#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include float refract = 1.02; // ratio of indicies of refraction float fresnel = 0.2; // Fresnel multiplier const char vpstr[] = "!!ARBvp1.0 # Refraction \n" " \n" "ATTRIB iPos = vertex.position; \n" "#ATTRIB iCol = vertex.color.primary; \n" "ATTRIB iNormal = vertex.normal; \n" "PARAM esEyePos = { 0, 0, 0, 1 }; \n" "PARAM const0123 = { 0, 1, 2, 3 }; \n" "PARAM fresnel = program.local[0]; \n" "PARAM refract = program.local[1]; \n" "PARAM itMV[4] = { state.matrix.modelview.invtrans }; \n" "PARAM MVP[4] = { state.matrix.mvp }; \n" "PARAM MV[4] = { state.matrix.modelview }; \n" "PARAM texmat[4] = { state.matrix.texture[0] }; \n" "TEMP esPos; # position in eye-space \n" "TEMP esNormal; # normal in eye-space \n" "TEMP tmp, IdotN, K; \n" "TEMP esE; # eye vector \n" "TEMP esI; # incident vector (=-E) \n" "TEMP esR; # first refract- then reflect-vector \n" "OUTPUT oPos = result.position; \n" "OUTPUT oColor = result.color; \n" "OUTPUT oRefractMap = result.texcoord[0]; \n" "OUTPUT oReflectMap = result.texcoord[1]; \n" " \n" "# transform vertex to clip space \n" "DP4 oPos.x, MVP[0], iPos; \n" "DP4 oPos.y, MVP[1], iPos; \n" "DP4 oPos.z, MVP[2], iPos; \n" "DP4 oPos.w, MVP[3], iPos; \n" " \n" "# Transform the normal to eye space. \n" "DP3 esNormal.x, itMV[0], iNormal; \n" "DP3 esNormal.y, itMV[1], iNormal; \n" "DP3 esNormal.z, itMV[2], iNormal; \n" " \n" "# normalize normal \n" "DP3 esNormal.w, esNormal, esNormal; \n" "RSQ esNormal.w, esNormal.w; \n" "MUL esNormal, esNormal, esNormal.w; \n" " \n" "# transform vertex position to eye space \n" "DP4 esPos.x, MV[0], iPos; \n" "DP4 esPos.y, MV[1], iPos; \n" "DP4 esPos.z, MV[2], iPos; \n" "DP4 esPos.w, MV[3], iPos; \n" " \n" "# vertex to eye vector \n" "ADD esE, -esPos, esEyePos; \n" "#MOV esE, -esPos; \n" " \n" "# normalize eye vector \n" "DP3 esE.w, esE, esE; \n" "RSQ esE.w, esE.w; \n" "MUL esE, esE, esE.w; \n" " \n" "# calculate some handy values \n" "MOV esI, -esE; \n" "DP3 IdotN, esNormal, esI; \n" " \n" "# calculate refraction vector, Renderman style \n" " \n" "# k = 1-index*index*(1-(I dot N)^2) \n" "MAD tmp, -IdotN, IdotN, const0123.y; \n" "MUL tmp, tmp, refract.y; \n" "ADD K.x, const0123.y, -tmp; \n" " \n" "# k<0, R = [0,0,0] \n" "# k>=0, R = index*I-(index*(I dot N) + sqrt(k))*N \n" "RSQ K.y, K.x; \n" "RCP K.y, K.y; # K.y = sqrt(k) \n" "MAD tmp.x, refract.x, IdotN, K.y; \n" "MUL tmp, esNormal, tmp.x; \n" "MAD esR, refract.x, esI, tmp; \n" " \n" "# transform refracted ray by cubemap transform \n" "DP3 oRefractMap.x, texmat[0], esR; \n" "DP3 oRefractMap.y, texmat[1], esR; \n" "DP3 oRefractMap.z, texmat[2], esR; \n" " \n" "# calculate reflection vector \n" "# R = 2*N*(N dot E)-E \n" "MUL tmp, esNormal, const0123.z; \n" "DP3 esR.w, esNormal, esE; \n" "MAD esR, esR.w, tmp, -esE; \n" " \n" "# transform reflected ray by cubemap transform \n" "DP3 oReflectMap.x, texmat[0], esR; \n" "DP3 oReflectMap.y, texmat[1], esR; \n" "DP3 oReflectMap.z, texmat[2], esR; \n" " \n" "# Fresnel approximation = fresnel*(1-(N dot I))^2 \n" "ADD tmp.x, const0123.y, -IdotN; \n" "MUL tmp.x, tmp.x, tmp.x; \n" "MUL oColor, tmp.x, fresnel; \n" " \n" "END \n"; osg::TextureCubeMap* readCubeMap() { osg::TextureCubeMap* cubemap = new osg::TextureCubeMap; //#define CUBEMAP_FILENAME(face) "nvlobby_" #face ".png" //#define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png" #define CUBEMAP_FILENAME(face) "Cubemap_snow/" #face ".jpg" osg::Image* imagePosX = osgDB::readImageFile(CUBEMAP_FILENAME(posx)); osg::Image* imageNegX = osgDB::readImageFile(CUBEMAP_FILENAME(negx)); osg::Image* imagePosY = osgDB::readImageFile(CUBEMAP_FILENAME(posy)); osg::Image* imageNegY = osgDB::readImageFile(CUBEMAP_FILENAME(negy)); osg::Image* imagePosZ = osgDB::readImageFile(CUBEMAP_FILENAME(posz)); osg::Image* imageNegZ = osgDB::readImageFile(CUBEMAP_FILENAME(negz)); if (imagePosX && imageNegX && imagePosY && imageNegY && imagePosZ && imageNegZ) { cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX); cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY); cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ); cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ); cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE); cubemap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR); cubemap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); } return cubemap; } // Update texture matrix for cubemaps struct TexMatCallback : public osg::NodeCallback { public: TexMatCallback(osg::TexMat& tm) : _texMat(tm) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv) { const osg::Matrix& MV = cv->getModelViewMatrix(); const osg::Matrix R = osg::Matrix::rotate( osg::DegreesToRadians(112.0f), 0.0f,0.0f,1.0f)* osg::Matrix::rotate( osg::DegreesToRadians(90.0f), 1.0f,0.0f,0.0f); osg::Quat q = MV.getRotate(); const osg::Matrix C = osg::Matrix::rotate( q.inverse() ); _texMat.setMatrix( C*R ); } traverse(node,nv); } osg::TexMat& _texMat; }; class MoveEarthySkyWithEyePointTransform : public osg::Transform { public: /** Get the transformation matrix which moves from local coords to world coords.*/ virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const { osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv) { osg::Vec3 eyePointLocal = cv->getEyeLocal(); matrix.preMult(osg::Matrix::translate(eyePointLocal)); } return true; } /** Get the transformation matrix which moves from world coords to local coords.*/ virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const { osgUtil::CullVisitor* cv = dynamic_cast(nv); if (cv) { osg::Vec3 eyePointLocal = cv->getEyeLocal(); matrix.postMult(osg::Matrix::translate(-eyePointLocal)); } return true; } }; osg::Node* createSkyBox() { osg::StateSet* stateset = new osg::StateSet(); osg::TexEnv* te = new osg::TexEnv; te->setMode(osg::TexEnv::REPLACE); stateset->setTextureAttributeAndModes(0, te, osg::StateAttribute::ON); osg::TexGen *tg = new osg::TexGen; tg->setMode(osg::TexGen::NORMAL_MAP); stateset->setTextureAttributeAndModes(0, tg, osg::StateAttribute::ON); osg::TexMat *tm = new osg::TexMat; stateset->setTextureAttribute(0, tm); osg::TextureCubeMap* skymap = readCubeMap(); stateset->setTextureAttributeAndModes(0, skymap, osg::StateAttribute::ON); stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); stateset->setMode( GL_CULL_FACE, osg::StateAttribute::OFF ); // clear the depth to the far plane. osg::Depth* depth = new osg::Depth; depth->setFunction(osg::Depth::ALWAYS); depth->setRange(1.0,1.0); stateset->setAttributeAndModes(depth, osg::StateAttribute::ON ); stateset->setRenderBinDetails(-1,"RenderBin"); osg::Drawable* drawable = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1)); osg::Geode* geode = new osg::Geode; geode->setCullingActive(false); geode->setStateSet( stateset ); geode->addDrawable(drawable); osg::Transform* transform = new MoveEarthySkyWithEyePointTransform; transform->setCullingActive(false); transform->addChild(geode); osg::ClearNode* clearNode = new osg::ClearNode; // clearNode->setRequiresClear(false); clearNode->setCullCallback(new TexMatCallback(*tm)); clearNode->addChild(transform); return clearNode; } osg::Node* addRefractStateSet(osg::Node* node) { osg::StateSet* stateset = new osg::StateSet(); osg::TextureCubeMap* reflectmap = readCubeMap(); stateset->setTextureAttributeAndModes( 0, reflectmap, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); stateset->setTextureAttributeAndModes( 1, reflectmap, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); osg::TexMat* texMat = new osg::TexMat; stateset->setTextureAttribute(0, texMat); // --------------------------------------------------- // Vertex Program // --------------------------------------------------- osg::VertexProgram* vp = new osg::VertexProgram(); vp->setVertexProgram( vpstr ); vp->setProgramLocalParameter( 0, osg::Vec4( fresnel, fresnel, fresnel, 1.0f ) ); vp->setProgramLocalParameter( 1, osg::Vec4( refract, refract*refract, 0.0f, 0.0f ) ); stateset->setAttributeAndModes( vp, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); // --------------------------------------------------- // fragment = refraction*(1-fresnel) + reflection*fresnel // T0 = texture unit 0, refraction map // T1 = texture unit 1, reflection map // C.rgb = primary color, water color // C.a = primary color, fresnel factor // Cp = result from previous texture environment // --------------------------------------------------- // REPLACE function: Arg0 // = T0 osg::TexEnvCombine *te0 = new osg::TexEnvCombine; te0->setCombine_RGB(osg::TexEnvCombine::REPLACE); te0->setSource0_RGB(osg::TexEnvCombine::TEXTURE0); te0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); // INTERPOLATE function: Arg0 * (Arg2) + Arg1 * (1-Arg2) // = T1 * C0.a + Cp * (1-C0.a) osg::TexEnvCombine *te1 = new osg::TexEnvCombine; // rgb = Cp + Ct te1->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); te1->setSource0_RGB(osg::TexEnvCombine::TEXTURE1); te1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); te1->setSource1_RGB(osg::TexEnvCombine::PREVIOUS); te1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); te1->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR); te1->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR); stateset->setTextureAttributeAndModes(0, te0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); stateset->setTextureAttributeAndModes(1, te1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); osg::Group* group = new osg::Group; group->addChild(node); group->setCullCallback(new TexMatCallback(*texMat)); group->setStateSet( stateset ); return group; } 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); // 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; } osg::Group* rootnode = new osg::Group; rootnode->addChild(createSkyBox()); // load the nodes from the commandline arguments. osg::Node* model = osgDB::readNodeFiles(arguments); if (!model) { const float radius = 1.0f; osg::Geode* geode = new osg::Geode; geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius))); model = geode; } // run optimization over the scene graph osgUtil::Optimizer optimzer; optimzer.optimize(model); // create normals. osgUtil::SmoothingVisitor smoother; model->accept(smoother); rootnode->addChild( addRefractStateSet(model) ); // add a viewport to the viewer and attach the scene graph. viewer.setSceneData(rootnode); // create the windows and run the threads. viewer.realize(); // now check to see if vertex program is supported. for(unsigned int contextID = 0; contextIDgetMaxNumberOfGraphicsContexts(); ++contextID) { osg::VertexProgram::Extensions* vpExt = osg::VertexProgram::getExtensions(contextID,false); if (vpExt) { if (!vpExt->isVertexProgramSupported()) { std::cout<<"Warning: ARB_vertex_program not supported by OpenGL drivers, unable to run application."<