Hi Sukender, Thanks for reply. Sorry I can't express my expected result because of my english :P Yes you understood me albeit my bad express. I have RGB texture and want to create bump map animated surface to make more realistic surface. I find normal map usage only osgVolume.cpp sample. If you know more sample, please let me know.
Thanks for helps. Best Regards. 2008/11/27 Sukender <[EMAIL PROTECTED]> > Hi Ümit, > > Err... I'm terribly sorry but I did not understood all of what you wrote... > (maybe my english?) > > What do you call "Ocean wave texture"? Is that simply the RGB texture > describing the color of your ocean's surface? If so, then the color of the > texture is rarely related to bump/normal mapping. You'll have to create from > scratch (or find) a bump/normal map. You can try using a picture edition > software (such as "the Gimp") and use filters or generators to create a > gray-scaled image (where white=high and black=low). This is what I often do > when I don't need to bee 100% realistic: that's just a nice bump map. > > I know you can create normal mapping for low polys from hi polys, but > that's not the goal of the function I told you. createNormalMap() only > converts a gray-scaled image to a normal map (texture that is blueish). The > normal map can be then used more easily in OSG/OpenGL, using > TexEnvCombine::DOT3_RGB. If you need examples, you can look at the OSG > samples (I guess there is a normal map somewhere), or ask me. > > Note that using Google, I easily found some bump maps examples: > http://www.filterforge.com/filters/216-bump.jpg > http://www.m3corp.com/a/download/3d_textures/bump/instantcarpet.jpg > > I just hope this answers your questions. > > Sukender > PVLE - Lightweight cross-platform game engine - > http://pvle.sourceforge.net/ > > > Le Wed, 26 Nov 2008 16:01:29 +0100, Ümit Uzun <[EMAIL PROTECTED]> a > écrit: > > > Hi Sukender, > > > > I have searched about Normal Map and I see that to create normal map we > need > > 2 models( high detailed polygon and low detailed polygon ) and then we > can > > create normal map using ray casting to find high detailed models normals > at > > intersected areas and then save this normal as a texture which name is > > NormalMap. > > > > But my question is, I want to create NormalMap the ocean waves. But I > > haven't any models. Can I use Ocean wave texture to create bumpmapping? I > > mean Can I create NormalMap from related wave texture? > > > > If I send the my oceanwave texture to the createNormalMap function, then > I > > think. take back bluish normal map Sukender? > > > > 2008/11/26 Sukender <[EMAIL PROTECTED]> > > > >> This is not related to GLSL, but if someone needs it, I quickly wrote a > >> function that transforms a gray-scale bump map into a normal map: > >> http://pvle.sourceforge.net/Doc/Html/Utility3D_8cpp-source.html#l00115 > >> Hope this may be useful to someone, even if the function is not that > clean. > >> > >> Sukender > >> PVLE - Lightweight cross-platform game engine - > >> http://pvle.sourceforge.net/ > >> > >> > >> Le Wed, 26 Nov 2008 13:29:33 +0100, Morné Pistorius < > >> [EMAIL PROTECTED]> a écrit: > >> > >> > Thanks, > >> > I managed to implement a standard bump mapping shader in OSG. Below > is a > >> > code snippet that does it if it might help someone else. Shaders are > >> > attached. > >> > > >> > Cheers, > >> > Morne > >> > > >> > osg::Node * VOSGFloorGrid::CreateBumpMappedFloor() > >> > { > >> > const int