Work in progress on shaders support

This commit is contained in:
Robert Osfield 2007-06-01 18:27:08 +00:00
parent 0e62b4f0e9
commit c79a7e7ad5

View File

@ -18,6 +18,8 @@
#include <osg/Geometry>
#include <osg/io_utils>
#include <osgDB/FileUtils>
#include <osgUtil/CullVisitor>
#include <osgSim/OverlayNode>
@ -972,16 +974,76 @@ OverlayNode::OverlayData& OverlayNode::getOverlayData(osgUtil::CullVisitor* cv)
overlayData._texgenNode->setTextureUnit(_textureUnit);
}
if (!overlayData._y0)
{
overlayData._y0 = new osg::Uniform("y0",-2.0f);
}
if (!overlayData._inverse_one_minus_y0)
{
overlayData._inverse_one_minus_y0 = new osg::Uniform("inverse_one_minus_y0",-1.0f/3.0f);
}
if (!overlayData._overlayStateSet)
{
overlayData._overlayStateSet = new osg::StateSet;
// overlayData._overlayStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF);
overlayData._overlayStateSet->addUniform(overlayData._y0.get());
overlayData._overlayStateSet->addUniform(overlayData._inverse_one_minus_y0.get());
osg::Program* program = new osg::Program;
overlayData._overlayStateSet->setAttribute(program);
// get shaders from source
std::string vertexShaderFile = osgDB::findDataFile("overlay.vert");
if (!vertexShaderFile.empty())
{
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, vertexShaderFile));
}
else
{
char vertexShaderSource[] =
"varying vec3 texcoord;\n"
"\n"
"void main(void)\n"
"{\n"
" texcoord = gl_MultiTexCoord0.xyz;\n"
" gl_Position = ftransform(); \n"
"}\n";
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
}
}
if (!overlayData._mainSubgraphProgram)
{
overlayData._mainSubgraphProgram = new osg::Program;
// get shaders from source
std::string vertexShaderFile = osgDB::findDataFile("mainsubgraph.vert");
if (!vertexShaderFile.empty())
{
overlayData._mainSubgraphProgram->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, vertexShaderFile));
}
std::string fragmentShaderFile = osgDB::findDataFile("mainsubgraph.frag");
if (!fragmentShaderFile.empty())
{
overlayData._mainSubgraphProgram->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, fragmentShaderFile));
}
}
if (!overlayData._mainSubgraphStateSet)
{
overlayData._mainSubgraphStateSet = new osg::StateSet;
overlayData._mainSubgraphStateSet->addUniform(overlayData._y0.get());
overlayData._mainSubgraphStateSet->addUniform(overlayData._inverse_one_minus_y0.get());
overlayData._mainSubgraphStateSet->addUniform(new osg::Uniform("texture_0",0));
overlayData._mainSubgraphStateSet->addUniform(new osg::Uniform("texture_1",1));
overlayData._mainSubgraphStateSet->setTextureAttributeAndModes(_textureUnit, overlayData._texture.get(), osg::StateAttribute::ON);
overlayData._mainSubgraphStateSet->setTextureMode(_textureUnit, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
overlayData._mainSubgraphStateSet->setTextureMode(_textureUnit, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
@ -1289,7 +1351,6 @@ void OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVis
}
else
{
double minHeight = -1000.0;
overlayPolytope.projectDowntoBase(osg::Vec3d(0.0,0.0,_overlayBaseHeight), osg::Vec3d(0.0,0.0,1.0));
}
@ -1354,16 +1415,23 @@ void OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVis
