// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { printf("Press key '1', '2', or '3' to toggle the light sources.\n"); // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1f, 0.1f, 0.1f, 1.0f)); matc->setDiffuse(OSG::Color4f(0.3f, 0.3f, 0.3f, 1.0f)); matc->setSpecular(OSG::Color4f(0.8f, 0.8f, 0.8f, 1.0f)); matc->setShininess(100); matc->setLit(true); OSG::ShaderProgramChunkUnrecPtr shl = OSG::ShaderProgramChunk::create(); OSG::ShaderProgramUnrecPtr shl_vp = OSG::ShaderProgram::createVertexShader(); shl_vp->setProgram(_vp_program); shl->addShader(shl_vp); OSG::ShaderProgramUnrecPtr shl_fp = OSG::ShaderProgram::createFragmentShader(); shl_fp->setProgram(_fp_program); shl->addShader(shl_fp); shl_vp->addProceduralVariable ("Light0Active", &light0Active); shl_vp->addProceduralVariable ("Light1Active", &light1Active); shl_vp->addNodeProceduralVariable("Light2Active", &light2Active); cmat->addChunk(matc); cmat->addChunk(shl); // create root node _scene = OSG::Node::create(); // create two light sources. OSG::TransformUnrecPtr point1_trans; OSG::NodeUnrecPtr point1 = OSG::makeCoredNode<OSG::PointLight>(&_point1_core); point1_beacon = OSG::makeCoredNode<OSG::Transform >(&point1_trans); point1_trans->editMatrix().setTranslate(-10.0, 5.0, 5.0); _point1_core->setAmbient(0.0f, 0.0f, 0.0f , 1.0f); _point1_core->setDiffuse(1.0f, 0.0f, 0.0f, 1.0f); _point1_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); _point1_core->setBeacon(point1_beacon); _point1_core->setOn(true); OSG::TransformUnrecPtr point2_trans; OSG::NodeUnrecPtr point2 = OSG::makeCoredNode<OSG::PointLight>(&_point2_core); point2_beacon = OSG::makeCoredNode<OSG::Transform >(&point2_trans); point2_trans->editMatrix().setTranslate(10.0, 5.0, 5.0); _point2_core->setAmbient(0.0f, 0.0f, 0.0f, 1.0f); _point2_core->setDiffuse(0.0f, 1.0f, 0.0f, 1.0f); _point2_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); _point2_core->setBeacon(point2_beacon); _point2_core->setOn(true); point1->addChild(point2); OSG::TransformUnrecPtr point3_trans; OSG::NodeUnrecPtr point3 = OSG::makeCoredNode<OSG::PointLight>(&_point3_core); point3_beacon = OSG::makeCoredNode<OSG::Transform >(&point3_trans); point3_trans->editMatrix().setTranslate(0.0, -12.0, 5.0); _point3_core->setAmbient(0.0f, 0.0f, 0.0f, 1.0f); _point3_core->setDiffuse(0.5f, 0.0f, 1.0f, 1.0f); _point3_core->setSpecular(1.0f, 1.0f, 1.0f, 1.0f); _point3_core->setBeacon(point3_beacon); _point3_core->setOn(true); point2->addChild(point3); // create a sphere. OSG::GeometryUnrecPtr geo = OSG::makeLatLongSphereGeo (100, 100, 1.0); geo->setMaterial(cmat); OSG::NodeUnrecPtr sphere = OSG::makeNodeFor(geo); point3->addChild(sphere); _scene->setCore(OSG::Group::create()); _scene->addChild(point1); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); _mgr->turnHeadlightOff(); // show the whole scene _mgr->showAll(); // enable local lights. // OSG::RenderAction *ract = // dynamic_cast<OSG::RenderAction *>(_mgr->getRenderAction()); // ract->setLocalLights(true); return 0; }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin = OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // create root node _scene = OSG::makeCoredNode<OSG::Group>(); OSG::GeometryUnrecPtr geo = OSG::makeBoxGeo(0.5, 0.5, 0.5, 1, 1, 1); // share the chunk OSG::SimpleSHLChunkUnrecPtr shl = OSG::SimpleSHLChunk::create(); shl->setVertexProgram(_vp_program); shl->setFragmentProgram(_fp_program); // These