Vertex program update from Brede.
This commit is contained in:
@@ -1,187 +1,401 @@
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/GL>
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#include <osgGLUT/glut>
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#include <osgGLUT/Viewer>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Quat>
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#include <osg/Matrix>
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#include <osg/ShapeDrawable>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/Transform>
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#include <osg/Material>
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#include <osg/NodeCallback>
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#include <osg/Depth>
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#include <osg/CullFace>
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#include <osg/TexMat>
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#include <osg/TexGen>
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#include <osg/TexEnvCombine>
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#include <osg/TextureCubeMap>
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#include <osg/VertexProgram>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgGA/TrackballManipulator>
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#include <osgGLUT/Viewer>
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#include <osgGLUT/glut>
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#include <osgUtil/SmoothingVisitor>
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#include <osgUtil/Optimizer>
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float refract = 1.01; // ratio of indicies of refraction
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float fresnel = 2.0; // Fresnel multiplier
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// A simple ambient, specular, and diffuse infinite lighting computation
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// with a single light and an eye-space normal
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// This vertex program is a slightly modified version of an example in
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// the ARB_vertex_program spec. It uses local parameter 0 for ambient.
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// If your cube have a blue ambient component it shows the vertex-
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// program is working.
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const char vpstr[] =
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"!!ARBvp1.0 \n"
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"!!ARBvp1.0 # Refraction \n"
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" \n"
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"ATTRIB iPos = vertex.position; \n"
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"#ATTRIB iCol = vertex.color.primary; \n"
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"ATTRIB iNormal = vertex.normal; \n"
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"PARAM mvinv[4] = { state.matrix.modelview.invtrans }; \n"
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"PARAM mvp[4] = { state.matrix.mvp }; \n"
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"PARAM lightDir = state.light[0].position; \n"
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"PARAM halfDir = state.light[0].half; \n"
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"PARAM specExp = state.material.shininess; \n"
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"PARAM ambientCol = program.local[0]; \n"
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"PARAM diffuseCol = state.lightprod[0].diffuse; \n"
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"PARAM specularCol = state.lightprod[0].specular; \n"
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"TEMP xfNormal, temp, dots, newDiffuse; \n"
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"PARAM esEyePos = { 0, 0, 0, 1 }; \n"
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"PARAM const0123 = { 0, 1, 2, 3 }; \n"
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"PARAM fresnel = program.local[0]; \n"
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"PARAM refract = program.local[1]; \n"
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"PARAM itMV[4] = { state.matrix.modelview.invtrans }; \n"
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"PARAM MVP[4] = { state.matrix.mvp }; \n"
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"PARAM MV[4] = { state.matrix.modelview }; \n"
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"PARAM texmat[4] = { state.matrix.texture[0] }; \n"
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"TEMP esPos; # position in eye-space \n"
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"TEMP esNormal; # normal in eye-space \n"
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"TEMP tmp, IdotN, K; \n"
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"TEMP esE; # eye vector \n"
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"TEMP esI; # incident vector (=-E) \n"
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"TEMP esR; # first refract- then reflect-vector \n"
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"OUTPUT oPos = result.position; \n"
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"OUTPUT oColor = result.color; \n"
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"OUTPUT oRefractMap = result.texcoord[0]; \n"
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"OUTPUT oReflectMap = result.texcoord[1]; \n"
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" \n"
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"# Transform the vertex to clip coordinates. \n"
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"DP4 oPos.x, mvp[0], iPos; \n"
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"DP4 oPos.y, mvp[1], iPos; \n"
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"DP4 oPos.z, mvp[2], iPos; \n"
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"DP4 oPos.w, mvp[3], iPos; \n"
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"# transform vertex to clip space \n"
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"DP4 oPos.x, MVP[0], iPos; \n"
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"DP4 oPos.y, MVP[1], iPos; \n"
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"DP4 oPos.z, MVP[2], iPos; \n"
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"DP4 oPos.w, MVP[3], iPos; \n"
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" \n"
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"# Transform the normal to eye coordinates. \n"
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"DP3 xfNormal.x, mvinv[0], iNormal; \n"
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"DP3 xfNormal.y, mvinv[1], iNormal; \n"
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"DP3 xfNormal.z, mvinv[2], iNormal; \n"
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"# Transform the normal to eye space. \n"
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"DP3 esNormal.x, itMV[0], iNormal; \n"
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"DP3 esNormal.y, itMV[1], iNormal; \n"
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"DP3 esNormal.z, itMV[2], iNormal; \n"
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" \n"
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"# Compute diffuse and specular dot products and use LIT to compute \n"
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"# lighting coefficients. \n"
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"DP3 dots.x, xfNormal, lightDir; \n"
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"DP3 dots.y, xfNormal, halfDir; \n"
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"MOV dots.w, specExp.x; \n"
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"LIT dots, dots; \n"
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"# normalize normal \n"
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"DP3 esNormal.w, esNormal, esNormal; \n"
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"RSQ esNormal.w, esNormal.w; \n"
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"MUL esNormal, esNormal, esNormal.w; \n"