double max_side = -DBL_MAX;
double min_up = DBL_MAX;
double max_up = -DBL_MAX;
unsigned int leftPointIndex = 0;
unsigned int rightPointIndex = 0;
double min_distanceEye = DBL_MAX;
double max_distanceEye = -DBL_MAX;
typedef std::vector<osg::Vec2d> ProjectedVertices;
ProjectedVertices projectedVertices;
osg::Vec3 eyeLocal = cv->getEyeLocal();
// computed the expected near/far ratio
unsigned int i;
for(i=0; i< corners.size(); ++i)
{
double distanceEye = (corners[i] - eyeLocal).length();
if (distanceEye < min_distanceEye) min_distanceEye = distanceEye;
if (distanceEye > max_distanceEye) max_distanceEye = distanceEye;
osg::Vec3d delta = corners[i] - center;
double distance_side = delta * sideVector;
double distance_up = delta * upVector;
@ -1372,114 +1440,73 @@ void OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVis
if (distance_side<min_side)
{
min_side = distance_side;
leftPointIndex = i;
}
if (distance_side>max_side)
{
max_side = distance_side;
rightPointIndex = i;
}
if (distance_up<min_up) min_up = distance_up;
if (distance_up>max_up) max_up = distance_up;
}
double mid_side = (min_side + max_side)*0.5;
double mid_side = (min_side + max_side) * 0.5;
double ratio = min_distanceEye / max_distanceEye;
bool usePerspectiveShaders = ratio<0.95;
osg::Vec2d topLeft(min_side, max_up);
osg::Vec2d topRight(max_side, max_up);
osg::Vec2d lowerRight(max_side, min_up);
osg::Vec2d lowerLeft(min_side, min_up);
osg::notify(osg::NOTICE)<<"ratio = "<<ratio<<std::endl;
#if 0
osg::notify(osg::NOTICE)<<"b topLeft = "<<topLeft<<std::endl;
osg::notify(osg::NOTICE)<<"b lowerLeft = "<<lowerLeft<<std::endl;
osg::notify(osg::NOTICE)<<"b topRight = "<<topRight<<std::endl;
osg::notify(osg::NOTICE)<<"b lowerRight = "<<lowerRight<<std::endl;
#endif
if (usePerspectiveShaders)
{
if (ratio<0.2) ratio = 0.2;
double base_up = min_up - (max_up - min_up) * ratio / (1.0 - ratio);
double max_side_over_up = 0.0;
for(i=0; i< projectedVertices.size(); ++i)
{
const osg::Vec2d& va = projectedVertices[i];
const osg::Vec2d& vb = projectedVertices[(i+1) % projectedVertices.size()];
if (fabs(vb.y()-va.y())>0.001)
{
if (va.x() <= mid_side && vb.x() <= mid_side)
{
// osg::notify(osg::NOTICE)<<"Both on left va="<<va<<" vb="<<vb<<std::endl;
osg::Vec2d v_min = va + (vb-va) * ( (min_up - va.y())/(vb.y()-va.y()) );
osg::Vec2d v_max = va + (vb-va) * ( (max_up - va.y())/(vb.y()-va.y()) );
double mid_va_side = (v_max.x() + v_min.x())*0.5;
if (v_min.x() > v_max.x() &&
v_min.x() < mid_side &&
v_max.x() < mid_side &&
mid_va_side > min_side)
{
// osg::notify(osg::NOTICE)<<" Moving left in "<<std::endl;
topLeft = v_max;
lowerLeft = v_min;
min_side = mid_va_side;
double delta_side = fabs(projectedVertices[i].x() - mid_side);
double delta_up = projectedVertices[i].y() - base_up;
double side_over_up = delta_side / delta_up;
if (side_over_up > max_side_over_up) max_side_over_up = side_over_up;
}
}
if (va.x() >= mid_side && vb.x() >= mid_side)
{
// osg::notify(osg::NOTICE)<<"Both on right va="<<va<<" vb="<<vb<<std::endl;
osg::Vec2d v_min = va + (vb-va) * ( (min_up - va.y())/(vb.y()-va.y()) );
osg::Vec2d v_max = va + (vb-va) * ( (max_up - va.y())/(vb.y()-va.y()) );
