78b99c7143
Refactored osgforest and osggpucull examples to take account of changes to TextureBuffer. Added osg::DrawIndirectBufferBinding.
1483 lines
47 KiB
C++
1483 lines
47 KiB
C++
/* OpenSceneGraph example, osgforest.
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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/AlphaFunc>
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#include <osg/Billboard>
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#include <osg/BlendFunc>
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#include <osg/Depth>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Math>
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#include <osg/MatrixTransform>
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#include <osg/PolygonOffset>
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#include <osg/Projection>
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#include <osg/ShapeDrawable>
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#include <osg/StateSet>
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#include <osg/Switch>
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#include <osg/Texture2D>
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#include <osg/TextureBuffer>
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#include <osg/Image>
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#include <osg/TexEnv>
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#include <osg/VertexProgram>
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#include <osg/FragmentProgram>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/LineSegmentIntersector>
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#include <osgUtil/IntersectionVisitor>
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#include <osgUtil/SmoothingVisitor>
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#include <osgText/Text>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgGA/StateSetManipulator>
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#include <iostream>
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#include <sstream>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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// class to create the forest and manage the movement between various techniques.
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class ForestTechniqueManager : public osg::Referenced
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{
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public:
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ForestTechniqueManager() {}
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class Tree : public osg::Referenced
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{
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public:
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Tree():
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_color(255,255,255,255),
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_width(1.0f),
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_height(1.0f),
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_type(0) {}
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Tree(const osg::Vec3& position, const osg::Vec4ub& color, float width, float height, unsigned int type):
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_position(position),
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_color(color),
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_width(width),
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_height(height),
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_type(type) {}
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osg::Vec3 _position;
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osg::Vec4ub _color;
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float _width;
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float _height;
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unsigned int _type;
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};
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typedef std::vector< osg::ref_ptr<Tree> > TreeList;
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class Cell : public osg::Referenced
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{
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public:
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typedef std::vector< osg::ref_ptr<Cell> > CellList;
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Cell():_parent(0) {}
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Cell(osg::BoundingBox& bb):_parent(0), _bb(bb) {}
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void addCell(Cell* cell) { cell->_parent=this; _cells.push_back(cell); }
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void addTree(Tree* tree) { _trees.push_back(tree); }
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void addTrees(const TreeList& trees) { _trees.insert(_trees.end(),trees.begin(),trees.end()); }
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void computeBound();
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bool contains(const osg::Vec3& position) const { return _bb.contains(position); }
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bool divide(unsigned int maxNumTreesPerCell=10);
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bool divide(bool xAxis, bool yAxis, bool zAxis);
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void bin();
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Cell* _parent;
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osg::BoundingBox _bb;
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CellList _cells;
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TreeList _trees;
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};
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float random(float min,float max) { return min + (max-min)*(float)rand()/(float)RAND_MAX; }
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int random(int min,int max) { return min + (int)((float)(max-min)*(float)rand()/(float)RAND_MAX); }
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osg::Geode* createTerrain(const osg::Vec3& origin, const osg::Vec3& size);
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void createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees);
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osg::Geometry* createSprite( float w, float h, osg::Vec4ub color );
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osg::Geometry* createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color );
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osg::Geometry* createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h );
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osg::Node* createBillboardGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createXGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createTransformGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createShaderGraph(Cell* cell,osg::StateSet* stateset);
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osg::Node* createGeometryShaderGraph(Cell* cell, osg::StateSet* stateset);
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osg::Node* createTextureBufferGraph(Cell* cell, osg::Geometry* templateGeometry);
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void CollectTreePositions(Cell* cell, std::vector< osg::Vec3 >& positions);
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osg::Node* createHUDWithText(const std::string& text);
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osg::Node* createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell);
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void advanceToNextTechnique(int delta=1)
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{
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if (_techniqueSwitch.valid())
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{
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_currentTechnique += delta;
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if (_currentTechnique<0)
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_currentTechnique = _techniqueSwitch->getNumChildren()-1;
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if (_currentTechnique>=(int)_techniqueSwitch->getNumChildren())
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_currentTechnique = 0;
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_techniqueSwitch->setSingleChildOn(_currentTechnique);
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}
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}
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osg::ref_ptr<osg::Switch> _techniqueSwitch;
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int _currentTechnique;
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};
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// event handler to capture keyboard events and use them to advance the technique used for rendering
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class TechniqueEventHandler : public osgGA::GUIEventHandler
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{
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public:
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TechniqueEventHandler(ForestTechniqueManager* ttm=0) { _ForestTechniqueManager = ttm; }
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META_Object(osgforestApp,TechniqueEventHandler);
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virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*);
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virtual void getUsage(osg::ApplicationUsage& usage) const;
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protected:
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~TechniqueEventHandler() {}
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TechniqueEventHandler(const TechniqueEventHandler&,const osg::CopyOp&) {}
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osg::ref_ptr<ForestTechniqueManager> _ForestTechniqueManager;
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};
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bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&, osg::Object*, osg::NodeVisitor*)
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{
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switch(ea.getEventType())
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{
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case(osgGA::GUIEventAdapter::KEYDOWN):
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{
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if (ea.getKey()=='n' ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_Right ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Right)
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{
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_ForestTechniqueManager->advanceToNextTechnique(1);
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return true;
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}
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else if (ea.getKey()=='p' ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_Left ||
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ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left)
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{
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_ForestTechniqueManager->advanceToNextTechnique(-1);
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return true;
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}
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return false;
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}
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default:
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return false;
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}
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}
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void TechniqueEventHandler::getUsage(osg::ApplicationUsage& usage) const
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{
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usage.addKeyboardMouseBinding("n or Left Arrow","Advance to next technique");
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usage.addKeyboardMouseBinding("p or Right Array","Move to previous technique");
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}
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void ForestTechniqueManager::Cell::computeBound()
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{
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_bb.init();
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for(CellList::iterator citr=_cells.begin();
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citr!=_cells.end();
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++citr)
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{
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(*citr)->computeBound();
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_bb.expandBy((*citr)->_bb);
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}
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for(TreeList::iterator titr=_trees.begin();
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titr!=_trees.end();
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++titr)
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{
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_bb.expandBy((*titr)->_position);
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}
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}
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bool ForestTechniqueManager::Cell::divide(unsigned int maxNumTreesPerCell)
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{
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if (_trees.size()<=maxNumTreesPerCell) return false;
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computeBound();
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float radius = _bb.radius();
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float divide_distance = radius*0.7f;
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if (divide((_bb.xMax()-_bb.xMin())>divide_distance,(_bb.yMax()-_bb.yMin())>divide_distance,(_bb.zMax()-_bb.zMin())>divide_distance))
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{
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// recusively divide the new cells till maxNumTreesPerCell is met.
