| 1 | #include <osg/Vec3> |
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| 2 | #include <osg/Vec4> |
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| 3 | #include <osg/Quat> |
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| 4 | #include <osg/Matrix> |
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| 5 | #include <osg/ShapeDrawable> |
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| 6 | #include <osg/Geometry> |
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| 7 | #include <osg/Geode> |
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| 8 | #include <osg/Texture2D> |
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| 9 | |
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| 10 | #include <osgDB/FileUtils> |
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| 11 | #include <osgDB/ReadFile> |
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| 12 | |
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| 13 | #include <osgUtil/Optimizer> |
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| 14 | |
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| 15 | #include <osgViewer/Viewer> |
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| 16 | #include <osgViewer/StatsHandler> |
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| 17 | |
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| 18 | #include <iostream> |
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| 19 | |
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| 20 | |
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| 21 | #include "../osghangglide/terrain_coords.h" |
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| 22 | |
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| 23 | |
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| 24 | |
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| 25 | char vertexShaderSource_simple[] = |
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| 26 | "uniform vec4 coeff; \n" |
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| 27 | "\n" |
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| 28 | "void main(void) \n" |
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| 29 | "{ \n" |
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| 30 | "\n" |
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| 31 | " gl_TexCoord[0] = gl_Vertex; \n" |
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| 32 | " vec4 vert = gl_Vertex; \n" |
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| 33 | " vert.z = gl_Vertex.x*coeff[0] + gl_Vertex.x*gl_Vertex.x* coeff[1] + \n" |
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| 34 | " gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n" |
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| 35 | " gl_Position = gl_ModelViewProjectionMatrix * vert;\n" |
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| 36 | "}\n"; |
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| 37 | |
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| 38 | |
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| 39 | |
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| 40 | |
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| 41 | char vertexShaderSource_matrix[] = |
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| 42 | "uniform vec4 origin; \n" |
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| 43 | "uniform mat4 coeffMatrix; \n" |
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| 44 | "\n" |
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| 45 | "void main(void) \n" |
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| 46 | "{ \n" |
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| 47 | "\n" |
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| 48 | " gl_TexCoord[0] = gl_Vertex; \n" |
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| 49 | " 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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| 50 | " gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n" |
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| 51 | "}\n"; |
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| 52 | |
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| 53 | |
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| 54 | |
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| 55 | char vertexShaderSource_texture[] = |
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| 56 | "uniform sampler2D vertexTexture; \n" |
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| 57 | "\n" |
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| 58 | "void main(void) \n" |
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| 59 | "{ \n" |
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| 60 | "\n" |
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| 61 | " gl_TexCoord[0] = gl_Vertex; \n" |
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| 62 | " vec4 vert = gl_Vertex; \n" |
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| 63 | " vert.z = texture2D( vertexTexture, gl_TexCoord[0].xy).x*0.0001; \n" |
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| 64 | " gl_Position = gl_ModelViewProjectionMatrix * vert;\n" |
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| 65 | "}\n"; |
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| 66 | |
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| 67 | |
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| 68 | |
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| 69 | |
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| 70 | |
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| 71 | char fragmentShaderSource[] = |
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| 72 | "uniform sampler2D baseTexture; \n" |
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| 73 | "\n" |
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| 74 | "void main(void) \n" |
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| 75 | "{ \n" |
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| 76 | " gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n" |
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| 77 | "}\n"; |
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| 78 | |
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| 79 | |
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| 80 | |
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| 81 | class UniformVarying : public osg::Uniform::Callback |
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| 82 | { |
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| 83 | virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv) |
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| 84 | { |
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| 85 | const osg::FrameStamp* fs = nv->getFrameStamp(); |
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| 86 | float value = sinf(fs->getSimulationTime()); |
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| 87 | uniform->set(osg::Vec4(value,-value,-value,value)); |
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| 88 | } |
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| 89 | }; |
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| 90 | |
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| 91 | osg::Node* createModel(const std::string& shader, const std::string& textureFileName, const std::string& terrainFileName, bool dynamic, bool vbo) |
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| 92 | { |
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| 93 | osg::Geode* geode = new osg::Geode; |
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| 94 | |
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| 95 | osg::Geometry* geom = new osg::Geometry; |
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| 96 | geode->addDrawable(geom); |
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| 97 | |
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| 98 | |
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| 99 | unsigned int num_x = 708; |
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| 100 | unsigned int num_y = 708; |
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| 101 | |