parameters are the same for all geometries so we // keep them in here. shl->addUniformVariable("Scale", OSG::Vec2f(20.0f, 20.0f)); shl->addUniformVariable("Threshold", OSG::Vec2f(0.7f, 0.7f)); OSG::Int32 size = 4; // start color OSG::Vec3f sc(0.0, 0.0, 0.0); // end color OSG::Vec3f ec(1.0, 1.0, 1.0); OSG::Real32 sr = (ec[0] - sc[0]) / OSG::Real32((size*2)); OSG::Real32 sg = (ec[1] - sc[1]) / OSG::Real32((size*2)); OSG::Real32 sb = (ec[2] - sc[2]) / OSG::Real32((size*2)); OSG::Vec3f color(sc); OSG::Int32 x = - size; OSG::Int32 y = - size; OSG::Int32 z = - size; OSG::UInt32 iterations = size*2 * size*2 * size*2; printf("Creating %u cubes ...\n", iterations); for(OSG::UInt32 i=0; i<iterations; ++i) { OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); // ok use one SHLChunk and n SHLParameterChunks // Assing a different "SurfaceColor" parameter to each geometry. OSG::SimpleSHLVariableChunkUnrecPtr shlparameter = OSG::SimpleSHLVariableChunk::create(); // shlparameter->setSHLChunk(shl); shlparameter->addUniformVariable("SurfaceColor", color); _shlparameter = shlparameter; cmat->addChunk(shl); cmat->addChunk(shlparameter); OSG::TransformUnrecPtr trans; OSG::NodeUnrecPtr trans_node = OSG::makeCoredNode<OSG::Transform>(&trans); trans->editMatrix().setTranslate(OSG::Real32(x), OSG::Real32(y), OSG::Real32(z)); OSG::MaterialGroupUnrecPtr mg; OSG::NodeUnrecPtr mg_node = OSG::makeCoredNode<OSG::MaterialGroup>(&mg); mg->setMaterial(cmat); OSG::NodeUnrecPtr geonode = OSG::Node::create(); geonode->setCore(geo); mg_node->addChild(geonode); trans_node->addChild(mg_node); // add to scene _scene->addChild(trans_node); // ---- ++x; color[0] += sr; if(x == size) { x = - size; ++y; color[0] = sc[0]; color[1] += sg; if(y == size) { y = - size; ++z; color[1] = sc[1]; color[2] += sb; } } } // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); // create a gradient background. OSG::GradientBackgroundUnrecPtr gback = OSG::GradientBackground::create(); gback->clearLines(); gback->addLine(OSG::Color3f(0.7f, 0.7f, 0.8f), 0); gback->addLine(OSG::Color3f(0.0f, 0.1f, 0.3f), 1); OSG::Window *win = _mgr->getWindow(); for(unsigned int i=0; i<win->getMFPort()->size(); ++i) { OSG::Viewport *vp = win->getPort(i); vp->setBackground(gback); } return 0; }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { printf("Usage: testCGShader <filename.vp> <filename.fp>\n"); if( argc < 3 ) return 0; // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); OSG::SHLChunkUnrecPtr shl = OSG::SHLChunk::create(); shl->readVertexProgram(argv[1]); shl->readFragmentProgram(argv[2]); cmat->addChunk(shl); // create root node _scene = OSG::Node::create(); // create torus OSG::GeometryUnrecPtr geo = OSG::makeTorusGeo(.8, 1.8, 128, 128); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); /* // create point headlight _mgr->turnHeadlightOff(); NodePtr headlight = _mgr->getHighlight(); PointLightPtr light = PointLight::create(); beginEditCP(light); light->setAmbient (.3, .3, .3, 1); light->setDiffuse ( 1, 1, 1, 1); light->setSpecular ( 1, 1, 1, 1); light->setBeacon (_mgr->getCamera()->getBeacon()); endEditCP(light); beginEditCP(_scene); _scene->setCore(light); endEditCP(_scene); */ // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); // Read the image for the normal texture OSG::ImageUnrecPtr earth_map_img = OSG::Image::create(); if(!earth_map_img->read("Earth.jpg")) { fprintf(stderr, "Couldn't read texture 'Earth.jpg'\n"); return 1; } OSG::TextureObjChunkUnrecPtr tex_earth = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_earth_env = OSG::TextureEnvChunk::create(); tex_earth->setImage(earth_map_img); tex_earth->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_earth->setMagFilter(GL_LINEAR); tex_earth->setWrapS(GL_REPEAT); tex_earth->setWrapT(GL_REPEAT); tex_earth_env->setEnvMode(GL_MODULATE); // Read the image for the normal texture OSG::ImageUnrecPtr earth_night_map_img = OSG::Image::create(); if(!earth_night_map_img->read("EarthNight.jpg")) { fprintf(stderr, "Couldn't read texture 'EarthNight.jpg'\n"); return 1; } OSG::TextureObjChunkUnrecPtr tex_earth_night = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_earth_night_env = OSG::TextureEnvChunk::create(); tex_earth_night->setImage(earth_night_map_img); tex_earth_night->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_earth_night->setMagFilter(GL_LINEAR); tex_earth_night->setWrapS(GL_REPEAT); tex_earth_night->setWrapT(GL_REPEAT); tex_earth_night_env->setEnvMode(GL_MODULATE); // Read the image for the normal texture OSG::ImageUnrecPtr earth_clouds_map_img = OSG::Image::create(); if(!earth_clouds_map_img->read("EarthClouds.jpg")) { fprintf(stderr, "Couldn't read texture 'EarthClouds.jpg'\n"); return 1; } OSG::TextureObjChunkUnrecPtr tex_earth_clouds = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_earth_clouds_env = OSG::TextureEnvChunk::create(); tex_earth_clouds->setImage(earth_clouds_map_img); tex_earth_clouds->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_earth_clouds->setMagFilter(GL_LINEAR); tex_earth_clouds->setWrapS(GL_REPEAT); tex_earth_clouds->setWrapT(GL_REPEAT); tex_earth_clouds_env->setEnvMode(GL_MODULATE); _shl = OSG::ShaderProgramChunk::create(); _shl_vp = OSG::ShaderProgram::create(); _shl_fp = OSG::ShaderProgram::create(); if(!_shl_vp->readProgram("Earth.vp")) fprintf(stderr, "Couldn't read vertex program 'Earth.vp'\n"); if(!_shl_fp->readProgram("Earth.fp")) fprintf(stderr, "Couldn't read fragment program 'Earth.fp'\n"); _shl_vp->setShaderType(GL_VERTEX_SHADER); _shl_fp->setShaderType(GL_FRAGMENT_SHADER); _shl->addVertexShader (_shl_vp); _shl->addFragmentShader(_shl_fp); _shl_fp->addUniformVariable("EarthDay", 0); _shl_fp->addUniformVariable("EarthNight", 1); _shl_fp->addUniformVariable("EarthCloudGloss", 2); _shl_vp->addUniformVariable("season", 0.0f); _shl_vp->addUniformVariable("cos_time_0_2PI", -0.406652f); _shl_vp->addUniformVariable("sin_time_0_2PI", -0.913583f); // _shl->setUniformParameter("foo", -0.913583f); cmat->addChunk(_shl); cmat->addChunk(tex_earth); cmat->addChunk(tex_earth_env); cmat->addChunk(tex_earth_night); cmat->addChunk(tex_earth_night_env); cmat->addChunk(tex_earth_clouds); cmat->addChunk(tex_earth_clouds_env); // create root node _scene = OSG::Node::create(); OSG::GeometryUnrecPtr geo = OSG::makeLatLongSphereGeo (100, 100, 1.0); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); return 0; }
