297 lines
12 KiB
C++
297 lines
12 KiB
C++
#include <osgFX/Cartoon>
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#include <osgFX/Registry>
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#include <osg/PolygonOffset>
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#include <osg/Texture1D>
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#include <osg/VertexProgram>
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#include <osg/PolygonMode>
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#include <osg/CullFace>
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#include <osg/Image>
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#include <osg/TexEnv>
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#include <osg/LineWidth>
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#include <osg/Material>
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#include <osg/Program>
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#include <osg/Shader>
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#include <sstream>
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using namespace osgFX;
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namespace
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{
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osg::Image* create_sharp_lighting_map(int levels = 4, int texture_size = 16)
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{
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osg::ref_ptr<osg::Image> image = new osg::Image;
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image->setImage(texture_size, 1, 1, 4, GL_RGBA, GL_UNSIGNED_BYTE, new unsigned char[4*texture_size], osg::Image::USE_NEW_DELETE);
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for (int i=0; i<texture_size; ++i) {
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float c = i/static_cast<float>(texture_size);
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c = (1+static_cast<int>(sqrtf(c) * (levels))) / static_cast<float>(levels+1);
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*(image->data(i, 0)+0) = static_cast<unsigned char>(c*255);
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*(image->data(i, 0)+1) = static_cast<unsigned char>(c*255);
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*(image->data(i, 0)+2) = static_cast<unsigned char>(c*255);
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*(image->data(i, 0)+3) = 255;
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}
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return image.release();
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}
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}
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namespace
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{
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// register a prototype for this effect
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Registry::Proxy proxy(new Cartoon);
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// default technique class
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class DefaultTechnique: public Technique {
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public:
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DefaultTechnique(osg::Material* wf_mat, osg::LineWidth *wf_lw, int lightnum)
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: Technique(), _wf_mat(wf_mat), _wf_lw(wf_lw), _lightnum(lightnum) {}
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void getRequiredExtensions(std::vector<std::string>& extensions) const
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{
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extensions.push_back("GL_ARB_vertex_program");
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}
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protected:
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void define_passes()
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{
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// implement pass #1 (solid surfaces)
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{
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std::ostringstream vp_oss;
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vp_oss <<
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"!!ARBvp1.0\n"
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"OPTION ARB_position_invariant;"
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"PARAM c0 = { 0, 0, 0, 0 };"
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"TEMP R0, R1;"
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"ATTRIB v18 = vertex.normal;"
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"PARAM s18 = state.light[" << _lightnum << "].position;"
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"PARAM s16 = state.light[" << _lightnum << "].diffuse;"
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"PARAM s1 = state.material.diffuse;"
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"PARAM s631[4] = { state.matrix.modelview.invtrans };"
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"MOV R0, s1;"
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"MUL result.color.front.primary, R0, s16;"
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"DP4 R0.x, s18, s18;"
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"RSQ R0.x, R0.x;"
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"MUL R1, R0.x, s18;"
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"DP4 R0.x, s631[0], v18;"
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"DP4 R0.y, s631[1], v18;"
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"DP4 R0.z, s631[2], v18;"
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"DP4 R0.w, s631[3], v18;"
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"DP4 R0.x, R1, R0;"
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"MAX result.texcoord[0].x, c0.x, R0.x;"
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"END";
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osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
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osg::ref_ptr<osg::PolygonOffset> polyoffset = new osg::PolygonOffset;
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polyoffset->setFactor(1.0f);
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polyoffset->setUnits(1.0f);
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ss->setAttributeAndModes(polyoffset.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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osg::ref_ptr<osg::VertexProgram> vp = new osg::VertexProgram;
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vp->setVertexProgram(vp_oss.str());
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ss->setAttributeAndModes(vp.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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ss->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF);
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osg::ref_ptr<osg::Texture1D> texture = new osg::Texture1D;
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texture->setImage(create_sharp_lighting_map());
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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ss->setTextureAttributeAndModes(0, texture.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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osg::ref_ptr<osg::TexEnv> texenv = new osg::TexEnv;
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texenv->setMode(osg::TexEnv::MODULATE);
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ss->setTextureAttributeAndModes(0, texenv.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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addPass(ss.get());
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}
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// implement pass #2 (outlines)
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{
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osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
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osg::ref_ptr<osg::PolygonMode> polymode = new osg::PolygonMode;
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polymode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
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ss->setAttributeAndModes(polymode.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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osg::ref_ptr<osg::CullFace> cf = new osg::CullFace;
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cf->setMode(osg::CullFace::FRONT);
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ss->setAttributeAndModes(cf.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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_wf_lw->setWidth(2);
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ss->setAttributeAndModes(_wf_lw.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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_wf_mat->setColorMode(osg::Material::OFF);
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_wf_mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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_wf_mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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_wf_mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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// set by outline colour so no need to set here.