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for(CellList::iterator citr=_cells.begin();
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citr!=_cells.end();
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++citr)
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{
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(*citr)->divide(maxNumTreesPerCell);
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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bool ForestTechniqueManager::Cell::divide(bool xAxis, bool yAxis, bool zAxis)
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{
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if (!(xAxis || yAxis || zAxis)) return false;
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if (_cells.empty())
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_cells.push_back(new Cell(_bb));
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if (xAxis)
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{
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unsigned int numCellsToDivide=_cells.size();
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for(unsigned int i=0;i<numCellsToDivide;++i)
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{
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Cell* orig_cell = _cells[i].get();
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Cell* new_cell = new Cell(orig_cell->_bb);
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float xCenter = (orig_cell->_bb.xMin()+orig_cell->_bb.xMax())*0.5f;
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orig_cell->_bb.xMax() = xCenter;
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new_cell->_bb.xMin() = xCenter;
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_cells.push_back(new_cell);
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}
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}
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if (yAxis)
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{
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unsigned int numCellsToDivide=_cells.size();
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for(unsigned int i=0;i<numCellsToDivide;++i)
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{
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Cell* orig_cell = _cells[i].get();
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Cell* new_cell = new Cell(orig_cell->_bb);
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float yCenter = (orig_cell->_bb.yMin()+orig_cell->_bb.yMax())*0.5f;
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orig_cell->_bb.yMax() = yCenter;
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new_cell->_bb.yMin() = yCenter;
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_cells.push_back(new_cell);
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}
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}
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if (zAxis)
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{
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unsigned int numCellsToDivide=_cells.size();
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for(unsigned int i=0;i<numCellsToDivide;++i)
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{
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Cell* orig_cell = _cells[i].get();
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Cell* new_cell = new Cell(orig_cell->_bb);
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float zCenter = (orig_cell->_bb.zMin()+orig_cell->_bb.zMax())*0.5f;
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orig_cell->_bb.zMax() = zCenter;
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new_cell->_bb.zMin() = zCenter;
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_cells.push_back(new_cell);
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}
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}
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bin();
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return true;
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}
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void ForestTechniqueManager::Cell::bin()
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{
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// put trees in appropriate cells.
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TreeList treesNotAssigned;
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for(TreeList::iterator titr=_trees.begin();
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titr!=_trees.end();
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++titr)
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{
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Tree* tree = titr->get();
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bool assigned = false;
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for(CellList::iterator citr=_cells.begin();
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citr!=_cells.end() && !assigned;
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++citr)
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{
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if ((*citr)->contains(tree->_position))
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{
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(*citr)->addTree(tree);
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assigned = true;
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}
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}
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if (!assigned) treesNotAssigned.push_back(tree);
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}
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// put the unassigned trees back into the original local tree list.
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_trees.swap(treesNotAssigned);
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// prune empty cells.
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CellList cellsNotEmpty;
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for(CellList::iterator citr=_cells.begin();
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citr!=_cells.end();
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++citr)
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{
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if (!((*citr)->_trees.empty()))
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{
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cellsNotEmpty.push_back(*citr);
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}
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}
