/* OpenSceneGraph example, osgforest. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #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 #include #include #include #include #include // 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 > TreeList; class Cell : public osg::Referenced { public: typedef std::vector< osg::ref_ptr > 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 divide(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* createSprite( float w, float h, osg::Vec4ub color ); osg::Geometry* createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color ); osg::Geometry* createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h ); osg::Node* createBillboardGraph(Cell* cell,osg::StateSet* stateset); osg::Node* createXGraph(Cell* cell,osg::StateSet* stateset); osg::Node* createTransformGraph(Cell* cell,osg::StateSet* stateset); osg::Node* createShaderGraph(Cell* cell,osg::StateSet* stateset); osg::Node* createGeometryShaderGraph(Cell* cell, osg::StateSet* stateset); osg::Node* createTextureBufferGraph(Cell* cell, osg::Geometry* templateGeometry); void CollectTreePositions(Cell* cell, std::vector< osg::Vec3 >& positions); osg::Node* createHUDWithText(const std::string& text); osg::Node* createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell); void advanceToNextTechnique(int delta=1) { if (_techniqueSwitch.valid()) { _currentTechnique += delta; if (_currentTechnique<0) _currentTechnique = _techniqueSwitch->getNumChildren()-1; if (_currentTechnique>=(int)_techniqueSwitch->getNumChildren()) _currentTechnique = 0; _techniqueSwitch->setSingleChildOn(_currentTechnique); } } osg::ref_ptr _techniqueSwitch; int _currentTechnique; }; // event handler to capture keyboard events and use them to advance the technique used for rendering class TechniqueEventHandler : public osgGA::GUIEventHandler { public: TechniqueEventHandler(ForestTechniqueManager* ttm=0) { _ForestTechniqueManager = ttm; } META_Object(osgforestApp,TechniqueEventHandler); virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*); virtual void getUsage(osg::ApplicationUsage& usage) const; protected: ~TechniqueEventHandler() {} TechniqueEventHandler(const TechniqueEventHandler&,const osg::CopyOp&) {} osg::ref_ptr _ForestTechniqueManager; }; bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey()=='n' || ea.getKey()==osgGA::GUIEventAdapter::KEY_Right || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Right) { _ForestTechniqueManager->advanceToNextTechnique(1); return true; } else if (ea.getKey()=='p' || ea.getKey()==osgGA::GUIEventAdapter::KEY_Left || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left) { _ForestTechniqueManager->advanceToNextTechnique(-1); return true; } return false; } default: return false; } } void TechniqueEventHandler::getUsage(osg::ApplicationUsage& usage) const { usage.addKeyboardMouseBinding("n or Left Arrow","Advance to next technique"); usage.addKeyboardMouseBinding("p or Right Array","Move to previous technique"); } 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 (divide((_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::divide(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_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_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_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 appropriate 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); } osg::Geode* ForestTechniqueManager::createTerrain(const osg::Vec3& origin, const osg::Vec3& size) { osg::Geode* geode = new osg::Geode(); // --------------------------------------- // Set up a StateSet to texture the objects // --------------------------------------- osg::StateSet* stateset = new osg::StateSet(); osg::Image* image = osgDB::readImageFile("Images/lz.rgb"); if (image) { osg::Texture2D* texture = new osg::Texture2D; texture->setImage(image); stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON); } geode->setStateSet( stateset ); unsigned int numColumns = 38; unsigned