * NdotL; \n" //10
" \n" //11
" gl_FrontSecondaryColor = vec4(0.0); \n" //12
" \n" //13
" if ( NdotL * NdotHV > 0.0 ) \n" //14
" gl_FrontSecondaryColor = gl_FrontLightProduct[0].specular * \n" //15
" pow( NdotHV, gl_FrontMaterial.shininess );\n" //16
" \n" //17
" gl_BackColor = gl_FrontColor; \n" //18
" gl_BackSecondaryColor = gl_FrontSecondaryColor; \n" //19
"} \n";//20
char MainFragmentShaderSource[] =
"vec4 texture( void ); \n" //1
"void lighting( inout vec4 color ); \n" //2
" \n" //3
"void main () \n" //4
"{ \n" //5
" vec4 color = texture(); \n" //6
" lighting( color ); \n" //7
" gl_FragColor = color; \n" //8
"} \n";//9
char TextureFragmentShaderSource[] =
"uniform sampler2D baseTexture; \n" //1
"vec4 texture( void ) \n" //2
"{ \n" //3
" return texture2D( baseTexture, gl_TexCoord[0].xy ); \n" //4
"} \n";//5
char ProceduralBlueTextureFragmentShaderSource[] =
"vec4 texture( void ) \n" //1
"{ \n" //2
" return vec4( 0.3, 0.3, 1.0, 1.0 ); \n" //3
"} \n";//4
char PerVertexLightingFragmentShaderSource[] =
"void lighting( inout vec4 color ) \n" //1
"{ \n" //2
" color = color * gl_Color + gl_SecondaryColor; \n" //3
"} \n";//4
char PerFragmentLightingVertexShaderSource[] =
"varying vec3 Normal; \n" //1
"varying vec3 Position; \n" //2
" \n" //3
"void lighting( in vec3 position, in vec3 normal ) \n" //4
"{ \n" //5
" Normal = normal; \n" //6
" Position = position; \n" //7
"} \n";//8
char PerFragmentDirectionalLightingFragmentShaderSource[] =
"varying vec3 Normal; \n" //1
"varying vec3 Position; // not used for directional lighting \n" //2
" \n" //3
"void lighting( inout vec4 color ) \n" //4
"{ \n" //5
" vec3 n = normalize( Normal ); \n" //5
" float NdotL = dot( n, normalize(gl_LightSource[0].position.xyz) ); \n" //6
" NdotL = max( 0.0, NdotL ); \n" //7
" float NdotHV = dot( n, gl_LightSource[0].halfVector.xyz ); \n" //8
" NdotHV = max( 0.0, NdotHV ); \n" //9
" \n" //10
" color *= gl_FrontLightModelProduct.sceneColor + \n" //11
" gl_FrontLightProduct[0].ambient + \n" //12
" gl_FrontLightProduct[0].diffuse * NdotL; \n" //13
" \n" //14
" if ( NdotL * NdotHV > 0.0 ) \n" //15
" color += gl_FrontLightProduct[0].specular * \n" //16
" pow( NdotHV, gl_FrontMaterial.shininess ); \n" //17
"} \n";//18
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateModel( const char * file )
{
if ( file ) {
osg::Node * node = NULL;
node = osgDB::readNodeFile( file );
if( node )
return node;
}
// File not found - create textured sphere
osg::Geode * geode = new osg::Geode;
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
hints->setDetailRatio( 0.3 );
#if 1
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
( new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), 4.0 ), hints.get() );
#else
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
( new osg::Box( osg::Vec3(-1.0f, -1.0f, -1.0f), 2.0, 2.0, 2.0 ) );
#endif
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
geode->addDrawable( shape.get() );
osg::StateSet * stateSet = new osg::StateSet;
osg::Texture2D * texture = new osg::Texture2D(
osgDB::readImageFile("Images/land_shallow_topo_2048.jpg")
);
osg::Material * material = new osg::Material;
material->setAmbient
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
material->setDiffuse
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
#if 1
material->setSpecular
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.7, 0.3, 0.3, 1.0 ) );
material->setShininess( osg::Material::FRONT_AND_BACK, 25 );
#endif
stateSet->setAttributeAndModes( material );
stateSet->setTextureAttributeAndModes( 0,texture, osg::StateAttribute::ON );
geode->setStateSet( stateSet );
return geode;
}
////////////////////////////////////////////////////////////////////////////////
// Convenience method to simplify code a little ...
