Support for BumpMapping added by Marco Jez.

This commit is contained in:
Robert Osfield 2003-09-01 21:53:53 +00:00
parent bc14e4ecdc
commit 7575f45800
9 changed files with 981 additions and 17 deletions

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@ -44,6 +44,9 @@ Package=<4>
Begin Project Dependency
Project_Dep_Name Core osgUtil
End Project Dependency
Begin Project Dependency
Project_Dep_Name Core osgDB
End Project Dependency
}}}
###############################################################################

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@ -150,6 +150,10 @@ DEP_CPP_ANISO=\
# End Source File
# Begin Source File
SOURCE=..\..\src\osgFX\BumpMapping.cpp
# End Source File
# Begin Source File
SOURCE=..\..\src\osgFX\Cartoon.cpp
DEP_CPP_CARTO=\
"..\..\Include\Osg\Array"\
@ -499,6 +503,10 @@ SOURCE=..\..\include\osgFX\AnisotropicLighting
# End Source File
# Begin Source File
SOURCE=..\..\include\osgFX\BumpMapping
# End Source File
# Begin Source File
SOURCE=..\..\include\osgFX\Cartoon
# End Source File
# Begin Source File

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@ -154,6 +154,10 @@ DEP_CPP_IO_AN=\
# End Source File
# Begin Source File
SOURCE=..\..\..\src\osgPlugins\osgFX\IO_BumpMapping.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\src\osgPlugins\osgFX\IO_Cartoon.cpp
DEP_CPP_IO_CA=\
"..\..\..\Include\osg\ArgumentParser"\

198
include/osgFX/BumpMapping Normal file
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@ -0,0 +1,198 @@
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
//osgFX - Copyright (C) 2003 Marco Jez
#ifndef OSGFX_BUMPMAPPING_
#define OSGFX_BUMPMAPPING_
#include <osgFX/Export>
#include <osgFX/Effect>
#include <osg/ref_ptr>
#include <osg/Texture2D>
namespace osgFX
{
/**
This effect makes surfaces appear bumpy. The child node must use two textures,
one for diffuse color and one for the normal map (which can be created
from a height map with tools like nVIDIA's normal map generator). Furthermore,
tangent-space basis vectors must be created and assigned to each Geometry; this
can be done quickly by calling BumpMapping::prepareChild(). Note that both
diffuse and normal map textures must have corresponding UV maps defined in
Geometry objects.
This effect defines a preferred technique which uses ARB vertex & fragment
programs, and a fallback technique which doesn't use fragment programs. The
latter is more limited though since it can't handle ambient and specular
components.
*/
class OSGFX_EXPORT BumpMapping: public Effect {
public:
BumpMapping();
BumpMapping(const BumpMapping &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY);
META_Effect(osgFX, BumpMapping,
"Bump Mapping",
"This effect makes surfaces appear bumpy. The child node must use two textures, "
"one for diffuse color and one for the normal map (which can be created "
"from a height map with tools like nVIDIA's normal map generator). Furthermore, "
"tangent-space basis vectors must be created and assigned to each Geometry; this "
"can be done quickly by calling BumpMapping::prepareChild(). Note that both "
"diffuse and normal map textures must have corresponding UV maps defined in "
"Geometry objects.\n"
"This effect defines a preferred technique which uses ARB vertex & fragment "
"programs, and a fallback technique which doesn't use fragment programs. The "
"latter is more limited though since it can't handle ambient and specular "
"components.",
"Marco Jez");
/** get the OpenGL light number */
inline int getLightNumber() const;
/** set the OpenGL light number that will be used in lighting computations */
inline void setLightNumber(int n);
/** get the texture unit that contains diffuse color texture. Default is 1 */
inline int getDiffuseTextureUnit() const;
/** set the texture unit that contains diffuse color texture. Default is 1 */
inline void setDiffuseTextureUnit(int n);
/** get the texture unit that contains normal map texture. Default is 0 */
inline int getNormalMapTextureUnit() const;
/** set the texture unit that contains normal map texture. Default is 0 */
inline void setNormalMapTextureUnit(int n);
/** get the diffuse color texture that overrides the child's texture */
inline osg::Texture2D *getOverrideDiffuseTexture();
/** get the const diffuse color texture that overrides the child's texture */
inline const osg::Texture2D *getOverrideDiffuseTexture() const;
/** set the diffuse color texture that overrides the child's texture */
inline void setOverrideDiffuseTexture(osg::Texture2D *texture);
/** get the normal map texture that overrides the child's texture */
inline osg::Texture2D *getOverrideNormalMapTexture();
/** get the const normal map texture that overrides the child's texture */
inline const osg::Texture2D *getOverrideNormalMapTexture() const;
/** set the normal map texture that overrides the child's texture */
inline void setOverrideNormalMapTexture(osg::Texture2D *texture);
/**
prepare a Geometry for bump lighting. Tangent-space basis vectors are
generated and attached to the geometry as vertex attribute arrays.