double mid_va_side = (v_max.x() + v_min.x())*0.5;
if (v_min.x() < v_max.x() &&
v_min.x() > mid_side &&
v_max.x() > mid_side &&
mid_va_side < max_side)
{
// osg::notify(osg::NOTICE)<<" Moving right in "<<std::endl;
topRight = v_max;
lowerRight = v_min;
max_side = mid_va_side;
}
double max_half_width = max_side_over_up*(max_up - base_up);
min_side = mid_side - max_half_width;
max_side = mid_side + max_half_width;
osg::notify(osg::NOTICE)<<"max_side_over_up = "<<max_side_over_up<<std::endl;
double y0 = -(1.0+ratio)/(1.0-ratio); // suspect
double inverse_one_minus_y0 = 1.0/(1-y0);
overlayData._y0->set(static_cast<float>(y0));
overlayData._inverse_one_minus_y0->set(static_cast<float>(inverse_one_minus_y0));
osg::notify(osg::NOTICE)<<"y0 = "<<y0<<std::endl;
osg::notify(osg::NOTICE)<<"inverse_one_minus_y0 = "<<inverse_one_minus_y0<<std::endl;
overlayData._mainSubgraphStateSet->setAttribute(overlayData._mainSubgraphProgram.get());
}
else
{
// osg::notify(osg::NOTICE)<<"Crossing va="<<va<<" vb="<<vb<<std::endl;
}
}
overlayData._mainSubgraphStateSet->removeAttribute(osg::StateAttribute::PROGRAM);
}
if (topLeft.x() < min_side) min_side = topLeft.x();
if (topRight.x() > max_side) max_side = topRight.x();
#if 0
osg::notify(osg::NOTICE)<<"a topLeft = "<<topLeft<<std::endl;
osg::notify(osg::NOTICE)<<"a lowerLeft = "<<lowerLeft<<std::endl;
osg::notify(osg::NOTICE)<<"a topRight = "<<topRight<<std::endl;
osg::notify(osg::NOTICE)<<"a lowerRight = "<<lowerRight<<std::endl;
#endif
double ratio = (lowerRight.x()-lowerLeft.x())/(topRight.x()-topLeft.x());
osg::notify(osg::NOTICE)<<"Tapper ratio = "<<ratio<<std::endl;
osg::Vec3d eyeLocal = cv->getEyeLocal();
osg::Vec3d eyeDelta = eyeLocal - center;
osg::Vec2d eyeProjected(eyeDelta * sideVector, eyeDelta * upVector);
if (eyeProjected.x() >= min_side && eyeProjected.x() <= max_side &&
eyeProjected.y() >= min_up && eyeProjected.y() <= max_up)
{
osg::notify(osg::NOTICE)<<"EyeProjected inside "<<eyeProjected<<std::endl;
}
else
{
osg::notify(osg::NOTICE)<<"EyeProjected outside "<<eyeProjected<<std::endl;
}
osg::notify(osg::NOTICE)<<" upVector ="<<upVector<<" min="<<min_side<<" max="<<max_side<<std::endl;
osg::notify(osg::NOTICE)<<" sideVector ="<<sideVector<<" min="<<min_up<<" max="<<max_up<<std::endl;
osg::notify(osg::NOTICE)<<" delta_up = "<<max_up-min_up<<std::endl;
osg::notify(osg::NOTICE)<<" delta_side = "<<max_side-min_side<<std::endl;
#endif
camera->setProjectionMatrixAsOrtho(min_side,max_side,min_up,max_up,-bs.radius(),bs.radius());
if (em)
@ -1511,16 +1538,14 @@ void OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY(osg::NodeVis
unsigned int contextID = cv->getState()!=0 ? cv->getState()->getContextID() : 0;
cv->pushStateSet(overlayData._overlayStateSet.get());
// _overlaySubgraph->setStateSet(overlayData._overlayStateSet.get());
if (usePerspectiveShaders) cv->pushStateSet(overlayData._overlayStateSet.get());
// if we need to redraw then do cull traversal on camera.
camera->setClearColor(_overlayClearColor);
//camera->setStateSet(overlayData._overlayStateSet.get());
camera->accept(*cv);
cv->popStateSet();
if (usePerspectiveShaders) cv->popStateSet();
_textureObjectValidList[contextID] = 1;