OpenSceneGraph/examples/osgshaders/GL2Scene.cpp

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/* OpenSceneGraph example, osgshaders.
*
* 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.
*/
/* file: examples/osgshaders/GL2Scene.cpp
* author: Mike Weiblen 2005-05-01
*
* 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 <osg/Program>
#include <osg/Shader>
#include <osg/Uniform>
#include <osgUtil/PerlinNoise>
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#include <iostream>
#include "GL2Scene.h"
///////////////////////////////////////////////////////////////////////////
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;
}
///////////////////////////////////////////////////////////////////////////
// in-line GLSL source code for the "microshader" example
static const char *microshaderVertSource = {
"// microshader - colors a fragment based on its position\n"
"varying vec4 color;\n"
"void main(void)\n"
"{\n"
" color = gl_Vertex;\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
};
static const char *microshaderFragSource = {
"varying vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = clamp( color, 0.0, 1.0 );\n"
"}\n"
};
///////////////////////////////////////////////////////////////////////////
static osg::ref_ptr<osg::Group> rootNode;
// Create some geometry upon which to render GLSL 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( osg::Shader* shader, const std::string& fileName )
{
std::string fqFileName = osgDB::findDataFile(fileName);
if( fqFileName.length() != 0 )
{
shader->loadShaderSourceFromFile( fqFileName.c_str() );
}
else
{
osg::notify(osg::WARN) << "File \"" << fileName << "\" not found." << std::endl;
}
}
///////////////////////////////////////////////////////////////////////////
// rude but convenient globals
static osg::Program* BlockyProgram;
static osg::Shader* BlockyVertObj;
static osg::Shader* BlockyFragObj;
static osg::Program* ErodedProgram;
static osg::Shader* ErodedVertObj;
static osg::Shader* ErodedFragObj;
static osg::Program* MarbleProgram;
static osg::Shader* MarbleVertObj;
static osg::Shader* MarbleFragObj;
///////////////////////////////////////////////////////////////////////////
// for demo simplicity, this one callback animates all the shaders, instancing
// for each uniform but with a specific operation each time.
class AnimateCallback: public osg::UniformCallback
{
public:
enum Operation
{
OFFSET,
SIN,
COLOR1,
COLOR2
};
AnimateCallback(Operation op) : _enabled(true),_operation(op) {}
virtual void operator() ( osg::Uniform* uniform, osg::NodeVisitor* nv )
{
if( _enabled )
{
float angle = 2.0 * nv->getFrameStamp()->getSimulationTime();
float sine = sinf( angle ); // -1 -> 1
float v01 = 0.5f * sine + 0.5f; // 0 -> 1
float v10 = 1.0f - v01; // 1 -> 0
switch(_operation)
{
case OFFSET : uniform->set( osg::Vec3(0.505f, 0.8f*v01, 0.0f) ); break;
case SIN : uniform->set( sine ); break;
case COLOR1 : uniform->set( osg::Vec3(v10, 0.0f, 0.0f) ); break;
case COLOR2 : uniform->set( osg::Vec3(v01, v01, v10) ); break;
}
}
}
private:
bool _enabled;
Operation _operation;
};
///////////////////////////////////////////////////////////////////////////
// Compose a scenegraph with examples of GLSL shaders
#define TEXUNIT_SINE 1
#define TEXUNIT_NOISE 2
osg::ref_ptr<osg::Group>
GL2Scene::buildScene()
{
osg::Texture3D* noiseTexture = osgUtil::create3DNoiseTexture( 32 /*128*/ );
osg::Texture1D* sineTexture = make1DSineTexture( 32 /*1024*/ );
// the root of our scenegraph.
rootNode = new osg::Group;
// attach some Uniforms to the root, to be inherited by Programs.
