Added osgshaderterrain example.
This commit is contained in:
parent
5959362e5c
commit
75987a045d
@ -219,6 +219,7 @@ EXAMPLE_DIRS = \
|
||||
osgscribe\
|
||||
osgsequence\
|
||||
osgshaders\
|
||||
osgshaderterrain\
|
||||
osgshadowtexture\
|
||||
osgshape\
|
||||
osgsimple\
|
||||
|
@ -1000,7 +1000,7 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
|
||||
osg::Program* program = new osg::Program;
|
||||
stateset->setAttribute(program);
|
||||
|
||||
#if 1
|
||||
#if 0
|
||||
// use inline shaders
|
||||
|
||||
///////////////////////////////////////////////////////////////////
|
||||
|
17
examples/osgshaderterrain/GNUmakefile
Normal file
17
examples/osgshaderterrain/GNUmakefile
Normal file
@ -0,0 +1,17 @@
|
||||
TOPDIR = ../..
|
||||
include $(TOPDIR)/Make/makedefs
|
||||
|
||||
CXXFILES =\
|
||||
osgshaderterrain.cpp\
|
||||
|
||||
LIBS += -losgProducer -lProducer -losgText -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
|
||||
|
||||
INSTFILES = \
|
||||
$(CXXFILES)\
|
||||
GNUmakefile.inst=GNUmakefile
|
||||
|
||||
EXEC = osgshaderterrain
|
||||
|
||||
INC += $(X_INC)
|
||||
|
||||
include $(TOPDIR)/Make/makerules
|
14
examples/osgshaderterrain/GNUmakefile.inst
Normal file
14
examples/osgshaderterrain/GNUmakefile.inst
Normal file
@ -0,0 +1,14 @@
|
||||
TOPDIR = ../..
|
||||
include $(TOPDIR)/Make/makedefs
|
||||
|
||||
CXXFILES =\
|
||||
osgforest.cpp\
|
||||
|
||||
LIBS += -losgProducer -lProducer -losgText -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
|
||||
|
||||
EXEC = osgforest
|
||||
|
||||
INC += $(PRODUCER_INCLUDE_DIR) $(X_INC)
|
||||
LDFLAGS += $(PRODUCER_LIB_DIR)
|
||||
|
||||
include $(TOPDIR)/Make/makerules
|
795
examples/osgshaderterrain/osgshaderterrain.cpp
Normal file
795
examples/osgshaderterrain/osgshaderterrain.cpp
Normal file
@ -0,0 +1,795 @@
|
||||
#include <osg/AlphaFunc>
|
||||
#include <osg/Billboard>
|
||||
#include <osg/BlendFunc>
|
||||
#include <osg/Depth>
|
||||
#include <osg/Geode>
|
||||
#include <osg/Geometry>
|
||||
#include <osg/Material>
|
||||
#include <osg/Math>
|
||||
#include <osg/MatrixTransform>
|
||||
#include <osg/PolygonOffset>
|
||||
#include <osg/Projection>
|
||||
#include <osg/ShapeDrawable>
|
||||
#include <osg/StateSet>
|
||||
#include <osg/Switch>
|
||||
#include <osg/Texture2D>
|
||||
|
||||
#include <osgDB/ReadFile>
|
||||
#include <osgDB/FileUtils>
|
||||
|
||||
#include <osgUtil/IntersectVisitor>
|
||||
#include <osgUtil/SmoothingVisitor>
|
||||
|
||||
#include <osgText/Text>
|
||||
|
||||
#include <osgProducer/Viewer>
|
||||
|
||||
// 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;
|
||||
};
|
||||
|
||||
typedef std::vector< osg::ref_ptr<Tree> > TreeList;
|
||||
|
||||
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 devide(bool xAxis, bool yAxis, bool zAxis);
|
||||
|
||||
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* createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h );
|
||||
|
||||
osg::Node* createShaderGraph(Cell* cell,osg::StateSet* stateset);
|
||||
|
||||
osg::Node* createScene(unsigned int numTreesToCreates);
|
||||
|
||||
|
||||
};
|
||||
|
||||
// event handler to capture keyboard events and use them to advance the technique used for rendering
|
||||
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 (devide((_bb.xMax()-_bb.xMin())>divide_distance,(_bb.yMax()-_bb.yMin())>divide_distance,(_bb.zMax()-_bb.zMin())>divide_distance))
|
||||
{
|
||||
// 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::devide(bool xAxis, bool yAxis, bool zAxis)
|
||||
{
|
||||
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 apprpriate cells.
