Exemple #1
0
    FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                osg::ref_ptr<osg::Depth> depth (new osg::Depth);
                depth->setFunction(osg::Depth::EQUAL);
                stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
            }

            int texunit = 0;
            if(!firstLayer)
            {
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                // This is to map corner vertices directly to the center of a blendmap texel.
                osg::Matrixf texMat;
                float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
                texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
                texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
                texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));

                stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));

                osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine);
                texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
                texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);

                stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);

                ++texunit;
            }

            // Add the actual layer texture multiplied by the alpha map.
            osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
            stateset->setTextureAttributeAndModes(texunit, tex.get());

            osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
            texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
            stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);

            firstLayer = false;

            addPass(stateset);
        }
    }
Exemple #2
0
    FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);

                stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
            }

            int texunit = 0;
            if(!firstLayer)
            {
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                // This is to map corner vertices directly to the center of a blendmap texel.
                stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));

                static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
                if (!texEnvCombine)
                {
                    texEnvCombine = new osg::TexEnvCombine;
                    texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
                    texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
                }

                stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);

                ++texunit;
            }

            // Add the actual layer texture multiplied by the alpha map.
            osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
            stateset->setTextureAttributeAndModes(texunit, tex.get());

            stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);

            firstLayer = false;

            addPass(stateset);
        }
    }
Exemple #3
0
    std::vector<osg::ref_ptr<osg::StateSet> > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager* shaderManager, const std::vector<TextureLayer> &layers,
                                                           const std::vector<osg::ref_ptr<osg::Texture2D> > &blendmaps, int blendmapScale, float layerTileSize)
    {
        std::vector<osg::ref_ptr<osg::StateSet> > passes;

        bool firstLayer = true;
        unsigned int blendmapIndex = 0;
        unsigned int passIndex = 0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
            }

            int texunit = 0;

            if (useShaders)
            {
                stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);

                if (layerTileSize != 1.f)
                    stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);

                stateset->addUniform(new osg::Uniform("diffuseMap", texunit));

                if(!firstLayer)
                {
                    ++texunit;
                    osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);

                    stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                    stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
                    stateset->addUniform(new osg::Uniform("blendMap", texunit));
                }

                if (it->mNormalMap)
                {
                    ++texunit;
                    stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
                    stateset->addUniform(new osg::Uniform("normalMap", texunit));
                }

                Shader::ShaderManager::DefineMap defineMap;
                defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
                defineMap["clamp"] = clampLighting ? "1" : "0";
                defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
                defineMap["blendMap"] = !firstLayer ? "1" : "0";
                defineMap["colorMode"] = "2";
                defineMap["specularMap"] = it->mSpecular ? "1" : "0";
                defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";

                osg::ref_ptr<osg::Shader> vertexShader = shaderManager->getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
                osg::ref_ptr<osg::Shader> fragmentShader = shaderManager->getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
                if (!vertexShader || !fragmentShader)
                {
                    // Try again without shader. Error already logged by above
                    return createPasses(false, forcePerPixelLighting, clampLighting, shaderManager, layers, blendmaps, blendmapScale, layerTileSize);
                }

                stateset->setAttributeAndModes(shaderManager->getProgram(vertexShader, fragmentShader));
            }
            else
            {
                if(!firstLayer)
                {
                    osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(blendmapIndex++);

                    stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                    // This is to map corner vertices directly to the center of a blendmap texel.
                    stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));

                    static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
                    if (!texEnvCombine)
                    {
                        texEnvCombine = new osg::TexEnvCombine;
                        texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
                        texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
                    }

                    stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);

                    ++texunit;
                }

                // Add the actual layer texture multiplied by the alpha map.
                osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
                stateset->setTextureAttributeAndModes(texunit, tex.get());

                if (layerTileSize != 1.f)
                    stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
            }

            firstLayer = false;

            stateset->setRenderBinDetails(passIndex++, "RenderBin");

            passes.push_back(stateset);
        }
        return passes;
    }
Exemple #4
0
    ReadResult readNode(const std::string& fileName, const osgDB::ReaderWriter::Options* /*options*/) const
    {
        std::string ext( osgDB::getLowerCaseFileExtension(fileName) );
        if( !acceptsExtension(ext) )
            return ReadResult::FILE_NOT_HANDLED;

        osg::notify(osg::INFO) << "ReaderWriterGLOBE( \"" << fileName << "\" )" << std::endl;

        // strip the ".globe" pseudo-loader extension
        std::string tmpName( osgDB::getNameLessExtension(fileName) );

        // get the next "extension", which actually contains the globe radius parameter
        std::string params( osgDB::getFileExtension(tmpName) );
        if( params.empty() )
        {
            osg::notify(osg::WARN) << "Missing parameters for " EXTENSION_NAME " pseudo-loader" << std::endl;
            return ReadResult::FILE_NOT_HANDLED;
        }

