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
> >> >> >
> >> >> >
> >> >> _______________________________________________
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-- 
Ümit Uzun
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