OpenSceneGraph/examples/osgvertexattributes/osgvertexattributes.cpp
2009-11-10 12:03:03 +00:00

475 lines
18 KiB
C++

/* OpenSceneGraph example, osgvertexattributes.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osgUtil/ShaderGen>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
class ConvertToVertexAttibArrays : public osg::NodeVisitor
{
public:
typedef std::pair<unsigned int, std::string> AttributeAlias;
ConvertToVertexAttibArrays():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
_manualVertexAliasing = false;
// mappings taken from http://www.opengl.org/registry/specs/NV/vertex_program.txt
_vertexAlias = AttributeAlias(0, "osg_Vertex");
_normalAlias = AttributeAlias(2, "osg_Normal");
_colorAlias = AttributeAlias(3, "osg_Color");
_secondaryColorAlias = AttributeAlias(4, "osg_SecondaryColor");
_fogCoordAlias = AttributeAlias(5, "osg_FogCoord");
_texCoordAlias[0] = AttributeAlias(8, "osg_MultiTexCoord0");
_texCoordAlias[1] = AttributeAlias(9, "osg_MultiTexCoord1");
_texCoordAlias[2] = AttributeAlias(10, "osg_MultiTexCoord2");
_texCoordAlias[3] = AttributeAlias(11, "osg_MultiTexCoord3");
_texCoordAlias[4] = AttributeAlias(12, "osg_MultiTexCoord4");
_texCoordAlias[5] = AttributeAlias(13, "osg_MultiTexCoord5");
_texCoordAlias[6] = AttributeAlias(14, "osg_MultiTexCoord6");
_texCoordAlias[7] = AttributeAlias(15, "osg_MultiTexCoord7");
}
void bindAttribute(osg::Program& program, const AttributeAlias& alias)
{
program.addBindAttribLocation(alias.second, alias.first);
}
void replaceAndBindAttrib(osg::Program& program, std::string& source, const std::string& originalStr, const AttributeAlias& alias, const std::string& declarationPrefix)
{
if (replace(source, originalStr, alias.second))
{
source.insert(0, declarationPrefix + alias.second + std::string(";\n"));
if (_manualVertexAliasing) bindAttribute(program, alias);
}
}
void replaceBuiltInUniform(std::string& source, const std::string& originalStr, const std::string& newStr, const std::string& declarationPrefix)
{
if (replace(source, originalStr, newStr))
{
source.insert(0, declarationPrefix + newStr + std::string(";\n"));
}
}
void convertVertexShader(osg::Program& program, osg::Shader& shader)
{
std::string source = shader.getShaderSource();
// replace ftransform as it only works with built-ins
replace(source, "ftransform()", "gl_ModelViewProjectionMatrix * gl_Vertex");
#if 1
replaceAndBindAttrib(program, source, "gl_Normal", _normalAlias, "attribute vec3 ");
replaceAndBindAttrib(program, source, "gl_Vertex", _vertexAlias, "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_Color", _colorAlias, "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_SecondaryColor", _secondaryColorAlias, "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_FogCoord", _fogCoordAlias, "attribute float ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord0", _texCoordAlias[0], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord1", _texCoordAlias[1], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord2", _texCoordAlias[2], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord3", _texCoordAlias[3], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord4", _texCoordAlias[4], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord5", _texCoordAlias[5], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord6", _texCoordAlias[6], "attribute vec4 ");
replaceAndBindAttrib(program, source, "gl_MultiTexCoord7", _texCoordAlias[7], "attribute vec4 ");
#endif
#if 1
// replace built in uniform
replaceBuiltInUniform(source, "gl_ModelViewMatrix", "osg_ModeViewMatrix", "uniform mat4 ");
replaceBuiltInUniform(source, "gl_ModelViewProjectionMatrix", "osg_ModelViewProjectionMatrix", "uniform mat4 ");
replaceBuiltInUniform(source, "gl_ProjectionMatrix", "osg_ProjectionMatrix", "uniform mat4 ");
#endif
shader.setShaderSource(source);
}
void convertFragmentShader(osg::Program& program, osg::Shader& shader)
{
}
virtual void reset()
{
_visited.clear();
}
void apply(osg::Node& node)
{
if (_visited.count(&node)!=0) return;
_visited.insert(&node);
if (node.getStateSet()) apply(*(node.getStateSet()));
traverse(node);
}
void apply(osg::Geode& geode)
{
if (_visited.count(&geode)!=0) return;
_visited.insert(&geode);
if (geode.getStateSet()) apply(*(geode.getStateSet()));
for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
{
