Here is attached code ... Would really appreciate if some take couple of
minutes to have a look

Thanks a lot
Nick

http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey

On Sat, Jan 23, 2010 at 11:44 PM, Trajce Nikolov
<[email protected]>wrote:

> I am also getting this warning
> Warning: detected OpenGL error 'invalid operation' at after
> RenderBin::draw(..)
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Devlet, Ankara, Turkey
>
> On Sat, Jan 23, 2010 at 9:50 PM, Trajce Nikolov 
> <[email protected]>wrote:
>
>> Hi guys,
>>
>> this might sound stupid but., I am trying to mix two values in the
>> fragment shader. Can not blend them together no mater what. I try "manual"
>> blending, but still the results are as for only 1 and 0 blend factor.
>> NOthing in between,
>>
>> Here is the shader. Any clue?
>>
>> "varying vec4 uv; \n" //
>> "uniform sampler2D colorMap; \n" //
>> "uniform samplerCube cubeMap; \n" //
>> "const float reflect_factor = 0.5; \n" //
>> "void main( void ) \n" //
>> "{                                                                  \n" //
>> " vec3 base_color = texture2D(colorMap, gl_TexCoord[0].xy).rgb; \n" //
>> " vec3 cube_color = textureCube(cubeMap, uv.xyz).rgb; \n" //
>> " gl_FragColor = vec4( mix(base_color, cube_color, reflect_factor), 1.0); \n"
>> //
>> "}
>>
>> Nick
>>
>> http://www.linkedin.com/in/tnick
>> Sent from Devlet, Ankara, Turkey
>>
>
>
/* OpenSceneGraph example, osgprerendercubemap.
*
*  Permission is hereby granted, free of charge, to any person obtaining a copy
*  of this software and associated documentation files (the "Software"), to deal
*  in the Software without restriction, including without limitation the rights
*  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
*  copies of the Software, and to permit persons to whom the Software is
*  furnished to do so, subject to the following conditions:
*
*  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
*  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
*  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
*  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
*  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
*  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
*  THE SOFTWARE.
*/

#include <osgViewer/Viewer>

#include <osg/Projection>
#include <osg/Geometry>
#include <osg/Texture>
#include <osg/TexGen>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/TextureCubeMap>
#include <osg/TexMat>
#include <osg/MatrixTransform>
#include <osg/Light>
#include <osg/LightSource>
#include <osg/PolygonOffset>
#include <osg/CullFace>
#include <osg/Material>
#include <osg/PositionAttitudeTransform>
#include <osg/ArgumentParser>

#include <osgDB/ReadFile>

#include <osgUtil/SmoothingVisitor>

#include <osg/Camera>
#include <osg/TexGenNode>
#include <osg/Texture2D>

#include <iostream>

using namespace osg;

unsigned int numTextures = 6;

ref_ptr<Group> _create_scene()
{
  ref_ptr<Group> scene = new Group;
  ref_ptr<Geode> geode_1 = new Geode;
  scene->addChild(geode_1.get());

  ref_ptr<Geode> geode_2 = new Geode;
  ref_ptr<MatrixTransform> transform_2 = new MatrixTransform;
  transform_2->addChild(geode_2.get());
  transform_2->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), 
Z_AXIS, inDegrees(45.0f)));
  scene->addChild(transform_2.get());

  ref_ptr<Geode> geode_3 = new Geode;
  ref_ptr<MatrixTransform> transform_3 = new MatrixTransform;
  transform_3->addChild(geode_3.get());
  transform_3->setUpdateCallback(new osg::AnimationPathCallback(Vec3(0, 0, 0), 
Z_AXIS, inDegrees(-22.5f)));
  scene->addChild(transform_3.get());

  const float radius = 0.8f;
  const float height = 1.0f;
  ref_ptr<TessellationHints> hints = new TessellationHints;
  hints->setDetailRatio(2.0f);
  ref_ptr<ShapeDrawable> shape;

  shape = new ShapeDrawable(new Box(Vec3(0.0f, 0.0f, -2.0f), 10, 10.f, 0.1), 
hints.get());
  shape->setColor(Vec4(0.5f, 0.5f, 0.7f, 1.0f));
  geode_1->addDrawable(shape.get());


  shape = new ShapeDrawable(new Sphere(Vec3(-3.0f, 0.0f, 0.0f), radius), 
hints.get());
  shape->setColor(Vec4(0.6f, 0.8f, 0.8f, 1.0f));
  geode_2->addDrawable(shape.get());

  shape = new ShapeDrawable(new Box(Vec3(3.0f, 0.0f, 0.0f), 2 * radius), 
hints.get());
  shape->setColor(Vec4(0.4f, 0.9f, 0.3f, 1.0f));
  geode_2->addDrawable(shape.get());