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| 102 | |
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| 103 | { |
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| 104 | |
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| 105 | osg::StateSet* stateset = geom->getOrCreateStateSet(); |
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| 106 | |
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| 107 | osg::Program* program = new osg::Program; |
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| 108 | stateset->setAttribute(program); |
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| 109 | |
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| 110 | if (shader=="simple") |
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| 111 | { |
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| 112 | osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple); |
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| 113 | program->addShader(vertex_shader); |
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| 114 | |
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| 115 | osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f)); |
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| 116 | |
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| 117 | stateset->addUniform(coeff); |
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| 118 | |
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| 119 | if (dynamic) |
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| 120 | { |
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| 121 | coeff->setUpdateCallback(new UniformVarying); |
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| 122 | coeff->setDataVariance(osg::Object::DYNAMIC); |
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| 123 | stateset->setDataVariance(osg::Object::DYNAMIC); |
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| 124 | } |
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| 125 | |
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| 126 | } |
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| 127 | else if (shader=="matrix") |
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| 128 | { |
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| 129 | osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix); |
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| 130 | program->addShader(vertex_shader); |
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| 131 | |
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| 132 | osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f)); |
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| 133 | stateset->addUniform(origin); |
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| 134 | |
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| 135 | osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix", |
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| 136 | osg::Matrix(1.0f,0.0f,1.0f,0.0f, |
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| 137 | 0.0f,0.0f,-1.0f,0.0f, |
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| 138 | 0.0f,1.0f,-1.0f,0.0f, |
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| 139 | 0.0f,0.0f,1.0f,0.0f)); |
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| 140 | |
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| 141 | stateset->addUniform(coeffMatrix); |
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| 142 | } |
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| 143 | else if (shader=="texture") |
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| 144 | { |
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| 145 | osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_texture); |
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| 146 | program->addShader(vertex_shader); |
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| 147 | |
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| 148 | osg::Image* image = 0; |
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| 149 | |
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| 150 | if (terrainFileName.empty()) |
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| 151 | { |
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| 152 | image = new osg::Image; |
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| 153 | unsigned int tx = 38; |
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| 154 | unsigned int ty = 39; |
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| 155 | image->allocateImage(tx,ty,1,GL_LUMINANCE,GL_FLOAT,1); |
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| 156 | for(unsigned int r=0;r<ty;++r) |
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| 157 | { |
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| 158 | for(unsigned int c=0;c<tx;++c) |
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| 159 | { |
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| 160 | *((float*)image->data(c,r)) = vertex[r+c*39][2]*0.1; |
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| 161 | } |
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| 162 | } |
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| 163 | |
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| 164 | num_x = tx; |
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| 165 | num_y = tx; |
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| 166 | } |
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| 167 | else |
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| 168 | { |
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| 169 | image = osgDB::readImageFile(terrainFileName); |
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| 170 | |
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| 171 | num_x = image->s(); |
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| 172 | num_y = image->t(); |
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| 173 | } |
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| 174 | |
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| 175 | osg::Texture2D* vertexTexture = new osg::Texture2D(image); |
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| 176 | |
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| 177 | |
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| 178 | vertexTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST); |
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| 179 | vertexTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST); |
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| 180 | vertexTexture->setInternalFormat(GL_LUMINANCE_FLOAT32_ATI); |
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| 181 | stateset->setTextureAttributeAndModes(1,vertexTexture); |
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| 182 | |
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| 183 | osg::Uniform* vertexTextureSampler = new osg::Uniform("vertexTexture",1); |
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| 184 | stateset->addUniform(vertexTextureSampler); |
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| 185 | |
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| 186 | } |
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| 187 | |
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| 188 | osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); |
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| 189 | program->addShader(fragment_shader); |
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| 190 | |
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| 191 | osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile(textureFileName)); |
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| 192 | stateset->setTextureAttributeAndModes(0,texture); |
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| 193 | |
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| 194 | osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); |
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| 195 | stateset->addUniform(baseTextureSampler); |
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| 196 | |
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| 197 | } |
