OpenSceneGraph/examples/osgforest/osgforest.cpp

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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.
*/
#include <osg/AlphaFunc>
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#include <osg/Billboard>
#include <osg/BlendFunc>
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#include <osg/Depth>
#include <osg/Geode>
#include <osg/Geometry>
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#include <osg/Material>
#include <osg/Math>
#include <osg/MatrixTransform>
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#include <osg/PolygonOffset>
#include <osg/Projection>
#include <osg/ShapeDrawable>
#include <osg/StateSet>
#include <osg/Switch>
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#include <osg/Texture2D>
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#include <osg/TexEnv>
#include <osg/VertexProgram>
#include <osg/FragmentProgram>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
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#include <osgUtil/LineSegmentIntersector>
#include <osgUtil/IntersectionVisitor>
#include <osgUtil/SmoothingVisitor>
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#include <osgText/Text>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/StateSetManipulator>
#include <iostream>
#include <sstream>
// for the grid data..
#include "../osghangglide/terrain_coords.h"
// class to create the forest and manage the movement between various techniques.
class ForestTechniqueManager : public osg::Referenced
{
public:
ForestTechniqueManager() {}
class Tree : public osg::Referenced
{
public:
Tree():
_color(255,255,255,255),
_width(1.0f),
_height(1.0f),
_type(0) {}
Tree(const osg::Vec3& position, const osg::Vec4ub& color, float width, float height, unsigned int type):
_position(position),
_color(color),
_width(width),
_height(height),
_type(type) {}
osg::Vec3 _position;
osg::Vec4ub _color;
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) {}
void addCell(Cell* cell) { cell->_parent=this; _cells.push_back(cell); }
void addTree(Tree* tree) { _trees.push_back(tree); }
void addTrees(const TreeList& trees) { _trees.insert(_trees.end(),trees.begin(),trees.end()); }
void computeBound();
bool contains(const osg::Vec3& position) const { return _bb.contains(position); }
bool divide(unsigned int maxNumTreesPerCell=10);
bool divide(bool xAxis, bool yAxis, bool zAxis);
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void bin();
Cell* _parent;
osg::BoundingBox _bb;
CellList _cells;
TreeList _trees;
};
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);
osg::Geometry* createSprite( float w, float h, osg::Vec4ub color );
osg::Geometry* createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color );
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);
osg::Node* createShaderGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createHUDWithText(const std::string& text);
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osg::Node* createScene(unsigned int numTreesToCreates);
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;
_techniqueSwitch->setSingleChildOn(_currentTechnique);
}
}
osg::ref_ptr<osg::Switch> _techniqueSwitch;
int _currentTechnique;
};
// event handler to capture keyboard events and use them to advance the technique used for rendering
class TechniqueEventHandler : public osgGA::GUIEventHandler
{
public:
TechniqueEventHandler(ForestTechniqueManager* ttm=0) { _ForestTechniqueManager = ttm; }
META_Object(osgforestApp,TechniqueEventHandler);
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*);
virtual void getUsage(osg::ApplicationUsage& usage) const;
protected:
~TechniqueEventHandler() {}
TechniqueEventHandler(const TechniqueEventHandler&,const osg::CopyOp&) {}
osg::ref_ptr<ForestTechniqueManager> _ForestTechniqueManager;
};
bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*)
{
switch(ea.getEventType())
{
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if (ea.getKey()=='n' ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_Right ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Right)
{
_ForestTechniqueManager->advanceToNextTechnique(1);
return true;
}
else if (ea.getKey()=='p' ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_Left ||
ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left)
{
_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;
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;
}
else
{
return false;
}
}
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()
{
// 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);
}
osg::Geode* ForestTechniqueManager::createTerrain(const osg::Vec3& origin, const osg::Vec3& size)
{
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);
}
geode->setStateSet( stateset );
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]);
}
}
float scale_z = size.z()/(max_z-min_z);
bool createGrid = false;
if (createGrid)
{
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osg::HeightField* grid = new osg::HeightField;
grid->allocate(numColumns,numRows);
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);
}
}
geode->addDrawable(new osg::ShapeDrawable(grid));
}
else
{
osg::Geometry* geometry = new osg::Geometry;
osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
osg::Vec2Array& t = *(new osg::Vec2Array(numColumns*numRows));
osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
color[0].set(255,255,255,255);
float rowCoordDelta = size.y()/(float)(numRows-1);
float columnCoordDelta = size.x()/(float)(numColumns-1);
