OpenSceneGraph/examples/osgparametric/osgparametric.cpp

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#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Quat>
#include <osg/Matrix>
#include <osg/ShapeDrawable>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Texture2D>
#include <osgDB/FileUtils>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgProducer/Viewer>
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// for the grid data..
#include "../osghangglide/terrain_coords.h"
///////////////////////////////////////////////////////////////////
// vertex shader using just Vec4 coefficients
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char vertexShaderSource_simple[] =
"uniform vec4 coeff; \n"
"\n"
"void main(void) \n"
"{ \n"
"\n"
" gl_TexCoord[0] = gl_Vertex; \n"
" vec4 vert = gl_Vertex; \n"
" vert.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n"
" gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n"
" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
"}\n";
//////////////////////////////////////////////////////////////////
// vertex shader using full Matrix4 coefficients
char vertexShaderSource_matrix[] =
"uniform vec4 origin; \n"
"uniform mat4 coeffMatrix; \n"
"\n"
"void main(void) \n"
"{ \n"
"\n"
" gl_TexCoord[0] = gl_Vertex; \n"
" vec4 v = vec4(gl_Vertex.x, gl_Vertex.x*gl_Vertex.x, gl_Vertex.y, gl_Vertex.y*gl_Vertex.y ); \n"
" gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n"
"}\n";
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//////////////////////////////////////////////////////////////////
// vertex shader using texture read
char vertexShaderSource_texture[] =
"uniform sampler2D vertexTexture; \n"
"\n"
"void main(void) \n"
"{ \n"
"\n"
" gl_TexCoord[0] = gl_Vertex; \n"
" vec4 vert = gl_Vertex; \n"
" vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n"
" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"uniform sampler2D baseTexture; \n"
"\n"
"void main(void) \n"
"{ \n"
" gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n"
"}\n";
class UniformVarying : public osg::Uniform::Callback
{
virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv)
{
const osg::FrameStamp* fs = nv->getFrameStamp();
float value = sinf(fs->getReferenceTime());
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uniform->set(osg::Vec4(value,-value,-value,value));
}
};
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osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName)
{
osg::Geode* geode = new osg::Geode;
osg::Geometry* geom = new osg::Geometry;
geode->addDrawable(geom);
// dimensions for ~one million triangles :-)
unsigned int num_x = 708;
unsigned int num_y = 708;
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// set up state
{
osg::StateSet* stateset = geom->getOrCreateStateSet();
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
if (shader=="simple")
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
program->addShader(vertex_shader);
osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
coeff->setUpdateCallback(new UniformVarying);
stateset->addUniform(coeff);
}
else if (shader=="matrix")
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix);
program->addShader(vertex_shader);
osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f));
stateset->addUniform(origin);
osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix",
osg::Matrix(1.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,-1.0f,0.0f,
0.0f,1.0f,-1.0f,0.0f,
0.0f,0.0f,1.0f,0.0f));
stateset->addUniform(coeffMatrix);
}
else if (shader=="texture")
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture);
program->addShader(vertex_shader);
osg::Image* image = 0;
if (terrainFileName.empty())
{
image = new osg::Image;
unsigned int tx = 38;
unsigned int ty = 39;
image->allocateImage(tx,ty,1,GL_LUMINANCE,GL_FLOAT,1);
for(unsigned int r=0;r<ty;++r)
{
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for(unsigned int c=0;c<tx;++c)
{
*((float*)image->data(c,r)) = vertex[r+c*39][2]*0.1;
}
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}
num_x = tx;
num_y = tx;
}
else
{
image = osgDB::readImageFile(terrainFileName);
num_x = image->s();
num_y = image->t();
}
osg::Texture2D* vertexTexture = new osg::Texture2D(image);
vertexTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
vertexTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
vertexTexture->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI);
stateset->setTextureAttributeAndModes(1,vertexTexture);
osg::Uniform* vertexTextureSampler = new osg::Uniform("vertexTexture",1);
stateset->addUniform(vertexTextureSampler);
}
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile(textureFileName));
stateset->setTextureAttributeAndModes(0,texture);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
}
// set up geometry data.
osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y );
float dx = 1.0f/(float)(num_x-1);
float dy = 1.0f/(float)(num_y-1);
osg::Vec3 row(0.0f,0.0f,0.0);
unsigned int vert_no = 0;
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unsigned int iy;
for(iy=0; iy<num_y; ++iy)
{
osg::Vec3 column = row;
for(unsigned int ix=0;ix<num_x;++ix)
{
(*vertices)[vert_no++] = column;
column.x() += dx;
}
row.y() += dy;
}
geom->setVertexArray(vertices);
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for(iy=0; iy<num_y-1; ++iy)
{
unsigned int element_no = 0;
osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP, num_x*2);
unsigned int index = iy * num_x;
for(unsigned int ix = 0; ix<num_x; ++ix)
{
(*elements)[element_no++] = index + num_x;
(*elements)[element_no++] = index++;
}
geom->addPrimitiveSet(elements);
}
// geom->setUseVertexBufferObjects(true);
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return geode;
}
int main(int argc, char *argv[])
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrate support for ARB_vertex_program.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
// construct the viewer.
osgProducer::Viewer viewer(arguments);
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
std::string shader("simple");
while(arguments.read("-s",shader)) {}
std::string textureFileName("Images/lz.rgb");
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while(arguments.read("-t",textureFileName)) {}
std::string terrainFileName("");
while(arguments.read("-d",terrainFileName)) {}
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
arguments.reportRemainingOptionsAsUnrecognized();
// report any errors if they have occured when parsing the program aguments.
if (arguments.errors())
{
arguments.writeErrorMessages(std::cout);
return 1;
}
// load the nodes from the commandline arguments.
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osg::Node* model = createModel(shader,textureFileName,terrainFileName);
if (!model)
{
return 1;
}
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData(model);
// create the windows and run the threads.
viewer.realize();
while( !viewer.done() )
{
// wait for all cull and draw threads to complete.
viewer.sync();
// update the scene by traversing it with the the update visitor which will
// call all node update callbacks and animations.
viewer.update();
// fire off the cull and draw traversals of the scene.
viewer.frame();
}
// wait for all cull and draw threads to complete.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}