/usr/share/openscenegraph/examples/osgtessellationshaders/osgtessellationshaders.cpp is in openscenegraph-examples 3.2.0~rc1-4.
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 | /* A demonstration of Tessellation Shaders in OpenScenegraph.
* Original code by Philip Rideout
* Adapted to OpenScenegraph by John Kaniarz
*/
#include <osg/Program>
#include <osg/PatchParameter>
#include <osg/ShapeDrawable>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
static const char* vertSource = {
"#version 400\n"
"in vec4 osg_Vertex;\n"
"out vec3 vPosition;\n"
"void main(){\n"
" vPosition = osg_Vertex.xyz;\n"
"}\n"
};
static const char* tessControlSource = {
"#version 400\n"
"layout(vertices = 3) out;\n"
"in vec3 vPosition[];\n"
"out vec3 tcPosition[];\n"
"uniform float TessLevelInner;\n"
"uniform float TessLevelOuter;\n"
"#define ID gl_InvocationID\n"
"void main(){\n"
" tcPosition[ID] = vPosition[ID];\n"
" if (ID == 0) {\n"
" gl_TessLevelInner[0] = TessLevelInner;\n"
" gl_TessLevelOuter[0] = TessLevelOuter;\n"
" gl_TessLevelOuter[1] = TessLevelOuter;\n"
" gl_TessLevelOuter[2] = TessLevelOuter;\n"
" }\n"
"}\n"
};
static const char* tessEvalSource = {
"#version 400\n"
"layout(triangles, equal_spacing, cw) in;\n"
"in vec3 tcPosition[];\n"
"out vec3 tePosition;\n"
"out vec3 tePatchDistance;\n"
"uniform mat4 osg_ProjectionMatrix;\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"void main(){\n"
" vec3 p0 = gl_TessCoord.x * tcPosition[0];\n"
" vec3 p1 = gl_TessCoord.y * tcPosition[1];\n"
" vec3 p2 = gl_TessCoord.z * tcPosition[2];\n"
" tePatchDistance = gl_TessCoord;\n"
" tePosition = normalize(p0 + p1 + p2);\n"
" gl_Position = osg_ProjectionMatrix * osg_ModelViewMatrix * vec4(tePosition, 1);\n"
"}\n"
};
static const char* geomSource = {
"#version 400\n"
"uniform mat4 osg_ModelViewMatrix;\n"
"uniform mat3 osg_NormalMatrix;\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 3) out;\n"
"in vec3 tePosition[3];\n"
"in vec3 tePatchDistance[3];\n"
"out vec3 gFacetNormal;\n"
"out vec3 gPatchDistance;\n"
"out vec3 gTriDistance;\n"
"out vec4 gColor;\n"
"void main(){\n"
" vec3 A = tePosition[2] - tePosition[0];\n"
" vec3 B = tePosition[1] - tePosition[0];\n"
" gFacetNormal = osg_NormalMatrix * normalize(cross(A, B));\n"
" gPatchDistance = tePatchDistance[0];\n"
" gTriDistance = vec3(1, 0, 0);\n"
" gColor = osg_ModelViewMatrix[0];\n"
" gl_Position = gl_in[0].gl_Position; EmitVertex();\n"
" gPatchDistance = tePatchDistance[1];\n"
" gTriDistance = vec3(0, 1, 0);\n"
" gColor = osg_ModelViewMatrix[1];\n"
" gl_Position = gl_in[1].gl_Position; EmitVertex();\n"
" gPatchDistance = tePatchDistance[2];\n"
" gTriDistance = vec3(0, 0, 1);\n"
" gColor = osg_ModelViewMatrix[2];\n"
" gl_Position = gl_in[2].gl_Position; EmitVertex();\n"
" EndPrimitive();\n"
"}\n"
};
static const char* fragSource = {
"#version 400\n"
"out vec4 FragColor;\n"
"in vec3 gFacetNormal;\n"
"in vec3 gTriDistance;\n"
"in vec3 gPatchDistance;\n"
"in vec4 gColor;\n"
"in float gPrimitive;\n"
"uniform vec3 LightPosition;\n"
"uniform vec3 DiffuseMaterial;\n"
"uniform vec3 AmbientMaterial;\n"
"float amplify(float d, float scale, float offset){\n"
" d = scale * d + offset;\n"
" d = clamp(d, 0, 1);\n"
" d = 1 - exp2(-2*d*d);\n"
" return d;\n"
"}\n"
"void main(){\n"
" vec3 N = normalize(gFacetNormal);\n"
" vec3 L = LightPosition;\n"
" float df = abs(dot(N, L));\n"
" vec3 color = AmbientMaterial + df * DiffuseMaterial;\n"
" float d1 = min(min(gTriDistance.x, gTriDistance.y), gTriDistance.z);\n"
" float d2 = min(min(gPatchDistance.x, gPatchDistance.y), gPatchDistance.z);\n"
" color = amplify(d1, 40, -0.5) * amplify(d2, 60, -0.5) * color;\n"
" FragColor = vec4(color, 1.0);\n"
"}\n"
};
osg::ref_ptr<osg::Geode> CreateIcosahedron(osg::Program *program){