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());
pos.x()+=columnCoordDelta;
tex.x()+=columnTexDelta;
++vi;
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}
pos.y() += rowCoordDelta;
tex.y() += rowTexDelta;
}
geometry->setVertexArray(&v);
geometry->setColorArray(&color);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
geometry->setTexCoordArray(0,&t);
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;
}
}
geode->addDrawable(geometry);
osgUtil::SmoothingVisitor sv;
sv.smooth(*geometry);
}
return geode;
}
void ForestTechniqueManager::createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees)
{
float max_TreeHeight = sqrtf(size.length2()/(float)numTreesToCreate);
float max_TreeWidth = max_TreeHeight*0.5f;
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;
if (terrain)
{
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector =
new osgUtil::LineSegmentIntersector(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z()));
osgUtil::IntersectionVisitor iv(intersector.get());
terrain->accept(iv);
if (intersector->containsIntersections())
{
osgUtil::LineSegmentIntersector::Intersections& intersections = intersector->getIntersections();
for(osgUtil::LineSegmentIntersector::Intersections::iterator itr = intersections.begin();
itr != intersections.end();
++itr)
{
const osgUtil::LineSegmentIntersector::Intersection& intersection = *itr;
tree->_position = intersection.getWorldIntersectPoint();
}
}
}
trees.push_back(tree);
}
}
osg::Geometry* ForestTechniqueManager::createSprite( float w, float h, osg::Vec4ub color )
{
// set up the coords
osg::Vec3Array& v = *(new osg::Vec3Array(4));
osg::Vec2Array& t = *(new osg::Vec2Array(4));
osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1));
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;
}
osg::Geometry* ForestTechniqueManager::createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color )
{
// set up the coords
osg::Vec3Array& v = *(new osg::Vec3Array(8));
osg::Vec2Array& t = *(new osg::Vec2Array(8));
osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1));
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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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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billboard = new osg::Billboard;
billboard->setStateSet(stateset);
for(TreeList::iterator itr=cell->_trees.begin();
itr!=cell->_trees.end();
++itr)
{
Tree& tree = **itr;
billboard->addDrawable(createSprite(tree._width,tree._height,tree._color),tree._position);
}
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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));
}
if (billboard) group->addChild(billboard);
}
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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());
osg::Geode* geode = 0;
osg::Group* group = 0;
if (needTrees)
{
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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();
++itr)
{
Tree& tree = **itr;
geode->addDrawable(createOrthogonalQuads(tree._position,tree._width,tree._height,tree._color));
}
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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));
}
if (geode) group->addChild(geode);
}
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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());
osg::Group* transform_group = 0;
osg::Group* group = 0;
if (needTrees)
{
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transform_group = new osg::Group;
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();
++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));
osg::Geode* geode = new osg::Geode;
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geode->setStateSet(stateset);
geode->addDrawable(geometry);
transform->addChild(geode);
transform_group->addChild(transform);
}
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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));
}
if (transform_group) group->addChild(transform_group);
}
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if (group) return group;
else return transform_group;
}
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));
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;
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
{
for(PositionSizeList::const_iterator itr = _trees.begin();
itr != _trees.end();
++itr)
{
glColor4fv(itr->ptr());
_geometry->draw(renderInfo);
}
}
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;
}
void setGeometry(osg::Geometry* geometry)
{
_geometry = geometry;
}
void addTree(ForestTechniqueManager::Tree& tree)
{
_trees.push_back(osg::Vec4(tree._position.x(), tree._position.y(), tree._position.z(), tree._height));
}
osg::ref_ptr<osg::Geometry> _geometry;
PositionSizeList _trees;
protected:
virtual ~ShaderGeometry() {}
};
osg::Geometry* shared_geometry = 0;
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());
osg::Geode* geode = 0;
osg::Group* group = 0;
if (needTrees)
{
geode = new osg::Geode;
ShaderGeometry* shader_geometry = new ShaderGeometry;
shader_geometry->setGeometry(shared_geometry);
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);
}
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));
}
if (geode) group->addChild(geode);
}
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();
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
// 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);
position += delta;
}
// create the hud.