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_cells.swap(cellsNotEmpty);
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}
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osg::Geode* ForestTechniqueManager::createTerrain(const osg::Vec3& origin, const osg::Vec3& size)
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{
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osg::Geode* geode = new osg::Geode();
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// ---------------------------------------
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// Set up a StateSet to texture the objects
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// ---------------------------------------
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osg::StateSet* stateset = new osg::StateSet();
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osg::ref_ptr<osg::Image> image = osgDB::readRefImageFile("Images/lz.rgb");
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if (image)
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{
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
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}
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geode->setStateSet( stateset );
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unsigned int numColumns = 38;
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unsigned int numRows = 39;
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unsigned int r;
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unsigned int c;
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// compute z range of z values of grid data so we can scale it.
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float min_z = FLT_MAX;
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float max_z = -FLT_MAX;
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for(r=0;r<numRows;++r)
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{
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for(c=0;c<numColumns;++c)
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{
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min_z = osg::minimum(min_z,vertex[r+c*numRows][2]);
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max_z = osg::maximum(max_z,vertex[r+c*numRows][2]);
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}
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}
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float scale_z = size.z()/(max_z-min_z);
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bool createGrid = false;
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if (createGrid)
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{
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osg::HeightField* grid = new osg::HeightField;
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grid->allocate(numColumns,numRows);
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grid->setOrigin(origin);
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grid->setXInterval(size.x()/(float)(numColumns-1));
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grid->setYInterval(size.y()/(float)(numRows-1));
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for(r=0;r<numRows;++r)
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{
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for(c=0;c<numColumns;++c)
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{
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grid->setHeight(c,r,(vertex[r+c*numRows][2]-min_z)*scale_z);
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}
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}
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geode->addDrawable(new osg::ShapeDrawable(grid));
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}
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else
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{
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osg::Geometry* geometry = new osg::Geometry;
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osg::Vec3Array& v = *(new osg::Vec3Array(numColumns*numRows));
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osg::Vec2Array& t = *(new osg::Vec2Array(numColumns*numRows));
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osg::Vec4ubArray& color = *(new osg::Vec4ubArray(1));
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color[0].set(255,255,255,255);
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float rowCoordDelta = size.y()/(float)(numRows-1);
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float columnCoordDelta = size.x()/(float)(numColumns-1);
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float rowTexDelta = 1.0f/(float)(numRows-1);
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float columnTexDelta = 1.0f/(float)(numColumns-1);
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osg::Vec3 pos = origin;
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osg::Vec2 tex(0.0f,0.0f);
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int vi=0;
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for(r=0;r<numRows;++r)
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{
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pos.x() = origin.x();
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tex.x() = 0.0f;
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for(c=0;c<numColumns;++c)
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{
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v[vi].set(pos.x(),pos.y(),pos.z()+(vertex[r+c*numRows][2]-min_z)*scale_z);
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t[vi].set(tex.x(),tex.y());
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pos.x()+=columnCoordDelta;
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tex.x()+=columnTexDelta;
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++vi;
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}
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pos.y() += rowCoordDelta;
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tex.y() += rowTexDelta;
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}
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geometry->setVertexArray(&v);
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geometry->setColorArray(&color, osg::Array::BIND_OVERALL);
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geometry->setTexCoordArray(0,&t);
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geometry->setUseDisplayList(false);
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geometry->setUseVertexBufferObjects(true);
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for(r=0;r<numRows-1;++r)