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//_wf_mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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ss->setAttributeAndModes(_wf_mat.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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ss->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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ss->setTextureMode(0, GL_TEXTURE_1D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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ss->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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addPass(ss.get());
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}
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}
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private:
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osg::ref_ptr<osg::Material> _wf_mat;
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osg::ref_ptr<osg::LineWidth> _wf_lw;
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int _lightnum;
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};
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}
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///////////////////////////////////////////////////////////////////////////
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// A port of Marco Jez's "cartoon.cg" to the OpenGL Shading Language
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// by Mike Weiblen 2003-10-03,
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//
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// This shader is simplified due to limitations in the OGLSL implementation
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// in the current 3Dlabs driver. As the OGLSL implementation improves,
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// need to revisit and enhance this shader.
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namespace
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{
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class OGLSL_Technique : public Technique {
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public:
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OGLSL_Technique(osg::Material* wf_mat, osg::LineWidth *wf_lw, int lightnum)
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: Technique(), _wf_mat(wf_mat), _wf_lw(wf_lw), _lightnum(lightnum) {}
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void getRequiredExtensions(std::vector<std::string>& extensions) const
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{
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extensions.push_back( "GL_ARB_shader_objects" );
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extensions.push_back( "GL_ARB_vertex_shader" );
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extensions.push_back( "GL_ARB_fragment_shader" );
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}
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protected:
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void define_passes()
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{
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// implement pass #1 (solid surfaces)
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{
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const char * vert_source =
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"const vec3 LightPosition = vec3( 0.0, 2.0, 4.0 );"
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"varying float CartoonTexCoord;"
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"void main( void )"
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"{"
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"vec3 eye_space_normal = normalize(gl_NormalMatrix * gl_Normal);"
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"CartoonTexCoord = max(0.0, dot(normalize(LightPosition), eye_space_normal));"
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"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
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"}";
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const char * frag_source =
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"uniform sampler1D CartoonTexUnit;"
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"varying float CartoonTexCoord;"
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"void main( void )"
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"{"
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"gl_FragColor = texture1D( CartoonTexUnit, CartoonTexCoord );"
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"}";
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osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
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osg::ref_ptr<osg::PolygonOffset> polyoffset = new osg::PolygonOffset;
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polyoffset->setFactor(1.0f);
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polyoffset->setUnits(1.0f);
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ss->setAttributeAndModes(polyoffset.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader( new osg::Shader( osg::Shader::VERTEX, vert_source ) );
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program->addShader( new osg::Shader( osg::Shader::FRAGMENT, frag_source ) );
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ss->addUniform( new osg::Uniform("CartoonTexUnit", 0));
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ss->setAttributeAndModes( program.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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ss->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE | osg::StateAttribute::OFF);
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osg::ref_ptr<osg::Texture1D> texture = new osg::Texture1D;
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texture->setImage(create_sharp_lighting_map());
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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ss->setTextureAttributeAndModes(0, texture.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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osg::ref_ptr<osg::TexEnv> texenv = new osg::TexEnv;
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texenv->setMode(osg::TexEnv::MODULATE);
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ss->setTextureAttributeAndModes(0, texenv.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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addPass(ss.get());
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}
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// implement pass #2 (outlines)
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{
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osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
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osg::ref_ptr<osg::PolygonMode> polymode = new osg::PolygonMode;
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polymode->setMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);
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ss->setAttributeAndModes(polymode.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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osg::ref_ptr<osg::CullFace> cf = new osg::CullFace;
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cf->setMode(osg::CullFace::FRONT);
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ss->setAttributeAndModes(cf.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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_wf_lw->setWidth(2);
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ss->setAttributeAndModes(_wf_lw.get(), osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
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_wf_mat->setColorMode(osg::Material::OFF);
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_wf_mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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_wf_mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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_wf_mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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// set by outline colour so no need to set here.
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//_wf_mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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ss->setAttributeAndModes(_wf_mat.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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ss->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
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ss->setTextureMode(0, GL_TEXTURE_1D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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ss->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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addPass(ss.get());
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}
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}
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private:
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osg::ref_ptr<osg::Material> _wf_mat;
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osg::ref_ptr<osg::LineWidth> _wf_lw;
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int _lightnum;
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};
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}
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///////////////////////////////////////////////////////////////////////////
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Cartoon::Cartoon()
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: Effect(),
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_wf_mat(new osg::Material),
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_wf_lw(new osg::LineWidth),
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_lightnum(0)
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{
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setOutlineColor(osg::Vec4(0, 0, 0, 1));
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}
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Cartoon::Cartoon(const Cartoon& copy, const osg::CopyOp& copyop)
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: Effect(copy, copyop),
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_wf_mat(static_cast<osg::Material* >(copyop(copy._wf_mat.get()))),
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_wf_lw(static_cast<osg::LineWidth *>(copyop(copy._wf_lw.get()))),
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_lightnum(copy._lightnum)
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{
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}
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bool Cartoon::define_techniques()
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{
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addTechnique(new DefaultTechnique(_wf_mat.get(), _wf_lw.get(), _lightnum));
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addTechnique(new OGLSL_Technique(_wf_mat.get(), _wf_lw.get(), _lightnum));
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return true;
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}
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