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
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;
}
osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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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;
std::cout<<"Creating tree locations...";std::cout.flush();
TreeList trees;
createTreeList(terrain.get(),origin,size,numTreesToCreates,trees);
std::cout<<"done."<<std::endl;
std::cout<<"Creating cell subdivision...";
osg::ref_ptr<Cell> cell = new Cell;
cell->addTrees(trees);
cell->divide();
std::cout<<"done."<<std::endl;
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;
{
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 );
}
_techniqueSwitch = new osg::Switch;
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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));
group->addChild(createHUDWithText("Using osg::Billboard's to create a forest\n\nPress left cursor key to select OpenGL shader based forest\nPress right cursor key to select double quad based forest"));
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_techniqueSwitch->addChild(group);
std::cout<<"done."<<std::endl;
}
{
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\nPress left cursor key to select osg::Billboard based forest\nPress right cursor key to select osg::MatrixTransform based forest\n"));
_techniqueSwitch->addChild(group);
std::cout<<"done."<<std::endl;
}
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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));
group->addChild(createHUDWithText("Using osg::MatrixTransform's to create a forest\n\nPress left cursor key to select double quad based forest\nPress right cursor key to select osg::Vertex/FragmentProgram based forest"));
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_techniqueSwitch->addChild(group);
std::cout<<"done."<<std::endl;
}
{
std::cout<<"Creating osg::Vertex/FragmentProgram based forest...";
osg::Group* group = new osg::Group;
osg::StateSet* stateset = new osg::StateSet(*dstate, osg::CopyOp::DEEP_COPY_ALL);
{
// vertex program
std::ostringstream vp_oss;
vp_oss <<
"!!ARBvp1.0\n"
"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"
// vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
"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"
// texcoord = gl_MultiTexCoord0.st;
"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\nPress left cursor key to select osg::MatrixTransform's based forest\nPress 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);
{
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
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#if 1
// use inline shaders
///////////////////////////////////////////////////////////////////
// vertex shader using just Vec4 coefficients
char vertexShaderSource[] =
"varying vec2 texcoord;\n"
"\n"
"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"
"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"uniform sampler2D baseTexture; \n"
"varying vec2 texcoord; \n"
"\n"
"void main(void) \n"
"{ \n"
" gl_FragColor = texture2D( 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);
#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
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
}
group->addChild(createShaderGraph(cell.get(),stateset));
group->addChild(createHUDWithText("Using OpenGL Shader to create a forest\n\nPress left cursor key to select osg::Vertex/FragmentProgram based forest\nPress right cursor key to select osg::Billboard based forest"));
_techniqueSwitch->addChild(group);
std::cout<<"done."<<std::endl;
}
_currentTechnique = 0;
_techniqueSwitch->setSingleChildOn(_currentTechnique);
osg::Group* scene = new osg::Group;
scene->addChild(terrain.get());
scene->addChild(_techniqueSwitch.get());
return scene;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer(arguments);
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float numTreesToCreates = 10000;
arguments.read("--trees",numTreesToCreates);
osg::ref_ptr<ForestTechniqueManager> ttm = new ForestTechniqueManager;
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new TechniqueEventHandler(ttm.get()));
viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));
// add model to viewer.
viewer.setSceneData( ttm->createScene((unsigned int)numTreesToCreates) );
return viewer.run();
}