void init(int argc, char *argv[]) { OSG::osgInit(argc, argv); int glutWinId = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(glutWinId); gwin->init(); // load the scene root = OSG::ChunkOverrideGroup::create(); rootN = OSG::makeNodeFor(root); if(argc < 2) { FWARNING(("No file given!\n")); FWARNING(("Supported file formats:\n")); OSG::SceneFileHandler::the()->print(); sceneN = OSG::makeTorus(.5, 2, 16, 16); } else { /* All scene file loading is handled via the SceneFileHandler. */ sceneN = OSG::SceneFileHandler::the()->read(argv[1]); } OSG::TransformUnrecPtr xform = OSG::Transform::create(); OSG::NodeUnrecPtr xformN = OSG::makeNodeFor(xform); // xform->editMatrix().setTranslate(OSG::Vec3f(100.f, 0.f, 0.f)); // xform->editMatrix().setRotate(OSG::Quaternion(OSG::Vec3f(0.f, 1.f, 0.f), 0.3f * OSG::Pi)); OSG::NodeUnrecPtr boxN = OSG::makeBox(1.f, 1.f, 5.f, 1, 1, 1); xformN->addChild(sceneN); rootN ->addChild(xformN); rootN ->addChild(boxN ); OSG::commitChanges(); // collect geometries in the scene collectGeometry(rootN); // construct skin shader vpSkin = OSG::ShaderProgram::createVertexShader (); vpSkin->setProgram(vpCode); fpSkin = OSG::ShaderProgram::createFragmentShader(); fpSkin->setProgram(fpCode); shSkin = OSG::ShaderProgramChunk::create(); shSkin->addShader(vpSkin); shSkin->addShader(fpSkin); matSkin = OSG::ChunkMaterial::create(); matSkin->addChunk(shSkin); // process animations processAnim(sceneN); // create the SimpleSceneManager helper mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage mgr->setWindow(gwin ); mgr->setRoot (rootN); // show the whole scene mgr->showAll(); }
// Initialize GLUT & OpenSG and set up the scene int main(int argc, char **argv) { printf("Usage: testCGShader [normal map filename]\n"); const char *normal_map_img_name = "opensg_logoDOT3.png"; OSG::Color4f tmp; if( argc > 1 ) normal_map_img_name = argv[1]; // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material // Read the image for the normal texture OSG::ImageUnrecPtr normal_map_img = OSG::Image::create(); if(!normal_map_img->read(normal_map_img_name)) { fprintf(stderr, "Couldn't read normalmap texture '%s'!\n", normal_map_img_name); return 1; } OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); OSG::SHLChunkUnrecPtr shl = OSG::SHLChunk::create(); shl->setVertexProgram(_vp_program); shl->setFragmentProgram(_fp_program); OSG::TextureObjChunkUnrecPtr tex_normal_map = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_normal_map_env = OSG::TextureEnvChunk::create(); tex_normal_map->setImage(normal_map_img); tex_normal_map->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_normal_map->setMagFilter(GL_LINEAR); tex_normal_map->setWrapS(GL_REPEAT); tex_normal_map->setWrapT(GL_REPEAT); tex_normal_map_env->setEnvMode(GL_MODULATE); //cmat->addChunk(matc); cmat->addChunk(shl); cmat->addChunk(tex_normal_map); cmat->addChunk(tex_normal_map_env); // create root node _scene = OSG::Node::create(); // create geometry //GeometryPtr geo = makeLatLongSphereGeo (100, 100, 1.0); OSG::GeometryUnrecPtr geo = OSG::makePlaneGeo(1.0, 1.0, 100, 100); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = new OSG::SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); /* // create point headlight _mgr->turnHeadlightOff(); NodePtr headlight = _mgr->getHighlight(); PointLightPtr light = PointLight::create(); beginEditCP(light); light->setAmbient (.3, .3, .3, 1); light->setDiffuse ( 1, 1, 1, 1); light->setSpecular ( 1, 1, 1, 1); light->setBeacon (_mgr->getCamera()->getBeacon()); endEditCP(light); beginEditCP(_scene); _scene->setCore(light); endEditCP(_scene); */ // show the whole scene _mgr->showAll(); // GLUT main loop glutMainLoop(); return 0; }
