584f805327
from osg::Group rather than from osg::Node.
199 lines
6.9 KiB
C++
199 lines
6.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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//osgFX - Copyright (C) 2003 Marco Jez
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#ifndef OSGFX_BUMPMAPPING_
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#define OSGFX_BUMPMAPPING_
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#include <osgFX/Export>
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#include <osgFX/Effect>
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#include <osg/ref_ptr>
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#include <osg/Texture2D>
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namespace osgFX
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{
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/**
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This effect makes surfaces appear bumpy. Children nodes must use two textures,
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one for diffuse color and one for the normal map (which can be created
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from a height map with tools like nVIDIA's normal map generator). Furthermore,
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tangent-space basis vectors must be created and assigned to each Geometry; this
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can be done quickly by calling BumpMapping::prepareChildren(). Note that both
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diffuse and normal map textures must have corresponding UV maps defined in
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Geometry objects.
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This effect defines a preferred technique which uses ARB vertex & fragment
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programs, and a fallback technique which doesn't use fragment programs. The
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latter is more limited though since it can't handle ambient and specular
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components.
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*/
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class OSGFX_EXPORT BumpMapping: public Effect {
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public:
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BumpMapping();
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BumpMapping(const BumpMapping ©, const osg::CopyOp ©op = osg::CopyOp::SHALLOW_COPY);
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META_Effect(osgFX, BumpMapping,
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"Bump Mapping",
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"This effect makes surfaces appear bumpy. Children nodes must use two textures, "
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"one for diffuse color and one for the normal map (which can be created "
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"from a height map with tools like nVIDIA's normal map generator). Furthermore, "
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"tangent-space basis vectors must be created and assigned to each Geometry; this "
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"can be done quickly by calling BumpMapping::prepareChildren(). Note that both "
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"diffuse and normal map textures must have corresponding UV maps defined in "
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"Geometry objects.\n"
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"This effect defines a preferred technique which uses ARB vertex & fragment "
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"programs, and a fallback technique which doesn't use fragment programs. The "
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"latter is more limited though since it can't handle ambient and specular "
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"components.",
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"Marco Jez");
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/** get the OpenGL light number */
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inline int getLightNumber() const;
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/** set the OpenGL light number that will be used in lighting computations */
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inline void setLightNumber(int n);
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/** get the texture unit that contains diffuse color texture. Default is 1 */
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inline int getDiffuseTextureUnit() const;
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/** set the texture unit that contains diffuse color texture. Default is 1 */
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inline void setDiffuseTextureUnit(int n);
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/** get the texture unit that contains normal map texture. Default is 0 */
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inline int getNormalMapTextureUnit() const;
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/** set the texture unit that contains normal map texture. Default is 0 */
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inline void setNormalMapTextureUnit(int n);
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/** get the diffuse color texture that overrides children's texture */
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inline osg::Texture2D *getOverrideDiffuseTexture();
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/** get the const diffuse color texture that overrides children's texture */
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inline const osg::Texture2D *getOverrideDiffuseTexture() const;
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/** set the diffuse color texture that overrides children's texture */
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inline void setOverrideDiffuseTexture(osg::Texture2D *texture);
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/** get the normal map texture that overrides children's texture */
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inline osg::Texture2D *getOverrideNormalMapTexture();
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/** get the const normal map texture that overrides children's texture */
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inline const osg::Texture2D *getOverrideNormalMapTexture() const;
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/** set the normal map texture that overrides children's texture */
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inline void setOverrideNormalMapTexture(osg::Texture2D *texture);
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/**
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prepare a Geometry for bump lighting. Tangent-space basis vectors are
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generated and attached to the geometry as vertex attribute arrays.
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*/
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void prepareGeometry(osg::Geometry *geo);
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/** prepare a Node for bump lighting, calling prepareGeometry() for each Geometry */
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void prepareNode(osg::Node *node);
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/** prepare children for bump lighting. Actually calls prepareNode() for each child */
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void prepareChildren();
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/** set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates */
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void setUpDemo();
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protected:
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virtual ~BumpMapping() {}
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BumpMapping &operator=(const BumpMapping &) { return *this; }
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bool define_techniques();
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private:
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int lightnum_;
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int diffuseunit_;
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int normalunit_;
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osg::ref_ptr<osg::Texture2D> diffuse_tex_;
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osg::ref_ptr<osg::Texture2D> normal_tex_;
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};
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// INLINE METHODS
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inline int BumpMapping::getLightNumber() const
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{
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return lightnum_;
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}
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inline void BumpMapping::setLightNumber(int n)
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{
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lightnum_ = n;
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dirtyTechniques();
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}
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inline int BumpMapping::getDiffuseTextureUnit() const
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{
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return diffuseunit_;
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}
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inline void BumpMapping::setDiffuseTextureUnit(int n)
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{
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diffuseunit_ = n;
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dirtyTechniques();
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}
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inline int BumpMapping::getNormalMapTextureUnit() const
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{
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return normalunit_;
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}
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inline void BumpMapping::setNormalMapTextureUnit(int n)
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{
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normalunit_ = n;
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dirtyTechniques();
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}
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inline osg::Texture2D *BumpMapping::getOverrideDiffuseTexture()
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{
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return diffuse_tex_.get();
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}
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inline const osg::Texture2D *BumpMapping::getOverrideDiffuseTexture() const
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{
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return diffuse_tex_.get();
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}
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inline void BumpMapping::setOverrideDiffuseTexture(osg::Texture2D *texture)
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{
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diffuse_tex_ = texture;
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dirtyTechniques();
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}
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inline osg::Texture2D *BumpMapping::getOverrideNormalMapTexture()
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{
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return normal_tex_.get();
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}
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inline const osg::Texture2D *BumpMapping::getOverrideNormalMapTexture() const
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{
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return normal_tex_.get();
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}
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inline void BumpMapping::setOverrideNormalMapTexture(osg::Texture2D *texture)
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{
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normal_tex_ = texture;
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dirtyTechniques();
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}
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}
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#endif
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