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" \n"
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"# transform vertex position to eye space \n"
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"DP4 esPos.x, MV[0], iPos; \n"
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"DP4 esPos.y, MV[1], iPos; \n"
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"DP4 esPos.z, MV[2], iPos; \n"
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"DP4 esPos.w, MV[3], iPos; \n"
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" \n"
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"# vertex to eye vector \n"
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"ADD esE, -esPos, esEyePos; \n"
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"#MOV esE, -esPos; \n"
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" \n"
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"# normalize eye vector \n"
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"DP3 esE.w, esE, esE; \n"
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"RSQ esE.w, esE.w; \n"
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"MUL esE, esE, esE.w; \n"
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" \n"
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"# calculate some handy values \n"
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"MOV esI, -esE; \n"
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"DP3 IdotN, esNormal, esI; \n"
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" \n"
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"# calculate refraction vector, Renderman style \n"
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" \n"
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"# k = 1-index*index*(1-(I dot N)^2) \n"
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"MAD tmp, -IdotN, IdotN, const0123.y; \n"
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"MUL tmp, tmp, refract.y; \n"
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"ADD K.x, const0123.y, -tmp; \n"
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" \n"
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"# k<0, R = [0,0,0] \n"
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"# k>=0, R = index*I-(index*(I dot N) + sqrt(k))*N \n"
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"RSQ K.y, K.x; \n"
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"RCP K.y, K.y; # K.y = sqrt(k) \n"
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"MAD tmp.x, refract.x, IdotN, K.y; \n"
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"MUL tmp, esNormal, tmp.x; \n"
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"MAD esR, refract.x, esI, tmp; \n"
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" \n"
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"# transform refracted ray by cubemap transform \n"
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"DP3 oRefractMap.x, texmat[0], esR; \n"
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"DP3 oRefractMap.y, texmat[1], esR; \n"
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"DP3 oRefractMap.z, texmat[2], esR; \n"
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" \n"
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"# calculate reflection vector \n"
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"# R = 2*N*(N dot E)-E \n"
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"MUL tmp, esNormal, const0123.z; \n"
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"DP3 esR.w, esNormal, esE; \n"
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"MAD esR, esR.w, tmp, -esE; \n"
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" \n"
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"# transform reflected ray by cubemap transform \n"
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"DP3 oReflectMap.x, texmat[0], esR; \n"
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"DP3 oReflectMap.y, texmat[1], esR; \n"
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"DP3 oReflectMap.z, texmat[2], esR; \n"
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" \n"
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"# Fresnel approximation = fresnel*(1-(N dot I))^2 \n"
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"ADD tmp.x, const0123.y, -IdotN; \n"
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"MUL tmp.x, tmp.x, tmp.x; \n"
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"MUL oColor, tmp.x, fresnel; \n"
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" \n"
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"# Accumulate color contributions. \n"
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"MAD temp, dots.y, diffuseCol, ambientCol; \n"
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"MAD oColor.xyz, dots.z, specularCol, temp; \n"
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"MOV oColor.w, diffuseCol.w; \n"
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"END \n";
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osg::Geode* createGeometryCube()
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osg::TextureCubeMap* readCubeMap()
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{
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osg::Geode* geode = new osg::Geode();
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osg::TextureCubeMap* cubemap = new osg::TextureCubeMap;
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//#define CUBEMAP_FILENAME(face) "nvlobby_" #face ".png"
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#define CUBEMAP_FILENAME(face) "osg_" #face ".png"
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// -------------------------------------------
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// Set up a new Geometry which will be our cube
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// -------------------------------------------
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osg::Geometry* cube = new osg::Geometry();
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osg::Image* imagePosX = osgDB::readImageFile(CUBEMAP_FILENAME(posx));
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osg::Image* imageNegX = osgDB::readImageFile(CUBEMAP_FILENAME(negx));
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osg::Image* imagePosY = osgDB::readImageFile(CUBEMAP_FILENAME(posy));
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osg::Image* imageNegY = osgDB::readImageFile(CUBEMAP_FILENAME(negy));
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osg::Image* imagePosZ = osgDB::readImageFile(CUBEMAP_FILENAME(posz));
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osg::Image* imageNegZ = osgDB::readImageFile(CUBEMAP_FILENAME(negz));
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// set up the primitives
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cube->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,4));
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cube->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,4,4));
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cube->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,8,4));
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cube->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,12,4));
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cube->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,16,4));
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cube->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POLYGON,20,4));
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if (imagePosX && imageNegX && imagePosY && imageNegY && imagePosZ && imageNegZ)
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{
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_X, imagePosX);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_X, imageNegX);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Y, imagePosY);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Y, imageNegY);
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cubemap->setImage(osg::TextureCubeMap::POSITIVE_Z, imagePosZ);
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cubemap->setImage(osg::TextureCubeMap::NEGATIVE_Z, imageNegZ);
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// set up coords.
