OpenSceneGraph/examples/osgshaders/GL2Scene.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: examples/osgshaders/GL2Scene.cpp
* author: Mike Weiblen 2004-11-09
*
* Compose a scene of several instances of a model, with a different
* OpenGL Shading Language shader applied to each.
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/Geode>
#include <osg/Node>
#include <osg/Material>
#include <osg/Notify>
#include <osg/Vec3>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgUtil/Optimizer>
#include <osgGL2/ProgramObject>
#include "GL2Scene.h"
#include "Noise.h"
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
static osg::Image*
make3DNoiseImage(int texSize)
{
osg::Image* image = new osg::Image;
image->setImage(texSize, texSize, texSize,
4, GL_RGBA, GL_UNSIGNED_BYTE,
new unsigned char[4 * texSize * texSize * texSize],
osg::Image::USE_NEW_DELETE);
const int startFrequency = 4;
const int numOctaves = 4;
int f, i, j, k, inc;
double ni[3];
double inci, incj, inck;
int frequency = startFrequency;
GLubyte *ptr;
double amp = 0.5;
osg::notify(osg::INFO) << "creating 3D noise texture... ";
for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
{
SetNoiseFrequency(frequency);
ptr = image->data();
ni[0] = ni[1] = ni[2] = 0;
inci = 1.0 / (texSize / frequency);
for (i = 0; i < texSize; ++i, ni[0] += inci)
{
incj = 1.0 / (texSize / frequency);
for (j = 0; j < texSize; ++j, ni[1] += incj)
{
inck = 1.0 / (texSize / frequency);
for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
{
*(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
}
}
}
}
osg::notify(osg::INFO) << "DONE" << std::endl;
return image;
}
static osg::Texture3D*
make3DNoiseTexture(int texSize )
{
osg::Texture3D* noiseTexture = new osg::Texture3D;
noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
noiseTexture->setImage( make3DNoiseImage(texSize) );
return noiseTexture;
}
///////////////////////////////////////////////////////////////////////////
static osg::Image*
make1DSineImage( int texSize )
{
const float PI = 3.1415927;
osg::Image* image = new osg::Image;
image->setImage(texSize, 1, 1,
4, GL_RGBA, GL_UNSIGNED_BYTE,
new unsigned char[4 * texSize],
osg::Image::USE_NEW_DELETE);
GLubyte* ptr = image->data();
float inc = 2. * PI / (float)texSize;
for(int i = 0; i < texSize; i++)
{
*ptr++ = (GLubyte)((sinf(i * inc) * 0.5 + 0.5) * 255.);
*ptr++ = 0;
*ptr++ = 0;
*ptr++ = 1;
}
return image;
}
static osg::Texture1D*
make1DSineTexture( int texSize )
{
osg::Texture1D* sineTexture = new osg::Texture1D;
sineTexture->setWrap(osg::Texture1D::WRAP_S, osg::Texture1D::REPEAT);
sineTexture->setFilter(osg::Texture1D::MIN_FILTER, osg::Texture1D::LINEAR);
sineTexture->setFilter(osg::Texture1D::MAG_FILTER, osg::Texture1D::LINEAR);
sineTexture->setImage( make1DSineImage(texSize) );
return sineTexture;
}
///////////////////////////////////////////////////////////////////////////
// OpenGL Shading Language source code for the "microshader" example,
// which simply colors a fragment based on its location.
static const char *microshaderVertSource = {
"varying vec4 color;"
"void main(void)"
"{"
"color = gl_Vertex;"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
"}"
};
static const char *microshaderFragSource = {
"varying vec4 color;"
"void main(void)"
"{"
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"gl_FragColor = clamp( color, 0.0, 1.0 );"
"}"
};
///////////////////////////////////////////////////////////////////////////
static osg::ref_ptr<osg::Group> rootNode;
// Create some geometry upon which to render GL2 shaders.