*/
void prepareGeometry(osg::Geometry *geo);
/** prepare a Node for bump lighting, calling prepareGeometry() for each Geometry */
void prepareNode(osg::Node *node);
/** prepare the current child for bump lighting. Actually calls prepareNode(getChild()) */
void prepareChild();
/** set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates */
void setUpDemo();
protected:
virtual ~BumpMapping() {}
BumpMapping &operator=(const BumpMapping &) { return *this; }
bool define_techniques();
private:
int lightnum_;
int diffuseunit_;
int normalunit_;
osg::ref_ptr<osg::Texture2D> diffuse_tex_;
osg::ref_ptr<osg::Texture2D> normal_tex_;
};
// INLINE METHODS
inline int BumpMapping::getLightNumber() const
{
return lightnum_;
}
inline void BumpMapping::setLightNumber(int n)
{
lightnum_ = n;
dirtyTechniques();
}
inline int BumpMapping::getDiffuseTextureUnit() const
{
return diffuseunit_;
}
inline void BumpMapping::setDiffuseTextureUnit(int n)
{
diffuseunit_ = n;
dirtyTechniques();
}
inline int BumpMapping::getNormalMapTextureUnit() const
{
return normalunit_;
}
inline void BumpMapping::setNormalMapTextureUnit(int n)
{
normalunit_ = n;
dirtyTechniques();
}
inline osg::Texture2D *BumpMapping::getOverrideDiffuseTexture()
{
return diffuse_tex_.get();
}
inline const osg::Texture2D *BumpMapping::getOverrideDiffuseTexture() const
{
return diffuse_tex_.get();
}
inline void BumpMapping::setOverrideDiffuseTexture(osg::Texture2D *texture)
{
diffuse_tex_ = texture;
dirtyTechniques();
}
inline osg::Texture2D *BumpMapping::getOverrideNormalMapTexture()
{
return normal_tex_.get();
}
inline const osg::Texture2D *BumpMapping::getOverrideNormalMapTexture() const
{
return normal_tex_.get();
}
inline void BumpMapping::setOverrideNormalMapTexture(osg::Texture2D *texture)
{
normal_tex_ = texture;
dirtyTechniques();
}
}
#endif

635
src/osgFX/BumpMapping.cpp Normal file
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#include <osgFX/BumpMapping>
#include <osgFX/Registry>
#include <osg/VertexProgram>
#include <osg/FragmentProgram>
#include <osg/Texture2D>
#include <osg/Depth>
#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/BlendFunc>
#include <osg/Geometry>
#include <osg/Notify>
#include <osgUtil/TangentSpaceGenerator>
#include <osgDB/ReadFile>
#include <sstream>
using namespace osgFX;
namespace
{
// this is a visitor class that prepares all geometries in a subgraph
// by calling prepareGeometry() which in turn generates tangent-space
// basis vectors
class TsgVisitor: public osg::NodeVisitor {
public:
TsgVisitor(BumpMapping *bm): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), bm_(bm) {}
void apply(osg::Geode &geode)
{
for (unsigned i=0; i<geode.getNumDrawables(); ++i) {
osg::Geometry *geo = dynamic_cast<osg::Geometry *>(geode.getDrawable(i));
if (geo) {
bm_->prepareGeometry(geo);
}
}
osg::NodeVisitor::apply(geode);
}
private:
osg::ref_ptr<BumpMapping> bm_;
};
// this visitor generates texture coordinates for all geometries in a
// subgraph. It is used only for demo purposes.