        // strip the "params extension", which must leave an image subfilename.
        std::string subFileName( osgDB::getNameLessExtension(tmpName) );
        if( subFileName.empty() || subFileName == tmpName )
        {
            osg::notify(osg::WARN) << "Missing image subfilename for " EXTENSION_NAME " pseudo-loader" << std::endl;
            return ReadResult::FILE_NOT_HANDLED;
        }

        osg::notify(osg::INFO) << EXTENSION_NAME " params = \"" << params << "\"" << std::endl;

        int radius;
        int count( sscanf( params.c_str(), "%d", &radius ) );
        if( count != 1 )
        {
            osg::notify(osg::WARN) << "Bad parameters for " EXTENSION_NAME " pseudo-loader: \"" << params << "\"" << std::endl;
            return ReadResult::FILE_NOT_HANDLED;
        }

        // recursively load the image subfile.
        osg::Image *image( osgDB::readImageFile(subFileName) );
        if( !image )
        {
            // propagate the read failure upwards
            osg::notify(osg::WARN) << "Image file \"" << subFileName << "\" could not be loaded" << std::endl;
            return ReadResult::FILE_NOT_HANDLED;
        }

        // create an osg::Sphere for the globe geometry
        osg::Geode* geode( new osg::Geode() );
        geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), radius)));

        // apply the image as a texture to the globe
        osg::Texture2D* tex2d( new osg::Texture2D );
        tex2d->setImage( image );
        tex2d->setWrap( osg::Texture::WRAP_S, osg::Texture::REPEAT );
        tex2d->setWrap( osg::Texture::WRAP_T, osg::Texture::REPEAT );

        osg::StateSet* stateset( geode->getOrCreateStateSet() );
        stateset->setTextureAttributeAndModes( 0, tex2d, osg::StateAttribute::ON );

        return geode;
    }
Exemple #5
0
    ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                osg::ref_ptr<osg::Depth> depth (new osg::Depth);
                depth->setFunction(osg::Depth::EQUAL);
                stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
            }

            int texunit = 0;

            stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);

            osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
            texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
            stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);

            stateset->addUniform(new osg::Uniform("diffuseMap", texunit));

            if(!firstLayer)
            {
                ++texunit;
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                // This is to map corner vertices directly to the center of a blendmap texel.
                osg::Matrixf texMat;
                float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
                texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
                texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
                texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));

                stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
                stateset->addUniform(new osg::Uniform("blendMap", texunit));
            }

            if (it->mNormalMap)
            {
                ++texunit;
                stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
                stateset->addUniform(new osg::Uniform("normalMap", texunit));
            }

            Shader::ShaderManager::DefineMap defineMap;
            defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
            defineMap["clamp"] = clampLighting ? "1" : "0";
            defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
            defineMap["blendMap"] = !firstLayer ? "1" : "0";
            defineMap["colorMode"] = "2";
            defineMap["specularMap"] = it->mSpecular ? "1" : "0";

            osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
            osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
            if (!vertexShader || !fragmentShader)
                throw std::runtime_error("Unable to create shader");

            stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));

            firstLayer = false;

            addPass(stateset);
        }
    }
Exemple #6
0
    ShaderTechnique::ShaderTechnique(Shader::ShaderManager& shaderManager, bool forcePerPixelLighting, bool clampLighting, const std::vector<TextureLayer>& layers,
                                                   const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
    {
        bool firstLayer = true;
        int i=0;
        for (std::vector<TextureLayer>::const_iterator it = layers.begin(); it != layers.end(); ++it)
        {
            osg::ref_ptr<osg::StateSet> stateset (new osg::StateSet);

            if (!firstLayer)
            {
                stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
                stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
            }

            int texunit = 0;

            stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);

            stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);

            stateset->addUniform(new osg::Uniform("diffuseMap", texunit));

            if(!firstLayer)
            {
                ++texunit;
                osg::ref_ptr<osg::Texture2D> blendmap = blendmaps.at(i++);

                stateset->setTextureAttributeAndModes(texunit, blendmap.get());

                stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
                stateset->addUniform(new osg::Uniform("blendMap", texunit));
            }

            if (it->mNormalMap)
            {
                ++texunit;
                stateset->setTextureAttributeAndModes(texunit, it->mNormalMap);
                stateset->addUniform(new osg::Uniform("normalMap", texunit));
            }

            Shader::ShaderManager::DefineMap defineMap;
            defineMap["forcePPL"] = forcePerPixelLighting ? "1" : "0";
            defineMap["clamp"] = clampLighting ? "1" : "0";
            defineMap["normalMap"] = (it->mNormalMap) ? "1" : "0";
            defineMap["blendMap"] = !firstLayer ? "1" : "0";
            defineMap["colorMode"] = "2";
            defineMap["specularMap"] = it->mSpecular ? "1" : "0";
            defineMap["parallax"] = (it->mNormalMap && it->mParallax) ? "1" : "0";

            osg::ref_ptr<osg::Shader> vertexShader = shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
            osg::ref_ptr<osg::Shader> fragmentShader = shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
            if (!vertexShader || !fragmentShader)
                throw std::runtime_error("Unable to create shader");

            stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));

            firstLayer = false;

            addPass(stateset);
        }
    }