Changeset 334 for experimental


Ignore:
Timestamp:
Mar 12, 2012, 10:11:01 AM (13 years ago)
Author:
Torben Dannhauer
Message:
 
Location:
experimental/distortionNG
Files:
2 added
2 edited

Legend:

Unmodified
Added
Removed
  • experimental/distortionNG/distortionNG.vcproj

    r310 r334  
    210210                        >
    211211                </Filter>
     212                <File
     213                        RelativePath=".\shader.frag"
     214                        >
     215                </File>
     216                <File
     217                        RelativePath=".\shader.vert"
     218                        >
     219                </File>
    212220        </Files>
    213221        <Globals>
  • experimental/distortionNG/extViewer.cpp

    r333 r334  
    33
    44#include <osg/PolygonOffset>
    5 #include<osg/Texture2D>
    6 #include<osg/TextureRectangle>
    7 #include<osg/TexMat>
    8 #include<osg/ComputeBoundsVisitor>
    9 #include<osg/Vec2>
    10 
    11 #include<osgDB/ReadFile>
     5#include <osg/Texture2D>
     6#include <osg/TextureRectangle>
     7#include <osg/TexMat>
     8#include <osg/ComputeBoundsVisitor>
     9#include <osg/Vec2>
     10
     11#include <osgDB/ReadFile>
     12#include <osgDB/FileUtils>
    1213
    1314#include <osgUtil/SmoothingVisitor>
     
    3031{
    3132
    32 }
    33 
    34 static void configureShaders( osg::StateSet* stateSet )
    35 {
    36         // Create Shaders
    37     const std::string vertexSource =
    38                 "uniform sampler2D sceneTexture;\n"
    39                 "uniform sampler2D intensityMapTexture;\n"
    40         "uniform mat4 osg_ModelViewProjectionMatrix; \n"
    41                 //"uniform vec3 ecLightDir; \n"
    42         " \n"
    43         "in vec4 osg_Vertex; \n"
    44                 "in vec4 osg_Color; \n"
    45         " \n"
    46         "void main() \n"
    47         "{ \n"
    48         //"    gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n"
    49                 "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"       
    50                 "        gl_FrontColor = gl_Color;\n"
    51                 "        gl_TexCoord[0] = gl_MultiTexCoord0;    \n"
    52 //              "        gl_TexCoord[1] = gl_MultiTexCoord1;    \n"
    53                 ""
    54                 " \n"
    55         "} \n";
    56 
    57     osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource );
    58         vShader->setName("intensityMapVertShader");
    59 
    60     const std::string fragmentSource =
    61                 "uniform sampler2D sceneTexture;\n"
    62                 "uniform sampler2D intensityMapTexture;\n"
    63         "varying vec2 texcoord;\n"
    64         "\n"
    65         "void main(void) \n"
    66         "{\n"
    67                 "       vec4 distortColor;      \n"
    68                 "       vec4 blendColor;        \n"
    69                 "\n"
    70                 "       distortColor = texture2D(sceneTexture, gl_TexCoord[0]); \n"
    71                 //"     blendColor = texture2D(intensityMapTexture, gl_TexCoord[1].st); \n"
    72                 "       blendColor = texture2D(intensityMapTexture, gl_FragCoord);      \n"
    73                 //"    gl_FragColor = vec4( 1.,1.,1.,1.); \n"
    74                 "gl_FragColor =  blendColor;    \n"
    75         "}\n";
    76     osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource );
    77         fShader->setName("intensityMapFragShader");
    78 
    79         // Create Programm
    80     osg::Program* program = new osg::Program;
    81     program->addShader( vShader );
    82     program->addShader( fShader );
    83         program->setName("intensityMapFragProgramm");
    84     stateSet->setAttribute( program );
    85 
    86         osg::Uniform* sceneTextureSampler = new osg::Uniform("sceneTexture",0);
    87     stateSet->addUniform(sceneTextureSampler);
    88         osg::Uniform* intensityMapTextureSampler = new osg::Uniform("intensityMapTexture",1);
    89     stateSet->addUniform(intensityMapTextureSampler);
    90 
    91 
    92     /*osg::Vec3f lightDir( 0., 0.5, 1. );
    93     lightDir.normalize();
    94     stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );*/
    9533}
    9634
     