class TexCoordGenerator: public osg::NodeVisitor {
public:
TexCoordGenerator(int du, int nu): osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), du_(du), nu_(nu) {}
void apply(osg::Geode &geode)
{
const osg::BoundingSphere &bsphere = geode.getBound();
float scale = 10;
if (bsphere.radius() != 0) {
scale = 5 / bsphere.radius();
}
for (unsigned i=0; i<geode.getNumDrawables(); ++i) {
osg::Geometry *geo = dynamic_cast<osg::Geometry *>(geode.getDrawable(i));
if (geo) {
osg::ref_ptr<osg::Vec2Array> tc = generate_coords(geo->getVertexArray(), geo->getNormalArray(), scale);
geo->setTexCoordArray(du_, tc.get());
geo->setTexCoordArray(nu_, tc.get());
}
}
osg::NodeVisitor::apply(geode);
}
protected:
osg::Vec2Array *generate_coords(osg::Array *vx, osg::Array *nx, float scale)
{
osg::Vec2Array *v2a = dynamic_cast<osg::Vec2Array *>(vx);
osg::Vec3Array *v3a = dynamic_cast<osg::Vec3Array *>(vx);
osg::Vec4Array *v4a = dynamic_cast<osg::Vec4Array *>(vx);
osg::Vec2Array *n2a = dynamic_cast<osg::Vec2Array *>(nx);
osg::Vec3Array *n3a = dynamic_cast<osg::Vec3Array *>(nx);
osg::Vec4Array *n4a = dynamic_cast<osg::Vec4Array *>(nx);
osg::ref_ptr<osg::Vec2Array> tc = new osg::Vec2Array;
for (unsigned i=0; i<vx->getNumElements(); ++i) {
osg::Vec3 P;
if (v2a) P.set(v2a->at(i).x(), v2a->at(i).y(), 0);
if (v3a) P.set(v3a->at(i).x(), v3a->at(i).y(), v3a->at(i).z());
if (v4a) P.set(v4a->at(i).x(), v4a->at(i).y(), v4a->at(i).z());
osg::Vec3 N(0, 0, 1);
if (n2a) N.set(n2a->at(i).x(), n2a->at(i).y(), 0);
if (n3a) N.set(n3a->at(i).x(), n3a->at(i).y(), n3a->at(i).z());
if (n4a) N.set(n4a->at(i).x(), n4a->at(i).y(), n4a->at(i).z());
int axis = 0;
if (N.y() > N.x() && N.y() > N.z()) axis = 1;
if (-N.y() > N.x() && -N.y() > N.z()) axis = 1;
if (N.z() > N.x() && N.z() > N.y()) axis = 2;
if (-N.z() > N.x() && -N.z() > N.y()) axis = 2;
osg::Vec2 uv;
switch (axis) {
case 0: uv.set(P.y(), P.z()); break;
case 1: uv.set(P.x(), P.z()); break;
case 2: uv.set(P.x(), P.y()); break;
default: ;
}
tc->push_back(uv * scale);
}
return tc.take();
}
private:
int du_;
int nu_;
};
}
namespace
{
// a state attribute class that grabs the initial inverse view matrix
// and sends it to a VertexProgram.
// NOTE: due to lack of support for per-context parameters in VertexProgram,
// this class will send the matrix to the vp only while the first context
// is being rendered. All subsequent contexts will use the first context's
// matrix.
class ViewMatrixExtractor: public osg::StateAttribute {
public:
ViewMatrixExtractor()
: osg::StateAttribute(),
vp_(0),
param_(0),
first_context_(-1)
{
}
ViewMatrixExtractor(const ViewMatrixExtractor &copy, const osg::CopyOp &copyop)
: osg::StateAttribute(copy, copyop),
vp_(static_cast<osg::VertexProgram *>(copyop(copy.vp_.get()))),
param_(copy.param_),
first_context_(-1)
{
}
ViewMatrixExtractor(osg::VertexProgram *vp, int param)
: osg::StateAttribute(),
vp_(vp),
param_(param),
first_context_(-1)
{
}
META_StateAttribute(osgFX, ViewMatrixExtractor, 0x564d4548);
int compare(const osg::StateAttribute &sa) const
{
COMPARE_StateAttribute_Types(ViewMatrixExtractor, sa);
if (vp_.get() != rhs.vp_.get()) return -1;
if (param_ < rhs.param_) return -1;
if (param_ > rhs.param_) return 1;
return 0;
}
void apply(osg::State &state) const
{
if (first_context_ == -1) {
first_context_ = state.getContextID();
}
if (state.getContextID() == first_context_) {
if (vp_.valid()) {
osg::Matrix M = state.getInitialInverseViewMatrix();
for (int i=0; i<4; ++i) {
vp_->setProgramLocalParameter(param_+i, osg::Vec4(M(0, i), M(1, i), M(2, i), M(3, i)));
}
}
}
}
private:
mutable osg::ref_ptr<osg::VertexProgram> vp_;
int param_;
mutable int first_context_;
};
}
namespace
{
// let's register this cool effect! :)
Registry::Proxy proxy(new BumpMapping);
}
namespace
{
// "Full ARB" technique uses ARB vertex program and fragment program.
// Handles ambient, diffuse and specular lighting transparently. A texture
// for the diffuse component is required as well as a normal map texture.
class FullArbTechnique: public Technique {
public:
FullArbTechnique(int lightnum, int diffuseunit, int normalunit, osg::Texture2D *diffuse_tex, osg::Texture2D *normal_tex)
: Technique(),
lightnum_(lightnum),
diffuseunit_(diffuseunit),
normalunit_(normalunit),
diffuse_tex_(diffuse_tex),
normal_tex_(normal_tex)
{
}
META_Technique(
"FullArbTechnique",
"Single-pass technique, requires ARB_vertex_program and ARB_fragment_program."