|
||||
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);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
osgUtil::IntersectVisitor iv;
|
||||
osg::ref_ptr<osg::LineSegment> segDown = new osg::LineSegment;
|
||||
|
||||
segDown->set(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z()));
|
||||
iv.addLineSegment(segDown.get());
|
||||
|
||||
terrain->accept(iv);
|
||||
|
||||
if (iv.hits())
|
||||
{
|
||||
osgUtil::IntersectVisitor::HitList& hitList = iv.getHitList(segDown.get());
|
||||
if (!hitList.empty())
|
||||
{
|
||||
osg::Vec3 ip = hitList.front().getWorldIntersectPoint();
|
||||
osg::Vec3 np = hitList.front().getWorldIntersectNormal();
|
||||
tree->_position = ip;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
trees.push_back(tree);
|
||||
}
|
||||
}
|
||||
|
||||
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::State& state) const
|
||||
{
|
||||
for(PositionSizeList::const_iterator itr = _trees.begin();
|
||||
itr != _trees.end();
|
||||
++itr)
|
||||
{
|
||||
glColor4fv(itr->ptr());
|
||||
_geometry->draw(state);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
|
||||
{
|
||||
osg::Group* scene = new osg::Group;
|
||||
|
||||
unsigned int numColumns = 38;
|
||||
unsigned int numRows = 39;
|
||||
unsigned int r;
|
||||
unsigned int c;
|
||||
|
||||
osg::Vec3 origin(0.0f,0.0f,0.0f);
|
||||
osg::Vec3 size(1000.0f,1000.0f,250.0f);
|
||||
osg::Vec3 scaleDown(1.0f/size.x(),1.0f/size.y(),1.0f/size.z());
|
||||
|
||||
// ---------------------------------------
|
||||
// Set up a StateSet to texture the objects
|
||||
// ---------------------------------------
|
||||
osg::StateSet* stateset = new osg::StateSet();
|
||||
|
||||
|
||||
osg::Uniform* originUniform = new osg::Uniform("terrainOrigin",origin);
|
||||
stateset->addUniform(originUniform);
|
||||
|
||||
osg::Uniform* sizeUniform = new osg::Uniform("terrainSize",size);
|
||||
stateset->addUniform(sizeUniform);
|
||||
|
||||
osg::Uniform* scaleDownUniform = new osg::Uniform("terrainScaleDown",scaleDown);
|
||||
stateset->addUniform(scaleDownUniform);
|
||||
|
||||
osg::Uniform* terrainTextureSampler = new osg::Uniform("terrainTexture",0);
|
||||
stateset->addUniform(terrainTextureSampler);
|
||||
|
||||
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",1);
|
||||
stateset->addUniform(baseTextureSampler);
|
||||
|
||||
osg::Uniform* treeTextureSampler = new osg::Uniform("treeTexture",1);
|
||||
stateset->addUniform(treeTextureSampler);
|
||||
|
||||
|
||||
// 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)
|
||||
{
|
||||
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);
|
||||
|
||||
osg::Image* terrainImage = new osg::Image;
|
||||
terrainImage->allocateImage(numColumns,numRows,1,GL_LUMINANCE, GL_FLOAT);
|
||||
terrainImage->setInternalTextureFormat(GL_LUMINANCE_FLOAT32_ATI);
|
||||
for(r=0;r<numRows;++r)
|
||||
{
|
||||
for(c=0;c<numColumns;++c)
|
||||
{
|
||||
*((float*)(terrainImage->data(c,r))) = (vertex[r+c*numRows][2]-min_z)*scale_z;
|
||||
}
|
||||
}
|
||||
|
||||
osg::Texture2D* terrainTexture = new osg::Texture2D;
|
||||
terrainTexture->setImage(terrainImage);
|
||||
terrainTexture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
|
||||
terrainTexture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
|
||||
//terrainTexture->setResizeNonPowerOfTwoHint(true);
|
||||
stateset->setTextureAttributeAndModes(0,terrainTexture,osg::StateAttribute::ON);
|
||||
|
||||
|
||||
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
|
||||
if (image)
|
||||
{
|
||||
osg::Texture2D* texture = new osg::Texture2D;
|
||||
|
||||
texture->setImage(image);
|
||||
stateset->setTextureAttributeAndModes(1,texture,osg::StateAttribute::ON);
|
||||
}
|
||||
|
||||
{
|
||||
std::cout<<"Creating terrain...";
|
||||
|
||||
osg::Geode* geode = new osg::Geode();
|
||||
geode->setStateSet( stateset );
|
||||
|
||||
|
||||
{
|
||||
osg::Program* program = new osg::Program;
|
||||
stateset->setAttribute(program);
|
||||
|
||||
#if 1
|
||||
// use inline shaders
|
||||
|
||||
///////////////////////////////////////////////////////////////////
|
||||
// vertex shader using just Vec4 coefficients
|
||||
char vertexShaderSource[] =
|
||||
"uniform float osg_FrameTime;\n"
|
||||
"uniform sampler2D terrainTexture;\n"
|
||||
"uniform vec3 terrainOrigin;\n"
|
||||
"uniform vec3 terrainScaleDown;\n"
|
||||
"\n"
|
||||
"varying vec2 texcoord;\n"
|
||||