static osg::Geode*
CreateModel()
{
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1.0f)));
geode->addDrawable(new osg::ShapeDrawable(new osg::Cone(osg::Vec3(2.2f,0.0f,-0.4f),0.9f,1.8f)));
geode->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(4.4f,0.0f,0.0f),1.0f,1.4f)));
return geode;
}
// Add a reference to the masterModel at the specified translation, and
// return its StateSet so we can easily attach StateAttributes.
static osg::StateSet*
ModelInstance()
{
static float zvalue = 0.0f;
static osg::Node* masterModel = CreateModel();
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
xform->setPosition(osg::Vec3( 0.0f, -1.0f, zvalue ));
zvalue = zvalue + 2.2f;
xform->addChild(masterModel);
rootNode->addChild(xform);
return xform->getOrCreateStateSet();
}
// load source from a file.
static void
LoadShaderSource( osgGL2::ShaderObject* obj, const std::string& fileName )
{
std::string fqFileName = osgDB::findDataFile(fileName);
if( fqFileName.length() != 0 )
{
obj->loadShaderSourceFromFile( fqFileName.c_str() );
}
else
{
osg::notify(osg::WARN) << "File \"" << fileName << "\" not found." << std::endl;
}
}
///////////////////////////////////////////////////////////////////////////
// rude but convenient globals
static osgGL2::ProgramObject* BlockyProgObj;
static osgGL2::ShaderObject* BlockyVertObj;
static osgGL2::ShaderObject* BlockyFragObj;
static osgGL2::ProgramObject* ErodedProgObj;
static osgGL2::ShaderObject* ErodedVertObj;
static osgGL2::ShaderObject* ErodedFragObj;
static osgGL2::ProgramObject* MarbleProgObj;
static osgGL2::ShaderObject* MarbleVertObj;
static osgGL2::ShaderObject* MarbleFragObj;
///////////////////////////////////////////////////////////////////////////
// for demo simplicity, this one callback animates all the shaders.
class AnimateCallback: public osg::NodeCallback
{
public:
AnimateCallback() : osg::NodeCallback(), _enabled(true) {}
virtual void operator() ( osg::Node* node, osg::NodeVisitor* nv )
{
if( _enabled )
{
float angle = 2.0 * nv->getFrameStamp()->getReferenceTime();
float sine = sinf( angle ); // -1 -> 1
float v01 = 0.5f * sine + 0.5f; // 0 -> 1
float v10 = 1.0f - v01; // 1 -> 0
ErodedProgObj->setUniform( "Offset", osg::Vec3(0.505f, 0.8f*v01, 0.0f) );
MarbleProgObj->setUniform( "Offset", osg::Vec3(0.505f, 0.8f*v01, 0.0f) );
BlockyProgObj->setUniform( "Sine", sine );
BlockyProgObj->setUniform( "Color1", osg::Vec3(v10, 0.0f, 0.0f) );
BlockyProgObj->setUniform( "Color2", osg::Vec3(v01, v01, v10) );
}
traverse(node, nv);
}
private:
bool _enabled;
};
///////////////////////////////////////////////////////////////////////////
// Compose a scenegraph with examples of GL2 shaders
#define TEXUNIT_SINE 1
#define TEXUNIT_NOISE 2
osg::ref_ptr<osg::Group>
GL2Scene::buildScene()
{
osg::Texture3D* noiseTexture = make3DNoiseTexture( 32 /*128*/ );
osg::Texture1D* sineTexture = make1DSineTexture( 32 /*1024*/ );
// the root of our scenegraph.
