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

254 lines
8.6 KiB
C++

#include <osgFX/AnisotropicLighting>
#include <osgFX/Registry>
#include <osg/VertexProgram>
#include <osg/Texture2D>
#include <osg/TexEnv>
#include <osgDB/ReadFile>
#include <sstream>
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& copy, const osg::CopyOp& copyop)
: osg::StateAttribute(copy, copyop),
_vp(static_cast<osg::VertexProgram *>(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, VIEWMATRIXEXTRACTOR);
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() == (unsigned int)_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<osg::VertexProgram> _vp;
int _param;
mutable int _first_context;
};
}
namespace
{
osg::Image* create_default_image()
{
const int _texturesize = 16;
osg::ref_ptr<osg::Image> image = new osg::Image;
image->setImage(_texturesize, _texturesize, 1, 3, GL_RGB, GL_UNSIGNED_BYTE, new unsigned char[3*_texturesize*_texturesize], osg::Image::USE_NEW_DELETE);
for (int i=0; i<_texturesize; ++i) {
for (int j=0; j<_texturesize; ++j) {
float s = static_cast<float>(j) / (_texturesize-1);
float t = static_cast<float>(i) / (_texturesize-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<unsigned char>(red * 255);
*(image->data(j, i)+1) = static_cast<unsigned char>(green * 255);
*(image->data(j, i)+2) = static_cast<unsigned char>(blue * 255);
}
}
return image.release();
}
}
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<std::string>& 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 };"
"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<osg::StateSet> ss = new osg::StateSet;
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->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<osg::TexEnv> texenv = new osg::TexEnv;
texenv->setMode(osg::TexEnv::DECAL);
ss->setTextureAttributeAndModes(0, texenv.get(), osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);
ss->setMode( GL_ALPHA_TEST, osg::StateAttribute::OFF );
addPass(ss.get());
}
private:
int _lightnum;
osg::ref_ptr<osg::Texture2D> _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& copy, const osg::CopyOp& copyop)
: Effect(copy, copyop),
_lightnum(copy._lightnum),
_texture(static_cast<osg::Texture2D *>(copyop(copy._texture.get())))
{
}
bool AnisotropicLighting::define_techniques()
{
addTechnique(new DefaultTechnique(_lightnum, _texture.get()));
return true;
}