"\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" texcoord = gl_Vertex.xy - terrainOrigin.xy;\n"
|
||||
" texcoord.x *= terrainScaleDown.x;\n"
|
||||
" texcoord.y *= terrainScaleDown.y;\n"
|
||||
"\n"
|
||||
" vec4 position;\n"
|
||||
" position.x = gl_Vertex.x;\n"
|
||||
" position.y = gl_Vertex.y;\n"
|
||||
" position.z = texture2D(terrainTexture, texcoord).r;\n"
|
||||
" \n"
|
||||
" gl_Position = gl_ModelViewProjectionMatrix * position;\n"
|
||||
" gl_FrontColor = vec4(1.0,1.0,1.0,1.0);\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";
|
||||
|
||||
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
|
||||
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
|
||||
|
||||
#else
|
||||
|
||||
// get shaders from source
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/terrain.vert")));
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/terrain.frag")));
|
||||
|
||||
#endif
|
||||
|
||||
// get shaders from source
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
osg::Geometry* geometry = new osg::Geometry;
|
||||
|
||||
osg::Vec3Array& v = *(new osg::Vec3Array(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;
|
||||
for(c=0;c<numColumns;++c)
|
||||
{
|
||||
v[vi].set(pos.x(),pos.y(),pos.z());
|
||||
pos.x()+=columnCoordDelta;
|
||||
tex.x()+=columnTexDelta;
|
||||
++vi;
|
||||
}
|
||||
pos.y() += rowCoordDelta;
|
||||
tex.y() += rowTexDelta;
|
||||
}
|
||||
|
||||
geometry->setVertexArray(&v);
|
||||
geometry->setColorArray(&color);
|
||||
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
|
||||
|
||||
for(r=0;r<numRows-1;++r)
|
||||
{
|
||||
osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns));
|
||||
geometry->addPrimitiveSet(&drawElements);
|
||||
int ei=0;
|
||||
for(c=0;c<numColumns;++c)
|
||||
{
|
||||
drawElements[ei++] = (r+1)*numColumns+c;
|
||||
drawElements[ei++] = (r)*numColumns+c;
|
||||
}
|
||||
}
|
||||
|
||||
geometry->setInitialBound(osg::BoundingBox(origin, origin+size));
|
||||
|
||||
geode->addDrawable(geometry);
|
||||
|
||||
scene->addChild(geode);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout<<"done."<<std::endl;
|
||||
#if 0
|
||||
std::cout<<"Creating tree locations...";std::cout.flush();
|
||||
TreeList trees;
|
||||
createTreeList(0,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;
|
||||
tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
|
||||
tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
|
||||
tex->setImage(osgDB::readImageFile("Images/tree0.rgba"));
|
||||
|
||||
osg::StateSet *dstate = new osg::StateSet;
|
||||
{
|
||||
dstate->setTextureAttributeAndModes(1, tex, osg::StateAttribute::ON );
|
||||
|
||||
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 );
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
osg::StateSet* stateset = new osg::StateSet;
|
||||
|
||||
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
|
||||
stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
|
||||
|
||||
{
|
||||
osg::Program* program = new osg::Program;
|
||||
stateset->setAttribute(program);
|
||||
|
||||
// get shaders from source
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/forest2.vert")));
|
||||
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/forest2.frag")));
|
||||
}
|
||||
|
||||
std::cout<<"Creating billboard based forest...";
|
||||
scene->addChild(createShaderGraph(cell.get(),stateset));
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
return scene;
|
||||
}
|
||||
|
||||
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 demonstrates the osg::Shape classes.");
|
||||
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("--trees <number>","Set the number of trees to create");
|
||||
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
|
||||
float numTreesToCreates = 10000;
|
||||
arguments.read("--trees",numTreesToCreates);
|
||||
|
||||
// set up the value with sensible default event handlers.
|
||||
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
||||
|
||||
osg::ref_ptr<ForestTechniqueManager> ttm = new ForestTechniqueManager;
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
osg::Node* node = ttm->createScene((unsigned int)numTreesToCreates);
|
||||
|
||||
// add model to viewer.
|
||||
viewer.setSceneData( node );
|
||||
|
||||
// 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 before exit.
|
||||
viewer.sync();
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user