void SetVirtualProgramShader( VirtualProgram * virtualProgram,
std::string shader_semantics,
osg::Shader::Type shader_type,
std::string shader_name,
std::string shader_source )
{
osg::Shader * shader = new osg::Shader( shader_type );
shader->setName( shader_name );
shader->setShaderSource( shader_source );
virtualProgram->setShader( shader_semantics, shader );
}
///////////////////////////////////////////////////////////////////////////////
void AddLabel( osg::Group * group, const std::string & label, float offset )
{
osg::Vec3 center( 0, 0, offset * 0.5 );
osg::Geode * geode = new osg::Geode;
// Make sure no program breaks text outputs
geode->getOrCreateStateSet()->setAttribute
( new osg::Program, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED );
// Turn off stage 1 texture set in parent transform (otherwise it darkens text)
geode->getOrCreateStateSet()->setTextureMode( 1, GL_TEXTURE_2D, osg::StateAttribute::OFF );
group->addChild( geode );
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont("fonts/times.ttf");
text->setCharacterSize( offset * 0.1 );
text->setPosition(center);
text->setAlignment( osgText::TextBase::CENTER_CENTER );
text->setAxisAlignment(osgText::Text::SCREEN);
osg::Vec4 characterSizeModeColor(1.0f,0.0f,0.5f,1.0f);
#if 1
// reproduce outline bounding box compute problem with backdrop on.
text->setBackdropType(osgText::Text::OUTLINE);
text->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
#endif
text->setText( label );
}
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateAdvancedHierarchy( const char * file = NULL )
{
osg::Node * model = CreateModel( file );
if( !model ) return NULL;
float offset = model->getBound().radius() * 1.3; // diameter
// Create transforms for translated instances of the model
osg::MatrixTransform * transformCenterMiddle = new osg::MatrixTransform( );
transformCenterMiddle->setMatrix( osg::Matrix::translate( 0,0, offset * 0.5 ) );
transformCenterMiddle->addChild( model );
osg::MatrixTransform * transformCenterTop = new osg::MatrixTransform( );
transformCenterMiddle->addChild( transformCenterTop );
transformCenterTop->setMatrix( osg::Matrix::translate( 0,0,offset ) );
transformCenterTop->addChild( model );
osg::MatrixTransform * transformCenterBottom = new osg::MatrixTransform( );
transformCenterMiddle->addChild( transformCenterBottom );
transformCenterBottom->setMatrix( osg::Matrix::translate( 0,0,-offset ) );
transformCenterBottom->addChild( model );
osg::MatrixTransform * transformLeftBottom = new osg::MatrixTransform( );
transformCenterBottom->addChild( transformLeftBottom );
transformLeftBottom->setMatrix( osg::Matrix::translate( -offset * 0.8,0, -offset * 0.8 ) );
transformLeftBottom->addChild( model );
osg::MatrixTransform * transformRightBottom = new osg::MatrixTransform( );
transformCenterBottom->addChild( transformRightBottom );
transformRightBottom->setMatrix( osg::Matrix::translate( offset * 0.8,0, -offset * 0.8 ) );
transformRightBottom->addChild( model );
// Set default VirtualProgram in root StateSet
// With main vertex and main fragment shaders calling
// lighting and texture functions defined in aditional shaders
// Lighting is done per vertex using simple directional light
// Texture uses stage 0 TexCoords and TexMap
if( 1 )
{
// NOTE:
// duplicating the same semantics name in virtual program
// is only possible if its used for shaders of differing types
// here for VERTEX and FRAGMENT
VirtualProgram * vp = new VirtualProgram( );
transformCenterMiddle->getOrCreateStateSet()->setAttribute( vp );
