/usr/share/openscenegraph/examples/osgshaders/GL2Scene.cpp is in openscenegraph-examples 3.0.1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 | /* OpenSceneGraph example, osgshaders.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/* file: examples/osgshaders/GL2Scene.cpp
* author: Mike Weiblen 2005-05-01
*
* Compose a scene of several instances of a model, with a different
* OpenGL Shading Language shader applied to each.
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/Geode>
#include <osg/Node>
#include <osg/Material>
#include <osg/Notify>
#include <osg/Vec3>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgUtil/Optimizer>
#include <osg/Program>
#include <osg/Shader>
#include <osg/Uniform>
#include <iostream>
#include "GL2Scene.h"
#include "Noise.h"
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
static osg::Image*
make3DNoiseImage(int texSize)
{
osg::Image* image = new osg::Image;
image->setImage(texSize, texSize, texSize,
4, GL_RGBA, GL_UNSIGNED_BYTE,
new unsigned char[4 * texSize * texSize * texSize],
osg::Image::USE_NEW_DELETE);
const int startFrequency = 4;
const int numOctaves = 4;
int f, i, j, k, inc;
double ni[3];
double inci, incj, inck;
int frequency = startFrequency;
GLubyte *ptr;
double amp = 0.5;
osg::notify(osg::INFO) << "creating 3D noise texture... ";
for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
{
SetNoiseFrequency(frequency);
ptr = image->data();
ni[0] = ni[1] = ni[2] = 0;
inci = 1.0 / (texSize / frequency);
for (i = 0; i < texSize; ++i, ni[0] += inci)
{
incj = 1.0 / (texSize / frequency);
for (j = 0; j < texSize; ++j, ni[1] += incj)
{
inck = 1.0 / (texSize / frequency);
for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
{
*(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
}
}
}
}
osg::notify(osg::INFO) << "DONE" << std::endl;
return image;
}
static osg::Texture3D*
make3DNoiseTexture(int texSize )
{
osg::Texture3D* noiseTexture = new osg::Texture3D;
noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
noiseTexture->setImage( make3DNoiseImage(texSize) );
return noiseTexture;
}
///////////////////////////////////////////////////////////////////////////
static osg::Image*
make1DSineImage( int texSize )
{
const float PI = 3.1415927;
osg::Image* image = new osg::Image;
image->setImage(texSize, 1, 1,
4, GL_RGBA, GL_UNSIGNED_BYTE,
new unsigned char[4 * texSize],
osg::Image::USE_NEW_DELETE);
GLubyte* ptr = image->data();
float inc = 2. * PI / (float)texSize;
for(int i = 0; i < texSize; i++)
{
*ptr++ = (GLubyte)((sinf(i * inc) * 0.5 + 0.5) * 255.);
*ptr++ = 0;
*ptr++ = 0;
*ptr++ = 1;
}
return image;
}
static osg::Texture1D*
make1DSineTexture( int texSize )
{
osg::Texture1D* sineTexture = new osg::Texture1D;
sineTexture->setWrap(osg::Texture1D::WRAP_S, osg::Texture1D::REPEAT);
sineTexture->setFilter(osg::Texture1D::MIN_FILTER, osg::Texture1D::LINEAR);
sineTexture->setFilter(osg::Texture1D::MAG_FILTER, osg::Texture1D::LINEAR);
sineTexture->setImage( make1DSineImage(texSize) );
return sineTexture;
}
///////////////////////////////////////////////////////////////////////////
// in-line GLSL source code for the "microshader" example
static const char *microshaderVertSource = {
"// microshader - colors a fragment based on its position\n"
"varying vec4 color;\n"
"void main(void)\n"
"{\n"
" color = gl_Vertex;\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
};
static const char *microshaderFragSource = {
"varying vec4 color;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = clamp( color, 0.0, 1.0 );\n"
"}\n"
};
///////////////////////////////////////////////////////////////////////////
static osg::ref_ptr<osg::Group> rootNode;
// Create some geometry upon which to render GLSL shaders.
static osg::Geode*
CreateModel()
{
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1.0f)));
geode->addDrawable(new osg::ShapeDrawable(new osg::Cone(osg::Vec3(2.2f,0.0f,-0.4f),0.9f,1.8f)));
geode->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(4.4f,0.0f,0.0f),1.0f,1.4f)));
return geode;
}
// Add a reference to the masterModel at the specified translation, and
// return its StateSet so we can easily attach StateAttributes.
