421 lines
17 KiB
C++
421 lines
17 KiB
C++
/* OpenSceneGraph example, osgvertexprogram.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Quat>
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#include <osg/Matrix>
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#include <osg/ShapeDrawable>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/Transform>
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#include <osg/Material>
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#include <osg/NodeCallback>
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#include <osg/Depth>
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#include <osg/CullFace>
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#include <osg/TexMat>
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#include <osg/TexGen>
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#include <osg/TexEnv>
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#include <osg/TexEnvCombine>
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#include <osg/TextureCubeMap>
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#include <osg/VertexProgram>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgUtil/SmoothingVisitor>
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#include <osgUtil/Optimizer>
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#include <osgViewer/Viewer>
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#include <iostream>
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float refract = 1.02; // ratio of indicies of refraction
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float fresnel = 0.2; // Fresnel multiplier
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const char vpstr[] =
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"!!ARBvp1.0 # Refraction \n"
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" \n"
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"ATTRIB iPos = vertex.position; \n"
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"#ATTRIB iCol = vertex.color.primary; \n"
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"ATTRIB iNormal = vertex.normal; \n"
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"PARAM esEyePos = { 0, 0, 0, 1 }; \n"
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"PARAM const0123 = { 0, 1, 2, 3 }; \n"
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"PARAM fresnel = program.local[0]; \n"
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"PARAM refract = program.local[1]; \n"
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"PARAM itMV[4] = { state.matrix.modelview.invtrans }; \n"
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"PARAM MVP[4] = { state.matrix.mvp }; \n"
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"PARAM MV[4] = { state.matrix.modelview }; \n"
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"PARAM texmat[4] = { state.matrix.texture[0] }; \n"
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"TEMP esPos; # position in eye-space \n"
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"TEMP esNormal; # normal in eye-space \n"
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"TEMP tmp, IdotN, K; \n"
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"TEMP esE; # eye vector \n"
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"TEMP esI; # incident vector (=-E) \n"
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"TEMP esR; # first refract- then reflect-vector \n"
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"OUTPUT oPos = result.position; \n"
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"OUTPUT oColor = result.color; \n"
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"OUTPUT oRefractMap = result.texcoord[0]; \n"
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"OUTPUT oReflectMap = result.texcoord[1]; \n"
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" \n"
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"# transform vertex to clip space \n"
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"DP4 oPos.x, MVP[0], iPos; \n"
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"DP4 oPos.y, MVP[1], iPos; \n"
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"DP4 oPos.z, MVP[2], iPos; \n"
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"DP4 oPos.w, MVP[3], iPos; \n"
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" \n"
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"# Transform the normal to eye space. \n"
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"DP3 esNormal.x, itMV[0], iNormal; \n"
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"DP3 esNormal.y, itMV[1], iNormal; \n"
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"DP3 esNormal.z, itMV[2], iNormal; \n"
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" \n"
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"# normalize normal \n"
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"DP3 esNormal.w, esNormal, esNormal; \n"
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"RSQ esNormal.w, esNormal.w; \n"
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"MUL esNormal, esNormal, esNormal.w; \n"
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" \n"
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"# transform vertex position to eye space \n"
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"DP4 esPos.x, MV[0], iPos; \n"
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"DP4 esPos.y, MV[1], iPos; \n"
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"DP4 esPos.z, MV[2], iPos; \n"
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"DP4 esPos.w, MV[3], iPos; \n"
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" \n"
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"# vertex to eye vector \n"
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"ADD esE, -esPos, esEyePos; \n"
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"#MOV esE, -esPos; \n"
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" \n"
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"# normalize eye vector \n"
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"DP3 esE.w, esE, esE; \n"
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"RSQ esE.w, esE.w; \n"
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"MUL esE, esE, esE.w; \n"
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" \n"
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"# calculate some handy values \n"
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"MOV esI, -esE; \n"
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"DP3 IdotN, esNormal, esI; \n"
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" \n"
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"# calculate refraction vector, Renderman style \n"
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" \n"
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"# k = 1-index*index*(1-(I dot N)^2) \n"
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"MAD tmp, -IdotN, IdotN, const0123.y; \n"
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"MUL tmp, tmp, refract.y; \n"
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"ADD K.x, const0123.y, -tmp; \n"
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" \n"
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"# k<0, R = [0,0,0] \n"
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"# k>=0, R = index*I-(index*(I dot N) + sqrt(k))*N \n"
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"RSQ K.y, K.x; \n"
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"RCP K.y, K.y; # K.y = sqrt(k) \n"
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"MAD tmp.x, refract.x, IdotN, K.y; \n"
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"MUL tmp, esNormal, tmp.x; \n"
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"MAD esR, refract.x, esI, tmp; \n"