TEST_FIXTURE(FileFixture, TextureChunkIO) { OSG::NodeUnrecPtr n = OSG::Node::create(); OSG::GeometryUnrecPtr geo = OSG::makeBoxGeo(2.0, 2.0, 2.0, 1, 1, 1); OSG::ChunkMaterialUnrecPtr mat = OSG::ChunkMaterial::create(); OSG::ImageUnrecPtr img = OSG::Image::create(); img->set(OSG::Image::OSG_RGBA_PF, 2, 2); img->editData()[0 * 2 * 4 + 0 * 4 + 0] = 255; img->editData()[0 * 2 * 4 + 0 * 4 + 1] = 0; img->editData()[0 * 2 * 4 + 0 * 4 + 2] = 0; img->editData()[0 * 2 * 4 + 0 * 4 + 3] = 255; img->editData()[0 * 2 * 4 + 1 * 4 + 0] = 255; img->editData()[0 * 2 * 4 + 1 * 4 + 1] = 255; img->editData()[0 * 2 * 4 + 1 * 4 + 2] = 0; img->editData()[0 * 2 * 4 + 1 * 4 + 3] = 255; img->editData()[1 * 2 * 4 + 0 * 4 + 0] = 0; img->editData()[1 * 2 * 4 + 0 * 4 + 1] = 0; img->editData()[1 * 2 * 4 + 0 * 4 + 2] = 255; img->editData()[1 * 2 * 4 + 0 * 4 + 3] = 255; img->editData()[1 * 2 * 4 + 1 * 4 + 0] = 0; img->editData()[1 * 2 * 4 + 1 * 4 + 1] = 255; img->editData()[1 * 2 * 4 + 1 * 4 + 2] = 255; img->editData()[1 * 2 * 4 + 1 * 4 + 3] = 255; OSG::TextureChunkUnrecPtr tex = OSG::TextureChunk::create(); tex->setImage(img); mat->addChunk(tex); geo->setMaterial(mat); n->setCore(geo); OSG::SceneFileHandler::the()->write(n, test_file.native_file_string().c_str()); OSG::NodeUnrecPtr n2 = OSG::SceneFileHandler::the()->read(test_file.native_file_string().c_str()); CHECK(n2 != NULL); CHECK(n2->getCore() != NULL); OSG::GeometryUnrecPtr geo2 = dynamic_cast<OSG::Geometry *>(n2->getCore()); CHECK(geo2 != NULL); CHECK(geo2->getMaterial() != NULL); OSG::ChunkMaterialUnrecPtr mat2 = dynamic_cast<OSG::ChunkMaterial *>(geo2->getMaterial()); CHECK(mat2 != NULL); CHECK(mat2->getChunk(0) != NULL); const OSG::TextureChunk *tex2 = dynamic_cast<const OSG::TextureChunk *>(mat2->getChunk(0)); const OSG::TextureObjChunk *texObj = dynamic_cast<const OSG::TextureObjChunk *>(mat2->getChunk(0)); const OSG::TextureEnvChunk *texEnv = dynamic_cast<const OSG::TextureEnvChunk *>(mat2->getChunk(1)); CHECK(tex2 == NULL); CHECK(texObj != NULL); CHECK(texEnv != NULL); CHECK(texObj->getImage() != NULL); OSG::Image *img2 = texObj->getImage(); CHECK(img2 != NULL); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 0 * 4 + 0]); CHECK_EQUAL( 0, img2->getData()[0 * 2 * 4 + 0 * 4 + 1]); CHECK_EQUAL( 0, img2->getData()[0 * 2 * 4 + 0 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 0 * 4 + 3]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 1 * 4 + 0]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 1 * 4 + 1]); CHECK_EQUAL( 0, img2->getData()[0 * 2 * 4 + 1 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[0 * 2 * 4 + 1 * 4 + 3]); CHECK_EQUAL( 0, img2->getData()[1 * 2 * 4 + 0 * 4 + 0]); CHECK_EQUAL( 0, img2->getData()[1 * 2 * 4 + 0 * 4 + 1]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 0 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 0 * 4 + 3]); CHECK_EQUAL( 0, img2->getData()[1 * 2 * 4 + 1 * 4 + 0]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 1 * 4 + 1]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 1 * 4 + 2]); CHECK_EQUAL(255, img2->getData()[1 * 2 * 4 + 1 * 4 + 3]); }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin = OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::SHLChunkUnrecPtr shl = OSG::SHLChunk::create(); shl->setProgramParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); shl->setProgramParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); shl->setProgramParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 