#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // for the grid data.. #include "../osghangglide/terrain_coords.h" osg::Node* createScene() { 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;rallocateImage(numColumns,numRows,1,GL_LUMINANCE, GL_FLOAT); terrainImage->setInternalTextureFormat(GL_LUMINANCE_FLOAT32_ATI); for(r=0;rdata(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(false); 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 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" " position.w = 1.0;\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;rsetVertexArray(&v); geometry->setColorArray(&color); geometry->setColorBinding(osg::Geometry::BIND_OVERALL); for(r=0;raddPrimitiveSet(&drawElements); int ei=0; for(c=0;csetInitialBound(osg::BoundingBox(origin, origin+size)); geode->addDrawable(geometry); scene->addChild(geode); } } std::cout<<"done."<(object); if (!gc) return; OpenThreads::ScopedLock lock(_mutex); unsigned int contextID = gc->getState()->getContextID(); osg::GL2Extensions* gl2ext = osg::GL2Extensions::Get(contextID,true); if( gl2ext ) { if( !gl2ext->isGlslSupported() ) { _supported = false; _errorMessage = "ERROR: GLSL not supported by OpenGL driver."; } GLint numVertexTexUnits = 0; glGetIntegerv( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &numVertexTexUnits ); if( numVertexTexUnits <= 0 ) { _supported = false; _errorMessage = "ERROR: vertex texturing not supported by OpenGL driver."; } } else { _supported = false; _errorMessage = "ERROR: GLSL not supported."; } } OpenThreads::Mutex _mutex; bool _supported; std::string _errorMessage; }; int main(int, char **) { // construct the viewer. osgViewer::Viewer viewer; osg::Node* node = createScene(); // add model to viewer. viewer.setSceneData( node ); viewer.setUpViewAcrossAllScreens(); osg::ref_ptr testSupportOperation = new TestSupportOperation; #if 0 // temporily commenting out as its causing the viewer to crash... no clue yet to why viewer.setRealizeOperation(testSupportOperation.get()); #endif // create the windows and run the threads. viewer.realize(); if (!testSupportOperation->_supported) { osg::notify(osg::WARN)<_errorMessage<