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| 198 | |
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| 199 | |
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| 200 | |
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| 201 | |
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| 202 | osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y ); |
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| 203 | |
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| 204 | float dx = 1.0f/(float)(num_x-1); |
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| 205 | float dy = 1.0f/(float)(num_y-1); |
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| 206 | osg::Vec3 row(0.0f,0.0f,0.0); |
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| 207 | |
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| 208 | unsigned int vert_no = 0; |
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| 209 | unsigned int iy; |
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| 210 | for(iy=0; iy<num_y; ++iy) |
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| 211 | { |
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| 212 | osg::Vec3 column = row; |
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| 213 | for(unsigned int ix=0;ix<num_x;++ix) |
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| 214 | { |
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| 215 | (*vertices)[vert_no++] = column; |
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| 216 | column.x() += dx; |
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| 217 | } |
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| 218 | row.y() += dy; |
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| 219 | } |
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| 220 | |
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| 221 | geom->setVertexArray(vertices); |
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| 222 | |
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| 223 | osg::VertexBufferObject* vbObject = new osg::VertexBufferObject; |
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| 224 | vertices->setVertexBufferObject(vbObject); |
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| 225 | |
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| 226 | osg::ElementsBufferObject* ebo = new osg::ElementsBufferObject; |
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| 227 | |
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| 228 | for(iy=0; iy<num_y-1; ++iy) |
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| 229 | { |
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| 230 | unsigned int element_no = 0; |
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| 231 | osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP, num_x*2); |
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| 232 | unsigned int index = iy * num_x; |
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| 233 | for(unsigned int ix = 0; ix<num_x; ++ix) |
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| 234 | { |
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| 235 | (*elements)[element_no++] = index + num_x; |
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| 236 | (*elements)[element_no++] = index++; |
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| 237 | } |
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| 238 | geom->addPrimitiveSet(elements); |
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| 239 | |
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| 240 | if (ebo) elements->setElementsBufferObject(ebo); |
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| 241 | } |
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| 242 | |
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| 243 | geom->setUseVertexBufferObjects(vbo); |
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| 244 | |
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| 245 | return geode; |
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| 246 | } |
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| 247 | |
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| 248 | int main(int argc, char *argv[]) |
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| 249 | { |
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| 250 | |
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| 251 | osg::ArgumentParser arguments(&argc,argv); |
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| 252 | |
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| 253 | |
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| 254 | arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrate support for ARB_vertex_program."); |
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| 255 | arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); |
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| 256 | arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); |
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| 257 | |
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| 258 | |
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| 259 | osgViewer::Viewer viewer; |
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| 260 | |
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| 261 | |
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| 262 | viewer.addEventHandler(new osgViewer::StatsHandler); |
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| 263 | |
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| 264 | std::string shader("simple"); |
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| 265 | while(arguments.read("-s",shader)) {} |
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| 266 | |
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| 267 | std::string textureFileName("Images/lz.rgb"); |
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| 268 | while(arguments.read("-t",textureFileName)) {} |
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| 269 | |
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| 270 | std::string terrainFileName(""); |
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| 271 | while(arguments.read("-d",terrainFileName)) {} |
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| 272 | |
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| 273 | bool dynamic = true; |
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| 274 | while(arguments.read("--static")) { dynamic = false; } |
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| 275 | |
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| 276 | bool vbo = false; |
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| 277 | while(arguments.read("--vbo")) { vbo = true; } |
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| 278 | |
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| 279 | |
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| 280 | if (arguments.read("-h") || arguments.read("--help")) |
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| 281 | { |
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| 282 | arguments.getApplicationUsage()->write(std::cout); |
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| 283 | return 1; |
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| 284 | } |
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| 285 | |
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| 286 | |
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| 287 | osg::Node* model = createModel(shader,textureFileName,terrainFileName, dynamic, vbo); |
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| 288 | if (!model) |
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| 289 | { |
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| 290 | return 1; |
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| 291 | } |
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| 292 | |
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| 293 | viewer.setSceneData(model); |
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| 294 | |
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| 295 | return viewer.run(); |
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| 296 | } |
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