int numRows = 39; unsigned int r; unsigned int c; // 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;rallocate(numColumns,numRows); grid->setOrigin(origin); grid->setXInterval(size.x()/(float)(numColumns-1)); grid->setYInterval(size.y()/(float)(numRows-1)); for(r=0;rsetHeight(c,r,(vertex[r+c*numRows][2]-min_z)*scale_z); } } geode->addDrawable(new osg::ShapeDrawable(grid)); } else { osg::Geometry* geometry = new osg::Geometry; osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows)); osg::Vec2Array& t = *(new osg::Vec2Array(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, osg::Array::BIND_OVERALL); geometry->setTexCoordArray(0,&t); for(r=0;raddPrimitiveSet(&drawElements); int ei=0; for(c=0;caddDrawable(geometry); osgUtil::SmoothingVisitor sv; sv.smooth(*geometry); } return geode; } 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_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) { osg::ref_ptr intersector = new osgUtil::LineSegmentIntersector(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z())); osgUtil::IntersectionVisitor iv(intersector.get()); terrain->accept(iv); if (intersector->containsIntersections()) { osgUtil::LineSegmentIntersector::Intersections& intersections = intersector->getIntersections(); for(osgUtil::LineSegmentIntersector::Intersections::iterator itr = intersections.begin(); itr != intersections.end(); ++itr) { const osgUtil::LineSegmentIntersector::Intersection& intersection = *itr; tree->_position = intersection.getWorldIntersectPoint(); } } } trees.push_back(tree); } } osg::Geometry* ForestTechniqueManager::createSprite( float w, float h, osg::Vec4ub color ) { // set up the coords osg::Vec3Array& v = *(new osg::Vec3Array(4)); osg::Vec2Array& t = *(new osg::Vec2Array(4)); osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1)); v[0].set(-w*0.5f,0.0f,0.0f); v[1].set( w*0.5f,0.0f,0.0f); v[2].set( w*0.5f,0.0f,h); v[3].set(-w*0.5f,0.0f,h); c[0] = color; 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); osg::Geometry *geom = new osg::Geometry; geom->setVertexArray( &v ); geom->setTexCoordArray( 0, &t ); geom->setColorArray( &c, osg::Array::BIND_OVERALL ); geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4) ); return geom; } osg::Geometry* ForestTechniqueManager::createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color ) { // set up the coords osg::Vec3Array& v = *(new osg::Vec3Array(8)); osg::Vec2Array& t = *(new osg::Vec2Array(8)); osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1)); 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); c[0] = color; 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->setColorArray( &c, osg::Array::BIND_OVERALL ); geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) ); return geom; } osg::Node* ForestTechniqueManager::createBillboardGraph(Cell* cell,osg::StateSet* stateset) { bool needGroup = !(cell->_cells.empty()); bool needBillboard = !(cell->_trees.empty()); osg::Billboard* billboard = 0; osg::Group* group = 0; if (needBillboard) { billboard = new osg::Billboard; billboard->setStateSet(stateset); for(TreeList::iterator itr=cell->_trees.begin(); itr!=cell->_trees.end(); ++itr) { Tree& tree = **itr; billboard->addDrawable(createSprite(tree._width,tree._height,tree._color),tree._position); } } if (needGroup) { group = new osg::Group; for(Cell::CellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr) { group->addChild(createBillboardGraph(itr->get(),stateset)); } if (billboard) group->addChild(billboard); } if (group) return group; else return billboard; } osg::Node* ForestTechniqueManager::createXGraph(Cell* cell,osg::StateSet* stateset) { bool needGroup = !(cell->_cells.empty()); bool needTrees = !(cell->_trees.empty()); osg::Geode* geode = 0; osg::Group* group = 0; if (needTrees) { geode = new osg::Geode; geode->setStateSet(stateset); for(TreeList::iterator itr=cell->_trees.begin(); itr!