osg::Geode *geode=new osg::Geode();
osg::Geometry *geometry = new osg::Geometry();
const unsigned int Faces[] = {
2, 1, 0,
3, 2, 0,
4, 3, 0,
5, 4, 0,
1, 5, 0,
11, 6, 7,
11, 7, 8,
11, 8, 9,
11, 9, 10,
11, 10, 6,
1, 2, 6,
2, 3, 7,
3, 4, 8,
4, 5, 9,
5, 1, 10,
2, 7, 6,
3, 8, 7,
4, 9, 8,
5, 10, 9,
1, 6, 10 };
int IndexCount = sizeof(Faces) / sizeof(Faces[0]);
const float Verts[] = {
0.000f, 0.000f, 1.000f,
0.894f, 0.000f, 0.447f,
0.276f, 0.851f, 0.447f,
-0.724f, 0.526f, 0.447f,
-0.724f, -0.526f, 0.447f,
0.276f, -0.851f, 0.447f,
0.724f, 0.526f, -0.447f,
-0.276f, 0.851f, -0.447f,
-0.894f, 0.000f, -0.447f,
-0.276f, -0.851f, -0.447f,
0.724f, -0.526f, -0.447f,
0.000f, 0.000f, -1.000f };
int VertexCount = sizeof(Verts)/sizeof(float);
osg::Vec3Array* vertices = new osg::Vec3Array();
for(int i=0;i<VertexCount;i+=3){
vertices->push_back(osg::Vec3(Verts[i],Verts[i+1],Verts[i+2]));
}
geometry->setVertexArray(vertices);
geometry->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::PATCHES,IndexCount,Faces));
geode->addDrawable(geometry);
return geode;
}
osg::ref_ptr<osg::Program> createProgram(){
osg::Program *program = new osg::Program();
program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource));
program->addShader(new osg::Shader(osg::Shader::TESSCONTROL,tessControlSource));
program->addShader(new osg::Shader(osg::Shader::TESSEVALUATION,tessEvalSource));
program->addShader(new osg::Shader(osg::Shader::GEOMETRY,geomSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource));
program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP);
return program;
}
float tessInner=1.0f;
float tessOuter=1.0f;
osg::ref_ptr<osg::Uniform> tessInnerU = new osg::Uniform("TessLevelInner",tessInner);
osg::ref_ptr<osg::Uniform> tessOuterU = new osg::Uniform("TessLevelOuter",tessOuter);
class KeyboardEventHandler : public osgGA::GUIEventHandler {
public:
KeyboardEventHandler():osgGA::GUIEventHandler(){}
virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& gaa){
if(ea.getEventType()==osgGA::GUIEventAdapter::KEYDOWN){
switch (ea.getKey()){
case osgGA::GUIEventAdapter::KEY_Up:
tessOuter++;
tessOuterU->set(tessOuter);
return true;
case osgGA::GUIEventAdapter::KEY_Down:
tessOuter--;
tessOuter=std::max(1.0f,tessOuter);
tessOuterU->set(tessOuter);
return true;
case osgGA::GUIEventAdapter::KEY_Left:
tessInner--;
tessInner=std::max(1.0f,tessInner);
tessInnerU->set(tessInner);
return true;
case osgGA::GUIEventAdapter::KEY_Right:
tessInner++;
tessInnerU->set(tessInner);
return true;
}
}
return osgGA::GUIEventHandler::handle(ea,gaa);
}
};
int main(int argc, char* argv[])
{
osgViewer::Viewer viewer;
viewer.setUpViewInWindow(100,100,800,600);
osg::ref_ptr<osg::Program> program = createProgram();
osg::ref_ptr<osg::Geode> geode = CreateIcosahedron(program.get());
osg::StateSet *state;
state = geode->getOrCreateStateSet();
state->addUniform(new osg::Uniform("AmbientMaterial",osg::Vec3(0.04f, 0.04f, 0.04f)));
state->addUniform(new osg::Uniform("DiffuseMaterial",osg::Vec3(0.0f, 0.75f, 0.75f)));
state->addUniform(new osg::Uniform("LightPosition",osg::Vec3(0.25f, 0.25f, 1.0f)));
state->addUniform(tessInnerU.get());
state->addUniform(tessOuterU.get());
state->setAttribute(new osg::PatchParameter(3));
state->setAttribute(program.get());
// switch on the uniforms that track the modelview and projection matrices
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr != windows.end();
++itr)
{
osg::State *s=(*itr)->getState();
s->setUseModelViewAndProjectionUniforms(true);
s->setUseVertexAttributeAliasing(true);
}
viewer.addEventHandler(new KeyboardEventHandler());
viewer.setSceneData(geode.get());
return viewer.run();
}
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