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{
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osg::DrawElementsUShort& drawElements = *(new osg::DrawElementsUShort(GL_QUAD_STRIP,2*numColumns));
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geometry->addPrimitiveSet(&drawElements);
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int ei=0;
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for(c=0;c<numColumns;++c)
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{
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drawElements[ei++] = (r+1)*numColumns+c;
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drawElements[ei++] = (r)*numColumns+c;
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}
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}
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geode->addDrawable(geometry);
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osgUtil::SmoothingVisitor sv;
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sv.smooth(*geometry);
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}
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return geode;
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}
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void ForestTechniqueManager::createTreeList(osg::Node* terrain,const osg::Vec3& origin, const osg::Vec3& size,unsigned int numTreesToCreate,TreeList& trees)
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{
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float max_TreeHeight = sqrtf(size.length2()/(float)numTreesToCreate);
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float max_TreeWidth = max_TreeHeight*0.5f;
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float min_TreeHeight = max_TreeHeight*0.3f;
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float min_TreeWidth = min_TreeHeight*0.5f;
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trees.reserve(trees.size()+numTreesToCreate);
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for(unsigned int i=0;i<numTreesToCreate;++i)
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{
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Tree* tree = new Tree;
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tree->_position.set(random(origin.x(),origin.x()+size.x()),random(origin.y(),origin.y()+size.y()),origin.z());
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tree->_color.set(random(128,255),random(128,255),random(128,255),255);
|
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tree->_width = random(min_TreeWidth,max_TreeWidth);
|
|
tree->_height = random(min_TreeHeight,max_TreeHeight);
|
|
tree->_type = 0;
|
|
|
|
if (terrain)
|
|
{
|
|
osg::ref_ptr<osgUtil::LineSegmentIntersector> intersector =
|
|
new osgUtil::LineSegmentIntersector(tree->_position,tree->_position+osg::Vec3(0.0f,0.0f,size.z()));
|
|
|
|
osgUtil::IntersectionVisitor iv(intersector.get());
|
|
|
|
terrain->accept(iv);
|
|
|
|
if (intersector->containsIntersections())
|
|
{
|
|
osgUtil::LineSegmentIntersector::Intersections& intersections = intersector->getIntersections();
|
|
for(osgUtil::LineSegmentIntersector::Intersections::iterator itr = intersections.begin();
|
|
itr != intersections.end();
|
|
++itr)
|
|
{
|
|
const osgUtil::LineSegmentIntersector::Intersection& intersection = *itr;
|
|
tree->_position = intersection.getWorldIntersectPoint();
|
|
}
|
|
}
|
|
}
|
|
|
|
trees.push_back(tree);
|
|
}
|
|
}
|
|
|
|
osg::Geometry* ForestTechniqueManager::createSprite( float w, float h, osg::Vec4ub color )
|
|
{
|
|
// set up the coords
|
|
osg::Vec3Array& v = *(new osg::Vec3Array(4));
|
|
osg::Vec2Array& t = *(new osg::Vec2Array(4));
|
|
osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1));
|
|
|
|
v[0].set(-w*0.5f,0.0f,0.0f);
|
|
v[1].set( w*0.5f,0.0f,0.0f);
|
|
v[2].set( w*0.5f,0.0f,h);
|
|
v[3].set(-w*0.5f,0.0f,h);
|
|
|
|
c[0] = color;
|
|
|
|
t[0].set(0.0f,0.0f);
|
|
t[1].set(1.0f,0.0f);
|
|
t[2].set(1.0f,1.0f);
|
|
t[3].set(0.0f,1.0f);
|
|
|
|
osg::Geometry *geom = new osg::Geometry;
|
|
|
|
geom->setVertexArray( &v );
|
|
|
|
geom->setTexCoordArray( 0, &t );
|
|
|
|
geom->setColorArray( &c, osg::Array::BIND_OVERALL );
|
|
|
|
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4) );
|
|
|
|
return geom;
|
|
}
|
|
|
|
osg::Geometry* ForestTechniqueManager::createOrthogonalQuads( const osg::Vec3& pos, float w, float h, osg::Vec4ub color )
|
|
{
|
|
// set up the coords
|
|
osg::Vec3Array& v = *(new osg::Vec3Array(8));
|
|
osg::Vec2Array& t = *(new osg::Vec2Array(8));
|
|
osg::Vec4ubArray& c = *(new osg::Vec4ubArray(1));
|
|
|
|
float rotation = random(0.0f,osg::PI/2.0f);
|
|
float sw = sinf(rotation)*w*0.5f;
|
|
float cw = cosf(rotation)*w*0.5f;
|
|
|
|
v[0].set(pos.x()-sw,pos.y()-cw,pos.z()+0.0f);
|
|
v[1].set(pos.x()+sw,pos.y()+cw,pos.z()+0.0f);
|
|
v[2].set(pos.x()+sw,pos.y()+cw,pos.z()+h);
|
|
v[3].set(pos.x()-sw,pos.y()-cw,pos.z()+h);
|
|
|
|
v[4].set(pos.x()-cw,pos.y()+sw,pos.z()+0.0f);
|
|
v[5].set(pos.x()+cw,pos.y()-sw,pos.z()+0.0f);
|
|
v[6].set(pos.x()+cw,pos.y()-sw,pos.z()+h);
|
|
v[7].set(pos.x()-cw,pos.y()+sw,pos.z()+h);
|
|
|
|
c[0] = color;
|
|
|
|
t[0].set(0.0f,0.0f);
|
|
t[1].set(1.0f,0.0f);
|
|
t[2].set(1.0f,1.0f);
|
|
t[3].set(0.0f,1.0f);
|
|
|
|
t[4].set(0.0f,0.0f);
|
|
t[5].set(1.0f,0.0f);
|
|
t[6].set(1.0f,1.0f);
|
|
t[7].set(0.0f,1.0f);
|
|
|
|
osg::Geometry *geom = new osg::Geometry;
|
|
|
|
geom->setVertexArray( &v );
|
|
|
|
geom->setTexCoordArray( 0, &t );
|
|
|
|
geom->setColorArray( &c, osg::Array::BIND_OVERALL );
|
|
|
|
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
|
|
|
|
return geom;
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createBillboardGraph(Cell* cell,osg::StateSet* stateset)
|
|
{
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needBillboard = !(cell->_trees.empty());
|
|
|
|
osg::Billboard* billboard = 0;
|
|
osg::Group* group = 0;
|
|
|
|
if (needBillboard)
|
|
{
|
|
billboard = new osg::Billboard;
|
|
billboard->setStateSet(stateset);
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr)
|
|
{
|
|
Tree& tree = **itr;
|
|
billboard->addDrawable(createSprite(tree._width,tree._height,tree._color),tree._position);
|
|
}
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
group = new osg::Group;
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
group->addChild(createBillboardGraph(itr->get(),stateset));
|
|
}
|
|
|
|
if (billboard) group->addChild(billboard);
|
|
|
|
}
|
|
if (group) return group;
|
|
else return billboard;
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createXGraph(Cell* cell,osg::StateSet* stateset)
|
|
{
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needTrees = !(cell->_trees.empty());