AddLabel( transformCenterMiddle, "Per Vertex Lighting Virtual Program", offset );
SetVirtualProgramShader( vp, "main", osg::Shader::VERTEX,
"Vertex Main", MainVertexShaderSource );
SetVirtualProgramShader( vp, "main", osg::Shader::FRAGMENT,
"Fragment Main", MainFragmentShaderSource );
SetVirtualProgramShader( vp, "texture",osg::Shader::VERTEX,
"Vertex Texture Coord 0", TexCoordTextureVertexShaderSource );
SetVirtualProgramShader( vp, "texture",osg::Shader::FRAGMENT,
"Fragment Texture", TextureFragmentShaderSource );
SetVirtualProgramShader( vp, "lighting",osg::Shader::VERTEX,
"Vertex Lighting", PerVertexDirectionalLightingVertexShaderSource );
SetVirtualProgramShader( vp, "lighting",osg::Shader::FRAGMENT,
"Fragment Lighting", PerVertexLightingFragmentShaderSource );
transformCenterMiddle->getOrCreateStateSet()->
addUniform( new osg::Uniform( "baseTexture", 0 ) );
}
// Override default vertex ligting with pixel lighting shaders
// For three bottom models
if( 1 )
{
AddLabel( transformCenterBottom, "Per Pixel Lighting VP", offset );
VirtualProgram * vp = new VirtualProgram( );
transformCenterBottom->getOrCreateStateSet()->setAttribute( vp );
SetVirtualProgramShader( vp, "lighting",osg::Shader::VERTEX,
"Vertex Shader For Per Pixel Lighting",
PerFragmentLightingVertexShaderSource );
SetVirtualProgramShader( vp, "lighting",osg::Shader::FRAGMENT,
"Fragment Shader For Per Pixel Lighting",
PerFragmentDirectionalLightingFragmentShaderSource );
}
// Additionaly set bottom left model texture to procedural blue to
// better observe smooth speculars done through per pixel lighting
if( 1 )
{
AddLabel( transformLeftBottom, "Blue Tex VP", offset );
VirtualProgram * vp = new VirtualProgram( );
transformLeftBottom->getOrCreateStateSet()->setAttribute( vp );
SetVirtualProgramShader( vp, "texture",osg::Shader::FRAGMENT,
"Fragment Shader Procedural Blue Tex",
ProceduralBlueTextureFragmentShaderSource );
}
// Additionaly change texture mapping to SphereMAp in bottom right model
if( 1 )
{
AddLabel( transformRightBottom, "EnvMap Sphere VP", offset );
osg::StateSet * ss = transformRightBottom->getOrCreateStateSet();
VirtualProgram * vp = new VirtualProgram( );
ss->setAttribute( vp );
SetVirtualProgramShader( vp, "texture",osg::Shader::VERTEX,
"Vertex Texture Sphere Map", SphereMapTextureVertexShaderSource );
osg::Texture2D * texture = new osg::Texture2D(
// osgDB::readImageFile("Images/reflect.rgb")
osgDB::readImageFile("Images/skymap.jpg")
);
// Texture is set on stage 1 to not interfere with label text
// The same could be achieved with texture override
// but such approach also turns off label texture
ss->setTextureAttributeAndModes( 1, texture, osg::StateAttribute::ON );
ss->addUniform( new osg::Uniform( "baseTexture", 1 ) );
#if 0 // Could be useful with Fixed Vertex Pipeline
osg::TexGen * texGen = new osg::TexGen();
texGen->setMode( osg::TexGen::SPHERE_MAP );
// Texture states applied
ss->setTextureAttributeAndModes( 1, texGen, osg::StateAttribute::ON );
#endif
}
// Top center model usues osg::Program overriding VirtualProgram in model
if( 1 )
{
AddLabel( transformCenterTop, "Fixed Vertex + Simple Fragment osg::Program", offset );
osg::Program * program = new osg::Program;
program->setName( "Trivial Fragment + Fixed Vertex Program" );
transformCenterTop->getOrCreateStateSet( )->setAttributeAndModes
( program, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
osg::Shader * shader = new osg::Shader( osg::Shader::FRAGMENT );
shader->setName( "Trivial Fragment Shader" );
shader->setShaderSource(