if (geode.getDrawable(i)->getStateSet()) apply(*(geode.getDrawable(i)->getStateSet()));
osg::Geometry* geom = geode.getDrawable(i)->asGeometry();
if (geom) apply(*geom);
}
}
bool replace(std::string& str, const std::string& original_phrase, const std::string& new_phrase)
{
bool replacedStr = false;
std::string::size_type pos = 0;
while((pos=str.find(original_phrase, pos))!=std::string::npos)
{
std::string::size_type endOfPhrasePos = pos+original_phrase.size();
if (endOfPhrasePos<str.size())
{
char c = str[endOfPhrasePos];
if ((c>='0' && c<='9') ||
(c>='a' && c<='z') ||
(c>='A' && c<='Z'))
{
pos = endOfPhrasePos;
continue;
}
}
replacedStr = true;
str.replace(pos, original_phrase.size(), new_phrase);
}
return replacedStr;
}
void apply(osg::Program& program, osg::Shader& shader)
{
if (_visited.count(&shader)!=0) return;
_visited.insert(&shader);
osg::notify(osg::NOTICE)<<"Shader "<<shader.getTypename()<<" ----before-----------"<<std::endl;
osg::notify(osg::NOTICE)<<shader.getShaderSource()<<std::endl;
if (shader.getType()==osg::Shader::VERTEX) convertVertexShader(program, shader);
else if (shader.getType()==osg::Shader::FRAGMENT) convertFragmentShader(program, shader);
osg::notify(osg::NOTICE)<<"--after-----------"<<std::endl;
osg::notify(osg::NOTICE)<<shader.getShaderSource()<<std::endl;
osg::notify(osg::NOTICE)<<"---------------------"<<std::endl;
}
void apply(osg::StateSet& stateset)
{
if (_visited.count(&stateset)!=0) return;
_visited.insert(&stateset);
return;
osg::notify(osg::NOTICE)<<"Found stateset "<<&stateset<<std::endl;
osg::Program* program = dynamic_cast<osg::Program*>(stateset.getAttribute(osg::StateAttribute::PROGRAM));
if (program)
{
osg::notify(osg::NOTICE)<<" Found Program "<<program<<std::endl;
for(unsigned int i=0; i<program->getNumShaders(); ++i)
{
apply(*program, *(program->getShader(i)));
}
}
}
void apply(osg::Geometry& geom)
{
geom.setUseDisplayList(false);
if (!_manualVertexAliasing) return;
osg::notify(osg::NOTICE)<<"Found geometry "<<&geom<<std::endl;
if (geom.getVertexArray())
{
setVertexAttrib(geom, _vertexAlias, geom.getVertexArray(), false, osg::Geometry::BIND_PER_VERTEX);
geom.setVertexArray(0);
}
if (geom.getNormalArray())
{
setVertexAttrib(geom, _normalAlias, geom.getNormalArray(), true, geom.getNormalBinding());
geom.setNormalArray(0);
}
if (geom.getColorArray())
{
setVertexAttrib(geom, _colorAlias, geom.getColorArray(), false, geom.getColorBinding());
geom.setColorArray(0);
}
if (geom.getSecondaryColorArray())
{
setVertexAttrib(geom, _secondaryColorAlias, geom.getSecondaryColorArray(), false, geom.getSecondaryColorBinding());
geom.setSecondaryColorArray(0);
}
if (geom.getFogCoordArray())
{
// should we normalize the FogCoord array? Don't think so...
setVertexAttrib(geom, _fogCoordAlias, geom.getFogCoordArray(), false, geom.getFogCoordBinding());
geom.setFogCoordArray(0);
}
unsigned int maxNumTexCoords = geom.getNumTexCoordArrays();
if (maxNumTexCoords>8)
{
osg::notify(osg::NOTICE)<<"Warning: Ignoring "<<maxNumTexCoords-8<<" texture coordinate arrays, only 8 are currently supported in vertex attribute conversion code."<<std::endl;
maxNumTexCoords = 8;
}
for(unsigned int i=0; i<maxNumTexCoords; ++i)
{
if (geom.getTexCoordArray(i))
{
setVertexAttrib(geom, _texCoordAlias[i], geom.getTexCoordArray(i), false, osg::Geometry::BIND_PER_VERTEX);
geom.setTexCoordArray(i,0);
}
else
{
osg::notify(osg::NOTICE)<<"Found empty TexCoordArray("<<i<<")"<<std::endl;
}
}
}
void setVertexAttrib(osg::Geometry& geom, const AttributeAlias& alias, osg::Array* array, bool normalize, osg::Geometry::AttributeBinding binding)
{
unsigned int index = alias.first;
const std::string& name = alias.second;
array->setName(name);
geom.setVertexAttribArray(index, array);
geom.setVertexAttribNormalize(index, normalize);
geom.setVertexAttribBinding(index, binding);
osg::notify(osg::NOTICE)<<" vertex attrib("<<name<<", index="<<index<<", normalize="<<normalize<<" binding="<<binding<<")"<<std::endl;
}
typedef std::set<osg::Object*> Visited;
Visited _visited;
bool _manualVertexAliasing;
AttributeAlias _vertexAlias;
AttributeAlias _normalAlias;
AttributeAlias _colorAlias;
AttributeAlias _secondaryColorAlias;
AttributeAlias _fogCoordAlias;
AttributeAlias _texCoordAlias[8];
};
osg::Node* createSimpleTestModel()
{
osg::Group* group = new osg::Group;
osg::Geode* geode = new osg::Geode;
group->addChild(geode);