);
void getRequiredExtensions(std::vector<std::string> &extensions) const
{
extensions.push_back("GL_ARB_vertex_program");
extensions.push_back("GL_ARB_fragment_program");
}
protected:
void define_passes()
{
// vertex program
std::ostringstream vp_oss;
vp_oss <<
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;"
"PARAM c4 = { 0, 0, 0, 1 };"
"PARAM c5 = { 0.5, 4, 0, 0 };"
"TEMP R0, R1, R2, R3, R4, R5, R6, R7, R8;"
"ATTRIB v5 = vertex.attrib[15];"
"ATTRIB v4 = vertex.attrib[7];"
"ATTRIB v3 = vertex.attrib[6];"
"ATTRIB v25 = vertex.texcoord[1];"
"ATTRIB v24 = vertex.texcoord[0];"
"ATTRIB v18 = vertex.normal;"
"ATTRIB v16 = vertex.position;"
"PARAM s259[4] = { state.matrix.mvp };"
"PARAM s18 = state.light[0].position;"
"PARAM s77 = state.lightprod[0].specular;"
"PARAM s4 = state.material.shininess;"
"PARAM s75 = state.lightprod[0].ambient;"
"PARAM s223[4] = { state.matrix.modelview[0] };"
"PARAM c0[4] = { program.local[0..3] };"
" MOV result.texcoord[2].xyz, s75.xyzx;"
" MOV result.texcoord[2].w, s4.x;"
" MOV result.texcoord[0].zw, s77.xyxy;"
" MOV result.texcoord[0].xy, v24;"
" MOV result.texcoord[1].zw, s77.zwzw;"
" MOV result.texcoord[1].xy, v25;"
" MOV R5, c0[0];"
" MUL R0, R5.y, s223[1];"
" MAD R0, R5.x, s223[0], R0;"
" MAD R0, R5.z, s223[2], R0;"
" MAD R0, R5.w, s223[3], R0;"
" DP4 R1.x, R0, v16;"
" MOV R4, c0[1];"
" MUL R2, R4.y, s223[1];"
" MAD R2, R4.x, s223[0], R2;"
" MAD R2, R4.z, s223[2], R2;"
" MAD R7, R4.w, s223[3], R2;"
" DP4 R1.y, R7, v16;"
" MOV R3, c0[2];"
" MUL R2, R3.y, s223[1];"
" MAD R2, R3.x, s223[0], R2;"
" MAD R2, R3.z, s223[2], R2;"
" MAD R6, R3.w, s223[3], R2;"
" DP4 R1.z, R6, v16;"
" MOV R2, c0[3];"
" MUL R8, R2.y, s223[1];"
" MAD R8, R2.x, s223[0], R8;"
" MAD R8, R2.z, s223[2], R8;"
" MAD R8, R2.w, s223[3], R8;"
" MOV R8.x, R5.w;"
" MOV R8.y, R4.w;"
" MOV R8.z, R3.w;"
" ADD R1.yzw, R8.xxyz, -R1.xxyz;"
" DP3 R1.x, R1.yzwy, R1.yzwy;"
" RSQ R1.x, R1.x;"
" DP4 R5.x, R5, s18;"
" DP4 R5.y, R4, s18;"
" DP4 R5.z, R3, s18;"
" DP3 R2.x, R5.xyzx, R5.xyzx;"
" RSQ R2.x, R2.x;"
" MUL R5.xyz, R2.x, R5.xyzx;"
" MAD R1.yzw, R1.x, R1.yyzw, R5.xxyz;"
" DP3 R1.x, R1.yzwy, R1.yzwy;"
" RSQ R1.x, R1.x;"
" MUL R4.xyz, R1.x, R1.yzwy;"
" DP3 R3.x, R0.xyzx, v3.xyzx;"
" DP3 R3.y, R7.xyzx, v3.xyzx;"
" DP3 R3.z, R6.xyzx, v3.xyzx;"
" DP3 R8.x, R3.xyzx, R4.xyzx;"
" DP3 R2.x, R0.xyzx, v4.xyzx;"
" DP3 R2.y, R7.xyzx, v4.xyzx;"
" DP3 R2.z, R6.xyzx, v4.xyzx;"
" DP3 R8.y, R2.xyzx, R4.xyzx;"
" DP3 R1.x, R0.xyzx, v5.xyzx;"
" DP3 R1.y, R7.xyzx, v5.xyzx;"
" DP3 R1.z, R6.xyzx, v5.xyzx;"
" DP3 R8.z, R1.xyzx, R4.xyzx;"
" MAD result.color.front.secondary.xyz, c5.x, R8.xyzx, c5.x;"
" DP3 R0.y, R0.xyzx, v18.xyzx;"
" DP3 R0.z, R7.xyzx, v18.xyzx;"
" DP3 R0.w, R6.xyzx, v18.xyzx;"
" DP3 R0.x, R0.yzwy, R0.yzwy;"
" RSQ R0.x, R0.x;"
" MUL R6.xyz, R0.x, R0.yzwy;"
" DP3 R0.x, R6.xyzx, R4.xyzx;"
" MUL result.color.front.secondary.w, c5.y, R0.x;"