|
|
|
|
osg::Geode* geode = 0;
|
|
osg::Group* group = 0;
|
|
|
|
if (needTrees)
|
|
{
|
|
geode = new osg::Geode;
|
|
geode->setStateSet(stateset);
|
|
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr)
|
|
{
|
|
Tree& tree = **itr;
|
|
geode->addDrawable(createOrthogonalQuads(tree._position,tree._width,tree._height,tree._color));
|
|
}
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
group = new osg::Group;
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
group->addChild(createXGraph(itr->get(),stateset));
|
|
}
|
|
|
|
if (geode) group->addChild(geode);
|
|
|
|
}
|
|
if (group) return group;
|
|
else return geode;
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createTransformGraph(Cell* cell,osg::StateSet* stateset)
|
|
{
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needTrees = !(cell->_trees.empty());
|
|
|
|
osg::Group* transform_group = 0;
|
|
osg::Group* group = 0;
|
|
|
|
if (needTrees)
|
|
{
|
|
transform_group = new osg::Group;
|
|
|
|
osg::Geometry* geometry = createOrthogonalQuads(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f,osg::Vec4ub(255,255,255,255));
|
|
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr)
|
|
{
|
|
Tree& tree = **itr;
|
|
osg::MatrixTransform* transform = new osg::MatrixTransform;
|
|
transform->setMatrix(osg::Matrix::scale(tree._width,tree._width,tree._height)*osg::Matrix::translate(tree._position));
|
|
|
|
osg::Geode* geode = new osg::Geode;
|
|
geode->setStateSet(stateset);
|
|
geode->addDrawable(geometry);
|
|
transform->addChild(geode);
|
|
transform_group->addChild(transform);
|
|
}
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
group = new osg::Group;
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
group->addChild(createTransformGraph(itr->get(),stateset));
|
|
}
|
|
|
|
if (transform_group) group->addChild(transform_group);
|
|
|
|
}
|
|
if (group) return group;
|
|
else return transform_group;
|
|
}
|
|
|
|
osg::Geometry* ForestTechniqueManager::createOrthogonalQuadsNoColor( const osg::Vec3& pos, float w, float h)
|
|
{
|
|
// set up the coords
|
|
osg::Vec3Array& v = *(new osg::Vec3Array(8));
|
|
osg::Vec2Array& t = *(new osg::Vec2Array(8));
|
|
|
|
float rotation = random(0.0f,osg::PI/2.0f);
|
|
float sw = sinf(rotation)*w*0.5f;
|
|
float cw = cosf(rotation)*w*0.5f;
|
|
|
|
v[0].set(pos.x()-sw,pos.y()-cw,pos.z()+0.0f);
|
|
v[1].set(pos.x()+sw,pos.y()+cw,pos.z()+0.0f);
|
|
v[2].set(pos.x()+sw,pos.y()+cw,pos.z()+h);
|
|
v[3].set(pos.x()-sw,pos.y()-cw,pos.z()+h);
|
|
|
|
v[4].set(pos.x()-cw,pos.y()+sw,pos.z()+0.0f);
|
|
v[5].set(pos.x()+cw,pos.y()-sw,pos.z()+0.0f);
|
|
v[6].set(pos.x()+cw,pos.y()-sw,pos.z()+h);
|
|
v[7].set(pos.x()-cw,pos.y()+sw,pos.z()+h);
|
|
|
|
t[0].set(0.0f,0.0f);
|
|
t[1].set(1.0f,0.0f);
|
|
t[2].set(1.0f,1.0f);
|
|
t[3].set(0.0f,1.0f);
|
|
|
|
t[4].set(0.0f,0.0f);
|
|
t[5].set(1.0f,0.0f);
|
|
t[6].set(1.0f,1.0f);
|
|
t[7].set(0.0f,1.0f);
|
|
|
|
osg::Geometry *geom = new osg::Geometry;
|
|
|
|
geom->setVertexArray( &v );
|
|
|
|
geom->setTexCoordArray( 0, &t );
|
|
|
|
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
|
|
|
|
return geom;
|
|
}
|
|
|
|
class ShaderGeometry : public osg::Drawable
|
|
{
|
|
public:
|
|
ShaderGeometry() { setUseDisplayList(false); }
|
|
|
|
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
|
|
ShaderGeometry(const ShaderGeometry& sg,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY):
|
|
osg::Drawable(sg,copyop) {}
|
|
|
|
META_Object(osg,ShaderGeometry)
|
|
|
|
typedef std::vector<osg::Vec4> PositionSizeList;
|
|
|
|
virtual void drawImplementation(osg::RenderInfo& renderInfo) const
|
|
{
|
|
for(PositionSizeList::const_iterator itr = _trees.begin();
|
|
itr != _trees.end();
|
|
++itr)
|
|
{
|
|
renderInfo.getState()->Color((*itr)[0],(*itr)[1],(*itr)[2],(*itr)[3]);
|
|
_geometry->draw(renderInfo);
|
|
}
|
|
}
|
|
|
|
virtual osg::BoundingBox computeBoundingBox() const
|
|
{
|
|
osg::BoundingBox geom_box = _geometry->getBoundingBox();
|
|
osg::BoundingBox bb;
|
|
for(PositionSizeList::const_iterator itr = _trees.begin();
|
|
itr != _trees.end();
|
|
++itr)
|
|
{
|
|
bb.expandBy(geom_box.corner(0)*(*itr)[3] +
|
|
osg::Vec3( (*itr)[0], (*itr)[1], (*itr)[2] ));
|
|
bb.expandBy(geom_box.corner(7)*(*itr)[3] +
|
|
osg::Vec3( (*itr)[0], (*itr)[1], (*itr)[2] ));
|
|
}
|
|
return bb;
|
|
}
|
|
|
|
void setGeometry(osg::Geometry* geometry)
|
|
{
|
|
_geometry = geometry;
|
|
}
|
|
|
|
void addTree(ForestTechniqueManager::Tree& tree)
|
|
{
|
|
_trees.push_back(osg::Vec4(tree._position.x(), tree._position.y(), tree._position.z(), tree._height));
|
|
}
|
|
|
|
osg::ref_ptr<osg::Geometry> _geometry;
|
|
|
|
PositionSizeList _trees;
|
|
|
|
protected:
|
|
|
|
virtual ~ShaderGeometry() {}
|
|
|
|
};
|
|
|
|
osg::Geometry* shared_geometry = 0;
|
|
|
|
osg::Program* createGeometryShader()
|
|
{
|
|
static const char* vertSource = {
|
|
"#version 120\n"
|
|
"#extension GL_EXT_geometry_shader4 : enable\n"
|
|
"varying vec2 texcoord;\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" gl_Position = gl_Vertex;\n"
|
|
" texcoord = gl_MultiTexCoord0.st;\n"
|
|
"}\n"
|
|
};
|
|
|
|
static const char* geomSource = {
|
|
"#version 120\n"
|
|
"#extension GL_EXT_geometry_shader4 : enable\n"
|
|
"varying vec2 texcoord;\n"
|
|
"varying float intensity; \n"
|
|
"varying float red_intensity; \n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" vec4 v = gl_PositionIn[0];\n"
|
|
" vec4 info = gl_PositionIn[1];\n"
|
|
" intensity = info.y;\n"
|
|
" red_intensity = info.z;\n"
|
|
"\n"
|
|
" float h = info.x;\n"
|
|
" float w = h*0.35;\n"
|
|
" vec4 e;\n"
|
|
" e = v + vec4(-w,0.0,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,0.0); EmitVertex();\n"
|
|
" e = v + vec4(w,0.0,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,0.0); EmitVertex();\n"
|
|
" e = v + vec4(-w,0.0,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,1.0); EmitVertex();\n"
|
|
" e = v + vec4(w,0.0,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,1.0); EmitVertex();\n"
|
|
" EndPrimitive();\n"
|
|
" e = v + vec4(0.0,-w,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,0.0); EmitVertex();\n"
|
|
" e = v + vec4(0.0,w,0.0,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,0.0); EmitVertex();\n"
|
|
" e = v + vec4(0.0,-w,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(0.0,1.0); EmitVertex();\n"
|
|
" e = v + vec4(0.0,w,h,0.0); gl_Position = gl_ModelViewProjectionMatrix * e; texcoord = vec2(1.0,1.0); EmitVertex();\n"
|
|
" EndPrimitive();\n"
|
|
"}\n"
|
|
};
|
|
|
|
|
|
static const char* fragSource = {
|
|
"uniform sampler2D baseTexture; \n"
|
|
"varying vec2 texcoord; \n"
|
|
"varying float intensity; \n"
|
|
"varying float red_intensity; \n"
|
|
