Files
OpenSceneGraph/examples/osgparametric/osgparametric.cpp
Robert Osfield 900739bd7e Added very simply osgparametric example which uses an OpenGL shader program
to create an animated parametric surface.
2005-06-20 21:10:32 +00:00

194 lines
5.6 KiB
C++

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