323 lines
9.8 KiB
C++
323 lines
9.8 KiB
C++
#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/GL2Extensions>
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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/Program>
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#include <osg/Projection>
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#include <osg/Shader>
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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/Uniform>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/IntersectVisitor>
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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 <iostream>
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// for the grid data..
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#include "../osghangglide/terrain_coords.h"
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osg::Node* createScene()
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{
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osg::Group* scene = new osg::Group;
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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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osg::Vec3 origin(0.0f,0.0f,0.0f);
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osg::Vec3 size(1000.0f,1000.0f,250.0f);
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osg::Vec3 scaleDown(1.0f/size.x(),1.0f/size.y(),1.0f/size.z());
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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::Uniform* originUniform = new osg::Uniform("terrainOrigin",origin);
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stateset->addUniform(originUniform);
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osg::Uniform* sizeUniform = new osg::Uniform("terrainSize",size);
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stateset->addUniform(sizeUniform);
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osg::Uniform* scaleDownUniform = new osg::Uniform("terrainScaleDown",scaleDown);
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stateset->addUniform(scaleDownUniform);
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osg::Uniform* terrainTextureSampler = new osg::Uniform("terrainTexture",0);
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stateset->addUniform(terrainTextureSampler);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",1);
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stateset->addUniform(baseTextureSampler);
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osg::Uniform* treeTextureSampler = new osg::Uniform("treeTexture",1);
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stateset->addUniform(treeTextureSampler);
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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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osg::Image* terrainImage = new osg::Image;
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terrainImage->allocateImage(numColumns,numRows,1,GL_LUMINANCE, GL_FLOAT);
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terrainImage->setInternalTextureFormat(GL_LUMINANCE_FLOAT32_ATI);
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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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*((float*)(terrainImage->data(c,r))) = (vertex[r+c*numRows][2]-min_z)*scale_z;
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}
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}
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osg::Texture2D* terrainTexture = new osg::Texture2D;
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terrainTexture->setImage(terrainImage);
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terrainTexture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
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terrainTexture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
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terrainTexture->setResizeNonPowerOfTwoHint(false);
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stateset->setTextureAttributeAndModes(0,terrainTexture,osg::StateAttribute::ON);
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osg::Image* image = osgDB::readImageFile("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(1,texture,osg::StateAttribute::ON);
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}
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{
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std::cout<<"Creating terrain...";
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osg::Geode* geode = new osg::Geode();
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geode->setStateSet( stateset );
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{
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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#if 1
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// use inline shaders
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///////////////////////////////////////////////////////////////////
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// vertex shader using just Vec4 coefficients
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char vertexShaderSource[] =
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"uniform float osg_FrameTime;\n"
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"uniform sampler2D terrainTexture;\n"
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"uniform vec3 terrainOrigin;\n"
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"uniform vec3 terrainScaleDown;\n"
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"\n"
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"varying vec2 texcoord;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" texcoord = gl_Vertex.xy - terrainOrigin.xy;\n"
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" texcoord.x *= terrainScaleDown.x;\n"
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" texcoord.y *= terrainScaleDown.y;\n"
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"\n"
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" vec4 position;\n"
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" position.x = gl_Vertex.x;\n"
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" position.y = gl_Vertex.y;\n"
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" position.z = texture2D(terrainTexture, texcoord).r;\n"
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" position.w = 1.0;\n"
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" \n"
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" gl_Position = gl_ModelViewProjectionMatrix * position;\n"
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" gl_FrontColor = vec4(1.0,1.0,1.0,1.0);\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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"varying vec2 texcoord;\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, texcoord); \n"
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"}\n";
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program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
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#else
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// get shaders from source
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program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/terrain.vert")));
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program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/terrain.frag")));
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#endif
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// get shaders from source
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}
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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::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());
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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);
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geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
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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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geometry->setInitialBound(osg::BoundingBox(origin, origin+size));
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geode->addDrawable(geometry);
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scene->addChild(geode);
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}
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}
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std::cout<<"done."<<std::endl;
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return scene;
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}
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class TestSupportOperation: public osg::GraphicsOperation
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{
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public:
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TestSupportOperation():
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osg::GraphicsOperation("TestSupportOperation",false),
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_supported(true),
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_errorMessage() {}
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virtual void operator () (osg::GraphicsContext* gc)
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{
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osg::notify(osg::NOTICE)<<"Not called"<<std::endl;
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OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
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unsigned int contextID = gc->getState()->getContextID();
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osg::GL2Extensions* gl2ext = osg::GL2Extensions::Get(contextID,true);
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if( gl2ext )
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{
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if( !gl2ext->isGlslSupported() )
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{
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_supported = false;
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_errorMessage = "ERROR: GLSL not supported by OpenGL driver.";
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}
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GLint numVertexTexUnits = 0;
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glGetIntegerv( GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &numVertexTexUnits );
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if( numVertexTexUnits <= 0 )
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{
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_supported = false;
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_errorMessage = "ERROR: vertex texturing not supported by OpenGL driver.";
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}
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}
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_supported = false;
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_errorMessage = "ERROR: Pllalalal.";
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}
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OpenThreads::Mutex _mutex;
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bool _supported;
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std::string _errorMessage;
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};
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int main(int, char **)
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{
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// construct the viewer.
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osgViewer::Viewer viewer;
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osg::Node* node = createScene();
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// add model to viewer.
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viewer.setSceneData( node );
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viewer.setUpViewAcrossAllScreens();
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osg::ref_ptr<TestSupportOperation> testSupportOperation = new TestSupportOperation;
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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{
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(*itr)->add(testSupportOperation.get());
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}
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// create the windows and run the threads.
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viewer.realize();
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if (!testSupportOperation->_supported)
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{
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osg::notify(osg::WARN)<<testSupportOperation->_errorMessage<<std::endl;
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return 1;
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}
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return viewer.run();
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}
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