"\n"
|
|
"void main(void) \n"
|
|
"{ \n"
|
|
" vec4 finalColor = texture2D( baseTexture, texcoord); \n"
|
|
" vec4 color = finalColor * intensity;\n"
|
|
" color.w = finalColor.w;\n"
|
|
" color.x *= red_intensity;\n"
|
|
" gl_FragColor = color;\n"
|
|
"}\n"
|
|
};
|
|
|
|
|
|
osg::Program* pgm = new osg::Program;
|
|
pgm->setName( "osgshader2 demo" );
|
|
|
|
pgm->addShader( new osg::Shader( osg::Shader::VERTEX, vertSource ) );
|
|
pgm->addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) );
|
|
|
|
pgm->addShader( new osg::Shader( osg::Shader::GEOMETRY, geomSource ) );
|
|
pgm->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, 8 );
|
|
pgm->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_LINES );
|
|
pgm->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
|
|
|
|
return pgm;
|
|
}
|
|
|
|
void ForestTechniqueManager::CollectTreePositions(Cell* cell, std::vector< osg::Vec3 >& positions)
|
|
{
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needTrees = !(cell->_trees.empty());
|
|
|
|
if (needTrees)
|
|
{
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr)
|
|
{
|
|
Tree& tree = **itr;
|
|
positions.push_back(tree._position);
|
|
}
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
CollectTreePositions(itr->get(),positions);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createGeometryShaderGraph(Cell* cell, osg::StateSet* dstate)
|
|
{
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needTrees = !(cell->_trees.empty());
|
|
|
|
osg::Geode* geode = 0;
|
|
osg::Group* group = 0;
|
|
|
|
if (needTrees)
|
|
{
|
|
geode = new osg::Geode;
|
|
geode->setStateSet(dstate);
|
|
|
|
osg::Geometry* geometry = new osg::Geometry;
|
|
geode->addDrawable(geometry);
|
|
|
|
osg::Vec3Array* v = new osg::Vec3Array;
|
|
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr)
|
|
{
|
|
Tree& tree = **itr;
|
|
v->push_back(tree._position);
|
|
v->push_back(osg::Vec3(/*tree._height*/30.0,(double)random(0.75f,1.15f),(double)random(1.0f,1.250f)));
|
|
}
|
|
geometry->setVertexArray( v );
|
|
geometry->addPrimitiveSet( new osg::DrawArrays( GL_LINES, 0, v->size() ) );
|
|
|
|
osg::StateSet* sset = geode->getOrCreateStateSet();
|
|
sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
|
|
sset->setAttribute( createGeometryShader() );
|
|
|
|
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
|
|
sset->addUniform(baseTextureSampler);
|
|
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
group = new osg::Group;
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
group->addChild(createGeometryShaderGraph(itr->get(),dstate));
|
|
}
|
|
|
|
if (geode) group->addChild(geode);
|
|
|
|
}
|
|
if (group) return group;
|
|
else return geode;
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createTextureBufferGraph(Cell* cell, osg::Geometry* templateGeometry)
|
|
{
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needTrees = !(cell->_trees.empty());
|
|
|
|
osg::Geode* geode = 0;
|
|
osg::Group* group = 0;
|
|
|
|
if (needTrees)
|
|
{
|
|
osg::Geometry* geometry = (osg::Geometry*)templateGeometry->clone( osg::CopyOp::DEEP_COPY_PRIMITIVES );
|
|
osg::DrawArrays* primSet = dynamic_cast<osg::DrawArrays*>( geometry->getPrimitiveSet(0) );
|
|
primSet->setNumInstances( cell->_trees.size() );
|
|
geode = new osg::Geode;
|
|
geode->addDrawable(geometry);
|
|
|
|
osg::ref_ptr<osg::Image> treeParamsImage = new osg::Image;
|
|
treeParamsImage->allocateImage( 3*cell->_trees.size(), 1, 1, GL_RGBA, GL_FLOAT );
|
|
|
|
unsigned int i=0;
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr,++i)
|
|
{
|
|
osg::Vec4f* ptr = (osg::Vec4f*)treeParamsImage->data(3*i);
|
|
Tree& tree = **itr;
|
|
ptr[0] = osg::Vec4f(tree._position.x(),tree._position.y(),tree._position.z(),1.0);
|
|
ptr[1] = osg::Vec4f((float)tree._color.r()/255.0f,(float)tree._color.g()/255.0f, (float)tree._color.b()/255.0f, 1.0);
|
|
ptr[2] = osg::Vec4f(tree._width, tree._height, 1.0, 1.0);
|
|
}
|
|
osg::ref_ptr<osg::TextureBuffer> tbo = new osg::TextureBuffer;
|
|
tbo->setImage( treeParamsImage.get() );
|
|
tbo->setInternalFormat(GL_RGBA32F_ARB);
|
|
geometry->getOrCreateStateSet()->setTextureAttribute(1, tbo.get());
|
|
geometry->setInitialBound( cell->_bb );
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
group = new osg::Group;
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
group->addChild(createTextureBufferGraph(itr->get(),templateGeometry));
|
|
}
|
|
|
|
if (geode) group->addChild(geode);
|
|
|
|
}
|
|
if (group) return group;
|
|
else return geode;
|
|
}
|
|
|
|
|
|
osg::Node* ForestTechniqueManager::createShaderGraph(Cell* cell,osg::StateSet* stateset)
|
|
{
|
|
if (shared_geometry==0)
|
|
{
|
|
shared_geometry = createOrthogonalQuadsNoColor(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f);
|
|
//shared_geometry->setUseDisplayList(false);
|
|
}
|
|
|
|
|
|
bool needGroup = !(cell->_cells.empty());
|
|
bool needTrees = !(cell->_trees.empty());
|
|
|
|
osg::Geode* geode = 0;
|
|
osg::Group* group = 0;
|
|
|
|
if (needTrees)
|
|
{
|
|
geode = new osg::Geode;
|
|
|
|
ShaderGeometry* shader_geometry = new ShaderGeometry;
|
|
shader_geometry->setGeometry(shared_geometry);
|
|
|
|
|
|
for(TreeList::iterator itr=cell->_trees.begin();
|
|
itr!=cell->_trees.end();
|
|
++itr)
|
|
{
|
|
Tree& tree = **itr;
|
|
shader_geometry->addTree(tree);
|
|
|
|
}
|
|
|
|
geode->setStateSet(stateset);
|
|
geode->addDrawable(shader_geometry);
|
|
}
|
|
|
|
if (needGroup)
|
|
{
|
|
group = new osg::Group;
|
|
for(Cell::CellList::iterator itr=cell->_cells.begin();
|
|
itr!=cell->_cells.end();
|
|
++itr)
|
|
{
|
|
group->addChild(createShaderGraph(itr->get(),stateset));
|
|
}
|
|
|
|
if (geode) group->addChild(geode);
|
|
|
|
}
|
|
if (group) return group;
|
|
else return geode;
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createHUDWithText(const std::string& str)
|
|
{
|
|
osg::Geode* geode = new osg::Geode();
|
|
|
|
std::string timesFont("fonts/arial.ttf");
|
|
|
|
// turn lighting off for the text and disable depth test to ensure its always ontop.
|
|
osg::StateSet* stateset = geode->getOrCreateStateSet();
|
|
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
|
|
|
|
// or disable depth test, and make sure that the hud is drawn after everything
|
|
// else so that it always appears ontop.
|
|
stateset->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
|
|
stateset->setRenderBinDetails(11,"RenderBin");
|
|
|
|
osg::Vec3 position(150.0f,800.0f,0.0f);
|
|
osg::Vec3 delta(0.0f,-120.0f,0.0f);
|
|
|
|
{
|
|
osgText::Text* text = new osgText::Text;
|
|
geode->addDrawable( text );
|
|
|
|
text->setFont(timesFont);
|
|
text->setPosition(position);
|
|
text->setText(str);
|
|
|
|
position += delta;
|
|
}
|
|
|
|
|
|
// create the hud.
