/* OpenSceneGraph example, osgtexture3D. * * 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 // // A simple demo demonstrating different texturing modes, // including using of texture extensions. // typedef std::vector< osg::ref_ptr > ImageList; osg::StateSet* createState(osg::ArgumentParser& arguments) { // read 4 2d images osg::ref_ptr image_0 = osgDB::readImageFile("Images/lz.rgb"); osg::ref_ptr image_1 = osgDB::readImageFile("Images/reflect.rgb"); osg::ref_ptr image_2 = osgDB::readImageFile("Images/tank.rgb"); osg::ref_ptr image_3 = osgDB::readImageFile("Images/skymap.jpg"); if (!image_0 || !image_1 || !image_2 || !image_3) { std::cout << "Warning: could not open files."<getPixelFormat()!=image_1->getPixelFormat() || image_0->getPixelFormat()!=image_2->getPixelFormat() || image_0->getPixelFormat()!=image_3->getPixelFormat()) { std::cout << "Warning: image pixel formats not compatible."<scaleImage(textureSize,textureSize,1); image_1->scaleImage(textureSize,textureSize,1); image_2->scaleImage(textureSize,textureSize,1); image_3->scaleImage(textureSize,textureSize,1); osg::ref_ptr texture = new osg::Texture2DArray; texture->setFilter(osg::Texture2DArray::MIN_FILTER, osg::Texture2DArray::LINEAR); texture->setFilter(osg::Texture2DArray::MAG_FILTER, osg::Texture2DArray::LINEAR); texture->setWrap(osg::Texture2DArray::WRAP_R, osg::Texture2DArray::REPEAT); if (arguments.read("--packed")) { OSG_NOTICE<<"Packing all images into a single osg::Image to pass to Texture2DArray."< image_3d = new osg::Image; image_3d->allocateImage(textureSize, textureSize, 4, image_0->getPixelFormat(), image_0->getDataType()); // copy the 2d images into the 3d image. image_3d->copySubImage(0,0,0,image_0.get()); image_3d->copySubImage(0,0,1,image_1.get()); image_3d->copySubImage(0,0,2,image_2.get()); image_3d->copySubImage(0,0,3,image_3.get()); image_3d->setInternalTextureFormat(image_0->getInternalTextureFormat()); texture->setImage(0, image_3d.get()); texture->setTextureDepth(4); } else { OSG_NOTICE<<"Assigned all images to Texture2DArray seperately."<setImage(0, image_0.get()); texture->setImage(1, image_1.get()); texture->setImage(2, image_2.get()); texture->setImage(3, image_3.get()); texture->setTextureDepth(4); } std::string vsFileName("shaders/osgtexture2DArray.vert"); std::string fsFileName("shaders/osgtexture2DArray.frag"); if (arguments.read("--vs", vsFileName)) {} if (arguments.read("--fs", vsFileName)) {} osg::ref_ptr program = new osg::Program; osg::ref_ptr vertexShader = osgDB::readShaderFile( osg::Shader::VERTEX, vsFileName) ; if (vertexShader.get()) program->addShader( vertexShader.get() ); osg::ref_ptr fragmentShader = osgDB::readShaderFile( osg::Shader::FRAGMENT, fsFileName) ; if (fragmentShader.get()) program->addShader( fragmentShader.get() ); // create the StateSet to store the texture data osg::StateSet* stateset = new osg::StateSet; stateset->setTextureAttributeAndModes(0,texture.get(),osg::StateAttribute::ON); stateset->addUniform( new osg::Uniform( "texture", 0 ) ); stateset->setAttribute( program.get() ); return stateset; } class UpdateStateCallback : public osg::NodeCallback { public: UpdateStateCallback() {} void animateState(osg::StateSet* stateset) { // here we simply get any existing texgen, and then increment its // plane, pushing the R coordinate through the texture. osg::StateAttribute* attribute = stateset->getTextureAttribute(0,osg::StateAttribute::TEXGEN); osg::TexGen* texgen = dynamic_cast(attribute); if (texgen) { texgen->getPlane(osg::TexGen::R)[3] += 0.001f; } } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::StateSet* stateset = node->getStateSet(); if (stateset) { // we have an exisitng stateset, so lets animate it. animateState(stateset); } // note, callback is repsonsible for scenegraph traversal so // should always include call the traverse(node,nv) to ensure // that the rest of cullbacks and the scene graph are traversed. traverse(node,nv); } }; /** create 2,2 square with center at 0,0,0 and aligned along the XZ plan */ osg::Drawable* createSquare() { // set up the Geometry. osg::Geometry* geom = new osg::Geometry; osg::Vec3Array* coords = new osg::Vec3Array(4); (*coords)[0].set(-1.0f,0.0f,1.0f); (*coords)[1].set(-1.0f,0.0f,-1.0f); (*coords)[2].set(1.0f,0.0f,-1.0f); (*coords)[3].set(1.0f,0.0f,1.0f); geom->setVertexArray(coords); osg::Vec3Array* norms = new osg::Vec3Array(1); (*norms)[0].set(0.0f,-1.0f,0.0f); geom->setNormalArray(norms, osg::Array::BIND_OVERALL); osg::Vec3Array* tcoords = new osg::Vec3Array(4); (*tcoords)[0].set(0.0f, 1.0f, 0.0f); (*tcoords)[1].set(0.0f, 0.0f, 0.0f); (*tcoords)[2].set(1.0f, 0.0f, 0.0f); (*tcoords)[3].set(1.0f, 1.0f, 0.0f); geom->setTexCoordArray(0,tcoords); geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)); return geom; } osg::Node* createModel(osg::ArgumentParser& arguments) { // create the geometry of the model, just a simple 2d quad right now. osg::Geode* geode = new osg::Geode; geode->addDrawable(createSquare()); // normally we'd create the stateset's to contain all the textures // etc here, but, the above technique uses osg::Image::scaleImage and // osg::Image::copySubImage() which are implemented with OpenGL utility // library, which unfortunately can't be used until we have a valid // OpenGL context, and at this point in initilialization we don't have // a valid OpenGL context, so we have to delay creation of state until // there is a valid OpenGL context. I'll manage this by using an // app callback which will create the state during the first traversal. // A bit hacky, and my plan is to reimplement the osg::scaleImage and // osg::Image::copySubImage() without using GLU which will get round // this current limitation. geode->setUpdateCallback(new UpdateStateCallback()); geode->setStateSet(createState(arguments)); return geode; } int main(int argc, char **argv) { osg::ArgumentParser arguments(&argc, argv); // construct the viewer. osgViewer::Viewer viewer(arguments); // create a model from the images and pass it to the viewer. viewer.setSceneData(createModel(arguments)); return viewer.run(); }