"uniform sampler2D baseTexture; \n"
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color * texture2D( baseTexture,gl_TexCoord[0].xy);\n"
"} \n"
);
program->addShader( shader );
}
return transformCenterMiddle;
}
////////////////////////////////////////////////////////////////////////////////
// Shders not used in the example but left for fun if anyone wants to play
char LightingVertexShaderSource[] =
"// Forward declarations \n" //1
" \n" //2
"void SpotLight( in int i, in vec3 eye, in vec3 position, in vec3 normal, \n" //3
" inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //4
" \n" //5
"void PointLight( in int i, in vec3 eye, in vec3 position, in vec3 normal, \n" //6
" inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //7
" \n" //8
"void DirectionalLight( in int i, in vec3 normal, \n" //9
" inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //10
" \n" //11
"const int NumEnabledLights = 1; \n" //12
" \n" //13
"void lighting( in vec3 position, in vec3 normal ) \n" //14
"{ \n" //15
" vec3 eye = vec3( 0.0, 0.0, 1.0 ); \n" //16
" //vec3 eye = -normalize(position); \n" //17
" \n" //18
" // Clear the light intensity accumulators \n" //19
" vec4 amb = vec4(0.0); \n" //20
" vec4 diff = vec4(0.0); \n" //21
" vec4 spec = vec4(0.0); \n" //22
" \n" //23
" // Loop through enabled lights, compute contribution from each \n" //24
" for (int i = 0; i < NumEnabledLights; i++) \n" //25
" { \n" //26
" if (gl_LightSource[i].position.w == 0.0) \n" //27
" DirectionalLight(i, normal, amb, diff, spec); \n" //28
" else if (gl_LightSource[i].spotCutoff == 180.0) \n" //29
" PointLight(i, eye, position, normal, amb, diff, spec); \n" //30
" else \n" //31
" SpotLight(i, eye, position, normal, amb, diff, spec); \n" //32
" } \n" //33
" \n" //34
" gl_FrontColor = gl_FrontLightModelProduct.sceneColor + \n" //35
" amb * gl_FrontMaterial.ambient + \n" //36
" diff * gl_FrontMaterial.diffuse; \n" //37
" \n" //38
" gl_FrontSecondaryColor = vec4(spec*gl_FrontMaterial.specular); \n" //39
" \n" //40
" gl_BackColor = gl_FrontColor; \n" //41
" gl_BackSecondaryColor = gl_FrontSecondaryColor; \n" //42
"} \n";//43
char SpotLightShaderSource[] =
"void SpotLight(in int i, \n" //1
" in vec3 eye, \n" //2
" in vec3 position, \n" //3
" in vec3 normal, \n" //4
" inout vec4 ambient, \n" //5
" inout vec4 diffuse, \n" //6
" inout vec4 specular) \n" //7
"{ \n" //8
" float nDotVP; // normal . light direction \n" //9
" float nDotHV; // normal . light half vector \n" //10
" float pf; // power factor \n" //11
" float spotDot; // cosine of angle between spotlight \n" //12
" float spotAttenuation; // spotlight attenuation factor \n" //13
" float attenuation; // computed attenuation factor \n" //14
" float d; // distance from surface to light source \n" //15
" vec3 VP; // direction from surface to light position \n" //16
" vec3 halfVector; // direction of maximum highlights \n" //17
" \n" //18
" // Compute vector from surface to light position \n" //19
" VP = vec3(gl_LightSource[i].position) - position; \n" //20
" \n" //21
" // Compute distance between surface and light position \n" //22
" d = length(VP); \n" //23
" \n" //24
" // Normalize the vector from surface to light position \n" //25
" VP = normalize(VP); \n" //26
" \n" //27
" // Compute attenuation \n" //28
" attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + \n" //29
" gl_LightSource[i].linearAttenuation * d + \n" //30
" gl_LightSource[i].quadraticAttenuation *d*d); \n" //31
" \n" //32
" // See if point on surface is inside cone of illumination \n" //33