BASE_TEX_UNIT = 0; > >> > const int BUMP_TEX_UNIT = 1; > >> > const int TANGENT_ATR_UNIT = 6; > >> > const int BINORMAL_ATR_UNIT = 7; > >> > > >> > osg::Geode* geode = new osg::Geode; > >> > > >> > // set up the Geometry. > >> > osg::Geometry* geom = new osg::Geometry; > >> > > >> > osg::Vec3 width, depth, topleft; > >> > topleft = osg::Vec3( -Size/2.0, -Size/2.0, 0.0 ); > >> > width = osg::Vec3( Size, 0.0, 0.0 ); > >> > depth = osg::Vec3( 0.0, Size, 0.0 ); > >> > > >> > osg::Vec3Array* coords = new osg::Vec3Array(4); > >> > (*coords)[0] = topleft; > >> > (*coords)[1] = topleft+width; > >> > (*coords)[2] = topleft+width+depth; > >> > (*coords)[3] = topleft+depth; > >> > > >> > geom->setVertexArray(coords); > >> > > >> > osg::Vec3Array* norms = new osg::Vec3Array(1); > >> > (*norms)[0] = osg::Vec3( 0.0, 1.0, 0.0 ); > >> > > >> > geom->setNormalArray(norms); > >> > geom->setNormalBinding(osg::Geometry::BIND_OVERALL); > >> > > >> > osg::Vec4Array* color = new osg::Vec4Array(1); > >> > (*color)[0] = osg::Vec4(1.0f,1.0f,1.0f,1.0f); > >> > > >> > geom->setColorArray( color ); > >> > geom->setColorBinding( osg::Geometry::BIND_OVERALL ); > >> > > >> > osg::Vec2Array* tcoords = new osg::Vec2Array(4); > >> > float n = 5.0f; // no of times the texture is repeated > >> > (*tcoords)[0].set( 0.0f, 0.0f ); > >> > (*tcoords)[1].set( n, 0.0f ); > >> > (*tcoords)[2].set( n, n ); > >> > (*tcoords)[3].set( 0.0f, n ); > >> > geom->setTexCoordArray( BASE_TEX_UNIT, tcoords ); > >> > geom->setTexCoordArray( BUMP_TEX_UNIT, tcoords ); > >> > > >> > geom->addPrimitiveSet( new osg::DrawArrays( > osg::PrimitiveSet::QUADS, 0 > >> , > >> > coords->size() ) ); > >> > geode->addDrawable( geom ); > >> > > >> > // Compute smoothed normals > >> > osgUtil::SmoothingVisitor smoother; > >> > smoother.apply( *geode ); > >> > > >> > // model texture > >> > osg::Texture2D * diffuse = new osg::Texture2D; > >> > diffuse->setImage( osgDB::readImageFile( m_sSystemPath + > >> > "/Resources/Floor.tga" ) ); > >> > diffuse->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT ); > >> > diffuse->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT ); > >> > diffuse->setResizeNonPowerOfTwoHint( false ); > >> > diffuse->setMaxAnisotropy( 8.0f ); > >> > > >> > // bump map texture > >> > osg::Texture2D * normal = new osg::Texture2D; > >> > normal->setImage( osgDB::readImageFile( m_sSystemPath + > >> > "/Resources/FloorNormalMap.tga" ) ); > >> > normal->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::REPEAT ); > >> > normal->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::REPEAT ); > >> > normal->setResizeNonPowerOfTwoHint( false ); > >> > normal->setMaxAnisotropy( 8.0f ); > >> > > >> > > >> > > >> > ////////////////////////////////////////////////////////////////////////// > >> > // Set up bump mapping shaders > >> > > >> > // Load and compile shader source > >> > osg::Program * bump = new osg::Program; > >> > osg::Shader * bumpVertexShader = new osg::Shader( > osg::Shader::VERTEX > >> ); > >> > osg::Shader * bumpPixelShader = new osg::Shader( > osg::Shader::FRAGMENT > >> ); > >> > bumpVertexShader->loadShaderSourceFromFile( m_sSystemPath + > >> > "/Resources/bumpmap.vert" ); > >> > bumpPixelShader->loadShaderSourceFromFile( m_sSystemPath + > >> > "/Resources/bumpmap.frag" ); > >> > bump->addShader( bumpVertexShader ); > >> > bump->addShader( bumpPixelShader ); > >> > > >> > // Set up the shader stateset > >> > osg::StateSet * stateset = geode->getOrCreateStateSet(); > >> > stateset->setTextureAttribute( BASE_TEX_UNIT, diffuse ); > >> > stateset->setTextureAttribute( BUMP_TEX_UNIT, normal ); > >> > stateset->setAttributeAndModes( bump, osg::StateAttribute::ON ); > >> > > >> > // Compute tangent space for geometry > >> > osg::ref_ptr< osgUtil::TangentSpaceGenerator > tsg = new > >> > osgUtil::TangentSpaceGenerator; > >> > tsg->generate( geom, BUMP_TEX_UNIT ); > >> > geom->setVertexAttribData( TANGENT_ATR_UNIT, > osg::Geometry::ArrayData( > >> > tsg->getTangentArray(), osg::Geometry::BIND_PER_VERTEX, GL_FALSE ) ); > >> > geom->setVertexAttribData( BINORMAL_ATR_UNIT, > osg::Geometry::ArrayData( > >> > tsg->getBinormalArray(), osg::Geometry::BIND_PER_VERTEX, GL_FALSE ) ); > >> > bump->addBindAttribLocation( "rm_Tangent", TANGENT_ATR_UNIT ); > >> > bump->addBindAttribLocation( "rm_Binormal", BINORMAL_ATR_UNIT ); > >> > > >> > // Initialise Uniforms > >> > // Vertex shader > >> > osg::Vec3 Pos( 0, 0, 1000 ); > >> > stateset->addUniform( new osg::Uniform( "fvLightPosition", Pos ) ); > >> > stateset->addUniform( new osg::Uniform( "fvEyePosition", Pos ) ); > >> > stateset->addUniform( new osg::Uniform( "bumpMap", BUMP_TEX_UNIT ) > ); > >> > stateset->addUniform( new osg::Uniform( "bumpMap", BUMP_TEX_UNIT ) > ); > >> > > >> > // Fragment shader > >> > stateset->addUniform( new osg::Uniform( "fvAmbient", osg::Vec4( > 0.36, > >> > 0.36, 0.36, 1.0 ) ) ); > >> > stateset->addUniform( new osg::Uniform( "fvSpecular", osg::Vec4( > 0.49, > >> > 0.49, 0.49, 1.0 ) ) ); > >> > stateset->addUniform( new osg::Uniform( "fvDiffuse", osg::Vec4( > 0.88, > >> > 0.88, 0.88, 1.0 ) ) ); > >> > stateset->addUniform( new osg::Uniform( "fSpecularPower", 100.0f ) > ); > >> > > >> > return geode; > >> > } > >> > > >> > > >> > > >> > > >> > On Mon, Nov 24, 2008 at 5:02 PM, Alejandro Aguilar Sierra < > >> > [EMAIL PROTECTED]> wrote: > >> > > >> >> Hi, > >> >> > >> >> I suggest you to see the osgshaders example (how osg deals with glsl) > >> >> and then consult chapter 11 of the orange book (OpenGL shading > >> >> language). You can find the shaders used in the book at > >> >> http://3dshaders.com/ > >> >> > >> >> Hope it helps. > >> >> > >> >> -- A. > >> >> > >> >> On Mon, Nov 24, 2008 at 10:39 AM, Morné Pistorius > >> >> <[EMAIL PROTECTED]> wrote: > >> >> > Hi all, > >> >> > I added bump mapping to a model using osgFX::BumpMapping, but I > need > >> >> > something more flexible. My model has two sided lighting and osgFX > >> >> doesn't > >> >> > support that. Do we have GLSL shaders for bumpmapping in OSG? I > >> think > >> >> that > >> >> > would be easier to modify to suit my needs than the assembler coded > >> >> shaders > >> >> > used in osgFX. If anyone has an example of applying normal mapping > >> with > >> >> > shaders in OSG, I would greatly appreciate it. > >> >> > Thank you kindly, > >> >> > Morne > >> >> > _______________________________________________ > >> >> > osg-users mailing list > >> >> > [email protected] > >> >> > > >> >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> >> > > >> >> > > >> >> _______________________________________________ > >> >> osg-users mailing list > >> >> [email protected] > >> >> > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > >> _______________________________________________ > >> osg-users mailing list > >> [email protected] > >> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Ümit Uzun
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