|
|
osg::MatrixTransform* modelview_abs = new osg::MatrixTransform;
|
|
modelview_abs->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
|
|
modelview_abs->setMatrix(osg::Matrix::identity());
|
|
modelview_abs->addChild(geode);
|
|
|
|
osg::Projection* projection = new osg::Projection;
|
|
projection->setMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
|
|
projection->addChild(modelview_abs);
|
|
|
|
return projection;
|
|
}
|
|
|
|
osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates, unsigned int maxNumTreesPerCell)
|
|
{
|
|
osg::Vec3 origin(0.0f,0.0f,0.0f);
|
|
osg::Vec3 size(1000.0f,1000.0f,200.0f);
|
|
|
|
std::cout<<"Creating terrain...";
|
|
osg::ref_ptr<osg::Node> terrain = createTerrain(origin,size);
|
|
std::cout<<"done."<<std::endl;
|
|
|
|
std::cout<<"Creating tree locations...";std::cout.flush();
|
|
TreeList trees;
|
|
createTreeList(terrain.get(),origin,size,numTreesToCreates,trees);
|
|
std::cout<<"done."<<std::endl;
|
|
|
|
std::cout<<"Creating cell subdivision...";
|
|
osg::ref_ptr<Cell> cell = new Cell;
|
|
cell->addTrees(trees);
|
|
cell->divide(maxNumTreesPerCell);
|
|
std::cout<<"done."<<std::endl;
|
|
|
|
|
|
osg::Texture2D *tex = new osg::Texture2D;
|
|
tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
|
|
tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
|
|
tex->setImage(osgDB::readRefImageFile("Images/tree0.rgba"));
|
|
|
|
osg::StateSet *dstate = new osg::StateSet;
|
|
{
|
|
dstate->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
|
|
|
|
dstate->setTextureAttribute(0, new osg::TexEnv );
|
|
|
|
dstate->setAttributeAndModes( new osg::BlendFunc, osg::StateAttribute::ON );
|
|
|
|
osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
|
|
alphaFunc->setFunction(osg::AlphaFunc::GEQUAL,0.05f);
|
|
dstate->setAttributeAndModes( alphaFunc, osg::StateAttribute::ON );
|
|
|
|
dstate->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
|
|
|
|
dstate->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
|
|
}
|
|
|
|
|
|
_techniqueSwitch = new osg::Switch;
|
|
|
|
{
|
|
std::cout<<"Creating osg::Billboard based forest...";
|
|
osg::Group* group = new osg::Group;
|
|
group->addChild(createBillboardGraph(cell.get(),dstate));
|
|
group->addChild(createHUDWithText("Using osg::Billboard's to create a forest\n\nPress left cursor key to select geometry instancing with Texture Buffer Object\nPress right cursor key to select double quad based forest"));
|
|
_techniqueSwitch->addChild(group);
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
{
|
|
std::cout<<"Creating double quad based forest...";
|
|
osg::Group* group = new osg::Group;
|
|
group->addChild(createXGraph(cell.get(),dstate));
|
|
group->addChild(createHUDWithText("Using double quads to create a forest\n\nPress left cursor key to select osg::Billboard based forest\nPress right cursor key to select osg::MatrixTransform based forest\n"));
|
|
_techniqueSwitch->addChild(group);
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
{
|
|
std::cout<<"Creating osg::MatrixTransform based forest...";
|
|
osg::Group* group = new osg::Group;
|
|
group->addChild(createTransformGraph(cell.get(),dstate));
|
|
group->addChild(createHUDWithText("Using osg::MatrixTransform's to create a forest\n\nPress left cursor key to select double quad based forest\nPress right cursor key to select osg::Vertex/FragmentProgram based forest"));
|
|
_techniqueSwitch->addChild(group);
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
{
|
|
std::cout<<"Creating osg::Vertex/FragmentProgram based forest...";
|
|
osg::Group* group = new osg::Group;
|
|
|
|
osg::StateSet* stateset = new osg::StateSet(*dstate, osg::CopyOp::DEEP_COPY_ALL);
|
|
|
|
{
|
|
// vertex program
|
|
std::ostringstream vp_oss;
|
|
vp_oss <<
|
|
"!!ARBvp1.0\n"
|
|
|
|
"ATTRIB vpos = vertex.position;\n"
|
|
"ATTRIB vcol = vertex.color;\n"
|
|
"ATTRIB tc = vertex.texcoord[" << 0 << "];"
|
|
|
|
"PARAM mvp[4] = { state.matrix.mvp };\n"
|
|
"PARAM one = { 1.0, 1.0, 1.0, 1.0 };"
|
|
|
|
"TEMP position;\n"
|
|
|
|
// vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;
|
|
"MAD position, vpos, vcol.w, vcol;\n"
|
|
|
|
// gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
|
"MOV position.w, one;\n"
|
|
"DP4 result.position.x, mvp[0], position;\n"
|
|
"DP4 result.position.y, mvp[1], position;\n"
|
|
"DP4 result.position.z, mvp[2], position;\n"
|
|
"DP4 result.position.w, mvp[3], position;\n"
|
|
|
|
// gl_FrontColor = vec4(1.0,1.0,1.0,1.0);
|
|
"MOV result.color.front.primary, one;\n"
|
|
|
|
// texcoord = gl_MultiTexCoord0.st;
|
|
"MOV result.texcoord, tc;\n"
|
|
"END\n";
|
|
|
|
|
|
// fragment program
|
|
std::ostringstream fp_oss;
|
|
fp_oss <<
|
|
"!!ARBfp1.0\n"
|
|
"TEX result.color, fragment.texcoord[" << 0 << "], texture[" << 0 << "], 2D;"
|
|
"END\n";
|
|
|
|
osg::ref_ptr<osg::VertexProgram> vp = new osg::VertexProgram;
|
|
vp->setVertexProgram(vp_oss.str());
|
|
stateset->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
|
|
|
|
osg::ref_ptr<osg::FragmentProgram> fp = new osg::FragmentProgram;
|
|
fp->setFragmentProgram(fp_oss.str());
|
|
stateset->setAttributeAndModes(fp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
|
|
}
|
|
|
|
group->addChild(createShaderGraph(cell.get(),stateset));
|
|
group->addChild(createHUDWithText("Using osg::Vertex/FragmentProgram to create a forest\n\nPress left cursor key to select osg::MatrixTransform's based forest\nPress right cursor key to select OpenGL shader based forest"));
|
|
_techniqueSwitch->addChild(group);
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
{
|
|
std::cout<<"Creating OpenGL shader based forest...";
|
|
osg::Group* group = new osg::Group;
|
|
|
|
osg::StateSet* stateset = new osg::StateSet(*dstate, osg::CopyOp::DEEP_COPY_ALL);
|
|
|
|
{
|
|
osg::Program* program = new osg::Program;
|
|
stateset->setAttribute(program);
|
|
|
|
#if 1
|
|
// use inline shaders
|
|
|
|
///////////////////////////////////////////////////////////////////
|
|
// vertex shader using just Vec4 coefficients
|
|
char vertexShaderSource[] =
|
|
"varying vec2 texcoord;\n"
|
|
"\n"
|
|
"void main(void)\n"
|
|
"{\n"