{
osg::Uniform* OffsetUniform = new osg::Uniform( "Offset", osg::Vec3(0.0f, 0.0f, 0.0f) );
osg::Uniform* SineUniform = new osg::Uniform( "Sine", 0.0f );
osg::Uniform* Color1Uniform = new osg::Uniform( "Color1", osg::Vec3(0.0f, 0.0f, 0.0f) );
osg::Uniform* Color2Uniform = new osg::Uniform( "Color2", osg::Vec3(0.0f, 0.0f, 0.0f) );
OffsetUniform->setUpdateCallback(new AnimateCallback(AnimateCallback::OFFSET));
SineUniform->setUpdateCallback(new AnimateCallback(AnimateCallback::SIN));
Color1Uniform->setUpdateCallback(new AnimateCallback(AnimateCallback::COLOR1));
Color2Uniform->setUpdateCallback(new AnimateCallback(AnimateCallback::COLOR2));
osg::StateSet* ss = rootNode->getOrCreateStateSet();
ss->addUniform( OffsetUniform );
ss->addUniform( SineUniform );
ss->addUniform( Color1Uniform );
ss->addUniform( Color2Uniform );
}
// the simple Microshader (its source appears earlier in this file)
{
osg::StateSet* ss = ModelInstance();
osg::Program* program = new osg::Program;
program->setName( "microshader" );
_programList.push_back( program );
program->addShader( new osg::Shader( osg::Shader::VERTEX, microshaderVertSource ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, microshaderFragSource ) );
ss->setAttributeAndModes( program, osg::StateAttribute::ON );
}
// the "blocky" shader, a simple animation test
{
osg::StateSet* ss = ModelInstance();
BlockyProgram = new osg::Program;
BlockyProgram->setName( "blocky" );
_programList.push_back( BlockyProgram );
BlockyVertObj = new osg::Shader( osg::Shader::VERTEX );
BlockyFragObj = new osg::Shader( osg::Shader::FRAGMENT );
BlockyProgram->addShader( BlockyFragObj );
BlockyProgram->addShader( BlockyVertObj );
ss->setAttributeAndModes(BlockyProgram, osg::StateAttribute::ON);
}
// the "eroded" shader, uses a noise texture to discard fragments
{
osg::StateSet* ss = ModelInstance();
ss->setTextureAttribute(TEXUNIT_NOISE, noiseTexture);
ErodedProgram = new osg::Program;
ErodedProgram->setName( "eroded" );
_programList.push_back( ErodedProgram );
ErodedVertObj = new osg::Shader( osg::Shader::VERTEX );
ErodedFragObj = new osg::Shader( osg::Shader::FRAGMENT );
ErodedProgram->addShader( ErodedFragObj );
ErodedProgram->addShader( ErodedVertObj );
ss->setAttributeAndModes(ErodedProgram, osg::StateAttribute::ON);
ss->addUniform( new osg::Uniform("LightPosition", osg::Vec3(0.0f, 0.0f, 4.0f)) );
ss->addUniform( new osg::Uniform("Scale", 1.0f) );
ss->addUniform( new osg::Uniform("sampler3d", TEXUNIT_NOISE) );
}
// the "marble" shader, uses two textures
{
osg::StateSet* ss = ModelInstance();
ss->setTextureAttribute(TEXUNIT_NOISE, noiseTexture);
ss->setTextureAttribute(TEXUNIT_SINE, sineTexture);
MarbleProgram = new osg::Program;
MarbleProgram->setName( "marble" );
_programList.push_back( MarbleProgram );
MarbleVertObj = new osg::Shader( osg::Shader::VERTEX );
MarbleFragObj = new osg::Shader( osg::Shader::FRAGMENT );
MarbleProgram->addShader( MarbleFragObj );
MarbleProgram->addShader( MarbleVertObj );
ss->setAttributeAndModes(MarbleProgram, osg::StateAttribute::ON);
ss->addUniform( new osg::Uniform("NoiseTex", TEXUNIT_NOISE) );
ss->addUniform( new osg::Uniform("SineTex", TEXUNIT_SINE) );
}
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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()
{
}
void
GL2Scene::reloadShaderSource()
{
osg::notify(osg::INFO) << "reloadShaderSource()" << std::endl;
LoadShaderSource( BlockyVertObj, "shaders/blocky.vert" );
LoadShaderSource( BlockyFragObj, "shaders/blocky.frag" );
LoadShaderSource( ErodedVertObj, "shaders/eroded.vert" );
LoadShaderSource( ErodedFragObj, "shaders/eroded.frag" );
LoadShaderSource( MarbleVertObj, "shaders/marble.vert" );
LoadShaderSource( MarbleFragObj, "shaders/marble.frag" );
}
// mew 2003-09-19 : TODO Need to revisit how to better control
// osg::Program enable state in OSG core. glProgram 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 < _programList.size(); i++ )
{
//_programList[i]->enable( _shadersEnabled );
}
}
/*EOF*/