static osg::StateSet*
ModelInstance()
{
static float zvalue = 0.0f;
static osg::Node* masterModel = CreateModel();
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
xform->setPosition(osg::Vec3( 0.0f, -1.0f, zvalue ));
zvalue = zvalue + 2.2f;
xform->addChild(masterModel);
rootNode->addChild(xform);
return xform->getOrCreateStateSet();
}
// load source from a file.
static void
LoadShaderSource( osg::Shader* shader, const std::string& fileName )
{
std::string fqFileName = osgDB::findDataFile(fileName);
if( fqFileName.length() != 0 )
{
shader->loadShaderSourceFromFile( fqFileName.c_str() );
}
else
{
osg::notify(osg::WARN) << "File \"" << fileName << "\" not found." << std::endl;
}
}
///////////////////////////////////////////////////////////////////////////
// rude but convenient globals
static osg::Program* BlockyProgram;
static osg::Shader* BlockyVertObj;
static osg::Shader* BlockyFragObj;
static osg::Program* ErodedProgram;
static osg::Shader* ErodedVertObj;
static osg::Shader* ErodedFragObj;
static osg::Program* MarbleProgram;
static osg::Shader* MarbleVertObj;
static osg::Shader* MarbleFragObj;
///////////////////////////////////////////////////////////////////////////
// for demo simplicity, this one callback animates all the shaders, instancing
// for each uniform but with a specific operation each time.
class AnimateCallback: public osg::Uniform::Callback
{
public:
enum Operation
{
OFFSET,
SIN,
COLOR1,
COLOR2
};
AnimateCallback(Operation op) : _enabled(true),_operation(op) {}
virtual void operator() ( osg::Uniform* uniform, osg::NodeVisitor* nv )
{
if( _enabled )
{
float angle = 2.0 * nv->getFrameStamp()->getSimulationTime();
float sine = sinf( angle ); // -1 -> 1
float v01 = 0.5f * sine + 0.5f; // 0 -> 1
float v10 = 1.0f - v01; // 1 -> 0
switch(_operation)
{
case OFFSET : uniform->set( osg::Vec3(0.505f, 0.8f*v01, 0.0f) ); break;
case SIN : uniform->set( sine ); break;
case COLOR1 : uniform->set( osg::Vec3(v10, 0.0f, 0.0f) ); break;
case COLOR2 : uniform->set( osg::Vec3(v01, v01, v10) ); break;
}
}
}
private:
bool _enabled;
Operation _operation;
};
///////////////////////////////////////////////////////////////////////////
// Compose a scenegraph with examples of GLSL shaders
#define TEXUNIT_SINE 1
#define TEXUNIT_NOISE 2
osg::ref_ptr<osg::Group>
GL2Scene::buildScene()
{
osg::Texture3D* noiseTexture = make3DNoiseTexture( 32 /*128*/ );
osg::Texture1D* sineTexture = make1DSineTexture( 32 /*1024*/ );
// the root of our scenegraph.
rootNode = new osg::Group;
// attach some Uniforms to the root, to be inherited by Programs.
{
osg::Uniform* OffsetUniform = new osg::Uniform( "Offset", osg::Vec3(0.0f, 0.0f, 0.0f) );
osg::Uniform* SineUniform = new osg::Uniform( "Sine", 0.0f );
osg::Uniform* Color1Uniform = new osg::Uniform( "Color1", osg::Vec3(0.0f, 0.0f, 0.0f) );
osg::Uniform* Color2Uniform = new osg::Uniform( "Color2", osg::Vec3(0.0f, 0.0f, 0.0f) );
OffsetUniform->setUpdateCallback(new AnimateCallback(AnimateCallback::OFFSET));
SineUniform->setUpdateCallback(new AnimateCallback(AnimateCallback::SIN));
Color1Uniform->setUpdateCallback(new AnimateCallback(AnimateCallback::COLOR1));
Color2Uniform->setUpdateCallback(new AnimateCallback(AnimateCallback::COLOR2));
osg::StateSet* ss = rootNode->getOrCreateStateSet();
ss->addUniform( OffsetUniform );
ss->addUniform( SineUniform );
ss->addUniform( Color1Uniform );
ss->addUniform( Color2Uniform );
}
// the simple Microshader (its source appears earlier in this file)
{
osg::StateSet* ss = ModelInstance();
osg::Program* program = new osg::Program;
program->setName( "microshader" );
_programList.push_back( program );
