#include #include #include #include #include #include #include #include #include #include #include #include // for the grid data.. #include "../osghangglide/terrain_coords.h" /////////////////////////////////////////////////////////////////// // vertex shader using just Vec4 coefficients char vertexShaderSource_simple[] = "uniform vec4 coeff; \n" "\n" "void main(void) \n" "{ \n" "\n" " gl_TexCoord[0] = gl_Vertex; \n" " vec4 vert = gl_Vertex; \n" " vert.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n" " gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n" " gl_Position = gl_ModelViewProjectionMatrix * vert;\n" "}\n"; ////////////////////////////////////////////////////////////////// // vertex shader using full Matrix4 coefficients char vertexShaderSource_matrix[] = "uniform vec4 origin; \n" "uniform mat4 coeffMatrix; \n" "\n" "void main(void) \n" "{ \n" "\n" " gl_TexCoord[0] = gl_Vertex; \n" " vec4 v = vec4(gl_Vertex.x, gl_Vertex.x*gl_Vertex.x, gl_Vertex.y, gl_Vertex.y*gl_Vertex.y ); \n" " gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n" "}\n"; ////////////////////////////////////////////////////////////////// // vertex shader using texture read char vertexShaderSource_texture[] = "uniform sampler2D vertexTexture; \n" "\n" "void main(void) \n" "{ \n" "\n" " gl_TexCoord[0] = gl_Vertex; \n" " vec4 vert = gl_Vertex; \n" " vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n" " gl_Position = gl_ModelViewProjectionMatrix * vert;\n" "}\n"; ////////////////////////////////////////////////////////////////// // fragment shader // char fragmentShaderSource[] = "uniform sampler2D baseTexture; \n" "\n" "void main(void) \n" "{ \n" " gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n" "}\n"; class UniformVarying : public osg::Uniform::Callback { virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv) { const osg::FrameStamp* fs = nv->getFrameStamp(); float value = sinf(fs->getReferenceTime()); uniform->set(osg::Vec4(value,-value,-value,value)); } }; osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName) { osg::Geode* geode = new osg::Geode; osg::Geometry* geom = new osg::Geometry; geode->addDrawable(geom); // dimensions for ~one million triangles :-) unsigned int num_x = 708; unsigned int num_y = 708; // set up state { osg::StateSet* stateset = geom->getOrCreateStateSet(); osg::Program* program = new osg::Program; stateset->setAttribute(program); if (shader=="simple") { osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple); program->addShader(vertex_shader); osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f)); coeff->setUpdateCallback(new UniformVarying); stateset->addUniform(coeff); } else if (shader=="matrix") { osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix); program->addShader(vertex_shader); osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f)); stateset->addUniform(origin); osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix", osg::Matrix(1.0f,0.0f,1.0f,0.0f, 0.0f,0.0f,-1.0f,0.0f, 0.0f,1.0f,-1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f)); stateset->addUniform(coeffMatrix); } else if (shader=="texture") { osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture); program->addShader(vertex_shader); osg::Image* image = 0; if (terrainFileName.empty()) { image = new osg::Image; unsigned int tx = 38; unsigned int ty = 39; image->allocateImage(tx,ty,1,GL_LUMINANCE,GL_FLOAT,1); for(unsigned int r=0;rdata(c,r)) = vertex[r+c*39][2]*0.1; } } num_x = tx; num_y = tx; } else { image = osgDB::readImageFile(terrainFileName); num_x = image->s(); num_y = image->t(); } osg::Texture2D* vertexTexture = new osg::Texture2D(image); vertexTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST); vertexTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST); vertexTexture->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI); stateset->setTextureAttributeAndModes(1,vertexTexture); osg::Uniform* vertexTextureSampler = new osg::Uniform("vertexTexture",1); stateset->addUniform(vertexTextureSampler); } osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); program->addShader(fragment_shader); osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile(textureFileName)); stateset->setTextureAttributeAndModes(0,texture); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); stateset->addUniform(baseTextureSampler); } // set up geometry data. osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y ); float dx = 1.0f/(float)(num_x-1); float dy = 1.0f/(float)(num_y-1); osg::Vec3 row(0.0f,0.0f,0.0); unsigned int vert_no = 0; unsigned int iy; for(iy=0; iysetVertexArray(vertices); for(iy=0; iyaddPrimitiveSet(elements); } geom->setUseVertexBufferObjects(true); return geode; } 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 demonstrate support for ARB_vertex_program."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // construct the viewer. osgProducer::Viewer viewer(arguments); // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); std::string shader("simple"); while(arguments.read("-s",shader)) {} std::string textureFileName("Images/lz.rgb"); while(arguments.read("-t",textureFileName)) {} std::string terrainFileName(""); while(arguments.read("-d",terrainFileName)) {} // 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; } // load the nodes from the commandline arguments. osg::Node* model = createModel(shader,textureFileName,terrainFileName); if (!model) { return 1; } // add a viewport to the viewer and attach the scene graph. viewer.setSceneData(model); // 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; }