" DP3 R0.x, R3.xyzx, R5.xyzx;"
" DP3 R0.y, R2.xyzx, R5.xyzx;"
" DP3 R0.z, R1.xyzx, R5.xyzx;"
" MAD result.color.front.primary.xyz, c5.x, R0.xyzx, c5.x;"
" DP3 R0.x, R6.xyzx, R5.xyzx;"
" MUL result.color.front.primary.w, c5.y, R0.x;"
"END\n";
// fragment program
std::ostringstream fp_oss;
fp_oss <<
"!!ARBfp1.0\n"
"PARAM c0 = {1, 2, 0.5, 0};"
"PARAM c1 = {0, 0, 0, 1};"
"TEMP R0;"
"TEMP R1;"
"TEMP R2;"
"TEX R0, fragment.texcoord[0], texture[0], 2D;"
"TEX R1, fragment.texcoord[1], texture[1], 2D;"
"ADD R0, R0, -c0.z;"
"MUL R0.xyz, c0.y, R0;"
"ADD R2.xyz, fragment.color.primary, -c0.z;"
"MUL R2.xyz, c0.y, R2;"
"DP3_SAT R0.w, R0, R2;"
"ADD R2, fragment.color.secondary, -c0.z;"
"MUL R2.xyz, c0.y, R2;"
"DP3_SAT R0.x, R0, R2;"
"POW R0.x, R0.x, fragment.texcoord[2].w;"
"MOV R2.xyz, fragment.texcoord[2].xyyx;"
"MOV R2.w, c1.w;"
"MOV_SAT R0.y, fragment.color.primary.w;"
"MUL R0.w, R0.y, R0.w;"
"ADD R2, R2, R0.w;"
"MUL R1.xyz, R1, R2;"
"MOV_SAT R0.y, fragment.color.secondary.w;"
"MUL R0.xyz, R0.y, R0.x;"
"MOV R2.xy, fragment.texcoord[1].zwzz;"
"MOV R2.z, fragment.texcoord[0].z;"
"MUL R2.xyz, R0, R2;"
"ADD R2.xyz, R1, R2;"
"MOV result.color.xyz, R2;"
"MOV result.color.w, c0.x;"
"END\n";
osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
osg::ref_ptr<osg::VertexProgram> vp = new osg::VertexProgram;
vp->setVertexProgram(vp_oss.str());
ss->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
osg::ref_ptr<osg::FragmentProgram> fp = new osg::FragmentProgram;
fp->setFragmentProgram(fp_oss.str());
ss->setAttributeAndModes(fp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
ss->setAttributeAndModes(new ViewMatrixExtractor(vp.get(), 0), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
if (diffuse_tex_.valid()) {
ss->setTextureAttributeAndModes(diffuseunit_, diffuse_tex_.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
}
if (normal_tex_.valid()) {
ss->setTextureAttributeAndModes(normalunit_, normal_tex_.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
}
addPass(ss.get());
}
private:
int lightnum_;
int diffuseunit_;
int normalunit_;
osg::ref_ptr<osg::Texture2D> diffuse_tex_;
osg::ref_ptr<osg::Texture2D> normal_tex_;
};
}
namespace
{
// "ARB Vp" technique uses ARB vertex program and DOT3 texture environment.
// Ambient and specular components are not handled. A texture for the diffuse
// component is required as well as a normal map texture.
class ArbVpTechnique: public Technique {
public:
ArbVpTechnique(int lightnum, int diffuseunit, int normalunit, osg::Texture2D *diffuse_tex, osg::Texture2D *normal_tex)
: Technique(),
lightnum_(lightnum),
diffuseunit_(diffuseunit),
normalunit_(normalunit),
diffuse_tex_(diffuse_tex),
normal_tex_(normal_tex)
{
}
META_Technique(
"ArbVpTechnique",
"Two-passes technique, requires ARB_vertex_program and ARB_texture_env_dot3."
"Only diffuse lighting, no ambient, no specularity."