    178116        if (intensityMap && !applyIntensityMapAsColours)
    179117        {
    180                 configureShaders( geom->getOrCreateStateSet() );
     118                // create shaders for distortion
     119                osg::Program* distortProgram = new osg::Program;
     120                distortProgram->setName( "distortion" );
     121                osg::Shader* vShader = osg::Shader::readShaderFile( osg::Shader::VERTEX, "shader.vert" );
     122                vShader->setName("intensityMapVertShader");
     123                osg::Shader* fShader = osg::Shader::readShaderFile( osg::Shader::FRAGMENT, "shader.frag" );
     124                fShader->setName("intensityMapFragShader");
     125
     126                if ( vShader && fShader )
     127                {
     128                        //distortProgram->addShader( vShader );
     129                        distortProgram->addShader( fShader );
     130                        geom->getOrCreateStateSet()->addUniform( new osg::Uniform("sceneTexture", 0) );
     131                        geom->getOrCreateStateSet()->addUniform( new osg::Uniform("intensityMapTexture", 1) );
     132                        geom->getOrCreateStateSet()->setAttributeAndModes(distortProgram, osg::StateAttribute::ON);
     133                }
    181134        }
    182135
     
    245198    int camera_height = tex_height;
    246199
    247     osg::TextureRectangle* texture = new osg::TextureRectangle;
    248 
    249     texture->setTextureSize(tex_width, tex_height);
    250     texture->setInternalFormat(GL_RGB);
    251     texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
    252     texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
    253     texture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
    254     texture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
     200    osg::TextureRectangle* sceneTexture = new osg::TextureRectangle;
     201
     202    sceneTexture->setTextureSize(tex_width, tex_height);
     203    sceneTexture->setInternalFormat(GL_RGB);
     204    sceneTexture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::LINEAR);
     205    sceneTexture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::LINEAR);
     206    sceneTexture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
     207    sceneTexture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
    255208
    256209
     
    274227        // tell the camera to use OpenGL frame buffer object where supported.
    275228        camera->setRenderTargetImplementation(renderTargetImplementation);
    276 
    277229        // attach the texture and use it as the color buffer.
    278         camera->attach(osg::Camera::COLOR_BUFFER, texture);
     230        camera->attach(osg::Camera::COLOR_BUFFER, sceneTexture);
    279231
    280232        addSlave(camera.get(), osg::Matrixd(), osg::Matrixd());
     
    288240        // StateSet to contain the Texture StateAttribute.
    289241        osg::StateSet* stateset = geode->getOrCreateStateSet();
    290         stateset->setTextureAttributeAndModes(0, texture,osg::StateAttribute::ON);
     242        stateset->setTextureAttributeAndModes(0, sceneTexture,osg::StateAttribute::ON);
    291243        stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
    292244
     
    298250                if (!applyIntensityMapAsColours && intensityMap)
    299251        {
    300             stateset->setTextureAttributeAndModes(1, new osg::Texture2D(intensityMap), osg::StateAttribute::ON);
     252                        osg::Texture2D* intensityMapTexture = new osg::Texture2D(intensityMap);
     253            intensityMapTexture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST);
     254            intensityMapTexture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST);
     255            intensityMapTexture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_EDGE);
     256            intensityMapTexture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_EDGE);
     257
     258            stateset->setTextureAttributeAndModes(1, intensityMapTexture, osg::StateAttribute::ON);
    301259        }
    302260
    303         //geode->addDrawable(createParoramicSphericalDisplayDistortionMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), 1, 0.45, intensityMap, projectorMatrix));
    304261                osg::Geometry* distortionMesh = createMesh(osg::Vec3(0.0f,0.0f,0.0f), osg::Vec3(width,0.0f,0.0f), osg::Vec3(0.0f,height,0.0f), 20, 20, intensityMap, applyIntensityMapAsColours, projectorMatrix);
    305262                geode->addDrawable(distortionMesh);
     
    309266        camera->setGraphicsContext(gc.get());
    310267        camera->setClearMask(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
    311         camera->setClearColor( osg::Vec4(0.0,0.0,0.0,1.0) );
     268        camera->setClearColor( osg::Vec4(0.0,1.0,0.0,1.0) );
    312269        camera->setViewport(new osg::Viewport(0, 0, width, height));
    313270        GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
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