#if 0
  shape = new ShapeDrawable(new Cone(Vec3(0.0f, 0.0f, -3.0f), radius, height), 
hints.get());
  shape->setColor(Vec4(0.2f, 0.5f, 0.7f, 1.0f));
  geode_2->addDrawable(shape.get());
#endif

  shape = new ShapeDrawable(new Cylinder(Vec3(0.0f, 0.0f, 3.0f), radius, 
height), hints.get());
  shape->setColor(Vec4(1.0f, 0.3f, 0.3f, 1.0f));
  geode_2->addDrawable(shape.get());

  shape = new ShapeDrawable(new Box(Vec3(0.0f, 3.0f, 0.0f), 2, 0.1f, 2), 
hints.get());
  shape->setColor(Vec4(0.8f, 0.8f, 0.4f, 1.0f));
  geode_3->addDrawable(shape.get());

  // material
  ref_ptr<Material> matirial = new Material;
  matirial->setColorMode(Material::DIFFUSE);
  matirial->setAmbient(Material::FRONT_AND_BACK, Vec4(0, 0, 0, 1));
  matirial->setSpecular(Material::FRONT_AND_BACK, Vec4(1, 1, 1, 1));
  matirial->setShininess(Material::FRONT_AND_BACK, 64.0f);
  scene->getOrCreateStateSet()->setAttributeAndModes(matirial.get(), 
StateAttribute::ON);

  return scene;
}

osg::NodePath createReflector()
{
  osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
  pat->setPosition(osg::Vec3(0.0f,0.0f,0.0f));
  pat->setAttitude(osg::Quat(osg::inDegrees(0.0f),osg::Vec3(0.0f,0.0f,1.0f)));
  
#if 1
  Geode* node = new Geode;
  const float radius = 0.8f;
  ref_ptr<TessellationHints> hints = new TessellationHints;
  hints->setDetailRatio(2.0f);
  ShapeDrawable* shape = new ShapeDrawable(new Sphere(Vec3(0.0f, 0.0f, 0.0f), 
radius * 1.5f), hints.get());
  shape->setColor(Vec4(0.8f, 0.8f, 0.8f, 1.0f));
  node->addDrawable(shape);
#else
  osg::Node* file = osgDB::readNodeFile("D:\\dev\\POTSIM3D\\DATA\\B700.ive");
  osgUtil::SmoothingVisitor sv;
  file->accept(sv);

  osg::MatrixTransform* node = new osg::MatrixTransform;
  node->addChild(file);
  node->setMatrix(osg::Matrix::scale(osg::Vec3(0.25,0.25,0.25)));
#endif
  
  pat->addChild(node);

  osg::NodePath nodeList;
  nodeList.push_back(pat);
  nodeList.push_back(node);
  //nodeList.push_back(file);

  
  return nodeList;
}

class UpdateCameraAndTexGenCallback : public osg::NodeCallback
{
    public:
    
        typedef std::vector< osg::ref_ptr<osg::Camera> >  CameraList;

        UpdateCameraAndTexGenCallback(osg::NodePath& reflectorNodePath, 
CameraList& Cameras):
            _reflectorNodePath(reflectorNodePath),
            _Cameras(Cameras)
        {
        }
       
        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
        {
            // first update subgraph to make sure objects are all moved into 
position
            traverse(node,nv);

            // compute the position of the center of the reflector subgraph
            osg::Matrixd worldToLocal = 
osg::computeWorldToLocal(_reflectorNodePath);
            osg::BoundingSphere bs = _reflectorNodePath.back()->getBound();
            osg::Vec3 position = bs.center();

            typedef std::pair<osg::Vec3, osg::Vec3> ImageData;
            const ImageData id[] =
            {
                ImageData( osg::Vec3( 1,  0,  0), osg::Vec3( 0, -1,  0) ), // +X
                ImageData( osg::Vec3(-1,  0,  0), osg::Vec3( 0, -1,  0) ), // -X
                ImageData( osg::Vec3( 0,  1,  0), osg::Vec3( 0,  0,  1) ), // +Y
                ImageData( osg::Vec3( 0, -1,  0), osg::Vec3( 0,  0, -1) ), // -Y
                ImageData( osg::Vec3( 0,  0,  1), osg::Vec3( 0, -1,  0) ), // +Z
                ImageData( osg::Vec3( 0,  0, -1), osg::Vec3( 0, -1,  0) )  // -Z
            };

            for(unsigned int i=0; 
                i<numTextures && i<_Cameras.size();
                ++i)
            {
                osg::Matrix localOffset;
                
localOffset.makeLookAt(position,position+id[i].first,id[i].second);
                
                osg::Matrix viewMatrix = worldToLocal*localOffset;
            
