Files
OpenSceneGraph/src/osgFX/Cartoon.cpp
2006-06-26 20:45:51 +00:00

297 lines
12 KiB
C++

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