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osg::Vec3Array* coords = new osg::Vec3Array;
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coords->resize(24);
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(*coords)[0].set( -1.0000f, 1.0000f, -1.000f );
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(*coords)[1].set( 1.0000f, 1.0000f, -1.0000f );
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(*coords)[2].set( 1.0000f, -1.0000f, -1.0000f );
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(*coords)[3].set( -1.0000f, -1.0000f, -1.000 );
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cubemap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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cubemap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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(*coords)[4].set( 1.0000f, 1.0000f, -1.0000f );
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(*coords)[5].set( 1.0000f, 1.0000f, 1.0000f );
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(*coords)[6].set( 1.0000f, -1.0000f, 1.0000f );
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(*coords)[7].set( 1.0000f, -1.0000f, -1.0000f );
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cubemap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR);
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cubemap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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}
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(*coords)[8].set( 1.0000f, 1.0000f, 1.0000f );
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(*coords)[9].set( -1.0000f, 1.0000f, 1.000f );
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(*coords)[10].set( -1.0000f, -1.0000f, 1.000f );
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(*coords)[11].set( 1.0000f, -1.0000f, 1.0000f );
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(*coords)[12].set( -1.0000f, 1.0000f, 1.000 );
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(*coords)[13].set( -1.0000f, 1.0000f, -1.000 );
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(*coords)[14].set( -1.0000f, -1.0000f, -1.000 );
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(*coords)[15].set( -1.0000f, -1.0000f, 1.000 );
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(*coords)[16].set( -1.0000f, 1.0000f, 1.000 );
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(*coords)[17].set( 1.0000f, 1.0000f, 1.0000f );
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(*coords)[18].set( 1.0000f, 1.0000f, -1.0000f );
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(*coords)[19].set( -1.0000f, 1.0000f, -1.000f );
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(*coords)[20].set( -1.0000f, -1.0000f, 1.000f );
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(*coords)[21].set( -1.0000f, -1.0000f, -1.000f );
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(*coords)[22].set( 1.0000f, -1.0000f, -1.0000f );
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(*coords)[23].set( 1.0000f, -1.0000f, 1.0000f );
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cube->setVertexArray( coords );
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// set up the normals.
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osg::Vec3Array* cubeNormals = new osg::Vec3Array;
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cubeNormals->resize(6);
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(*cubeNormals)[0].set(0.0f,0.0f,-1.0f);
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(*cubeNormals)[1].set(1.0f,0.0f,0.0f);
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(*cubeNormals)[2].set(0.0f,0.0f,1.0f);
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(*cubeNormals)[3].set(-1.0f,0.0f,0.0f);
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(*cubeNormals)[4].set(0.0f,1.0f,0.0f);
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(*cubeNormals)[5].set(0.0f,-1.0f,0.0f);
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cube->setNormalArray( cubeNormals );
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cube->setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE );
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// -------------------------
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// make diffuse material red
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// -------------------------
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osg::StateSet* cubeState = new osg::StateSet();
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osg::Material* redMaterial = new osg::Material();
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const osg::Vec4 red( 1.0f, 0.0f, 0.0f, 1.0f );
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redMaterial->setAmbient( osg::Material::FRONT_AND_BACK, red );
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redMaterial->setDiffuse( osg::Material::FRONT_AND_BACK, red );
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cubeState->setAttribute( redMaterial );
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// ---------------------------------------------------
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// Use vp local parameter 0 for ambient product (blue)
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// ---------------------------------------------------
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osg::VertexProgram* vp = new osg::VertexProgram();
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vp->setVertexProgram( vpstr );
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const osg::Vec4 blue( 0.0f, 0.0f, 1.0f, 1.0f );
