#include #include #include #include #include #include #include using namespace osgFX; namespace { // a state attribute class that grabs the initial inverse view matrix // and sends it to a VertexProgram. // NOTE: due to lack of support for per-context parameters in VertexProgram, // this class will send the matrix to the vp only while the first context // is being rendered. All subsequent contexts will use the first context's // matrix. class ViewMatrixExtractor: public osg::StateAttribute { public: ViewMatrixExtractor() : osg::StateAttribute(), vp_(0), param_(0), first_context_(-1) { } ViewMatrixExtractor(const ViewMatrixExtractor ©, const osg::CopyOp ©op) : osg::StateAttribute(copy, copyop), vp_(static_cast(copyop(copy.vp_.get()))), param_(copy.param_), first_context_(-1) { } ViewMatrixExtractor(osg::VertexProgram *vp, int param) : osg::StateAttribute(), vp_(vp), param_(param), first_context_(-1) { } META_StateAttribute(osgFX, ViewMatrixExtractor, 0x564d4548); int compare(const osg::StateAttribute &sa) const { COMPARE_StateAttribute_Types(ViewMatrixExtractor, sa); if (vp_.get() != rhs.vp_.get()) return -1; if (param_ < rhs.param_) return -1; if (param_ > rhs.param_) return 1; return 0; } void apply(osg::State &state) const { if (first_context_ == -1) { first_context_ = state.getContextID(); } if (state.getContextID() == first_context_) { if (vp_.valid()) { osg::Matrix M = state.getInitialInverseViewMatrix(); for (int i=0; i<4; ++i) { vp_->setProgramLocalParameter(param_+i, osg::Vec4(M(0, i), M(1, i), M(2, i), M(3, i))); } } } } private: mutable osg::ref_ptr vp_; int param_; mutable int first_context_; }; } namespace { osg::Image *create_default_image() { const int texture_size = 16; osg::ref_ptr image = new osg::Image; image->setImage(texture_size, texture_size, 1, 3, GL_RGB, GL_UNSIGNED_BYTE, new unsigned char[3*texture_size*texture_size], osg::Image::USE_NEW_DELETE); for (int i=0; i(j) / (texture_size-1); float t = static_cast(i) / (texture_size-1); float lum = t * 0.75f; float red = lum + 0.2f * powf(cosf(s*10), 3.0f); float green = lum; float blue = lum + 0.2f * powf(sinf(s*10), 3.0f); if (red > 1) red = 1; if (red < 0) red = 0; if (blue > 1) blue = 1; if (blue < 0) blue = 0; *(image->data(j, i)+0) = static_cast(red * 255); *(image->data(j, i)+1) = static_cast(green * 255); *(image->data(j, i)+2) = static_cast(blue * 255); } } return image.take(); } } namespace { Registry::Proxy proxy(new AnisotropicLighting); class DefaultTechnique: public Technique { public: DefaultTechnique(int lightnum, osg::Texture2D *texture) : Technique(), lightnum_(lightnum), texture_(texture) { } void getRequiredExtensions(std::vector &extensions) const { extensions.push_back("GL_ARB_vertex_program"); } protected: void define_passes() { std::ostringstream vp_oss; vp_oss << "!!ARBvp1.0\n" "PARAM c5 = { 0, 0, 0, 1 };" "PARAM c4 = { 0, 0, 0, 0 };" "TEMP R0, R1, R2, R3, R4, R5, R6, R7, R8, R9;" "ATTRIB v18 = vertex.normal;" "ATTRIB v16 = vertex.position;" "PARAM s259[4] = { state.matrix.mvp };" "PARAM s18 = state.light[" << lightnum_ << "].position;" "PARAM s223[4] = { state.matrix.modelview[0] };" "PARAM c0[4] = { program.local[0..3] };" " DP4 result.position.x, s259[0], v16;" " DP4 result.position.y, s259[1], v16;" " DP4 result.position.z, s259[2], v16;" " DP4 result.position.w, s259[3], v16;" " MOV R9, c0[0];" " MUL R0, R9.y, s223[1];" " MAD R0, R9.x, s223[0], R0;" " MAD R0, R9.z, s223[2], R0;" " MAD R8, R9.w, s223[3], R0;" " DP4 R0.x, R8, v16;" " MOV R7, c0[1];" " MUL R1, R7.y, s223[1];" " MAD R1, R7.x, s223[0], R1;" " MAD R1, R7.z, s223[2], R1;" " MAD R6, R7.w, s223[3], R1;" " DP4 R0.y, R6, v16;" " MOV R5, c0[2];" " MUL R1, R5.y, s223[1];" " MAD R1, R5.x, s223[0], R1;" " MAD R1, R5.z, s223[2], R1;" " MAD R4, R5.w, s223[3], R1;" " DP4 R0.z, R4, v16;" " MOV R3, c0[3];" " MUL R1, R3.y, s223[1];" " MAD R1, R3.x, s223[0], R1;" " MAD R1, R3.z, s223[2], R1;" " MAD R1, R3.w, s223[3], R1;" " DP4 R0.w, R1, v16;" " MOV R1.x, R9.w;" " MOV R1.y, R7.w;" " MOV R1.z, R5.w;" " MOV R1.w, R3.w;" " ADD R2, R1, -R0;" " DP4 R0.x, R2, R2;" " RSQ R1.x, R0.x;" " DP4 R0.x, R9, s18;" " DP4 R0.y, R7, s18;" " DP4 R0.z, R5, s18;" " DP4 R0.w, R3, s18;" " DP4 R1.y, R0, R0;" " RSQ R1.y, R1.y;" " MUL R3, R1.y, R0;" " MAD R2, R1.x, R2, R3;" " DP4 R1.x, R2, R2;" " RSQ R1.x, R1.x;" " MUL R1, R1.x, R2;" " DP3 R2.x, R8.xyzx, v18.xyzx;" " DP3 R2.y, R6.xyzx, v18.xyzx;" " DP3 R2.z, R4.xyzx, v18.xyzx;" " MOV R2.w, c4.x;" " DP4 R1.x, R1, R2;" " MAX result.texcoord[0].x, R1.x, c4.x;" " DP4 R0.x, R0, R2;" " MAX result.texcoord[0].y, R0.x, c4.x;" "END\n"; osg::ref_ptr ss = new osg::StateSet; osg::ref_ptr vp = new osg::VertexProgram; vp->setVertexProgram(vp_oss.str()); ss->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); ss->setAttributeAndModes(new ViewMatrixExtractor(vp.get(), 0), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); ss->setTextureAttributeAndModes(0, texture_.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); osg::ref_ptr texenv = new osg::TexEnv; texenv->setMode(osg::TexEnv::DECAL); ss->setTextureAttributeAndModes(0, texenv.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); addPass(ss.get()); } private: int lightnum_; osg::ref_ptr texture_; }; } AnisotropicLighting::AnisotropicLighting() : Effect(), lightnum_(0), texture_(new osg::Texture2D) { texture_->setImage(create_default_image()); texture_->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); texture_->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP); } AnisotropicLighting::AnisotropicLighting(const AnisotropicLighting ©, const osg::CopyOp ©op) : Effect(copy, copyop), lightnum_(copy.lightnum_), texture_(static_cast(copyop(copy.texture_.get()))) { } bool AnisotropicLighting::define_techniques() { addTechnique(new DefaultTechnique(lightnum_, texture_.get())); return true; }