osg::Geometry* geometry = new osg::Geometry;
geode->addDrawable(geometry);
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0,0.0,0.0));
vertices->push_back(osg::Vec3(0.0,0.0,1.0));
vertices->push_back(osg::Vec3(1.0,0.0,0.0));
vertices->push_back(osg::Vec3(1.0,0.0,1.0));
geometry->setVertexArray(vertices);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4));
char vertexShaderSource[] =
"void main(void)\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
char fragmentShaderSource[] =
"void main(void)\n"
"{\n"
" gl_FragColor = vec4(1.0,1.0,0.0,1.0); \n"
"}\n";
osg::Program* program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
geometry->getOrCreateStateSet()->setAttribute(program);
return group;
}
osg::Node* createSimpleTextureTestModel()
{
osg::Group* group = new osg::Group;
osg::Geode* geode = new osg::Geode;
group->addChild(geode);
osg::Geometry* geometry = new osg::Geometry;
geode->addDrawable(geometry);
osg::Vec3Array* vertices = new osg::Vec3Array;
vertices->push_back(osg::Vec3(0.0,0.0,0.0));
vertices->push_back(osg::Vec3(0.0,0.0,1.0));
vertices->push_back(osg::Vec3(1.0,0.0,0.0));
vertices->push_back(osg::Vec3(1.0,0.0,1.0));
geometry->setVertexArray(vertices);
osg::Vec2Array* texcoords = new osg::Vec2Array;
texcoords->push_back(osg::Vec2(0.0,0.0));
texcoords->push_back(osg::Vec2(0.0,1.0));
texcoords->push_back(osg::Vec2(1.0,0.0));
texcoords->push_back(osg::Vec2(1.0,1.0));
geometry->setTexCoordArray(0, texcoords);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4));
char vertexShaderSource[] =
"varying vec2 texCoord;\n"
"void main(void)\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" texCoord = gl_MultiTexCoord0.xy;\n"
"}\n";
char fragmentShaderSource[] =
"varying vec2 texCoord;\n"
"uniform sampler2D baseTexture;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = texture2D(baseTexture, texCoord); \n"
"}\n";
osg::Program* program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
osg::StateSet* stateset = geometry->getOrCreateStateSet();
stateset->setAttribute(program);
osg::Image* image = osgDB::readImageFile("Images/lz.rgb");
osg::Texture2D* texture = new osg::Texture2D(image);
texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
stateset->setTextureAttribute(0, texture);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
return group;
}
int main(int argc, char *argv[])
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// construct the viewer.
osgViewer::Viewer viewer(arguments);
std::string outputFileName;
while (arguments.read("-o",outputFileName)) {}
osg::ref_ptr<osg::Node> loadedModel;
bool runConvertToVertexAttributes = false;
if (arguments.read("--simple") || arguments.read("--s"))
{
loadedModel = createSimpleTestModel();
}
else if (arguments.read("--texture") || arguments.read("-t"))
{
loadedModel = createSimpleTextureTestModel();
}
else
{
bool runShaderGen = true;
while (arguments.read("--shader-gen")) { runShaderGen = true; }
while (arguments.read("--no-shader-gen")) { runShaderGen = false; }
while (arguments.read("--vertex-attrib")) { runConvertToVertexAttributes = true; }
while (arguments.read("--no-vertex-attrib")) { runConvertToVertexAttributes = false; }
loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel.get())
{
osg::notify(osg::NOTICE)<<"No model loaded, please specify a model filename."<<std::endl;
return 1;
}
if (runShaderGen)
{
// convert fixed function pipeline to shaders
osgUtil::ShaderGenVisitor sgv;
loadedModel->accept(sgv);
}
if (runConvertToVertexAttributes)
{
// find any conventional vertex, colour, normal and tex coords arrays and convert to vertex attributes
ConvertToVertexAttibArrays ctvaa;
loadedModel->accept(ctvaa);
}
}
if (!loadedModel) return 1;
if (!outputFileName.empty())
{
osgDB::writeNodeFile(*loadedModel, outputFileName);
return 0;
}
// add a viewport to the viewer and attach the scene graph.
viewer.setSceneData(loadedModel.get());
viewer.setCameraManipulator(new osgGA::TrackballManipulator());
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.realize();
if (runConvertToVertexAttributes)
{
// switch on the uniforms that track the modelview and projection matrices
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr != windows.end();
++itr)
{
(*itr)->getState()->setUseModelViewAndProjectionUniforms(true);
(*itr)->getState()->setUseVertexAttributeAliasing(true);
}
}
return viewer.run();
}