program->addShader( new osg::Shader( osg::Shader::VERTEX, microshaderVertSource ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, microshaderFragSource ) );
ss->setAttributeAndModes( program, osg::StateAttribute::ON );
}
// the "blocky" shader, a simple animation test
{
osg::StateSet* ss = ModelInstance();
BlockyProgram = new osg::Program;
BlockyProgram->setName( "blocky" );
_programList.push_back( BlockyProgram );
BlockyVertObj = new osg::Shader( osg::Shader::VERTEX );
BlockyFragObj = new osg::Shader( osg::Shader::FRAGMENT );
BlockyProgram->addShader( BlockyFragObj );
BlockyProgram->addShader( BlockyVertObj );
ss->setAttributeAndModes(BlockyProgram, osg::StateAttribute::ON);
}
// the "eroded" shader, uses a noise texture to discard fragments
{
osg::StateSet* ss = ModelInstance();
ss->setTextureAttribute(TEXUNIT_NOISE, noiseTexture);
ErodedProgram = new osg::Program;
ErodedProgram->setName( "eroded" );
_programList.push_back( ErodedProgram );
ErodedVertObj = new osg::Shader( osg::Shader::VERTEX );
ErodedFragObj = new osg::Shader( osg::Shader::FRAGMENT );
ErodedProgram->addShader( ErodedFragObj );
ErodedProgram->addShader( ErodedVertObj );
ss->setAttributeAndModes(ErodedProgram, osg::StateAttribute::ON);
ss->addUniform( new osg::Uniform("LightPosition", osg::Vec3(0.0f, 0.0f, 4.0f)) );
ss->addUniform( new osg::Uniform("Scale", 1.0f) );
ss->addUniform( new osg::Uniform("sampler3d", TEXUNIT_NOISE) );
}
// the "marble" shader, uses two textures
{
osg::StateSet* ss = ModelInstance();
ss->setTextureAttribute(TEXUNIT_NOISE, noiseTexture);
ss->setTextureAttribute(TEXUNIT_SINE, sineTexture);
MarbleProgram = new osg::Program;
MarbleProgram->setName( "marble" );
_programList.push_back( MarbleProgram );
MarbleVertObj = new osg::Shader( osg::Shader::VERTEX );
MarbleFragObj = new osg::Shader( osg::Shader::FRAGMENT );
MarbleProgram->addShader( MarbleFragObj );
MarbleProgram->addShader( MarbleVertObj );
ss->setAttributeAndModes(MarbleProgram, osg::StateAttribute::ON);
ss->addUniform( new osg::Uniform("NoiseTex", TEXUNIT_NOISE) );
ss->addUniform( new osg::Uniform("SineTex", TEXUNIT_SINE) );
}
#ifdef INTERNAL_3DLABS //[
// regular GL 1.x texturing for comparison.
osg::StateSet* ss = ModelInstance();
osg::Texture2D* tex0 = new osg::Texture2D;
tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
#endif //]
reloadShaderSource();
#ifdef INTERNAL_3DLABS //[
// add logo overlays
rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
#endif //]
return rootNode;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
GL2Scene::GL2Scene()
{
_rootNode = buildScene();
_shadersEnabled = true;
}
GL2Scene::~GL2Scene()
{
}
void
GL2Scene::reloadShaderSource()
{
osg::notify(osg::INFO) << "reloadShaderSource()" << std::endl;
LoadShaderSource( BlockyVertObj, "shaders/blocky.vert" );
LoadShaderSource( BlockyFragObj, "shaders/blocky.frag" );
LoadShaderSource( ErodedVertObj, "shaders/eroded.vert" );
LoadShaderSource( ErodedFragObj, "shaders/eroded.frag" );
LoadShaderSource( MarbleVertObj, "shaders/marble.vert" );
LoadShaderSource( MarbleFragObj, "shaders/marble.frag" );
}
// mew 2003-09-19 : TODO Need to revisit how to better control
// osg::Program enable state in OSG core. glProgram are
// different enough from other GL state that StateSet::setAttributeAndModes()
// doesn't fit well, so came up with a local implementation.
void
GL2Scene::toggleShaderEnable()
{
_shadersEnabled = ! _shadersEnabled;
osg::notify(osg::WARN) << "shader enable = " <<
((_shadersEnabled) ? "ON" : "OFF") << std::endl;
for( unsigned int i = 0; i < _programList.size(); i++ )
{
//_programList[i]->enable( _shadersEnabled );
}
}
/*EOF*/
|