Added base texture support.

This commit is contained in:
Robert Osfield 2005-08-09 14:13:24 +00:00
parent aedb187718
commit 5959362e5c

View File

@ -23,6 +23,8 @@
#include <osg/CameraNode> #include <osg/CameraNode>
#include <osg/TexGenNode> #include <osg/TexGenNode>
#include <osgDB/ReadFile>
using namespace osg; using namespace osg;
class LightTransformCallback: public osg::NodeCallback class LightTransformCallback: public osg::NodeCallback
@ -264,13 +266,27 @@ class UpdateCameraAndTexGenCallback : public osg::NodeCallback
////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////
// fragment shader // fragment shader
// //
char fragmentShaderSource[] = char fragmentShaderSource_noBaseTexture[] =
"uniform sampler2DShadow baseTexture; \n" "uniform sampler2DShadow shadowTexture; \n"
"uniform vec2 ambientBias; \n" "uniform vec2 ambientBias; \n"
"\n" "\n"
"void main(void) \n" "void main(void) \n"
"{ \n" "{ \n"
" gl_FragColor = gl_Color*(ambientBias.x + shadow2DProj( baseTexture, gl_TexCoord[0] ) * ambientBias.y); \n" " gl_FragColor = gl_Color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[0] ) * ambientBias.y); \n"
"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource_withBaseTexture[] =
"uniform sampler2D baseTexture; \n"
"uniform sampler2DShadow shadowTexture; \n"
"uniform vec2 ambientBias; \n"
"\n"
"void main(void) \n"
"{ \n"
" vec4 color = gl_Color * texture2D( baseTexture, gl_TexCoord[0] ); \n"
" gl_FragColor = color * (ambientBias.x + shadow2DProj( shadowTexture, gl_TexCoord[1] ) * ambientBias.y); \n"
"}\n"; "}\n";
@ -309,7 +325,7 @@ osg::Group* createShadowedScene(osg::Node* shadowed,osg::MatrixTransform* light_
float factor = 0.0f; float factor = 0.0f;
float units = 0.0f; float units = 1.0f;
ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset; ref_ptr<PolygonOffset> polygon_offset = new PolygonOffset;
polygon_offset->setFactor(factor); polygon_offset->setFactor(factor);
@ -364,12 +380,26 @@ osg::Group* createShadowedScene(osg::Node* shadowed,osg::MatrixTransform* light_
osg::Program* program = new osg::Program; osg::Program* program = new osg::Program;
stateset->setAttribute(program); stateset->setAttribute(program);
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); if (unit==0)
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_noBaseTexture);
program->addShader(fragment_shader);
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
stateset->addUniform(shadowTextureSampler);
}
else
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource_withBaseTexture);
program->addShader(fragment_shader); program->addShader(fragment_shader);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler); stateset->addUniform(baseTextureSampler);
osg::Uniform* shadowTextureSampler = new osg::Uniform("shadowTexture",(int)unit);
stateset->addUniform(shadowTextureSampler);
}
osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.2f,0.8f)); osg::Uniform* ambientBias = new osg::Uniform("ambientBias",osg::Vec2(0.2f,0.8f));
stateset->addUniform(ambientBias); stateset->addUniform(ambientBias);
@ -391,6 +421,8 @@ int main(int argc, char** argv)
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class"); arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " is the example which demonstrates using of GL_ARB_shadow extension implemented in osg::Texture class");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information"); arguments.getApplicationUsage()->addCommandLineOption("-h or --help", "Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--with-base-texture", "Adde base texture to shadowed model.");
arguments.getApplicationUsage()->addCommandLineOption("--no-base-texture", "Adde base texture to shadowed model.");
// construct the viewer. // construct the viewer.
osgProducer::Viewer viewer(arguments); osgProducer::Viewer viewer(arguments);
@ -401,6 +433,10 @@ int main(int argc, char** argv)
// get details on keyboard and mouse bindings used by the viewer. // get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments. getApplicationUsage()); viewer.getUsage(*arguments. getApplicationUsage());
bool withBaseTexture = true;
while(arguments.read("--with-base-texture")) { withBaseTexture = true; }
while(arguments.read("--no-base-texture")) { withBaseTexture = false; }
// if user request help write it out to cout. // if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help")) if (arguments.read("-h") || arguments.read("--help"))
{ {
@ -427,7 +463,18 @@ int main(int argc, char** argv)
ref_ptr<MatrixTransform> light_transform = _create_lights(); ref_ptr<MatrixTransform> light_transform = _create_lights();
if (!light_transform.valid()) return 1; if (!light_transform.valid()) return 1;
ref_ptr<Group> shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),0); ref_ptr<Group> shadowedScene;
if (withBaseTexture)
{
shadowed_scene->getOrCreateStateSet()->setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile("lz.rgb")), osg::StateAttribute::ON);
shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),1);
}
else
{
shadowedScene = createShadowedScene(shadowed_scene.get(),light_transform.get(),0);
}
scene->addChild(shadowedScene.get()); scene->addChild(shadowedScene.get());