" spotDot = dot(-VP, normalize(gl_LightSource[i].spotDirection)); \n" //34
" \n" //35
" if (spotDot < gl_LightSource[i].spotCosCutoff) \n" //36
" spotAttenuation = 0.0; // light adds no contribution \n" //37
" else \n" //38
" spotAttenuation = pow(spotDot, gl_LightSource[i].spotExponent); \n" //39
" \n" //40
" // Combine the spotlight and distance attenuation. \n" //41
" attenuation *= spotAttenuation; \n" //42
" \n" //43
" halfVector = normalize(VP + eye); \n" //44
" \n" //45
" nDotVP = max(0.0, dot(normal, VP)); \n" //46
" nDotHV = max(0.0, dot(normal, halfVector)); \n" //47
" \n" //48
" if (nDotVP == 0.0) \n" //49
" pf = 0.0; \n" //50
" else \n" //51
" pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //52
" \n" //53
" ambient += gl_LightSource[i].ambient * attenuation; \n" //54
" diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; \n" //55
" specular += gl_LightSource[i].specular * pf * attenuation; \n" //56
"} \n";//57
char PointLightShaderSource[] =
"void PointLight(in int i, \n" //1
" in vec3 eye, \n" //2
" in vec3 position, \n" //3
" in vec3 normal, \n" //4
" inout vec4 ambient, \n" //5
" inout vec4 diffuse, \n" //6
" inout vec4 specular) \n" //7
"{ \n" //8
" float nDotVP; // normal . light direction \n" //9
" float nDotHV; // normal . light half vector \n" //10
" float pf; // power factor \n" //11
" float attenuation; // computed attenuation factor \n" //12
" float d; // distance from surface to light source \n" //13
" vec3 VP; // direction from surface to light position \n" //14
" vec3 halfVector; // direction of maximum highlights \n" //15
" \n" //16
" // Compute vector from surface to light position \n" //17
" VP = vec3(gl_LightSource[i].position) - position; \n" //18
" \n" //19
" // Compute distance between surface and light position \n" //20
" d = length(VP); \n" //21
" \n" //22
" // Normalize the vector from surface to light position \n" //23
" VP = normalize(VP); \n" //24
" \n" //25
" // Compute attenuation \n" //26
" attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + \n" //27
" gl_LightSource[i].linearAttenuation * d + \n" //28
" gl_LightSource[i].quadraticAttenuation * d*d); \n" //29
" \n" //30
" halfVector = normalize(VP + eye); \n" //31
" \n" //32
" nDotVP = max(0.0, dot(normal, VP)); \n" //33
" nDotHV = max(0.0, dot(normal, halfVector)); \n" //34
" \n" //35
" if (nDotVP == 0.0) \n" //36
" pf = 0.0; \n" //37
" else \n" //38
" pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //39
" \n" //40
" ambient += gl_LightSource[i].ambient * attenuation; \n" //41
" diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; \n" //42
" specular += gl_LightSource[i].specular * pf * attenuation; \n" //43
"} \n";//44
char DirectionalLightShaderSource[] =
"void DirectionalLight(in int i, \n" //1
" in vec3 normal, \n" //2
" inout vec4 ambient, \n" //3
" inout vec4 diffuse, \n" //4
" inout vec4 specular) \n" //5
"{ \n" //6
" float nDotVP; // normal . light direction \n" //7
" float nDotHV; // normal . light half vector \n" //8
" float pf; // power factor \n" //9
" \n" //10
" nDotVP = max(0.0, dot(normal, \n" //11
" normalize(vec3(gl_LightSource[i].position)))); \n" //12
" nDotHV = max(0.0, dot(normal, \n" //13
" vec3(gl_LightSource[i].halfVector))); \n" //14
" \n" //15
" if (nDotVP == 0.0) \n" //16
" pf = 0.0; \n" //17
" else \n" //18
" pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //19
" \n" //20
" ambient += gl_LightSource[i].ambient; \n" //21
" diffuse += gl_LightSource[i].diffuse * nDotVP; \n" //22
" specular += gl_LightSource[i].specular * pf; \n" //23
"} \n";//24