=cell->_trees.end(); ++itr) { Tree& tree = **itr; geode->addDrawable(createOrthogonalQuads(tree._position,tree._width,tree._height,tree._color)); } } if (needGroup) { group = new osg::Group; for(Cell::CellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr) { group->addChild(createXGraph(itr->get(),stateset)); } if (geode) group->addChild(geode); } if (group) return group; else return geode; } osg::Node* ForestTechniqueManager::createTransformGraph(Cell* cell,osg::StateSet* stateset) { bool needGroup = !(cell->_cells.empty()); bool needTrees = !(cell->_trees.empty()); osg::Group* transform_group = 0; osg::Group* group = 0; if (needTrees) { transform_group = new osg::Group; osg::Geometry* geometry = createOrthogonalQuads(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f,osg::Vec4ub(255,255,255,255)); for(TreeList::iterator itr=cell->_trees.begin(); itr!=cell->_trees.end(); ++itr) { Tree& tree = **itr; osg::MatrixTransform* transform = new osg::MatrixTransform; transform->setMatrix(osg::Matrix::scale(tree._width,tree._width,tree._height)*osg::Matrix::translate(tree._position)); osg::Geode* geode = new osg::Geode; geode->setStateSet(stateset); geode->addDrawable(geometry); transform->addChild(geode); transform_group->addChild(transform); } } if (needGroup) { group = new osg::Group; for(Cell::CellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr) { group->addChild(createTransformGraph(itr->get(),stateset)); } if (transform_group) group->addChild(transform_group); } if (group) return group; else return transform_group; } 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 PositionSizeList; virtual void drawImplementation(osg::RenderInfo& renderInfo) const { for(PositionSizeList::const_iterator itr = _trees.begin(); itr != _trees.end(); ++itr) { renderInfo.getState()->Color((*itr)[0],(*itr)[1],(*itr)[2],(*itr)[3]); _geometry->draw(renderInfo); } } virtual osg::BoundingBox computeBoundingBox() const { osg::BoundingBox geom_box = _geometry->getBoundingBox(); 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 _geometry; PositionSizeList _trees; protected: virtual ~ShaderGeometry() {} }; osg::Geometry* shared_geometry = 0; osg::Program* createGeometryShader() { static const char* vertSource = { "#version 120\n" "#extension GL_EXT_geometry_shader4 : enable\n" "varying vec2 texcoord;\n" "void main(void)\n" "{\n" " gl_Position = gl_Vertex;\n" " texcoord = gl_MultiTexCoord0.st;\n" "}\n" }; static const char* geomSource = { "#version 120\n" "#extension GL_EXT_geometry_shader4 : enable\n" "varying vec2 texcoord;\n" "varying float intensity; \n" "varying float red_intensity; \n" "void main(void)\n" "{\n" " vec4 v = gl_PositionIn[0];\n" " vec4 info = gl_PositionIn[1];\n" " intensity = info.y;\n" " red_intensity = info.z;\n" "\n" " float h = info.x;\n" " float w = h*0.35;\n" " vec4 e;\n" " e = v + vec4(-w,0.0,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,0.0); EmitVertex();\n" " e = v + vec4(w,0.0,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,0.0); EmitVertex();\n" " e = v + vec4(-w,0.0,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,1.0); EmitVertex();\n" " e = v + vec4(w,0.0,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,1.0); EmitVertex();\n" " EndPrimitive();\n" " e = v + vec4(0.0,-w,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,0.0); EmitVertex();\n" " e = v + vec4(0.0,w,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,0.0); EmitVertex();\n" " e = v + vec4(0.0,-w,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,1.0); EmitVertex();\n" " e = v + vec4(0.0,w,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,1.0); EmitVertex();\n" " EndPrimitive();\n" "}\n" }; static const char* fragSource = { "uniform sampler2D baseTexture; \n" "varying vec2 texcoord; \n" "varying float intensity; \n" "varying float red_intensity; \n" "\n" "void main(void) \n" "{ \n" " vec4 finalColor = texture2D( baseTexture, texcoord); \n" " vec4 color = finalColor * intensity;\n" " color.w = finalColor.w;\n" " color.x *= red_intensity;\n" " gl_FragColor = color;\n" "}\n" }; osg::Program* pgm = new osg::Program; pgm->setName( "osgshader2 demo" ); pgm->addShader( new osg::Shader( osg::Shader::VERTEX, vertSource ) ); pgm->addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) ); pgm->addShader( new osg::Shader( osg::Shader::GEOMETRY, geomSource ) ); pgm->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, 8 ); pgm->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_LINES ); pgm->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); return pgm; } void ForestTechniqueManager::CollectTreePositions(Cell* cell, std::vector< osg::Vec3 >& positions) { bool needGroup = !