);
void getRequiredExtensions(std::vector<std::string> &extensions) const
{
extensions.push_back("GL_ARB_vertex_program");
extensions.push_back("GL_ARB_texture_env_dot3");
}
void define_passes()
{
if (diffuseunit_ != (normalunit_ + 1)) {
osg::notify(osg::WARN) << "Warning: osgFX::BumpMapping: this technique (ArbVpTechnique) requires that diffuse_unit == (normal_unit + 1). Effect may not show up properly.\n";
}
// first pass, diffuse bump
{
std::ostringstream vp_oss;
vp_oss <<
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;"
"PARAM c0 = { 0.5, 1, 0, 0 };"
"TEMP R0, R1, R2;"
"ATTRIB v5 = vertex.attrib[15];"
"ATTRIB v4 = vertex.attrib[7];"
"ATTRIB v3 = vertex.attrib[6];"
"ATTRIB v24 = vertex.texcoord[" << normalunit_ << "];"
"ATTRIB v25 = vertex.texcoord[" << diffuseunit_ << "];"
"ATTRIB v18 = vertex.normal;"
"ATTRIB v16 = vertex.position;"
"PARAM s259[4] = { state.matrix.mvp };"
"PARAM s18 = state.light[" << lightnum_ << "].position;"
"PARAM s223[4] = { state.matrix.modelview[0] };"
" MOV result.texcoord[" << diffuseunit_ << "].xy, v25;"
" MOV result.texcoord[" << normalunit_ << "].xy, v24;"
" DP3 R0.y, s223[0].xyzx, v3.xyzx;"
" DP3 R0.z, s223[1].xyzx, v3.xyzx;"
" DP3 R0.w, s223[2].xyzx, v3.xyzx;"
" DP3 R0.x, s18.xyzx, s18.xyzx;"
" RSQ R0.x, R0.x;"
" MUL R2.xyz, R0.x, s18.xyzx;"
" DP3 R1.x, R0.yzwy, R2.xyzx;"
" DP3 R0.x, s223[0].xyzx, v4.xyzx;"
" DP3 R0.y, s223[1].xyzx, v4.xyzx;"
" DP3 R0.z, s223[2].xyzx, v4.xyzx;"
" DP3 R1.y, R0.xyzx, R2.xyzx;"
" DP3 R0.x, s223[0].xyzx, v5.xyzx;"
" DP3 R0.y, s223[1].xyzx, v5.xyzx;"
" DP3 R0.z, s223[2].xyzx, v5.xyzx;"
" DP3 R1.z, R0.xyzx, R2.xyzx;"
" MAD result.color.front.primary.xyz, c0.x, R1.xyzx, c0.x;"
" MOV result.color.front.primary.w, c0.y;"
"END\n";
osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
osg::ref_ptr<osg::VertexProgram> vp = new osg::VertexProgram;
vp->setVertexProgram(vp_oss.str());
ss->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
if (diffuse_tex_.valid()) {
ss->setTextureAttributeAndModes(diffuseunit_, diffuse_tex_.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
}
if (normal_tex_.valid()) {
ss->setTextureAttributeAndModes(normalunit_, normal_tex_.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
}
osg::ref_ptr<osg::TexEnvCombine> tec = new osg::TexEnvCombine;
tec->setCombine_RGB(osg::TexEnvCombine::DOT3_RGB);
tec->setSource0_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
tec->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
ss->setTextureAttributeAndModes(normalunit_, tec.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
osg::ref_ptr<osg::TexEnv> te = new osg::TexEnv;
te->setMode(osg::TexEnv::MODULATE);
ss->setTextureAttributeAndModes(diffuseunit_, te.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
addPass(ss.get());
}
// second pass, self-shadowing
{
std::ostringstream vp_oss;
vp_oss <<
"!!ARBvp1.0\n"
"OPTION ARB_position_invariant;"
"PARAM c0 = { 8, 0, 1, 0 };"
"TEMP R0;"
"ATTRIB v18 = vertex.normal;"
"ATTRIB v16 = vertex.position;"
"PARAM s259[4] = { state.matrix.mvp };"
"PARAM s18 = state.light[" << lightnum_ << "].position;"
"PARAM s631[4] = { state.matrix.modelview[0].invtrans };"
" DP4 R0.x, s631[0], v18;"
" DP4 R0.y, s631[1], v18;"
" DP4 R0.z, s631[2], v18;"
" DP3 R0.x, R0.xyzx, s18.xyzx;"
" MAX R0.x, R0.x, c0.y;"
" MUL R0.x, c0.x, R0.x;"
" MIN result.color.front.primary.xyz, R0.x, c0.z;"
" MOV result.color.front.primary.w, c0.z;"
"END\n";
osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
osg::ref_ptr<osg::Depth> depth = new osg::Depth;
depth->setFunction(osg::Depth::EQUAL);
ss->setAttributeAndModes(depth.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
osg::ref_ptr<osg::VertexProgram> vp = new osg::VertexProgram;
vp->setVertexProgram(vp_oss.str());
ss->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
osg::ref_ptr<osg::BlendFunc> bf = new osg::BlendFunc;
bf->setFunction(osg::BlendFunc::DST_COLOR, osg::BlendFunc::ZERO);