                _Cameras[i]->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
                
_Cameras[i]->setProjectionMatrixAsFrustum(-1.0,1.0,-1.0,1.0,1.0,10000.0);
                _Cameras[i]->setViewMatrix(viewMatrix);
            }
        }
        
    protected:
    
        virtual ~UpdateCameraAndTexGenCallback() {}
        
        osg::NodePath               _reflectorNodePath;        
        CameraList                  _Cameras;
};

class TexMatCullCallback : public osg::NodeCallback
{
    public:
    
        TexMatCullCallback(osg::TexMat* texmat):
            _texmat(texmat)
        {
        }
       
        virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
        {
            // first update subgraph to make sure objects are all moved into 
position
            traverse(node,nv);
            
            osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>(nv);
            if (cv)
            {
                                osg::Quat q = 
osg::Matrix::inverse(*cv->getModelViewMatrix()).getRotate();


                                float yaw2 = asin(-2.0f*(q.x()*q.z() - 
q.w()*q.y()));
                                osg::Matrixd mxY;
                                mxY.makeRotate(yaw2,osg::Vec3(0,0,1));

                                osg::Matrixd mx = mxY;
                _texmat->setMatrix(mx);
            }
        }
        
    protected:
    
        osg::ref_ptr<TexMat>    _texmat;
};

class UpdateCameraPosUniformCallback : public osg::Uniform::Callback
{
public:
        UpdateCameraPosUniformCallback(osg::Camera* camera)
                : mCamera(camera)
        {
        }

        virtual void operator () (osg::Uniform* u, osg::NodeVisitor*)
        {
                osg::Vec3 eye;
                osg::Vec3 center;
                osg::Vec3 up;
                mCamera->getViewMatrixAsLookAt(eye,center,up);

                u->set(eye);
        }
protected:
        osg::Camera* mCamera;
};


osg::Group* createShadowedScene(osg::Node* reflectedSubgraph, osg::NodePath 
reflectorNodePath, unsigned int unit, const osg::Vec4& clearColor, unsigned 
tex_width, unsigned tex_height, osg::Camera::RenderTargetImplementation 
renderImplementation, osg::Camera* camera = 0)
{

    osg::Group* group = new osg::Group;
    
    osg::TextureCubeMap* texture = new osg::TextureCubeMap;
    texture->setTextureSize(tex_width, tex_height);

    texture->setInternalFormat(GL_RGB);
    texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
    texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
    texture->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
    
texture->setFilter(osg::TextureCubeMap::MIN_FILTER,osg::TextureCubeMap::LINEAR);
    
texture->setFilter(osg::TextureCubeMap::MAG_FILTER,osg::TextureCubeMap::LINEAR);
    
    // set up the render to texture cameras.
    UpdateCameraAndTexGenCallback::CameraList Cameras;
    for(unsigned int i=0; i<numTextures; ++i)
    {
        // create the camera
        osg::Camera* camera = new osg::Camera;

        camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        camera->setClearColor(clearColor);

        // set viewport
        camera->setViewport(0,0,tex_width,tex_height);

        // set the camera to render before the main camera.
        camera->setRenderOrder(osg::Camera::PRE_RENDER);

        // tell the camera to use OpenGL frame buffer object where supported.
        camera->setRenderTargetImplementation(renderImplementation);

        // attach the texture and use it as the color buffer.
        camera->attach(osg::Camera::COLOR_BUFFER, texture, 0, i);

        // add subgraph to render
        camera->addChild(reflectedSubgraph);
        
        group->addChild(camera);
        
        Cameras.push_back(camera);
    }
   
#if 1
    // create the texgen node to project the tex coords onto the subgraph
    osg::TexGenNode* texgenNode = new osg::TexGenNode;
    texgenNode->getTexGen()->setMode(osg::TexGen::REFLECTION_MAP);
    texgenNode->setTextureUnit(unit);
    group->addChild(texgenNode);

    // set the reflected subgraph so that it uses the texture and tex gen 
settings. 
        osg::Node* reflectorNode = reflectorNodePath.front();
    {
        
        group->addChild(reflectorNode);
                
        osg::StateSet* stateset = reflectorNode->getOrCreateStateSet();
                
stateset->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
        
stateset->setTextureMode(unit,GL_TEXTURE_GEN_S,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
        
stateset->setTextureMode(unit,GL_TEXTURE_GEN_T,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
        
stateset->setTextureMode(unit,GL_TEXTURE_GEN_R,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
        
stateset->setTextureMode(unit,GL_TEXTURE_GEN_Q,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);

        osg::TexMat* texmat = new osg::TexMat;
        
stateset->setTextureAttributeAndModes(unit,texmat,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
        
