root/OpenSceneGraph/trunk/examples/osgparametric/osgparametric.cpp @ 4348

Revision 4348, 7.2 kB (checked in by robert, 9 years ago)

Added matrix and simple vertex shader paths.

  • Property svn:eol-style set to native
  • Property svn:keywords set to Author Date Id Revision
Line 
1#include <osg/Vec3>
2#include <osg/Vec4>
3#include <osg/Quat>
4#include <osg/Matrix>
5#include <osg/ShapeDrawable>
6#include <osg/Geometry>
7#include <osg/Geode>
8#include <osg/Texture2D>
9
10#include <osgDB/FileUtils>
11#include <osgDB/ReadFile>
12
13#include <osgUtil/Optimizer>
14
15#include <osgProducer/Viewer>
16
17///////////////////////////////////////////////////////////////////
18// vertex shader using just Vec4 coefficients
19char vertexShaderSource_simple[] =
20    "uniform vec4 coeff; \n"
21    "\n"
22    "void main(void) \n"
23    "{ \n"
24    "\n"
25    "    gl_TexCoord[0] = gl_Vertex; \n"
26    "    gl_Vertex.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n"
27    "                  gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n"
28    "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
29    "}\n";
30 
31 
32//////////////////////////////////////////////////////////////////
33// vertex shader using full Matrix4 coefficients
34char vertexShaderSource_matrix[] =
35    "uniform vec4  origin; \n"
36    "uniform mat4  coeffMatrix; \n"
37    "\n"
38    "void main(void) \n"
39    "{ \n"
40    "\n"
41    "    gl_TexCoord[0] = gl_Vertex; \n"
42    "    vec4 v = vec4(gl_Vertex.x, gl_Vertex.x*gl_Vertex.x, gl_Vertex.y, gl_Vertex.y*gl_Vertex.y ); \n"
43    "    gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n"
44    "}\n";
45
46
47//////////////////////////////////////////////////////////////////
48// fragment shader
49//
50char fragmentShaderSource[] =
51    "uniform sampler2D baseTexture; \n"
52    "\n"
53    "void main(void) \n"
54    "{ \n"
55    "    gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n"
56    "}\n";
57
58
59
60class UniformVarying : public osg::Uniform::Callback
61{
62    virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv)
63    {
64        const osg::FrameStamp* fs = nv->getFrameStamp();
65        float value = sinf(fs->getReferenceTime());
66        uniform->set(osg::Vec4(value,-value,-value,value));
67    }
68};
69
70osg::Node* createModel(const std::string& shader)
71{
72    osg::Geode* geode = new osg::Geode;
73   
74    osg::Geometry* geom = new osg::Geometry;
75    geode->addDrawable(geom);
76   
77    // dimensions for ~one million triangles :-)
78    unsigned int num_x = 708;
79    unsigned int num_y = 708;
80
81    osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y );
82   
83    float dx = 1.0f/(float)(num_x-1);
84    float dy = 1.0f/(float)(num_y-1);
85    osg::Vec3 row(0.0f,0.0f,0.0);
86   
87    unsigned int vert_no = 0;
88    for(unsigned int iy=0; iy<num_y; ++iy)
89    {
90        osg::Vec3 column = row;
91        for(unsigned int ix=0;ix<num_x;++ix)
92        {
93            (*vertices)[vert_no++] = column;
94            column.x() += dx;
95        }       
96        row.y() += dy;
97    }
98
99    geom->setVertexArray(vertices);
100
101    for(unsigned int iy=0; iy<num_y-1; ++iy)
102    {
103        unsigned int element_no = 0;
104        osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP, num_x*2);
105        unsigned int index = iy * num_x;
106        for(unsigned int ix = 0; ix<num_x; ++ix)
107        {
108            (*elements)[element_no++] = index + num_x;
109            (*elements)[element_no++] = index++;
110        }
111        geom->addPrimitiveSet(elements);   
112    }
113   
114    geom->setUseVertexBufferObjects(true);
115   
116   
117    osg::StateSet* stateset = geom->getOrCreateStateSet();
118
119    osg::Program* program = new osg::Program;
120    stateset->setAttribute(program);
121
122    if (shader=="simple")
123    {
124        osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
125        program->addShader(vertex_shader);
126
127        osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
128        coeff->setUpdateCallback(new UniformVarying);
129        stateset->addUniform(coeff);
130    }
131    else if (shader=="matrix")
132    {
133        osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix);
134        program->addShader(vertex_shader);
135
136        osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f));
137        stateset->addUniform(origin);
138
139        osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix",
140            osg::Matrix(1.0f,0.0f,1.0f,0.0f,
141                        0.0f,0.0f,-1.0f,0.0f,
142                        0.0f,1.0f,-1.0f,0.0f,
143                        0.0f,0.0f,1.0f,0.0f));
144
145        stateset->addUniform(coeffMatrix);
146    }
147    else if (shader=="texture")
148    {
149       
150    }
151
152    osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
153    program->addShader(fragment_shader);
154   
155    osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile("lz.rgb"));
156    texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
157    texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
158    stateset->setTextureAttributeAndModes(0,texture);
159   
160    osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
161    stateset->addUniform(baseTextureSampler);
162
163
164    return geode;
165
166}
167
168int main(int argc, char *argv[])
169{
170    // use an ArgumentParser object to manage the program arguments.
171    osg::ArgumentParser arguments(&argc,argv);
172
173    // set up the usage document, in case we need to print out how to use this program.
174    arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrate support for ARB_vertex_program.");
175    arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
176    arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
177   
178    // construct the viewer.
179    osgProducer::Viewer viewer(arguments);
180
181    // set up the value with sensible default event handlers.
182    viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
183   
184    std::string shader("simple");
185    while(arguments.read("-s",shader)) {}
186   
187
188    // get details on keyboard and mouse bindings used by the viewer.
189    viewer.getUsage(*arguments.getApplicationUsage());
190
191    // if user request help write it out to cout.
192    if (arguments.read("-h") || arguments.read("--help"))
193    {
194        arguments.getApplicationUsage()->write(std::cout);
195        return 1;
196    }
197
198    // any option left unread are converted into errors to write out later.
199    arguments.reportRemainingOptionsAsUnrecognized();
200
201    // report any errors if they have occured when parsing the program aguments.
202    if (arguments.errors())
203    {
204        arguments.writeErrorMessages(std::cout);
205        return 1;
206    }
207
208    // load the nodes from the commandline arguments.
209    osg::Node* model = createModel(shader);
210    if (!model)
211    {
212        return 1;
213    }
214
215    // add a viewport to the viewer and attach the scene graph.
216    viewer.setSceneData(model);
217   
218    // create the windows and run the threads.
219    viewer.realize();
220
221    while( !viewer.done() )
222    {
223        // wait for all cull and draw threads to complete.
224        viewer.sync();
225
226        // update the scene by traversing it with the the update visitor which will
227        // call all node update callbacks and animations.
228        viewer.update();
229         
230        // fire off the cull and draw traversals of the scene.
231        viewer.frame();
232       
233    }
234   
235    // wait for all cull and draw threads to complete before exit.
236    viewer.sync();
237
238    return 0;
239}
Note: See TracBrowser for help on using the browser.