194 lines
5.6 KiB
C++
194 lines
5.6 KiB
C++
#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Quat>
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#include <osg/Matrix>
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#include <osg/ShapeDrawable>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/Texture2D>
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#include <osgDB/FileUtils>
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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char vertexShaderSource[] =
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"uniform vec2 xCoeff; \n"
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"uniform vec2 yCoeff; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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"\n"
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" gl_TexCoord[0] = gl_Vertex; \n"
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" gl_Vertex.z = gl_Vertex.x*xCoeff[0] + gl_Vertex.x*gl_Vertex.x* xCoeff[1] + \n"
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" gl_Vertex.y*yCoeff[1] + gl_Vertex.y*gl_Vertex.y* yCoeff[1]; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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char fragmentShaderSource[] =
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"uniform sampler2D baseTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n"
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"}\n";
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class UniformVarying : public osg::Uniform::Callback
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{
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virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv)
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{
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const osg::FrameStamp* fs = nv->getFrameStamp();
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float value = sinf(fs->getReferenceTime());
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uniform->set(osg::Vec2(value,-value));
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}
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};
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osg::Node* createModel()
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{
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osg::Geode* geode = new osg::Geode;
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osg::Geometry* geom = new osg::Geometry;
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geode->addDrawable(geom);
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// dimensions for ~one million triangles :-)
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unsigned int num_x = 708;
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unsigned int num_y = 708;
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osg::Vec3Array* vertices = new osg::Vec3Array( num_x * num_y );
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float dx = 1.0f/(float)(num_x-1);
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float dy = 1.0f/(float)(num_y-1);
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osg::Vec3 row(0.0f,0.0f,0.0);
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unsigned int vert_no = 0;
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for(unsigned int iy=0; iy<num_y; ++iy)
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{
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osg::Vec3 column = row;
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for(unsigned int ix=0;ix<num_x;++ix)
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{
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(*vertices)[vert_no++] = column;
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column.x() += dx;
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}
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row.y() += dy;
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}
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geom->setVertexArray(vertices);
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for(unsigned int iy=0; iy<num_y-1; ++iy)
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{
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unsigned int element_no = 0;
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osg::DrawElementsUInt* elements = new osg::DrawElementsUInt(GL_TRIANGLE_STRIP, num_x*2);
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unsigned int index = iy * num_x;
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for(unsigned int ix = 0; ix<num_x; ++ix)
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{
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(*elements)[element_no++] = index + num_x;
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(*elements)[element_no++] = index++;
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}
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geom->addPrimitiveSet(elements);
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}
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geom->setUseVertexBufferObjects(true);
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osg::StateSet* stateset = geom->getOrCreateStateSet();
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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program->addShader(vertex_shader);
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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osg::Uniform* xCoeff = new osg::Uniform("xCoeff",osg::Vec2(1.0,-1.0f));
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xCoeff->setUpdateCallback(new UniformVarying);
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stateset->addUniform(xCoeff);
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osg::Uniform* yCoeff = new osg::Uniform("yCoeff",osg::Vec2(-1.0f,1.0f));
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stateset->addUniform(yCoeff);
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stateset->setTextureAttributeAndModes(0,new osg::Texture2D(osgDB::readImageFile("lz.rgb")));
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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return geode;
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}
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int main(int argc, char *argv[])
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrate support for ARB_vertex_program.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// construct the viewer.
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osgProducer::Viewer viewer(arguments);
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// set up the value with sensible default event handlers.
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viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
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// get details on keyboard and mouse bindings used by the viewer.
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viewer.getUsage(*arguments.getApplicationUsage());
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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// load the nodes from the commandline arguments.
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osg::Node* model = createModel();
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if (!model)
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{
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return 1;
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}
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData(model);
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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