ss->setAttributeAndModes(bf.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
ss->setTextureMode(diffuseunit_, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
ss->setTextureMode(normalunit_, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
addPass(ss.get());
}
}
protected:
int lightnum_;
int diffuseunit_;
int normalunit_;
osg::ref_ptr<osg::Texture2D> diffuse_tex_;
osg::ref_ptr<osg::Texture2D> normal_tex_;
};
}
BumpMapping::BumpMapping()
: Effect(),
lightnum_(0),
diffuseunit_(1),
normalunit_(0)
{
}
BumpMapping::BumpMapping(const BumpMapping &copy, const osg::CopyOp &copyop)
: Effect(copy, copyop),
lightnum_(copy.lightnum_),
diffuseunit_(copy.diffuseunit_),
normalunit_(copy.normalunit_),
diffuse_tex_(static_cast<osg::Texture2D *>(copyop(copy.diffuse_tex_.get()))),
normal_tex_(static_cast<osg::Texture2D *>(copyop(copy.normal_tex_.get())))
{
}
bool BumpMapping::define_techniques()
{
addTechnique(new FullArbTechnique(lightnum_, diffuseunit_, normalunit_, diffuse_tex_.get(), normal_tex_.get()));
addTechnique(new ArbVpTechnique(lightnum_, diffuseunit_, normalunit_, diffuse_tex_.get(), normal_tex_.get()));
return true;
}
void BumpMapping::prepareGeometry(osg::Geometry *geo)
{
osg::ref_ptr<osgUtil::TangentSpaceGenerator> tsg = new osgUtil::TangentSpaceGenerator;
tsg->generate(geo, normalunit_);
if (!geo->getVertexAttribArray(6))
geo->setVertexAttribArray(6, false, tsg->getTangentArray(), osg::Geometry::BIND_PER_VERTEX);
if (!geo->getVertexAttribArray(7))
geo->setVertexAttribArray(7, false, tsg->getBinormalArray(), osg::Geometry::BIND_PER_VERTEX);
if (!geo->getVertexAttribArray(15))
geo->setVertexAttribArray(15, false, tsg->getNormalArray(), osg::Geometry::BIND_PER_VERTEX);
}
void BumpMapping::prepareNode(osg::Node *node)
{
TsgVisitor tv(this);
node->accept(tv);
}
void BumpMapping::prepareChild()
{
if (getChild())
prepareNode(getChild());
}
void BumpMapping::setUpDemo()
{
// generate texture coordinates
TexCoordGenerator tcg(diffuseunit_, normalunit_);
getChild()->accept(tcg);
// set up diffuse texture
if (!diffuse_tex_.valid()) {
diffuse_tex_ = new osg::Texture2D;
diffuse_tex_->setImage(osgDB::readImageFile("whitemetal_diffuse.jpg"));
diffuse_tex_->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
diffuse_tex_->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
diffuse_tex_->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
diffuse_tex_->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
diffuse_tex_->setMaxAnisotropy(8);
}
// set up normal map texture
if (!normal_tex_.valid()) {
normal_tex_ = new osg::Texture2D;
normal_tex_->setImage(osgDB::readImageFile("whitemetal_normal.jpg"));
normal_tex_->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
normal_tex_->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
normal_tex_->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
normal_tex_->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
normal_tex_->setMaxAnisotropy(8);
}
// generate tangent-space basis vector
prepareChild();
// recreate techniques on next step
dirtyTechniques();
}

View File

@ -3,6 +3,7 @@ include $(TOPDIR)/Make/makedefs
CXXFILES =\
AnisotropicLighting.cpp\
BumpMapping.cpp\
Cartoon.cpp\
Effect.cpp\
Registry.cpp\

View File

@ -3,6 +3,7 @@ include $(TOPDIR)/Make/makedefs
CXXFILES =\
IO_AnisotropicLighting.cpp\
IO_BumpMapping.cpp\
IO_Cartoon.cpp\
IO_Scribe.cpp\
IO_SpecularHighlights.cpp\

View File

@ -0,0 +1,83 @@
#include <osgFX/BumpMapping>
#include <osgDB/Registry>
#include <osgDB/Input>
#include <osgDB/Output>
bool BumpMapping_readLocalData(osg::Object &obj, osgDB::Input &fr);
bool BumpMapping_writeLocalData(const osg::Object &obj, osgDB::Output &fw);
osgDB::RegisterDotOsgWrapperProxy BumpMapping_Proxy
(
new osgFX::BumpMapping,
"osgFX::BumpMapping",
"Object Node osgFX::Effect osgFX::BumpMapping",
BumpMapping_readLocalData,
BumpMapping_writeLocalData
);
bool BumpMapping_readLocalData(osg::Object &obj, osgDB::Input &fr)
{