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vp->setProgramLocalParameter( 0, blue );
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cubeState->setAttributeAndModes( vp, osg::StateAttribute::ON );
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cube->setStateSet( cubeState );
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geode->addDrawable( cube );
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return geode;
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return cubemap;
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}
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int main( int argc, char **argv )
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// Update texture matrix for cubemaps
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struct TexMatCallback : public osg::NodeCallback
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{
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public:
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TexMatCallback(osg::TexMat& tm) :
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_texMat(tm)
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{
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}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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const osg::Matrix& MV = cv->getModelViewMatrix();
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const osg::Matrix R = osg::Matrix::rotate( osg::Vec3(0,-1,0), osg::Vec3(0,0,1) );
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osg::Quat q;
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q.set(MV);
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const osg::Matrix C = osg::Matrix::rotate( q.inverse() );
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_texMat.setMatrix( C*R );
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}
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traverse(node,nv);
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}
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osg::TexMat& _texMat;
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};
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struct MoveEarthySkyWithEyePointCallback : public osg::Transform::ComputeTransformCallback
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{
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/** Get the transformation matrix which moves from local coords to world coords.*/
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virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix,const osg::Transform*, osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.preMult(osg::Matrix::translate(eyePointLocal));
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}
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return true;
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}
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/** Get the transformation matrix which moves from world coords to local coords.*/
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virtual bool computeWorldToLocalMatrix(osg::Matrix& matrix,const osg::Transform*, osg::NodeVisitor* nv) const
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{
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osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
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if (cv)
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{
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osg::Vec3 eyePointLocal = cv->getEyeLocal();
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matrix.postMult(osg::Matrix::translate(-eyePointLocal));
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}
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return true;
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}
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};
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osg::Node* createSkyBox()
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{
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osg::StateSet* stateset = new osg::StateSet();
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osg::TexEnv* te = new osg::TexEnv;
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te->setMode(osg::TexEnv::REPLACE);
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stateset->setTextureAttributeAndModes(0, te, osg::StateAttribute::ON);
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osg::TexGen *tg = new osg::TexGen;
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tg->setMode(osg::TexGen::NORMAL_MAP);
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stateset->setTextureAttributeAndModes(0, tg, osg::StateAttribute::ON);
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osg::TexMat *tm = new osg::TexMat;
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stateset->setTextureAttribute(0, tm);
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osg::TextureCubeMap* skymap = readCubeMap();
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stateset->setTextureAttributeAndModes(0, skymap, osg::StateAttribute::ON);
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stateset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
|
||||
stateset->setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
|
||||
|
||||
// clear the depth to the far plane.
|
||||
osg::Depth* depth = new osg::Depth;
|
||||
depth->setFunction(osg::Depth::ALWAYS);
|
||||
depth->setRange(1.0,1.0);
|
||||
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON );
|
||||
|
||||
stateset->setRenderBinDetails(-1,"RenderBin");
|
||||
|
||||
osg::Drawable* drawable = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1));
|
||||