(cell->_cells.empty()); bool needTrees = !(cell->_trees.empty()); if (needTrees) { for(TreeList::iterator itr=cell->_trees.begin(); itr!=cell->_trees.end(); ++itr) { Tree& tree = **itr; positions.push_back(tree._position); } } if (needGroup) { for(Cell::CellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr) { CollectTreePositions(itr->get(),positions); } } } osg::Node* ForestTechniqueManager::createGeometryShaderGraph(Cell* cell, osg::StateSet* dstate) { bool needGroup = !(cell->_cells.empty()); bool needTrees = !(cell->_trees.empty()); osg::Geode* geode = 0; osg::Group* group = 0; if (needTrees) { geode = new osg::Geode; geode->setStateSet(dstate); osg::Geometry* geometry = new osg::Geometry; geode->addDrawable(geometry); osg::Vec3Array* v = new osg::Vec3Array; for(TreeList::iterator itr=cell->_trees.begin(); itr!=cell->_trees.end(); ++itr) { Tree& tree = **itr; v->push_back(tree._position); v->push_back(osg::Vec3(/*tree._height*/30.0,(double)random(0.75f,1.15f),(double)random(1.0f,1.250f))); } geometry->setVertexArray( v ); geometry->addPrimitiveSet( new osg::DrawArrays( GL_LINES, 0, v->size() ) ); osg::StateSet* sset = geode->getOrCreateStateSet(); sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); sset->setAttribute( createGeometryShader() ); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); sset->addUniform(baseTextureSampler); } if (needGroup) { group = new osg::Group; for(Cell::CellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr) { group->addChild(createGeometryShaderGraph(itr->get(),dstate)); } if (geode) group->addChild(geode); } if (group) return group; else return geode; } osg::Node* ForestTechniqueManager::createTextureBufferGraph(Cell* cell, osg::Geometry* templateGeometry) { bool needGroup = !(cell->_cells.empty()); bool needTrees = !(cell->_trees.empty()); osg::Geode* geode = 0; osg::Group* group = 0; if (needTrees) { osg::Geometry* geometry = (osg::Geometry*)templateGeometry->clone( osg::CopyOp::DEEP_COPY_PRIMITIVES ); osg::DrawArrays* primSet = dynamic_cast( geometry->getPrimitiveSet(0) ); primSet->setNumInstances( cell->_trees.size() ); geode = new osg::Geode; geode->addDrawable(geometry); osg::ref_ptr treeParamsImage = new osg::Image; treeParamsImage->allocateImage( 3*cell->_trees.size(), 1, 1, GL_RGBA, GL_FLOAT ); unsigned int i=0; for(TreeList::iterator itr=cell->_trees.begin(); itr!=cell->_trees.end(); ++itr,++i) { osg::Vec4f* ptr = (osg::Vec4f*)treeParamsImage->data(3*i); Tree& tree = **itr; ptr[0] = osg::Vec4f(tree._position.x(),tree._position.y(),tree._position.z(),1.0); ptr[1] = osg::Vec4f((float)tree._color.r()/255.0f,(float)tree._color.g()/255.0f, (float)tree._color.b()/255.0f, 1.0); ptr[2] = osg::Vec4f(tree._width, tree._height, 1.0, 1.0); } osg::ref_ptr tbo = new osg::TextureBuffer; tbo->setImage( treeParamsImage.get() ); tbo->setInternalFormat(GL_RGBA32F_ARB); geometry->getOrCreateStateSet()->setTextureAttribute(1, tbo.get()); geometry->setInitialBound( cell->_bb ); } if (needGroup) { group = new osg::Group; for(Cell::CellList::iterator itr=cell->_cells.begin(); itr!