#include #include #include #include #include #include #include #include #include #include #include #include char vertexShaderSource[] = "uniform vec2 xCoeff; \n" "uniform vec2 yCoeff; \n" "\n" "void main(void) \n" "{ \n" "\n" " gl_TexCoord[0] = gl_Vertex; \n" " gl_Vertex.z = gl_Vertex.x*xCoeff[0] + gl_Vertex.x*gl_Vertex.x* xCoeff[1] + \n" " gl_Vertex.y*yCoeff[1] + gl_Vertex.y*gl_Vertex.y* yCoeff[1]; \n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n"; char fragmentShaderSource[] = "uniform sampler2D baseTexture; \n" "\n" "void main(void) \n" "{ \n" " gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n" "}\n"; class UniformVarying : public osg::Uniform::Callback { virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv) { const osg::FrameStamp* fs = nv->getFrameStamp(); float value = sinf(fs->getReferenceTime()); uniform->set(osg::Vec2(value,-value)); } }; osg::Node* createModel() { osg::Geode* geode = new osg::Geode; osg::Geometry* geom = new osg::Geometry; geode->addDrawable(geom); // dimensions for ~one million triangles :-) unsigned int num_x = 708; unsigned int num_y = 708; osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y ); float dx = 1.0f/(float)(num_x-1); float dy = 1.0f/(float)(num_y-1); osg::Vec3 row(0.0f,0.0f,0.0); unsigned int vert_no = 0; for(unsigned int iy=0; iysetVertexArray(vertices); for(unsigned int iy=0; iyaddPrimitiveSet(elements); } geom->setUseVertexBufferObjects(true); osg::StateSet* stateset = geom->getOrCreateStateSet(); osg::Program* program = new osg::Program; stateset->setAttribute(program); osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource); program->addShader(vertex_shader); osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource); program->addShader(fragment_shader); osg::Uniform* xCoeff = new osg::Uniform("xCoeff",osg::Vec2(1.0,-1.0f)); xCoeff->setUpdateCallback(new UniformVarying); stateset->addUniform(xCoeff); osg::Uniform* yCoeff = new osg::Uniform("yCoeff",osg::Vec2(-1.0f,1.0f)); stateset->addUniform(yCoeff); stateset->setTextureAttributeAndModes(0,new osg::Texture2D(osgDB::readImageFile("lz.rgb"))); osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0); stateset->addUniform(baseTextureSampler); return geode; } int main(int argc, char *argv[]) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser arguments(&argc,argv); // set up the usage document, in case we need to print out how to use this program. arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrate support for ARB_vertex_program."); arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ..."); arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); // construct the viewer. osgProducer::Viewer viewer(arguments); // set up the value with sensible default event handlers. viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); // get details on keyboard and mouse bindings used by the viewer. viewer.getUsage(*arguments.getApplicationUsage()); // if user request help write it out to cout. if (arguments.read("-h") || arguments.read("--help")) { arguments.getApplicationUsage()->write(std::cout); return 1; } // any option left unread are converted into errors to write out later. arguments.reportRemainingOptionsAsUnrecognized(); // report any errors if they have occured when parsing the program aguments. if (arguments.errors()) { arguments.writeErrorMessages(std::cout); return 1; } // load the nodes from the commandline arguments. osg::Node* model = createModel(); if (!model) { return 1; } // add a viewport to the viewer and attach the scene graph. viewer.setSceneData(model); // create the windows and run the threads. viewer.realize(); while( !viewer.done() ) { // wait for all cull and draw threads to complete. viewer.sync(); // update the scene by traversing it with the the update visitor which will // call all node update callbacks and animations. viewer.update(); // fire off the cull and draw traversals of the scene. viewer.frame(); } // wait for all cull and draw threads to complete before exit. viewer.sync(); return 0; }