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" \n"
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"# transform refracted ray by cubemap transform \n"
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"DP3 oRefractMap.x, texmat[0], esR; \n"
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"DP3 oRefractMap.y, texmat[1], esR; \n"
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"DP3 oRefractMap.z, texmat[2], esR; \n"
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" \n"
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"# calculate reflection vector \n"
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"# R = 2*N*(N dot E)-E \n"
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"MUL tmp, esNormal, const0123.z; \n"
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"DP3 esR.w, esNormal, esE; \n"
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"MAD esR, esR.w, tmp, -esE; \n"
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" \n"
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"# transform reflected ray by cubemap transform \n"
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"DP3 oReflectMap.x, texmat[0], esR; \n"
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"DP3 oReflectMap.y, texmat[1], esR; \n"
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"DP3 oReflectMap.z, texmat[2], esR; \n"
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" \n"
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"# Fresnel approximation = fresnel*(1-(N dot I))^2 \n"
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"ADD tmp.x, const0123.y, -IdotN; \n"
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"MUL tmp.x, tmp.x, tmp.x; \n"
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"MUL oColor, tmp.x, fresnel; \n"
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" \n"
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"END \n";
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osg::TextureCubeMap* readCubeMap()
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{
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osg::TextureCubeMap* cubemap = new osg::TextureCubeMap;
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//#define CUBEMAP_FILENAME(face) "nvlobby_" #face ".png"
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//#define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png"
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#define CUBEMAP_FILENAME(face) "Cubemap_snow/" #face ".jpg"
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osg::Image* imagePosX = osgDB::readImageFile(CUBEMAP_FILENAME(posx));
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osg::Image* imageNegX = osgDB::readImageFile(CUBEMAP_FILENAME(negx));
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osg::Image* imagePosY = osgDB::readImageFile(CUBEMAP_FILENAME(posy));
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osg::Image* imageNegY = osgDB::readImageFile(CUBEMAP_FILENAME(negy));
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osg::Image* imagePosZ = osgDB::readImageFile(CUBEMAP_FILENAME(posz));
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osg::Image* imageNegZ = osgDB::readImageFile(CUBEMAP_FILENAME(negz));
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if (imagePosX && imageNegX && imagePosY && imageNegY && imagePosZ && imageNegZ)
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{
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);
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cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
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cubemap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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}
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return cubemap;
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}
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// Update texture matrix for cubemaps
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struct TexMatCallback : public osg::NodeCallback
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{
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public:
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TexMatCallback(osg::TexMat& tm) :
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_texMat(tm)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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const osg::Matrix& MV = *(cv->getModelViewMatrix());
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const osg::Matrix R = osg::Matrix::rotate( osg::DegreesToRadians(112.0f), 0.0f,0.0f,1.0f)*
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osg::Matrix::rotate( osg::DegreesToRadians(90.0f), 1.0f,0.0f,0.0f);
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osg::Quat q = MV.getRotate();
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texMat.setMatrix( C*R );
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}
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traverse(node,nv);
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}
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osg::TexMat& _texMat;
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};
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class MoveEarthySkyWithEyePointTransform : public osg::Transform
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{
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public:
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.preMult(osg::Matrix::translate(eyePointLocal));
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}
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return true;
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}
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/** Get the transformation matrix which moves from world coords to local coords.*/
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virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.postMult(osg::Matrix::translate(-eyePointLocal));
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}
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return true;
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}
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};
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osg::Node* createSkyBox()
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{
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osg::StateSet* stateset = new osg::StateSet();
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osg::TexEnv* te = new osg::TexEnv;
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te->setMode(osg::TexEnv::REPLACE);
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stateset->setTextureAttributeAndModes(0, te, osg::StateAttribute::ON);
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osg::TexGen *tg = new osg::TexGen;
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tg->setMode(osg::TexGen::NORMAL_MAP);
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stateset->setTextureAttributeAndModes(0, tg, osg::StateAttribute::ON);
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osg::TexMat *tm = new osg::TexMat;
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stateset->setTextureAttribute(0, tm);
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osg::TextureCubeMap* skymap = readCubeMap();
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stateset->setTextureAttributeAndModes(0, skymap, osg::StateAttribute::ON);
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stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
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stateset->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
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// clear the depth to the far plane.