|
|
" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
|
|
" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
|
|
" gl_FrontColor = vec4(1.0,1.0,1.0,1.0);\n"
|
|
" texcoord = gl_MultiTexCoord0.st;\n"
|
|
"}\n";
|
|
|
|
//////////////////////////////////////////////////////////////////
|
|
// fragment shader
|
|
//
|
|
char fragmentShaderSource[] =
|
|
"uniform sampler2D baseTexture; \n"
|
|
"varying vec2 texcoord; \n"
|
|
"\n"
|
|
"void main(void) \n"
|
|
"{ \n"
|
|
" gl_FragColor = texture2D( baseTexture, texcoord); \n"
|
|
"}\n";
|
|
|
|
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
|
|
program->addShader(vertex_shader);
|
|
|
|
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
|
|
program->addShader(fragment_shader);
|
|
|
|
#else
|
|
|
|
// get shaders from source
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/forest.vert")));
|
|
program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/forest.frag")));
|
|
|
|
#endif
|
|
|
|
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
|
|
stateset->addUniform(baseTextureSampler);
|
|
}
|
|
|
|
group->addChild(createShaderGraph(cell.get(),stateset));
|
|
group->addChild(createHUDWithText("Using OpenGL Shader to create a forest\n\nPress left cursor key to select osg::Vertex/FragmentProgram based forest\nPress right cursor key to select osg::Vertex/Geometry/FragmentProgram based forest"));
|
|
_techniqueSwitch->addChild(group);
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
{
|
|
std::cout<<"Creating Geometry Shader based forest...";
|
|
|
|
osg::StateSet* stateset = new osg::StateSet(*dstate, osg::CopyOp::DEEP_COPY_ALL);
|
|
|
|
osg::Group* group = new osg::Group;
|
|
group->addChild(createGeometryShaderGraph(cell.get(), stateset));
|
|
group->addChild(createHUDWithText("Using osg::Vertex/Geometry/FragmentProgram to create a forest\n\nPress left cursor key to select OpenGL Shader based forest\nPress right cursor key to select geometry instancing with Texture Buffer Object"));
|
|
|
|
_techniqueSwitch->addChild(group);
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
{
|
|
std::cout<<"Creating forest using geometry instancing and texture buffer objects ...";
|
|
|
|
osg::StateSet* stateset = new osg::StateSet(*dstate, osg::CopyOp::DEEP_COPY_ALL);
|
|
{
|
|
osg::Program* program = new osg::Program;
|
|
stateset->setAttribute(program);
|
|
|
|
char vertexShaderSource[] =
|
|
"#version 420 compatibility\n"
|
|
"uniform samplerBuffer dataBuffer;\n"
|
|
"layout(location = 0) in vec3 VertexPosition;\n"
|
|
"layout(location = 8) in vec3 VertexTexCoord;\n"
|
|
"out vec2 TexCoord;\n"
|
|
"out vec4 Color;\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" int instanceAddress = gl_InstanceID * 3;\n"
|
|
" vec3 position = texelFetch(dataBuffer, instanceAddress).xyz;\n"
|
|
" Color = texelFetch(dataBuffer, instanceAddress + 1);\n"
|
|
" vec2 size = texelFetch(dataBuffer, instanceAddress + 2).xy;\n"
|
|
" mat4 mvpMatrix = gl_ModelViewProjectionMatrix *\n"
|
|
" mat4( size.x, 0.0, 0.0, 0.0,\n"
|
|
" 0.0, size.x, 0.0, 0.0,\n"
|
|
" 0.0, 0.0, size.y, 0.0,\n"
|
|
" position.x, position.y, position.z, 1.0);\n"
|
|
" gl_Position = mvpMatrix * vec4(VertexPosition,1.0) ;\n"
|
|
" TexCoord = VertexTexCoord.xy;\n"
|
|
"}\n";
|
|
|
|
char fragmentShaderSource[] =
|
|
"#version 420 core\n"
|
|
"uniform sampler2D baseTexture; \n"
|
|
"in vec2 TexCoord;\n"
|
|
"in vec4 Color;\n"
|
|
"layout(location = 0, index = 0) out vec4 FragData0;\n"
|
|
"void main(void) \n"
|
|
"{\n"
|
|
" FragData0 = Color*texture(baseTexture, TexCoord);\n"
|
|
"}\n";
|
|
|
|
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
|
|
program->addShader(vertex_shader);
|
|
|
|
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
|
|
program->addShader(fragment_shader);
|
|
|
|
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
|
|
stateset->addUniform(baseTextureSampler);
|
|
|
|
osg::Uniform* dataBufferSampler = new osg::Uniform("dataBuffer",1);
|
|
stateset->addUniform(dataBufferSampler);
|
|
}
|
|
|
|
osg::ref_ptr<osg::Geometry> templateGeometry = createOrthogonalQuadsNoColor(osg::Vec3(0.0f,0.0f,0.0f),1.0f,1.0f);
|
|
templateGeometry->setUseVertexBufferObjects(true);
|
|
templateGeometry->setUseDisplayList(false);
|
|
osg::Node* textureBufferGraph = createTextureBufferGraph(cell.get(), templateGeometry.get());
|
|
textureBufferGraph->setStateSet( stateset );
|
|
osg::Group* group = new osg::Group;
|
|
group->addChild(textureBufferGraph);
|
|
group->addChild(createHUDWithText("Using geometry instancing to create a forest\n\nPress left cursor key to select osg::Vertex/Geometry/FragmentProgram based forest\nPress right cursor key to select osg::Billboard based forest"));
|
|
|
|
_techniqueSwitch->addChild(group);
|
|
|
|
std::cout<<"done."<<std::endl;
|
|
}
|
|
|
|
|
|
_currentTechnique = 0;
|
|
_techniqueSwitch->setSingleChildOn(_currentTechnique);
|
|
|
|
|
|
osg::Group* scene = new osg::Group;
|
|
|
|
scene->addChild(terrain.get());
|
|
scene->addChild(_techniqueSwitch.get());
|
|
|
|
return scene;
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}
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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);
|
|
|
|
// construct the viewer.
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|
osgViewer::Viewer viewer(arguments);
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|
|
|
unsigned int numTreesToCreate = 10000;
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|
arguments.read("--trees",numTreesToCreate);
|
|
|
|
unsigned int maxNumTreesPerCell = sqrtf(static_cast<float>(numTreesToCreate));
|
|
|
|
arguments.read("--trees-per-cell",maxNumTreesPerCell);
|
|
|
|
osg::ref_ptr<ForestTechniqueManager> ttm = new ForestTechniqueManager;
|
|
|
|
// add the stats handler
|
|
viewer.addEventHandler(new osgViewer::StatsHandler);
|
|
|
|
viewer.addEventHandler(new TechniqueEventHandler(ttm.get()));
|
|
viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()));
|
|
|
|
// add model to viewer.
|
|
viewer.setSceneData( ttm->createScene(numTreesToCreate, maxNumTreesPerCell) );
|
|
|
|
|
|
return viewer.run();
|
|
}
|