/* OpenSceneGraph example, osgdrawinstanced. * * 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. */ // // This code is copyright (c) 2008 Skew Matrix Software LLC. You may use // the code under the licensing terms described above. // #include #include #include #include #include #include void createDAIGeometry( osg::Geometry& geom, int nInstances=1 ) { const float halfDimX( .5 ); const float halfDimZ( .5 ); osg::Vec3Array* v = new osg::Vec3Array; v->resize( 4 ); geom.setVertexArray( v ); // Geometry for a single quad. (*v)[ 0 ] = osg::Vec3( -halfDimX, 0., -halfDimZ ); (*v)[ 1 ] = osg::Vec3( halfDimX, 0., -halfDimZ ); (*v)[ 2 ] = osg::Vec3( halfDimX, 0., halfDimZ ); (*v)[ 3 ] = osg::Vec3( -halfDimX, 0., halfDimZ ); // Use the DrawArraysInstanced PrimitiveSet and tell it to draw 1024 instances. geom.addPrimitiveSet( new osg::DrawArrays( GL_QUADS, 0, 4, nInstances ) ); } osg::StateSet* createStateSet() { osg::ref_ptr< osg::StateSet > ss = new osg::StateSet; // Create a vertex program that references the gl_InstanceID to // render each instance uniquely. gl_InstanceID will be in the range // 0 to numInstances-1 (1023 in our case). std::string vertexSource = "#extension GL_EXT_gpu_shader4 : enable\n" "uniform sampler2D osgLogo; \n" "uniform float osg_SimulationTime; \n" "void main() \n" "{ \n" // Using the instance ID, generate "texture coords" for this instance. "vec2 tC; \n" "float r = float(gl_InstanceID) / 32.; \n" "tC.s = fract( r ); tC.t = floor( r ) / 32.; \n" // Get the color from the OSG logo. "gl_FrontColor = texture2D( osgLogo, tC ); \n" // Use the (scaled) tex coord to translate the position of the vertices. "vec4 pos = vec4( tC.s * 48., 0., tC.t * 48., 1. ); \n" // Compute a rotation angle from the instanceID and elapsed time. "float timeOffset = gl_InstanceID / (32. * 32.); \n" "float angle = ( osg_SimulationTime - timeOffset ) * 6.283; \n" "float sa = sin( angle ); \n" "float ca = cos( angle ); \n" // New orientation, rotate around z axis. "vec4 newX = vec4( ca, sa, 0., 0. ); \n" "vec4 newY = vec4( sa, ca, 0., 0. ); \n" "vec4 newZ = vec4( 0., 0., 1., 0. ); \n" "mat4 mV = mat4( newX, newY, newZ, pos ); \n" "gl_Position = ( gl_ModelViewProjectionMatrix * mV * gl_Vertex ); \n" "} \n"; osg::ref_ptr< osg::Shader > vertexShader = new osg::Shader(); vertexShader->setType( osg::Shader::VERTEX ); vertexShader->setShaderSource( vertexSource ); osg::ref_ptr< osg::Program > program = new osg::Program(); program->addShader( vertexShader.get() ); ss->setAttribute( program.get(), osg::StateAttribute::ON | osg::StateAttribute::PROTECTED ); osg::ref_ptr< osg::Image> iLogo = osgDB::readRefImageFile( "Images/osg128.png" ); if( !iLogo.valid() ) { osg::notify( osg::ALWAYS ) << "Can't open image file osg128.png" << std::endl; return( NULL ); } osg::Texture2D* texLogo = new osg::Texture2D( iLogo.get() ); texLogo->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR ); texLogo->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR ); ss->setTextureAttribute( 0, texLogo ); osg::ref_ptr< osg::Uniform > texLogoUniform = new osg::Uniform( "osgLogo", 0 ); ss->addUniform( texLogoUniform.get() ); return( ss.release() ); } int main( int argc, char **argv ) { osg::ArgumentParser arguments(&argc, argv); // Make a scene graph consisting of a single Geode, containing // a single Geometry, and a single PrimitiveSet. osg::ref_ptr< osg::Geode > geode = new osg::Geode; osg::ref_ptr< osg::Geometry > geom = new osg::Geometry; // Configure the Geometry for use with EXT_draw_arrays: // DL off and buffer objects on. geom->setUseDisplayList( false ); geom->setUseVertexBufferObjects( true ); // OSG has no clue where out vertex shader will place the geometric data, // so specify an initial bound to allow proper culling and near/far computation. osg::BoundingBox bb( -1., -.1, -1., 49., 1., 49. ); geom->setInitialBound( bb ); // Add geometric data and the PrimitiveSet. Specify numInstances as 32*32 or 1024. createDAIGeometry( *geom, 32*32 ); geode->addDrawable( geom.get() ); // Create a StateSet to render the instanced Geometry. osg::ref_ptr< osg::StateSet > ss = createStateSet(); geode->setStateSet( ss.get() ); // osgDB::writeNodeFile(*geode, "instanced.osgt"); osgViewer::Viewer viewer(arguments); viewer.setSceneData( geode.get() ); return viewer.run(); }