Added option for terrain texturing.
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91106262e8
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@ -14,6 +14,9 @@
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#include <osgProducer/Viewer>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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///////////////////////////////////////////////////////////////////
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// vertex shader using just Vec4 coefficients
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char vertexShaderSource_simple[] =
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@ -43,6 +46,19 @@ char vertexShaderSource_matrix[] =
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" gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// vertex shader using texture read
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char vertexShaderSource_texture[] =
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"uniform sampler2D vertexTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" gl_Vertex.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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@ -67,7 +83,7 @@ class UniformVarying : public osg::Uniform::Callback
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}
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};
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osg::Node* createModel(const std::string& shader)
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osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName)
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{
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osg::Geode* geode = new osg::Geode;
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@ -78,6 +94,98 @@ osg::Node* createModel(const std::string& shader)
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unsigned int num_x = 708;
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unsigned int num_y = 708;
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// set up state
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{
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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if (shader=="simple")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
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program->addShader(vertex_shader);
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osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
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coeff->setUpdateCallback(new UniformVarying);
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stateset->addUniform(coeff);
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}
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else if (shader=="matrix")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix);
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program->addShader(vertex_shader);
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osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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stateset->addUniform(origin);
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osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix",
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osg::Matrix(1.0f,0.0f,1.0f,0.0f,
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0.0f,0.0f,-1.0f,0.0f,
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0.0f,1.0f,-1.0f,0.0f,
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0.0f,0.0f,1.0f,0.0f));
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stateset->addUniform(coeffMatrix);
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}
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else if (shader=="texture")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture);
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program->addShader(vertex_shader);
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osg::Image* image = 0;
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if (terrainFileName.empty())
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{
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image = new osg::Image;
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unsigned int tx = 38;
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unsigned int ty = 39;
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image->allocateImage(tx,ty,1,GL_LUMINANCE,GL_FLOAT,1);
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for(unsigned int r=0;r<ty;++r)
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{
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for(unsigned int c=0;c<tx;++c)
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{
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*((float*)image->data(c,r)) = vertex[r+c*39][2]*0.1;
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}
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}
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num_x = tx;
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num_y = tx;
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}
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else
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{
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image = osgDB::readImageFile(terrainFileName);
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num_x = image->s();
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num_y = image->t();
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}
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osg::Texture2D* vertexTexture = new osg::Texture2D(image);
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vertexTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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vertexTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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vertexTexture->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI);
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stateset->setTextureAttributeAndModes(1,vertexTexture);
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osg::Uniform* vertexTextureSampler = new osg::Uniform("vertexTexture",1);
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stateset->addUniform(vertexTextureSampler);
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}
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile(textureFileName));
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stateset->setTextureAttributeAndModes(0,texture);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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}
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// set up geometry data.
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osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y );
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float dx = 1.0f/(float)(num_x-1);
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@ -114,51 +222,6 @@ osg::Node* createModel(const std::string& shader)
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geom->setUseVertexBufferObjects(true);
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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if (shader=="simple")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
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program->addShader(vertex_shader);
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osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
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coeff->setUpdateCallback(new UniformVarying);
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stateset->addUniform(coeff);
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}
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else if (shader=="matrix")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix);
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program->addShader(vertex_shader);
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osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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stateset->addUniform(origin);
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osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix",
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osg::Matrix(1.0f,0.0f,1.0f,0.0f,
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0.0f,0.0f,-1.0f,0.0f,
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0.0f,1.0f,-1.0f,0.0f,
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0.0f,0.0f,1.0f,0.0f));
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stateset->addUniform(coeffMatrix);
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}
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else if (shader=="texture")
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{
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}
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile("lz.rgb"));
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texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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stateset->setTextureAttributeAndModes(0,texture);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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return geode;
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@ -184,6 +247,11 @@ int main(int argc, char *argv[])
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std::string shader("simple");
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while(arguments.read("-s",shader)) {}
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std::string textureFileName("lz.rgb");
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while(arguments.read("-t",textureFileName)) {}
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std::string terrainFileName("");
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while(arguments.read("-d",terrainFileName)) {}
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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@ -206,7 +274,7 @@ int main(int argc, char *argv[])
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}
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// load the nodes from the commandline arguments.
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osg::Node* model = createModel(shader);
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osg::Node* model = createModel(shader,textureFileName,terrainFileName);
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if (!model)
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{
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return 1;
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