void LogarithmicDepthBuffer::install(osg::Camera* camera) { if ( camera && _supported ) { // install the shader component: osg::StateSet* stateset = camera->getOrCreateStateSet(); if ( _useFragDepth ) { stateset->addUniform( new osg::Uniform(C_UNIFORM, (float)NEAR_RES_COEFF) ); } VirtualProgram* vp = VirtualProgram::getOrCreate( stateset ); Shaders pkg; if ( _useFragDepth ) { pkg.loadFunction( vp, pkg.LogDepthBuffer_VertFile ); pkg.loadFunction( vp, pkg.LogDepthBuffer_FragFile ); } else { pkg.loadFunction( vp, pkg.LogDepthBuffer_VertOnly_VertFile ); } osg::ref_ptr<osg::Camera::DrawCallback> next = camera->getPreDrawCallback(); if ( dynamic_cast<SetFarPlaneUniformCallback*>(next.get()) ) next = static_cast<SetFarPlaneUniformCallback*>(next.get())->_next.get(); stateset->addUniform( _FCUniform.get() ); camera->setPreDrawCallback( new SetFarPlaneUniformCallback(_FCUniform.get(), next.get()) ); } }
void BumpMapTerrainEffect::onInstall(TerrainEngineNode* engine) { if ( engine && _bumpMapTex.valid() ) { osg::StateSet* stateset = engine->getTerrainStateSet(); // install the NormalMap texture array: if ( engine->getResources()->reserveTextureImageUnit(_bumpMapUnit, "BumpMap") ) { // NormalMap sampler _bumpMapTexUniform = stateset->getOrCreateUniform(BUMP_SAMPLER, osg::Uniform::SAMPLER_2D); _bumpMapTexUniform->set( _bumpMapUnit ); stateset->setTextureAttribute( _bumpMapUnit, _bumpMapTex.get(), osg::StateAttribute::ON ); // configure shaders VirtualProgram* vp = VirtualProgram::getOrCreate(stateset); Shaders package; package.define( "OE_USE_NORMAL_MAP", engine->normalTexturesRequired() ); package.loadFunction( vp, package.VertexModel ); package.loadFunction( vp, package.VertexView ); package.loadFunction( vp, _octaves <= 1? package.FragmentSimple : package.FragmentProgressive ); if ( _octaves > 1 ) stateset->addUniform(new osg::Uniform("oe_bumpmap_octaves", _octaves)); stateset->addUniform(new osg::Uniform("oe_bumpmap_maxRange", _maxRange)); stateset->addUniform( _scaleUniform.get() ); stateset->addUniform( _intensityUniform.get() ); } } }
void DepthOffsetAdapter::setGraph(osg::Node* graph) { if ( !_supported ) return; bool graphChanging = _graph.get() != graph; bool uninstall = (_graph.valid() && _graph->getStateSet()) && (graphChanging || (_options.enabled() == false)); bool install = (graph && graphChanging ) || (graph && (_options.enabled() == true)); // shader package: Shaders shaders; if ( uninstall ) { OE_TEST << LC << "Removing depth offset shaders" << std::endl; // uninstall uniforms and shaders. osg::StateSet* s = _graph->getStateSet(); s->removeUniform( _minBiasUniform.get() ); s->removeUniform( _maxBiasUniform.get() ); s->removeUniform( _minRangeUniform.get() ); s->removeUniform( _maxRangeUniform.get() ); shaders.unloadFunction( VirtualProgram::get(s), shaders.DepthOffsetVertex ); } if ( install ) { OE_TEST << LC << "Installing depth offset shaders" << std::endl; // install uniforms and shaders. osg::StateSet* s = graph->getOrCreateStateSet(); s->addUniform( _minBiasUniform.get() ); s->addUniform( _maxBiasUniform.get() ); s->addUniform( _minRangeUniform.get() ); s->addUniform( _maxRangeUniform.get() ); shaders.loadFunction(VirtualProgram::getOrCreate(s), shaders.DepthOffsetVertex); } if ( graphChanging ) { _graph = graph; } // always set Dirty when setGraph is called sine it may be called anytime // the subgraph changes (as can be detected by a computeBound) _dirty = (_options.automatic() == true); }
void NormalMapTerrainEffect::onInstall(TerrainEngineNode* engine) { if ( engine ) { engine->requireNormalTextures(); engine->getResources()->reserveTextureImageUnit(_normalMapUnit, "NormalMap"); engine->addTileNodeCallback( new NormalTexInstaller(this, _normalMapUnit) ); // shader components osg::StateSet* stateset = engine->getTerrainStateSet(); VirtualProgram* vp = VirtualProgram::getOrCreate(stateset); // configure shaders Shaders package; package.loadFunction( vp, package.Vertex ); package.loadFunction( vp, package.Fragment ); stateset->addUniform( new osg::Uniform(NORMAL_SAMPLER, _normalMapUnit) ); } }