=cell->_cells.end(); ++itr) { group->addChild(createTextureBufferGraph(itr->get(),templateGeometry)); } if (geode) group->addChild(geode); } if (group) return group; else return geode; } 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::createHUDWithText(const std::string& str) { osg::Geode* geode = new osg::Geode(); std::string timesFont("fonts/arial.ttf"); // turn lighting off for the text and disable depth test to ensure its always ontop. osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF); // or disable depth test, and make sure that the hud is drawn after everything // else so that it always appears ontop. stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF); stateset->setRenderBinDetails(11,"RenderBin"); osg::Vec3 position(150.0f,800.0f,0.0f); osg::Vec3 delta(0.0f,-120.0f,0.0f); { osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont(timesFont); text->setPosition(position); text->setText(str); position += delta; } // create the hud. osg::MatrixTransform* modelview_abs = new osg::MatrixTransform; modelview_abs->setReferenceFrame(osg::Transform::ABSOLUTE_RF); modelview_abs->setMatrix(osg::Matrix::identity()); modelview_abs->addChild(geode); osg::Projection* projection = new osg::Projection; projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024)); projection->addChild(modelview_abs); return projection; } osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell) { osg::Vec3 origin(0.0f,0.0f,0.0f); osg::Vec3 size(1000.0f,1000.0f,200.0f); std::cout<<"Creating terrain..."; osg::ref_ptr terrain = createTerrain(origin,size); std::cout<<"done."< cell = new Cell; cell->addTrees(trees); cell->divide(maxNumTreesPerCell); std::cout<<"done."<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(0, tex, osg::StateAttribute::ON ); dstate->setTextureAttribute(0, new osg::TexEnv ); 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 ); } _techniqueSwitch = new osg::Switch; { std::cout<<"Creating osg::Billboard based forest..."; osg::Group* group = new osg::Group; group->addChild(createBillboardGraph(cell.get(),dstate)); group->addChild(createHUDWithText("Using osg::Billboard's to create a forest\n\nPress left cursor key to select geometry instancing with Texture Buffer Object\nPress right cursor key to select double quad based forest")); _techniqueSwitch->addChild(group); std::cout<<"done."<addChild(createXGraph(cell.get(),dstate)); group->addChild(createHUDWithText("Using double quads to create a forest\n\nPress left cursor key to select osg::Billboard based forest\nPress right cursor key to select osg::MatrixTransform based forest\n")); _techniqueSwitch->addChild(group); std::cout<<"done."<addChild(createTransformGraph(cell.get(),dstate)); group->addChild(createHUDWithText("Using osg::MatrixTransform's to create a forest\n\nPress left cursor key to select double quad based forest\nPress right cursor key to select osg::Vertex/FragmentProgram based forest")); _techniqueSwitch->addChild(group); std::cout<<"done."< vp = new osg::VertexProgram; vp->setVertexProgram(vp_oss.str()); stateset->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); osg::ref_ptr fp = new osg::FragmentProgram; fp->setFragmentProgram(fp_oss.str()); stateset->setAttributeAndModes(fp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); } group->addChild(createShaderGraph(cell.get(),stateset)); group->addChild(createHUDWithText("Using osg::Vertex/FragmentProgram to create a forest\n\nPress left cursor key to select osg::MatrixTransform's based forest\nPress right cursor key to select OpenGL shader based forest")); _techniqueSwitch->addChild(group); std::cout<<"done."<setAttribute(program); #if 1 // use inline shaders /////////////////////////////////////////////////////////////////// // vertex shader using just Vec4 coefficients char vertexShaderSource[] = "varying vec2 texcoord;\n" "\n" "void main(void)\n" "{\n" " vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n" " gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n" " gl_FrontColor = vec4(1.0,1.0,1.0,1.0);\n" " texcoord = gl_MultiTexCoord0.st;\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"; osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource); program->addShader(vertex_shader); osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); program->addShader(fragment_shader); #else // get shaders from source program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/forest.vert"))); program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/forest.frag"))); #endif osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); stateset->addUniform(baseTextureSampler); } group->addChild(createShaderGraph(cell.get(),stateset)); group->addChild(createHUDWithText("Using OpenGL Shader to create a forest\n\nPress left cursor key to select osg::Vertex/FragmentProgram based forest\nPress right cursor key to select osg::Vertex/Geometry/FragmentProgram based forest")); _techniqueSwitch->addChild(group); std::cout<<"done."