rootNode = new osg::Group;
rootNode->setUpdateCallback( new AnimateCallback );
// the simple Microshader (its source appears earlier in this file)
{
osg::StateSet* ss = ModelInstance();
osgGL2::ProgramObject* progObj = new osgGL2::ProgramObject;
_progObjList.push_back( progObj );
progObj->addShader( new osgGL2::ShaderObject(
osgGL2::ShaderObject::VERTEX, microshaderVertSource ) );
progObj->addShader( new osgGL2::ShaderObject(
osgGL2::ShaderObject::FRAGMENT, microshaderFragSource ) );
ss->setAttributeAndModes( progObj, osg::StateAttribute::ON );
}
// the "blocky" shader, a simple animation test
{
osg::StateSet* ss = ModelInstance();
BlockyProgObj = new osgGL2::ProgramObject;
_progObjList.push_back( BlockyProgObj );
BlockyVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
BlockyFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
BlockyProgObj->addShader( BlockyFragObj );
BlockyProgObj->addShader( BlockyVertObj );
ss->setAttributeAndModes(BlockyProgObj, osg::StateAttribute::ON);
}
// the "eroded" shader, uses a noise texture to discard fragments
{
osg::StateSet* ss = ModelInstance();
ss->setTextureAttribute(TEXUNIT_NOISE, noiseTexture);
ErodedProgObj = new osgGL2::ProgramObject;
_progObjList.push_back( ErodedProgObj );
ErodedVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
ErodedFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
ErodedProgObj->addShader( ErodedFragObj );
ErodedProgObj->addShader( ErodedVertObj );
ss->setAttributeAndModes(ErodedProgObj, osg::StateAttribute::ON);
}
// the "marble" shader, uses two textures
{
osg::StateSet* ss = ModelInstance();
ss->setTextureAttribute(TEXUNIT_NOISE, noiseTexture);
ss->setTextureAttribute(TEXUNIT_SINE, sineTexture);
MarbleProgObj = new osgGL2::ProgramObject;
_progObjList.push_back( MarbleProgObj );
MarbleVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
MarbleFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
MarbleProgObj->addShader( MarbleFragObj );
MarbleProgObj->addShader( MarbleVertObj );
ss->setAttributeAndModes(MarbleProgObj, osg::StateAttribute::ON);
}
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#ifdef INTERNAL_3DLABS //[
// regular GL 1.x texturing for comparison.
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osg::StateSet* ss = ModelInstance();
osg::Texture2D* tex0 = new osg::Texture2D;
tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
#endif //]
reloadShaderSource();
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#ifdef INTERNAL_3DLABS //[
// add logo overlays
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rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
#endif //]
return rootNode;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
GL2Scene::GL2Scene()
{
_rootNode = buildScene();
_shadersEnabled = true;
}
GL2Scene::~GL2Scene()
{
}
// mew 2003-09-19 : This way of configuring the shaders is temporary,
// pending a move to an osgFX-based approach.
void
GL2Scene::reloadShaderSource()
{
osg::notify(osg::WARN) << "reloadShaderSource()" << std::endl;
LoadShaderSource( BlockyVertObj, "shaders/blocky.vert" );
LoadShaderSource( BlockyFragObj, "shaders/blocky.frag" );
LoadShaderSource( ErodedVertObj, "shaders/eroded.vert" );
LoadShaderSource( ErodedFragObj, "shaders/eroded.frag" );
ErodedProgObj->setUniform( "LightPosition", osg::Vec3(0.0f, 0.0f, 4.0f) );
ErodedProgObj->setUniform( "Scale", 1.0f );
ErodedProgObj->setSampler( "sampler3d", TEXUNIT_NOISE );
LoadShaderSource( MarbleVertObj, "shaders/marble.vert" );
LoadShaderSource( MarbleFragObj, "shaders/marble.frag" );
MarbleProgObj->setSampler( "Noise", TEXUNIT_NOISE );
MarbleProgObj->setSampler( "Sine", TEXUNIT_SINE );
}
// mew 2003-09-19 : TODO Need to revisit how to better control
// osgGL2::ProgramObject enable state in OSG core. glProgramObjects are
// different enough from other GL state that StateSet::setAttributeAndModes()
// doesn't fit well, so came up with a local implementation.
void
GL2Scene::toggleShaderEnable()
{
_shadersEnabled = ! _shadersEnabled;
osg::notify(osg::WARN) << "shader enable = " <<
((_shadersEnabled) ? "ON" : "OFF") << std::endl;
for( unsigned int i = 0; i < _progObjList.size(); i++ )
{
_progObjList[i]->enable( _shadersEnabled );
}
}
/*EOF*/