void GraticuleTerrainEffect::onInstall(TerrainEngineNode* engine) { if ( engine ) { // shader components osg::StateSet* stateset = engine->getTerrainStateSet(); VirtualProgram* vp = VirtualProgram::getOrCreate(stateset); // configure shaders Shaders package; package.loadFunction( vp, package.Graticule_Vertex ); package.loadFunction( vp, package.Graticule_Fragment); stateset->addUniform( new osg::Uniform( GraticuleOptions::resolutionUniformName(), 10.0/180.0) ); stateset->addUniform( new osg::Uniform( GraticuleOptions::colorUniformName(), _options.color().get()) ); stateset->addUniform( new osg::Uniform( GraticuleOptions::lineWidthUniformName(), _options.lineWidth().get()) ); } }
// Generates the main shader code for rendering the terrain. void MPTerrainEngineNode::updateState() { if ( _batchUpdateInProgress ) { _stateUpdateRequired = true; } else { if ( _elevationTextureUnit < 0 && elevationTexturesRequired() ) { getResources()->reserveTextureImageUnit( _elevationTextureUnit, "MP Engine Elevation" ); } osg::StateSet* terrainStateSet = getTerrainStateSet(); // required for multipass tile rendering to work terrainStateSet->setAttributeAndModes( new osg::Depth(osg::Depth::LEQUAL, 0, 1, true) ); // activate standard mix blending. terrainStateSet->setAttributeAndModes( new osg::BlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA), osg::StateAttribute::ON ); // install shaders, if we're using them. if ( Registry::capabilities().supportsGLSL() ) { VirtualProgram* vp = new VirtualProgram(); vp->setName( "osgEarth.engine_mp.TerrainNode" ); terrainStateSet->setAttributeAndModes( vp, osg::StateAttribute::ON ); // bind the vertex attributes generated by the tile compiler. vp->addBindAttribLocation( "oe_terrain_attr", osg::Drawable::ATTRIBUTE_6 ); vp->addBindAttribLocation( "oe_terrain_attr2", osg::Drawable::ATTRIBUTE_7 ); Shaders package; package.replace( "$MP_PRIMARY_UNIT", Stringify() << _primaryUnit ); package.replace( "$MP_SECONDARY_UNIT", Stringify() << (_secondaryUnit>=0?_secondaryUnit:0) ); package.define( "MP_USE_BLENDING", (_terrainOptions.enableBlending() == true) ); package.loadFunction( vp, package.VertexModel ); package.loadFunction( vp, package.VertexView ); package.loadFunction( vp, package.Fragment ); // terrain background color; negative means use the vertex color. Color terrainColor = _terrainOptions.color().getOrUse( Color(1,1,1,-1) ); terrainStateSet->addUniform(new osg::Uniform("oe_terrain_color", terrainColor)); // assemble color filter code snippets. bool haveColorFilters = false; { // Color filter frag function: std::string fs_colorfilters = "#version " GLSL_VERSION_STR "\n" GLSL_DEFAULT_PRECISION_FLOAT "\n" "uniform int oe_layer_uid; \n" "$COLOR_FILTER_HEAD" "void oe_mp_apply_filters(inout vec4 color) \n" "{ \n" "$COLOR_FILTER_BODY" "} \n"; std::stringstream cf_head; std::stringstream cf_body; const char* I = " "; // second, install the per-layer color filter functions AND shared layer bindings. bool ifStarted = false; int numImageLayers = _update_mapf->imageLayers().size(); for( int i=0; i<numImageLayers; ++i ) { ImageLayer* layer = _update_mapf->getImageLayerAt(i); if ( layer->getEnabled() ) { // install Color Filter function calls: const ColorFilterChain& chain = layer->getColorFilters(); if ( chain.size() > 0 ) { haveColorFilters = true; if ( ifStarted ) cf_body << I << "else if "; else cf_body << I << "if "; cf_body << "(oe_layer_uid == " << layer->getUID() << ") {\n"; for( ColorFilterChain::const_iterator j = chain.begin(); j != chain.end(); ++j ) { const ColorFilter* filter = j->get(); cf_head << "void " << filter->getEntryPointFunctionName() << "(inout vec4 color);\n"; cf_body << I << I << filter->getEntryPointFunctionName() << "(color);\n"; filter->install( terrainStateSet ); } cf_body << I << "}\n"; ifStarted = true; } } } if ( haveColorFilters ) { std::string cf_head_str, cf_body_str; cf_head_str = cf_head.str(); cf_body_str = cf_body.str(); replaceIn( fs_colorfilters, "$COLOR_FILTER_HEAD", cf_head_str ); replaceIn( fs_colorfilters, "$COLOR_FILTER_BODY", cf_body_str ); vp->setFunction( "oe_mp_apply_filters", fs_colorfilters, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.5f ); } } // binding for the terrain texture terrainStateSet->getOrCreateUniform( "oe_layer_tex", osg::Uniform::SAMPLER_2D )->set( _primaryUnit ); // binding for the secondary texture (for LOD blending) if ( parentTexturesRequired() ) { terrainStateSet->getOrCreateUniform( "oe_layer_tex_parent", osg::Uniform::SAMPLER_2D )->set( _secondaryUnit ); // binding for the default secondary texture matrix osg::Matrixf parent_mat; parent_mat(0,0) = 0.0f; terrainStateSet->getOrCreateUniform( "oe_layer_parent_matrix", osg::Uniform::FLOAT_MAT4 )->set( parent_mat ); } // uniform for accessing the elevation texture sampler. if ( elevationTexturesRequired() ) { terrainStateSet->getOrCreateUniform( "oe_terrain_tex", osg::Uniform::SAMPLER_2D)->set( _elevationTextureUnit ); } // uniform that controls per-layer opacity terrainStateSet->getOrCreateUniform( "oe_layer_opacity", osg::Uniform::FLOAT )->set( 1.0f ); // uniform that conveys the layer UID to the shaders; necessary // for per-layer branching (like color filters) // UID -1 => no image layer (no texture) terrainStateSet->getOrCreateUniform( "oe_layer_uid", osg::Uniform::INT )->set( -1 ); // uniform that conveys the render order, since the shaders // need to know which is the first layer in order to blend properly terrainStateSet->getOrCreateUniform( "oe_layer_order", osg::Uniform::INT )->set( 0 ); // default min/max range uniforms. (max < min means ranges are disabled) terrainStateSet->addUniform( new osg::Uniform("oe_layer_minRange", 0.0f) ); terrainStateSet->addUniform( new osg::Uniform("oe_layer_maxRange", -1.0f) ); terrainStateSet->getOrCreateUniform( "oe_min_tile_range_factor", osg::Uniform::FLOAT)->set( *_terrainOptions.minTileRangeFactor() ); // special object ID that denotes the terrain surface. terrainStateSet->addUniform( new osg::Uniform( Registry::objectIndex()->getObjectIDUniformName().c_str(), OSGEARTH_OBJECTID_TERRAIN) ); } _stateUpdateRequired = false; } }
void DrapingTechnique::setUpCamera(OverlayDecorator::TechRTTParams& params) { // create the projected texture: osg::Texture2D* projTexture = new osg::Texture2D(); projTexture->setTextureSize( *_textureSize, *_textureSize ); projTexture->setInternalFormat( GL_RGBA ); projTexture->setSourceFormat( GL_RGBA ); projTexture->setSourceType( GL_UNSIGNED_BYTE ); projTexture->setFilter( osg::Texture::MIN_FILTER, _mipmapping? osg::Texture::LINEAR_MIPMAP_LINEAR: osg::Texture::LINEAR ); projTexture->setFilter( osg::Texture::MAG_FILTER, osg::Texture::LINEAR ); projTexture->setWrap( osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER ); projTexture->setWrap( osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER ); //projTexture->setWrap( osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE ); projTexture->setBorderColor( osg::Vec4(0,0,0,0) ); // set up the RTT camera: params._rttCamera = new osg::Camera(); params._rttCamera->setClearColor( osg::Vec4f(0,0,0,0) ); // this ref frame causes the RTT to inherit its viewpoint from above (in order to properly // process PagedLOD's etc. -- it doesn't affect the perspective of the RTT camera though) params._rttCamera->setReferenceFrame( osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT ); params._rttCamera->setViewport( 0, 0, *_textureSize, *_textureSize ); params._rttCamera->setComputeNearFarMode( osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR ); params._rttCamera->setRenderOrder( osg::Camera::PRE_RENDER ); params._rttCamera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); params._rttCamera->setImplicitBufferAttachmentMask(0, 0); params._rttCamera->attach( osg::Camera::COLOR_BUFFER0, projTexture, 0, 0, _mipmapping ); if ( _attachStencil ) { OE_INFO << LC << "Attaching a stencil buffer to the RTT camera" << std::endl; // try a depth-packed buffer. failing that, try a normal one.. if the FBO doesn't support // that (which is doesn't on some GPUs like Intel), it will automatically fall back on // a PBUFFER_RTT impl if ( Registry::capabilities().supportsDepthPackedStencilBuffer() ) { #ifdef OSG_GLES2_AVAILABLE params._rttCamera->attach( osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, GL_DEPTH24_STENCIL8_EXT ); #else params._rttCamera->attach( osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, GL_DEPTH_STENCIL_EXT ); #endif } else { params._rttCamera->attach( osg::Camera::STENCIL_BUFFER, GL_STENCIL_INDEX ); } params._rttCamera->setClearStencil( 0 ); params._rttCamera->setClearMask( GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); //GL_DEPTH_BUFFER_BIT | ); } else { params._rttCamera->setClearMask( GL_COLOR_BUFFER_BIT ); //| GL_DEPTH_BUFFER_BIT ); } // set up a StateSet for the RTT camera. osg::StateSet* rttStateSet = params._rttCamera->getOrCreateStateSet(); // lighting is off. We don't want draped items to be lit. rttStateSet->setMode( GL_LIGHTING, osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED ); // install a new default shader program that replaces anything from above. VirtualProgram* rtt_vp = VirtualProgram::getOrCreate(rttStateSet); rtt_vp->setName( "DrapingTechnique RTT" ); rtt_vp->setInheritShaders( false ); // activate blending within the RTT camera's FBO if ( _rttBlending ) { //Setup a separate blend function for the alpha components and the RGB components. //Because the destination alpha is initialized to 0 instead of 1 osg::BlendFunc* blendFunc = 0; if (Registry::capabilities().supportsGLSL(140u)) { //Blend Func Separate is only available on OpenGL 1.4 and above blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { blendFunc = new osg::BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } rttStateSet->setAttributeAndModes(blendFunc, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); } else { rttStateSet->setMode(GL_BLEND, osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); } // attach the overlay group to the camera. // TODO: we should probably lock this since other cull traversals might be accessing the group // while we are changing its children. params._rttCamera->addChild( params._group ); // overlay geometry is rendered with no depth testing, and in the order it's found in the // scene graph... until further notice. rttStateSet->setMode(GL_DEPTH_TEST, 0); rttStateSet->setBinName( "TraversalOrderBin" ); // add to the terrain stateset, i.e. the stateset that the OverlayDecorator will // apply to the terrain before cull-traversing it. This will activate the projective // texturing on the terrain. params._terrainStateSet->setTextureAttributeAndModes( *_textureUnit, projTexture, osg::StateAttribute::ON ); // fire up the local per-view data: LocalPerViewData* local = new LocalPerViewData(); params._techniqueData = local; // Assemble the terrain shaders that will apply projective texturing. VirtualProgram* terrain_vp = VirtualProgram::getOrCreate(params._terrainStateSet); terrain_vp->setName( "DrapingTechnique terrain shaders"); // sampler for projected texture: params._terrainStateSet->getOrCreateUniform( "oe_overlay_tex", osg::Uniform::SAMPLER_2D )->set( *_textureUnit ); // the texture projection matrix uniform. local->_texGenUniform = params._terrainStateSet->getOrCreateUniform( "oe_overlay_texmatrix", osg::Uniform::FLOAT_MAT4 ); // shaders Shaders pkg; pkg.loadFunction( terrain_vp, pkg.DrapingVertex ); pkg.loadFunction( terrain_vp, pkg.DrapingFragment ); }