<addChild(createGeometryShaderGraph(cell.get(), stateset)); group->addChild(createHUDWithText("Using osg::Vertex/Geometry/FragmentProgram to create a forest\n\nPress left cursor key to select OpenGL Shader based forest\nPress right cursor key to select geometry instancing with Texture Buffer Object")); _techniqueSwitch->addChild(group); std::cout<<"done."<setAttribute(program); char vertexShaderSource[] = "#version 420 compatibility\n" "uniform samplerBuffer dataBuffer;\n" "layout(location = 0) in vec3 VertexPosition;\n" "layout(location = 8) in vec3 VertexTexCoord;\n" "out vec2 TexCoord;\n" "out vec4 Color;\n" "void main()\n" "{\n" " int instanceAddress = gl_InstanceID * 3;\n" " vec3 position = texelFetch(dataBuffer, instanceAddress).xyz;\n" " Color = texelFetch(dataBuffer, instanceAddress + 1);\n" " vec2 size = texelFetch(dataBuffer, instanceAddress + 2).xy;\n" " mat4 mvpMatrix = gl_ModelViewProjectionMatrix *\n" " mat4( size.x, 0.0, 0.0, 0.0,\n" " 0.0, size.x, 0.0, 0.0,\n" " 0.0, 0.0, size.y, 0.0,\n" " position.x, position.y, position.z, 1.0);\n" " gl_Position = mvpMatrix * vec4(VertexPosition,1.0) ;\n" " TexCoord = VertexTexCoord.xy;\n" "}\n"; char fragmentShaderSource[] = "#version 420 core\n" "uniform sampler2D baseTexture; \n" "in vec2 TexCoord;\n" "in vec4 Color;\n" "layout(location = 0, index = 0) out vec4 FragData0;\n" "void main(void) \n" "{\n" " FragData0 = Color*texture(baseTexture, TexCoord);\n" "}\n"; osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource); program->addShader(vertex_shader); osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); program->addShader(fragment_shader); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); stateset->addUniform(baseTextureSampler); osg::Uniform* dataBufferSampler = new osg::Uniform("dataBuffer",1); stateset->addUniform(dataBufferSampler); } osg::ref_ptr templateGeometry = createOrthogonalQuadsNoColor(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f); templateGeometry->setUseVertexBufferObjects(true); templateGeometry->setUseDisplayList(false); osg::Node* textureBufferGraph = createTextureBufferGraph(cell.get(), templateGeometry.get()); textureBufferGraph->setStateSet( stateset ); osg::Group* group = new osg::Group; group->addChild(textureBufferGraph); group->addChild(createHUDWithText("Using geometry instancing to create a forest\n\nPress left cursor key to select osg::Vertex/Geometry/FragmentProgram based forest\nPress right cursor key to select osg::Billboard based forest")); _techniqueSwitch->addChild(group); std::cout<<"done."<setSingleChildOn(_currentTechnique); osg::Group* scene = new osg::Group; scene->addChild(terrain.get()); scene->addChild(_techniqueSwitch.get()); return scene; } int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // construct the viewer. osgViewer::Viewer viewer(arguments); unsigned int numTreesToCreate = 10000; arguments.read("--trees",numTreesToCreate); unsigned int maxNumTreesPerCell = sqrtf(static_cast(numTreesToCreate)); arguments.read("--trees-per-cell",maxNumTreesPerCell); osg::ref_ptr ttm = new ForestTechniqueManager; // add the stats handler viewer.addEventHandler(new osgViewer::StatsHandler); viewer.addEventHandler(new TechniqueEventHandler(ttm.get())); viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet())); // add model to viewer. viewer.setSceneData( ttm->createScene(numTreesToCreate, maxNumTreesPerCell) ); return viewer.run(); }