Moved osgshaders example across to use the new osgUtil::PerlinNoise example

This commit is contained in:
Robert Osfield
2011-12-13 21:14:33 +00:00
parent 22e309e8fb
commit 74fb1f42d9
4 changed files with 4 additions and 405 deletions

View File

@@ -43,73 +43,11 @@
#include <osg/Program>
#include <osg/Shader>
#include <osg/Uniform>
#include <osgUtil/PerlinNoise>
#include <iostream>
#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<osg::Group>
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.