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->setCullingActive(false);
|
||||
geode->setStateSet( stateset );
|
||||
geode->addDrawable(drawable);
|
||||
|
||||
|
||||
osg::Transform* transform = new osg::Transform;
|
||||
transform->setCullingActive(false);
|
||||
transform->setComputeTransformCallback(new MoveEarthySkyWithEyePointCallback);
|
||||
transform->addChild(geode);
|
||||
|
||||
osg::ClearNode* clearNode = new osg::ClearNode;
|
||||
// clearNode->setRequiresClear(false);
|
||||
clearNode->setCullCallback(new TexMatCallback(*tm));
|
||||
clearNode->addChild(transform);
|
||||
|
||||
return clearNode;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
osg::Node* addRefractStateSet(osg::Node* node)
|
||||
{
|
||||
osg::StateSet* stateset = new osg::StateSet();
|
||||
|
||||
osg::TextureCubeMap* reflectmap = readCubeMap();
|
||||
stateset->setTextureAttributeAndModes( 0, reflectmap, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
|
||||
stateset->setTextureAttributeAndModes( 1, reflectmap, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
|
||||
|
||||
osg::TexMat* texMat = new osg::TexMat;
|
||||
stateset->setTextureAttribute(0, texMat);
|
||||
|
||||
// ---------------------------------------------------
|
||||
// Vertex Program
|
||||
// ---------------------------------------------------
|
||||
osg::VertexProgram* vp = new osg::VertexProgram();
|
||||
vp->setVertexProgram( vpstr );
|
||||
vp->setProgramLocalParameter( 0, osg::Vec4( fresnel, fresnel, fresnel, 1.0f ) );
|
||||
vp->setProgramLocalParameter( 1, osg::Vec4( refract, refract*refract, 0.0f, 0.0f ) );
|
||||
stateset->setAttributeAndModes( vp, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
|
||||
|
||||
// ---------------------------------------------------
|
||||
// fragment = refraction*(1-fresnel) + reflection*fresnel
|
||||
// T0 = texture unit 0, refraction map
|
||||
// T1 = texture unit 1, reflection map
|
||||
// C.rgb = primary color, water color
|
||||
// C.a = primary color, fresnel factor
|
||||
// Cp = result from previous texture environment
|
||||
// ---------------------------------------------------
|
||||
|
||||
// REPLACE function: Arg0
|
||||
// = T0
|
||||
osg::TexEnvCombine *te0 = new osg::TexEnvCombine;
|
||||
te0->setCombine_RGB(osg::TexEnvCombine::REPLACE);
|
||||
te0->setSource0_RGB(osg::TexEnvCombine::TEXTURE0);
|
||||
te0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
|
||||
|
||||
// INTERPOLATE function: Arg0 * (Arg2) + Arg1 * (1-Arg2)
|
||||
// = T1 * C0.a + Cp * (1-C0.a)
|
||||
osg::TexEnvCombine *te1 = new osg::TexEnvCombine;
|
||||
|
||||
// rgb = Cp + Ct
|
||||
te1->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
|
||||
te1->setSource0_RGB(osg::TexEnvCombine::TEXTURE1);
|
||||
te1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
|
||||
te1->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
|
||||
te1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
|
||||
te1->setSource2_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
|
||||
te1->setOperand2_RGB(osg::TexEnvCombine::SRC_COLOR);
|
||||
|
||||
stateset->setTextureAttributeAndModes(0, te0, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
stateset->setTextureAttributeAndModes(1, te1, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
|
||||
|
||||
osg::Group* group = new osg::Group;
|
||||
group->addChild(node);
|
||||
group->setCullCallback(new TexMatCallback(*texMat));
|
||||
group->setStateSet( stateset );
|
||||
|
||||
return group;
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
// initialize the GLUT
|
||||
glutInit( &argc, argv );
|
||||
glutInitDisplayString("rgba double depth>=16");
|
||||
|
||||
// create the commandline args.
|
||||
std::vector<std::string> commandLine;
|
||||
for(int i=1;i<argc;++i) commandLine.push_back(argv[i]);
|
||||
for(int i=1; i<argc; ++i) commandLine.push_back(argv[i]);
|
||||
|
||||
// create the viewer and the model to it.
|
||||
// initialize the viewer.
|
||||
osgGLUT::Viewer viewer;
|
||||
|
||||
viewer.setWindowTitle(argv[0]);
|
||||
|
||||
|
||||
// configure the viewer from the commandline arguments, and eat any
|
||||
// parameters that have been matched.
|
||||
viewer.readCommandLine(commandLine);
|
||||
|
||||
// add model to viewer.
|
||||
viewer.addViewport( createGeometryCube() );
|
||||
// configure the plugin registry from the commandline arguments, and
|
||||
// eat any parameters that have been matched.
|
||||
osgDB::readCommandLine(commandLine);
|
||||
|
||||
// register trackball maniupulators.
|
||||
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
|
||||
osg::Group* rootnode = new osg::Group;
|
||||
|
||||
rootnode->addChild(createSkyBox());
|
||||
|
||||
// load the nodes from the commandline arguments.
|
||||
osg::Node* model = osgDB::readNodeFiles(commandLine);
|
||||
if (!model)
|
||||
{
|
||||
const float radius = 1.0f;
|
||||
osg::Geode* geode = new osg::Geode;
|
||||
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius)));
|
||||
model = geode;
|
||||
}
|
||||
|
||||
// run optimization over the scene graph
|
||||
osgUtil::Optimizer optimzer;
|
||||
optimzer.optimize(model);
|
||||
|
||||
// create normals.
|
||||
osgUtil::SmoothingVisitor smoother;
|
||||
model->accept(smoother);
|
||||
|
||||
rootnode->addChild( addRefractStateSet(model) );
|
||||
|
||||
// add a viewport to the viewer and attach the scene graph.
|
||||
viewer.addViewport(rootnode);
|
||||
|
||||
viewer.open();
|
||||
// register trackball
|
||||
viewer.registerCameraManipulator(new osgGA::TrackballManipulator);
|
||||
|
||||
// open the viewer window.
|
||||
viewer.open();
|
||||
|
||||
// fire up the event loop.
|
||||
viewer.run();
|
||||
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user