From Wojciech Lewandowski, "ref_ptr usage changes made on 9th of June broke VirtualProgram used in osgShaderCompositor example. Taking the opportunity I modified the code a little to use earth sphere as default model. Cow.osg used previously was not looking good in advanced example. I also changed default to advanced example, because its more informative with labels describing virtual programs used to render the objects."

This commit is contained in:
Robert Osfield 2009-10-10 09:53:10 +00:00
parent 590aabb4fa
commit ae440bfaef
4 changed files with 72 additions and 82 deletions

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@ -1,17 +1,11 @@
#include <iostream>
#include <osg/Geode>
#include <osg/TexGen>
#include <osg/Material>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osg/ShapeDrawable>
#include <osg/BlendFunc>
#include <osgText/Text>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/View>
#include <osgViewer/CompositeViewer>
#include <osgGA/TrackballManipulator>
#include "VirtualProgram.h"
@ -139,61 +133,6 @@ char PerFragmentDirectionalLightingFragmentShaderSource[] =
" pow( NdotHV, gl_FrontMaterial.shininess ); \n" //17
"} \n";//18
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateModel( const char * file )
{
if ( file ) {
osg::Node * node = NULL;
node = osgDB::readNodeFile( file );
if( node )
return node;
}
// File not found - create textured sphere
osg::Geode * geode = new osg::Geode;
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
hints->setDetailRatio( 0.3 );
#if 1
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
( new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), 4.0 ), hints.get() );
#else
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
( new osg::Box( osg::Vec3(-1.0f, -1.0f, -1.0f), 2.0, 2.0, 2.0 ) );
#endif
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
geode->addDrawable( shape.get() );
osg::StateSet * stateSet = new osg::StateSet;
osg::Texture2D * texture = new osg::Texture2D(
osgDB::readImageFile("Images/land_shallow_topo_2048.jpg")
);
osg::Material * material = new osg::Material;
material->setAmbient
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
material->setDiffuse
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
#if 1
material->setSpecular
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.7, 0.3, 0.3, 1.0 ) );
material->setShininess( osg::Material::FRONT_AND_BACK, 25 );
#endif
stateSet->setAttributeAndModes( material );
stateSet->setTextureAttributeAndModes( 0,texture, osg::StateAttribute::ON );
geode->setStateSet( stateSet );
return geode;
}
////////////////////////////////////////////////////////////////////////////////
// Convenience method to simplify code a little ...
void SetVirtualProgramShader( VirtualProgram * virtualProgram,
@ -240,9 +179,8 @@ void AddLabel( osg::Group * group, const std::string & label, float offset )
text->setText( label );
}
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateAdvancedHierarchy( const char * file = NULL )
osg::Node * CreateAdvancedHierarchy( osg::Node * model )
{
osg::Node * model = CreateModel( file );
if( !model ) return NULL;
float offset = model->getBound().radius() * 1.3; // diameter

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@ -11,12 +11,10 @@
using osgCandidate::VirtualProgram;
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateSimpleHierarchy( const char * file )
osg::Node * CreateSimpleHierarchy( osg::Node * node )
{
osg::Node * node = osgDB::readNodeFile( file );
if( !node ) return NULL;
float r = node->getBound().radius(); // diameter
osg::Group * root = new osg::Group();
osg::Group * group = new osg::Group();

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@ -68,7 +68,7 @@ osg::Shader * VirtualProgram::setShader
shaderCurrent = shaderNew;
}
return shaderCurrent.release();
return shaderCurrent.get();
}
////////////////////////////////////////////////////////////////////////////////
void VirtualProgram::apply( osg::State & state ) const

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@ -5,33 +5,87 @@
#include <osg/MatrixTransform>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osg/ShapeDrawable>
#include <osg/Material>
extern osg::Node * CreateSimpleHierarchy( const char * file );
extern osg::Node * CreateAdvancedHierarchy( const char * file );
extern osg::Node * CreateSimpleHierarchy( osg::Node * model );
extern osg::Node * CreateAdvancedHierarchy( osg::Node * model );
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateGlobe( void )
{
// File not found - create textured sphere
osg::Geode * geode = new osg::Geode;
osg::ref_ptr<osg::TessellationHints> hints = new osg::TessellationHints;
hints->setDetailRatio( 0.3 );
#if 1
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
( new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), 4.0 ), hints.get() );
#else
osg::ref_ptr<osg::ShapeDrawable> shape = new osg::ShapeDrawable
( new osg::Box( osg::Vec3(-1.0f, -1.0f, -1.0f), 2.0, 2.0, 2.0 ) );
#endif
shape->setColor(osg::Vec4(0.8f, 0.8f, 0.8f, 1.0f));
geode->addDrawable( shape.get() );
osg::StateSet * stateSet = new osg::StateSet;
osg::Texture2D * texture = new osg::Texture2D(
osgDB::readImageFile("Images/land_shallow_topo_2048.jpg")
);
osg::Material * material = new osg::Material;
material->setAmbient
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
material->setDiffuse
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.9, 0.9, 0.9, 1.0 ) );
#if 1
material->setSpecular
( osg::Material::FRONT_AND_BACK, osg::Vec4( 0.7, 0.3, 0.3, 1.0 ) );
material->setShininess( osg::Material::FRONT_AND_BACK, 25 );
#endif
stateSet->setAttributeAndModes( material );
stateSet->setTextureAttributeAndModes( 0,texture, osg::StateAttribute::ON );
geode->setStateSet( stateSet );
return geode;
}
////////////////////////////////////////////////////////////////////////////////
int main( int argc, char **argv )
{
// construct the viewer.
osg::ArgumentParser arguments( &argc, argv );
osgViewer::Viewer viewer( arguments );
std::string filename = "cow.osg";
bool useAdvancedTechnique = arguments.read("-a") || arguments.read("--advanced") ;
bool useSimpleExample = arguments.read("-s") || arguments.read("--simple") ;
if (arguments.argc()>1)
{
if (!arguments.isOption(1)) filename = arguments[1];
osg::Node * model = NULL;
if (arguments.argc()>1 && !arguments.isOption(1) ) {
std::string filename = arguments[1];
model = osgDB::readNodeFile( filename );
if ( !model ) {
osg::notify( osg::NOTICE )
<< "Error, cannot read " << filename
<< ". Loading default earth model instead." << std::endl;
}
}
// osg::Node * node = CreateSimpleHierarchy( file );
osg::Node * node = useAdvancedTechnique ?
CreateAdvancedHierarchy( filename.c_str() ) :
CreateSimpleHierarchy( filename.c_str() );
if( model == NULL )
model = CreateGlobe( );
if ( !node ) {
osg::notify( osg::NOTICE ) << "Error, cannot read " << filename << std::endl;
return 1;
}
osg::Node * node = useSimpleExample ?
CreateSimpleHierarchy( model ):
CreateAdvancedHierarchy( model );
viewer.setSceneData( node );
viewer.realize( );