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osg::Depth* depth = new osg::Depth;
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depth->setFunction(osg::Depth::ALWAYS);
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depth->setRange(1.0,1.0);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON );
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stateset->setRenderBinDetails(-1,"RenderBin");
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osg::Drawable* drawable = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1));
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osg::Geode* geode = new osg::Geode;
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geode->setCullingActive(false);
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geode->setStateSet( stateset );
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geode->addDrawable(drawable);
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osg::Transform* transform = new MoveEarthySkyWithEyePointTransform;
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transform->setCullingActive(false);
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transform->addChild(geode);
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osg::ClearNode* clearNode = new osg::ClearNode;
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// clearNode->setRequiresClear(false);
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clearNode->setCullCallback(new TexMatCallback(*tm));
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clearNode->addChild(transform);
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return clearNode;
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}
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osg::Node* addRefractStateSet(osg::Node* node)
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{
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osg::StateSet* stateset = new osg::StateSet();
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osg::TextureCubeMap* reflectmap = readCubeMap();
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stateset->setTextureAttributeAndModes( 0, reflectmap, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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stateset->setTextureAttributeAndModes( 1, reflectmap, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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osg::TexMat* texMat = new osg::TexMat;
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stateset->setTextureAttribute(0, texMat);
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// ---------------------------------------------------
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// Vertex Program
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// ---------------------------------------------------
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osg::VertexProgram* vp = new osg::VertexProgram();
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vp->setVertexProgram( vpstr );
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vp->setProgramLocalParameter( 0, osg::Vec4( fresnel, fresnel, fresnel, 1.0f ) );
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vp->setProgramLocalParameter( 1, osg::Vec4( refract, refract*refract, 0.0f, 0.0f ) );
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stateset->setAttributeAndModes( vp, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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// ---------------------------------------------------
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// fragment = refraction*(1-fresnel) + reflection*fresnel
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// T0 = texture unit 0, refraction map
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// T1 = texture unit 1, reflection map
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// C.rgb = primary color, water color
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// C.a = primary color, fresnel factor
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// Cp = result from previous texture environment
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// ---------------------------------------------------
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// REPLACE function: Arg0
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// = T0
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osg::TexEnvCombine *te0 = new osg::TexEnvCombine;
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te0->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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te0->setSource0_RGB(osg::TexEnvCombine::TEXTURE0);
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te0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
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// INTERPOLATE function: Arg0 * (Arg2) + Arg1 * (1-Arg2)
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// = T1 * C0.a + Cp * (1-C0.a)
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osg::TexEnvCombine *te1 = new osg::TexEnvCombine;
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// rgb = Cp + Ct
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te1->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
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te1->setSource0_RGB(osg::TexEnvCombine::TEXTURE1);
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te1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
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te1->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
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te1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
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te1->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
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te1->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
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stateset->setTextureAttributeAndModes(0, te0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttributeAndModes(1, te1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
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osg::Group* group = new osg::Group;
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group->addChild(node);
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group->setCullCallback(new TexMatCallback(*texMat));
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group->setStateSet( stateset );
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return group;
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}
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int main(int argc, char *argv[])
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// construct the viewer.
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osgViewer::Viewer viewer;
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osg::Group* rootnode = new osg::Group;
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rootnode->addChild(createSkyBox());
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// load the nodes from the commandline arguments.
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osg::Node* model = osgDB::readNodeFiles(arguments);
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if (!model)
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{
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const float radius = 1.0f;
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osg::Geode* geode = new osg::Geode;
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geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius)));
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model = geode;
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}
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(model);
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// create normals.
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osgUtil::SmoothingVisitor smoother;
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model->accept(smoother);
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rootnode->addChild( addRefractStateSet(model) );
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData(rootnode);
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// create the windows and run the threads.
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viewer.realize();
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// now check to see if vertex program is supported.
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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{
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unsigned int contextID = (*itr)->getState()->getContextID();
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osg::VertexProgram::Extensions* vpExt = osg::VertexProgram::getExtensions(contextID,false);
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if (vpExt)
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{
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if (!vpExt->isVertexProgramSupported())
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{
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std::cout<<"Warning: ARB_vertex_program not supported by OpenGL drivers, unable to run application."<<std::endl;
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return 1;
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}
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}
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}
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return viewer.run();
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}
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