Hi Sukender,

>>- Use an image sequence of normal maps, that has the advantage of being
almost the same code as for >>a non animated bump.
>>- Or look at (procedural) shaders, that will have the advantage of not
taking memory for textures, even if >>you want a very smooth animation.

Actually I will mix of two, I create one normal map from wave texture and
then animate on the water surface by changing texture coordinates so it can
be seen moving and waving water surface.

I will try as soon as possible but now I will look at OpenAL for couple of
weeks :) I need sounds as you. I think you use osgAL on your project but I
will try to use OpenAL till the osgAudio is released. I am waiting 2.10
release with hoping osgAudio nodekit :)

>>Just for curiosity: what are you working on?
I am trying to create submarine simulator but I am naive on this topic :) I
am learning GLSL and OpenGL. For now I want to create water simuation as you
can see from http://dangerdeep.sourceforge.net/ But it is too hard for me at
the present.

Best Regards.

2008/11/27 Sukender <[EMAIL PROTECTED]>

> Hi Ümit,
>
> Considering you want to *animate* your bump/normal map, you may:
> - Use an image sequence of normal maps, that has the advantage of being
> almost the same code as for a non animated bump.
> - Or look at (procedural) shaders, that will have the advantage of not
> taking memory for textures, even if you want a very smooth animation.
>
> I just can't help you for shaders because I don't know anything about them.
> Try searching the web.
>
> For non animated bumps, well maybe many wrote examples or code using it but
> I can't indicate you where.
> For my part, I used a bump for the loading screen of a tiny game: the bump
> is loaded from a gray-scale, then converted to a normal map using my
> function, applied to a quad, and then modulated by the color texture. The
> light source then moves during the loading process. The code can be found at
>
> http://paratrooper.svn.sourceforge.net/viewvc/paratrooper/trunk/Src/App.cpp?view=markup(search
>  for "TexEnvCombine::DOT3_RGB" and you'll find a block of code about
> the "logo"). Code is GPL, but as long as you just take a few lines, there's
> no problem for me using it the way you want.
> Once it works for you, you'll be able to replace the texture by an image
> sequence.
>
> However, you should try to have a look to shaders. If you find or acheive
> to write a nice animation, please tell me!
>
> Hope it helps.
>
> Just for curiosity: what are you working on?
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
>
> Le Thu, 27 Nov 2008 08:27:53 +0100, Ümit Uzun <[EMAIL PROTECTED]> a
> écrit:
>
> > 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]
> >> >>
> >>
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> >>
> >> _______________________________________________
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> >>
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>
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-- 
Ümit Uzun
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