7232a831da
Added setting of osg_SimulationTime and osg_DeltaSimulationTime to the uniforms set by SceneView Added frame(double simulationTime) and advance(double simulationTime) parameters to osgViewer::SimpleViewer, Vewer and CompositeViewer. Updated various examples and Nodes to use SimulationTime where appropriate.
272 lines
8.3 KiB
C++
272 lines
8.3 KiB
C++
#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Quat>
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#include <osg/Matrix>
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#include <osg/ShapeDrawable>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/Texture2D>
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#include <osgDB/FileUtils>
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgViewer/Viewer>
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#include <iostream>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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///////////////////////////////////////////////////////////////////
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// vertex shader using just Vec4 coefficients
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char vertexShaderSource_simple[] =
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"uniform vec4 coeff; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" vec4 vert = gl_Vertex; \n"
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" vert.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n"
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" gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// vertex shader using full Matrix4 coefficients
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char vertexShaderSource_matrix[] =
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"uniform vec4 origin; \n"
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"uniform mat4 coeffMatrix; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" vec4 v = vec4(gl_Vertex.x, gl_Vertex.x*gl_Vertex.x, gl_Vertex.y, gl_Vertex.y*gl_Vertex.y ); \n"
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" gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// vertex shader using texture read
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char vertexShaderSource_texture[] =
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"uniform sampler2D vertexTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" vec4 vert = gl_Vertex; \n"
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" vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * vert;\n"
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"}\n";
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//////////////////////////////////////////////////////////////////
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// fragment shader
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//
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char fragmentShaderSource[] =
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"uniform sampler2D baseTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n"
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"}\n";
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class UniformVarying : public osg::Uniform::Callback
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{
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virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv)
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{
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const osg::FrameStamp* fs = nv->getFrameStamp();
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float value = sinf(fs->getSimulationTime());
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uniform->set(osg::Vec4(value,-value,-value,value));
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}
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};
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osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName)
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geom = new osg::Geometry;
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geode->addDrawable(geom);
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// dimensions for ~one million triangles :-)
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unsigned int num_x = 708;
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unsigned int num_y = 708;
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// set up state
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{
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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if (shader=="simple")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
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program->addShader(vertex_shader);
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osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
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coeff->setUpdateCallback(new UniformVarying);
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stateset->addUniform(coeff);
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}
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else if (shader=="matrix")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix);
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program->addShader(vertex_shader);
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osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f));
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stateset->addUniform(origin);
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osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix",
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osg::Matrix(1.0f,0.0f,1.0f,0.0f,
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0.0f,0.0f,-1.0f,0.0f,
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0.0f,1.0f,-1.0f,0.0f,
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0.0f,0.0f,1.0f,0.0f));
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stateset->addUniform(coeffMatrix);
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}
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else if (shader=="texture")
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture);
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program->addShader(vertex_shader);
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osg::Image* image = 0;
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if (terrainFileName.empty())
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{
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image = new osg::Image;
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unsigned int tx = 38;
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unsigned int ty = 39;
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image->allocateImage(tx,ty,1,GL_LUMINANCE,GL_FLOAT,1);
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for(unsigned int r=0;r<ty;++r)
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{
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for(unsigned int c=0;c<tx;++c)
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{
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*((float*)image->data(c,r)) = vertex[r+c*39][2]*0.1;
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}
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}
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num_x = tx;
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num_y = tx;
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}
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else
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{
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image = osgDB::readImageFile(terrainFileName);
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num_x = image->s();
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num_y = image->t();
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}
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osg::Texture2D* vertexTexture = new osg::Texture2D(image);
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vertexTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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vertexTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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vertexTexture->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI);
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stateset->setTextureAttributeAndModes(1,vertexTexture);
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osg::Uniform* vertexTextureSampler = new osg::Uniform("vertexTexture",1);
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stateset->addUniform(vertexTextureSampler);
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}
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile(textureFileName));
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stateset->setTextureAttributeAndModes(0,texture);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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}
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// set up geometry data.
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osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y );
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float dx = 1.0f/(float)(num_x-1);
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float dy = 1.0f/(float)(num_y-1);
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osg::Vec3 row(0.0f,0.0f,0.0);
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unsigned int vert_no = 0;
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unsigned int iy;
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for(iy=0; iy<num_y; ++iy)
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{
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osg::Vec3 column = row;
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for(unsigned int ix=0;ix<num_x;++ix)
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{
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(*vertices)[vert_no++] = column;
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column.x() += dx;
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}
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row.y() += dy;
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}
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geom->setVertexArray(vertices);
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for(iy=0; iy<num_y-1; ++iy)
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{
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unsigned int element_no = 0;
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osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP, num_x*2);
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unsigned int index = iy * num_x;
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for(unsigned int ix = 0; ix<num_x; ++ix)
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{
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(*elements)[element_no++] = index + num_x;
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(*elements)[element_no++] = index++;
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}
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geom->addPrimitiveSet(elements);
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}
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// geom->setUseVertexBufferObjects(true);
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return geode;
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}
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int main(int argc, char *argv[])
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrate support for ARB_vertex_program.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgViewer::Viewer viewer;
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std::string shader("simple");
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while(arguments.read("-s",shader)) {}
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std::string textureFileName("Images/lz.rgb");
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while(arguments.read("-t",textureFileName)) {}
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std::string terrainFileName("");
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while(arguments.read("-d",terrainFileName)) {}
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// load the nodes from the commandline arguments.
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osg::Node* model = createModel(shader,textureFileName,terrainFileName);
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if (!model)
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{
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return 1;
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}
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viewer.setSceneData(model);
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return viewer.run();
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}
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