diff --git a/examples/osgshaders/CMakeLists.txt b/examples/osgshaders/CMakeLists.txt index e1b8e59cf..3e15589bc 100644 --- a/examples/osgshaders/CMakeLists.txt +++ b/examples/osgshaders/CMakeLists.txt @@ -1,7 +1,6 @@ #this file is automatically generated - -SET(TARGET_SRC GL2Scene.cpp Noise.cpp osgshaders.cpp ) -SET(TARGET_H GL2Scene.h Noise.h ) +SET(TARGET_SRC GL2Scene.cpp osgshaders.cpp ) +SET(TARGET_H GL2Scene.h) #### end var setup ### SETUP_EXAMPLE(osgshaders) diff --git a/examples/osgshaders/GL2Scene.cpp b/examples/osgshaders/GL2Scene.cpp index da404209b..405921192 100644 --- a/examples/osgshaders/GL2Scene.cpp +++ b/examples/osgshaders/GL2Scene.cpp @@ -43,73 +43,11 @@ #include #include #include +#include #include #include "GL2Scene.h" -#include "Noise.h" - -/////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////// - -static osg::Image* -make3DNoiseImage(int texSize) -{ - osg::Image* image = new osg::Image; - image->setImage(texSize, texSize, texSize, - 4, GL_RGBA, GL_UNSIGNED_BYTE, - new unsigned char[4 * texSize * texSize * texSize], - osg::Image::USE_NEW_DELETE); - - const int startFrequency = 4; - const int numOctaves = 4; - - int f, i, j, k, inc; - double ni[3]; - double inci, incj, inck; - int frequency = startFrequency; - GLubyte *ptr; - double amp = 0.5; - - osg::notify(osg::INFO) << "creating 3D noise texture... "; - - for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5) - { - SetNoiseFrequency(frequency); - ptr = image->data(); - ni[0] = ni[1] = ni[2] = 0; - - inci = 1.0 / (texSize / frequency); - for (i = 0; i < texSize; ++i, ni[0] += inci) - { - incj = 1.0 / (texSize / frequency); - for (j = 0; j < texSize; ++j, ni[1] += incj) - { - inck = 1.0 / (texSize / frequency); - for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4) - { - *(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0); - } - } - } - } - - osg::notify(osg::INFO) << "DONE" << std::endl; - return image; -} - -static osg::Texture3D* -make3DNoiseTexture(int texSize ) -{ - osg::Texture3D* noiseTexture = new osg::Texture3D; - noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR); - noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR); - noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT); - noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT); - noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT); - noiseTexture->setImage( make3DNoiseImage(texSize) ); - return noiseTexture; -} /////////////////////////////////////////////////////////////////////////// @@ -281,7 +219,7 @@ class AnimateCallback: public osg::Uniform::Callback osg::ref_ptr GL2Scene::buildScene() { - osg::Texture3D* noiseTexture = make3DNoiseTexture( 32 /*128*/ ); + osg::Texture3D* noiseTexture = osgUtil::create3DNoiseTexture( 32 /*128*/ ); osg::Texture1D* sineTexture = make1DSineTexture( 32 /*1024*/ ); // the root of our scenegraph. diff --git a/examples/osgshaders/Noise.cpp b/examples/osgshaders/Noise.cpp deleted file mode 100644 index 23ecd7907..000000000 --- a/examples/osgshaders/Noise.cpp +++ /dev/null @@ -1,287 +0,0 @@ -/* OpenSceneGraph example, osgshaders. -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -/************************************************************************ - * * - * Copyright (C) 2002 3Dlabs Inc. Ltd. * - * * - ************************************************************************/ - -#include -#include - -/* Coherent noise function over 1, 2 or 3 dimensions */ -/* (copyright Ken Perlin) */ - -#define MAXB 0x100 -#define N 0x1000 -#define NP 12 /* 2^N */ -#define NM 0xfff - -#define s_curve(t) ( t * t * (3. - 2. * t) ) -#define lerp(t, a, b) ( a + t * (b - a) ) -#define setup(i,b0,b1,r0,r1)\ - t = vec[i] + N;\ - b0 = ((int)t) & BM;\ - b1 = (b0+1) & BM;\ - r0 = t - (int)t;\ - r1 = r0 - 1.; -#define at2(rx,ry) ( rx * q[0] + ry * q[1] ) -#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) - -static void initNoise(void); - -static int p[MAXB + MAXB + 2]; -static double g3[MAXB + MAXB + 2][3]; -static double g2[MAXB + MAXB + 2][2]; -static double g1[MAXB + MAXB + 2]; - -int start; -int B; -int BM; - - -void SetNoiseFrequency(int frequency) -{ - start = 1; - B = frequency; - BM = B-1; -} - -double noise1(double arg) -{ - int bx0, bx1; - double rx0, rx1, sx, t, u, v, vec[1]; - - vec[0] = arg; - if (start) { - start = 0; - initNoise(); - } - - setup(0,bx0,bx1,rx0,rx1); - - sx = s_curve(rx0); - u = rx0 * g1[ p[ bx0 ] ]; - v = rx1 * g1[ p[ bx1 ] ]; - - return(lerp(sx, u, v)); -} - -double noise2(double vec[2]) -{ - int bx0, bx1, by0, by1, b00, b10, b01, b11; - double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; - int i, j; - - if (start) { - start = 0; - initNoise(); - } - - setup(0, bx0,bx1, rx0,rx1); - setup(1, by0,by1, ry0,ry1); - - i = p[ bx0 ]; - j = p[ bx1 ]; - - b00 = p[ i + by0 ]; - b10 = p[ j + by0 ]; - b01 = p[ i + by1 ]; - b11 = p[ j + by1 ]; - - sx = s_curve(rx0); - sy = s_curve(ry0); - - q = g2[ b00 ] ; u = at2(rx0,ry0); - q = g2[ b10 ] ; v = at2(rx1,ry0); - a = lerp(sx, u, v); - - q = g2[ b01 ] ; u = at2(rx0,ry1); - q = g2[ b11 ] ; v = at2(rx1,ry1); - b = lerp(sx, u, v); - - return lerp(sy, a, b); -} - -double noise3(double vec[3]) -{ - int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; - double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; - int i, j; - - if (start) { - start = 0; - initNoise(); - } - - setup(0, bx0,bx1, rx0,rx1); - setup(1, by0,by1, ry0,ry1); - setup(2, bz0,bz1, rz0,rz1); - - i = p[ bx0 ]; - j = p[ bx1 ]; - - b00 = p[ i + by0 ]; - b10 = p[ j + by0 ]; - b01 = p[ i + by1 ]; - b11 = p[ j + by1 ]; - - t = s_curve(rx0); - sy = s_curve(ry0); - sz = s_curve(rz0); - - q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); - q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); - a = lerp(t, u, v); - - q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); - q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); - b = lerp(t, u, v); - - c = lerp(sy, a, b); - - q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); - q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); - a = lerp(t, u, v); - - q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); - q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); - b = lerp(t, u, v); - - d = lerp(sy, a, b); - - //fprintf(stderr, "%f\n", lerp(sz, c, d)); - - return lerp(sz, c, d); -} - -void normalize2(double v[2]) -{ - double s; - - s = sqrt(v[0] * v[0] + v[1] * v[1]); - v[0] = v[0] / s; - v[1] = v[1] / s; -} - -void normalize3(double v[3]) -{ - double s; - - s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); - v[0] = v[0] / s; - v[1] = v[1] / s; - v[2] = v[2] / s; -} - -void initNoise(void) -{ - int i, j, k; - - srand(30757); - for (i = 0 ; i < B ; i++) { - p[i] = i; - g1[i] = (double)((rand() % (B + B)) - B) / B; - - for (j = 0 ; j < 2 ; j++) - g2[i][j] = (double)((rand() % (B + B)) - B) / B; - normalize2(g2[i]); - - for (j = 0 ; j < 3 ; j++) - g3[i][j] = (double)((rand() % (B + B)) - B) / B; - normalize3(g3[i]); - } - - while (--i) { - k = p[i]; - p[i] = p[j = rand() % B]; - p[j] = k; - } - - for (i = 0 ; i < B + 2 ; i++) { - p[B + i] = p[i]; - g1[B + i] = g1[i]; - for (j = 0 ; j < 2 ; j++) - g2[B + i][j] = g2[i][j]; - for (j = 0 ; j < 3 ; j++) - g3[B + i][j] = g3[i][j]; - } -} - -/* --- My harmonic summing functions - PDB --------------------------*/ - -/* - In what follows "alpha" is the weight when the sum is formed. - Typically it is 2, As this approaches 1 the function is noisier. - "beta" is the harmonic scaling/spacing, typically 2. -*/ - -double PerlinNoise1D(double x,double alpha,double beta,int n) -{ - int i; - double val,sum = 0; - double p,scale = 1; - - p = x; - for (i=0;i