6); shl->setVertexProgram(_vertex_shader); shl->setFragmentProgram(_fragment_shader); shl->setGeometryProgram(_geometry_shader); cmat->addChunk(shl); // create root node _scene = OSG::Node::create(); // create torus OSG::GeometryUnrecPtr geo = OSG::makeTorusGeo(.8, 1.8, 128, 128); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = OSG::SimpleSceneManager::create(); // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); return 0; }
// Initialize GLUT & OpenSG and set up the scene int doMain(int argc, char **argv) { printf("Usage: testCGShader [normal map filename]\n"); const char *normal_map_img_name = "opensg_logoDOT3.png"; OSG::Color4f tmp; if( argc > 1 ) normal_map_img_name = argv[1]; // OSG init OSG::osgInit(argc,argv); // GLUT init int winid = setupGLUT(&argc, argv); // the connection between GLUT and OpenSG OSG::GLUTWindowUnrecPtr gwin= OSG::GLUTWindow::create(); gwin->setGlutId(winid); gwin->setSize( 800, 800 ); gwin->init(); // Create the shader material // Read the image for the normal texture OSG::ImageUnrecPtr normal_map_img = OSG::Image::create(); if(!normal_map_img->read(normal_map_img_name)) { fprintf(stderr, "Couldn't read normalmap texture '%s'!\n", normal_map_img_name); return 1; } OSG::ChunkMaterialUnrecPtr cmat = OSG::ChunkMaterial::create(); OSG::MaterialChunkUnrecPtr matc = OSG::MaterialChunk::create(); matc->setAmbient(OSG::Color4f(0.1, 0.1, 0.1, 1.0)); matc->setDiffuse(OSG::Color4f(0.3, 0.3, 0.3, 1.0)); matc->setSpecular(OSG::Color4f(0.8, 0.8, 0.8, 1.0)); matc->setShininess(100); matc->setLit(true); OSG::ShaderProgramChunkUnrecPtr shl = OSG::ShaderProgramChunk::create(); OSG::ShaderProgramUnrecPtr shl_vp = OSG::ShaderProgram::createVertexShader(); shl_vp->setProgram(_vp_program); shl_vp->setProgramAttribute(OSG::ShaderConstants::TexCoordsIndex, "TexCoord0"); shl_vp->setProgramAttribute(OSG::ShaderConstants::NormalsIndex, "Normal" ); shl_vp->setProgramAttribute(OSG::ShaderConstants::PositionsIndex, "Position"); shl->addShader(shl_vp); OSG::ShaderProgramUnrecPtr shl_fp = OSG::ShaderProgram::createFragmentShader(); shl_fp->setProgram(_fp_program); shl->addShader(shl_fp); OSG::TextureObjChunkUnrecPtr tex_normal_map = OSG::TextureObjChunk::create(); OSG::TextureEnvChunkUnrecPtr tex_normal_map_env = OSG::TextureEnvChunk::create(); tex_normal_map->setImage(normal_map_img); tex_normal_map->setMinFilter(GL_LINEAR_MIPMAP_LINEAR); tex_normal_map->setMagFilter(GL_LINEAR); tex_normal_map->setWrapS(GL_REPEAT); tex_normal_map->setWrapT(GL_REPEAT); tex_normal_map_env->setEnvMode(GL_MODULATE); //cmat->addChunk(matc); cmat->addChunk(shl); cmat->addChunk(tex_normal_map); cmat->addChunk(tex_normal_map_env); // create root node _scene = OSG::Node::create(); // create geometry //GeometryPtr geo = makeLatLongSphereGeo (100, 100, 1.0); OSG::GeometryUnrecPtr geo = OSG::makePlaneGeo(1.0, 1.0, 100, 100); geo->setMaterial(cmat); OSG::NodeUnrecPtr torus = OSG::Node::create(); torus->setCore(geo); // add torus to scene OSG::GroupUnrecPtr group = OSG::Group::create(); _scene->setCore(group); _scene->addChild(torus); // create the SimpleSceneManager helper _mgr = new OSG::SimpleSceneManager; // tell the manager what to manage _mgr->setWindow(gwin ); _mgr->setRoot(_scene); // show the whole scene _mgr->showAll(); return 0; }