osgFX::BumpMapping &myobj = static_cast<osgFX::BumpMapping &>(obj);
bool itAdvanced = false;
if (fr[0].matchWord("lightNumber")) {
int n;
if (fr[1].getInt(n)) {
myobj.setLightNumber(n);
fr += 2;
itAdvanced = true;
}
}
if (fr[0].matchWord("diffuseUnit")) {
int n;
if (fr[1].getInt(n)) {
myobj.setDiffuseTextureUnit(n);
fr += 2;
itAdvanced = true;
}
}
if (fr[0].matchWord("normalMapUnit")) {
int n;
if (fr[1].getInt(n)) {
myobj.setNormalMapTextureUnit(n);
fr += 2;
itAdvanced = true;
}
}
osg::ref_ptr<osg::Texture2D> diffuse_tex = static_cast<osg::Texture2D *>(fr.readObjectOfType(osgDB::type_wrapper<osg::Texture2D>()));
if (diffuse_tex.valid()) {
myobj.setOverrideDiffuseTexture(diffuse_tex.get());
itAdvanced = true;
}
osg::ref_ptr<osg::Texture2D> normal_tex = static_cast<osg::Texture2D *>(fr.readObjectOfType(osgDB::type_wrapper<osg::Texture2D>()));
if (normal_tex.valid()) {
myobj.setOverrideDiffuseTexture(normal_tex.get());
itAdvanced = true;
}
return itAdvanced;
}
bool BumpMapping_writeLocalData(const osg::Object &obj, osgDB::Output &fw)
{
const osgFX::BumpMapping &myobj = static_cast<const osgFX::BumpMapping &>(obj);
fw.indent() << "lightNumber " << myobj.getLightNumber() << "\n";
fw.indent() << "diffuseUnit " << myobj.getDiffuseTextureUnit() << "\n";
fw.indent() << "normalMapUnit " << myobj.getNormalMapTextureUnit() << "\n";
if (myobj.getOverrideDiffuseTexture()) {
fw.writeObject(*myobj.getOverrideDiffuseTexture());
}
if (myobj.getOverrideNormalMapTexture()) {
fw.writeObject(*myobj.getOverrideNormalMapTexture());
}
return true;
}

View File

@ -35,36 +35,67 @@ void TangentSpaceGenerator::generate(osg::Geometry *geo, int normal_map_tex_unit
unsigned i; // VC6 doesn't like for-scoped variables
for (i=0; i<geo->getNumPrimitiveSets(); ++i) {
osg::PrimitiveSet *pset = geo->getPrimitiveSet(i);
for (unsigned pri=0; pri<geo->getNumPrimitiveSets(); ++pri) {
osg::PrimitiveSet *pset = geo->getPrimitiveSet(pri);
unsigned N = pset->getNumIndices();
switch (pset->getMode()) {
case osg::PrimitiveSet::TRIANGLES:
for (i=0; i<pset->getNumIndices(); i+=3) {
for (i=0; i<N; i+=3) {
compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
}
break;
case osg::PrimitiveSet::QUADS:
for (i=0; i<N; i+=4) {
compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
compute_basis_vectors(pset, vx, tx, i+2, i+3, i);
}
break;
case osg::PrimitiveSet::TRIANGLE_STRIP:
for (i=0; i<pset->getNumIndices()-2; ++i) {
if ((i%2) == 0) {
compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
} else {
compute_basis_vectors(pset, vx, tx, i, i+2, i+1);
if (pset->getType() == osg::PrimitiveSet::DrawArrayLengthsPrimitiveType) {
osg::DrawArrayLengths *dal = static_cast<osg::DrawArrayLengths *>(pset);
unsigned j = 0;
for (osg::DrawArrayLengths::const_iterator pi=dal->begin(); pi!=dal->end(); ++pi) {
unsigned iN = static_cast<unsigned>(*pi-2);
for (i=0; i<iN; ++i, ++j) {
if ((i%2) == 0) {
compute_basis_vectors(pset, vx, tx, j, j+1, j+2);
} else {
compute_basis_vectors(pset, vx, tx, j+1, j, j+2);
}
}
j += 2;
}
} else {
for (i=0; i<N-2; ++i) {
if ((i%2) == 0) {
compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
} else {
compute_basis_vectors(pset, vx, tx, i+1, i, i+2);
}
}
}
break;
case osg::PrimitiveSet::TRIANGLE_FAN:
for (i=2; i<pset->getNumIndices(); ++i) {
compute_basis_vectors(pset, vx, tx, 0, i-1, i);
}
break;
case osg::PrimitiveSet::QUADS:
for (i=0; i<pset->getNumIndices(); i+=4) {
compute_basis_vectors(pset, vx, tx, i, i+1, i+2);
compute_basis_vectors(pset, vx, tx, i+2, i+3, i);
if (pset->getType() == osg::PrimitiveSet::DrawArrayLengthsPrimitiveType) {
osg::DrawArrayLengths *dal = static_cast<osg::DrawArrayLengths *>(pset);
unsigned j = 0;
for (osg::DrawArrayLengths::const_iterator pi=dal->begin(); pi!=dal->end(); ++pi) {
unsigned iN = static_cast<unsigned>(*pi-2);
for (i=0; i<iN; ++i) {
compute_basis_vectors(pset, vx, tx, 0, j+1, j+2);
}
j += 2;
}
} else {
for (i=0; i<N-2; ++i) {
compute_basis_vectors(pset, vx, tx, 2, i+1, i+2);
}
}
break;