        reflectorNode->setCullCallback(new TexMatCullCallback(texmat));
    }

        osg::StateSet* ss = reflectorNode->getOrCreateStateSet();
        
ss->setTextureAttributeAndModes(unit,texture,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);

                const char* microshaderVertSource = 
                                "uniform mat4 osg_ViewMatrixInverse;    \n"
                                "uniform vec3 CameraPos;                        
        \n" //
                                "mat3 GetLinearPart( mat4 m )                   
\n" //
                                "{                                              
                                \n" //
                                "       mat3 result;                            
                \n" //
                                "                                               
                                \n" //
                                "       result[0][0] = m[0][0];                 
        \n" //  
                                "       result[0][1] = m[0][1];                 
        \n" //
                                "       result[0][2] = m[0][2];                 
        \n" //
                                "                                               
                                \n" //
                                "       result[1][0] = m[1][0];                 
        \n" //
                                "       result[1][1] = m[1][1];                 
        \n" //
                                "       result[1][2] = m[1][2];                 
        \n" //
                                "                                               
                                \n" //
                                "       result[2][0] = m[2][0];                 
        \n" //
                                "       result[2][1] = m[2][1];                 
        \n" //
                                "       result[2][2] = m[2][2];                 
        \n" //
                                "                                               
                                \n" //
                                "       return result;                          
                \n" //
                                "}                                              
                                \n" //  
                                "                                               
                                \n" //
                                "void main()                                    
                \n" //  
                                "{                                              
                                \n" //
                                "       gl_Position = ftransform();             
        \n" //
                                "                                               
                                                                \n" //
                                "       gl_TexCoord[0] = gl_MultiTexCoord0;     
                                \n" //  
                                "   mat4 ModelWorld4x4 = osg_ViewMatrixInverse 
* gl_ModelViewMatrix;    \n" //
                                "                                               
                                                                \n" //
                                "       mat3 ModelWorld3x3 = GetLinearPart( 
ModelWorld4x4 );    \n" //
                                "                                               
                                                                \n" //
                                "       vec4 WorldPos = ModelWorld4x4 *  
gl_Vertex;                     \n" //
                                "                                               
                                                                \n" //
                                "       vec3 N = normalize( ModelWorld3x3 * 
gl_Normal );        \n" //
                                "                                               
                                                                \n" //
                                "       vec3 E = normalize( WorldPos.xyz - 
CameraPos.xyz );     \n" //  
                                "                                               
                                                                \n" //
                                "       gl_TexCoord[1].xyz = reflect( E, N );   
                        \n" //
                                "}                                              
                                                                \n" //
                                ;
                        const char* microshaderFragSource = 
                                "uniform samplerCube cubeMap;                   
                                                                        \n"
                                "uniform sampler2D colorMap;                    
                                                                        \n"
                                "                                               
                                                                                
                        \n"
                                "const float reflect_factor = 0.5;              
                                                                        \n"
                                "                                               
                                                                                
                        \n"
                                "void main (void)                               
                                                                                
        \n"
                                "{                                              
                                                                                
                        \n"
                                "       vec3 base_color = texture2D(colorMap, 
gl_TexCoord[0].xy).rgb;                   \n"
                                "                                               
                                                                                
                        \n"
                                "       vec3 cube_color = textureCube(cubeMap, 
gl_TexCoord[1].xyz).rgb;                 \n"
                                "                                               
                                                                                
                        \n"
                                "       gl_FragColor = vec4( mix(cube_color, 
base_color, reflect_factor).rgb, 1.0);     \n"
                                "}                                              
                                                                                
                        \n"             
                                ;


        osg::Program* program = new osg::Program;
    program->setName( "microshader" );
    program->addShader( new osg::Shader( osg::Shader::VERTEX, 
microshaderVertSource ) );
    program->addShader( new osg::Shader( osg::Shader::FRAGMENT, 
microshaderFragSource ) );
    ss->setAttributeAndModes( program, osg::StateAttribute::ON );
        ss->addUniform( new osg::Uniform("cubeMap", unit) );
        ss->addUniform( new osg::Uniform("colorMap",0) );

        {
                osg::Uniform* u = new osg::Uniform("CameraPos",osg::Vec3());
                u->setUpdateCallback( new UpdateCameraPosUniformCallback( 
camera ) );
                ss->addUniform( u );
        }
#endif

        osg::Texture2D * texture0 =  new 
osg::Texture2D(osgDB::readImageFile("Images/skymap.jpg") );
    ss->setTextureAttributeAndModes( 0, texture0, osg::StateAttribute::ON );

    // add the reflector scene to draw just as normal
    group->addChild(reflectedSubgraph);
    
    // set an update callback to keep moving the camera and tex gen in the 
right direction.
    group->setUpdateCallback(new 
UpdateCameraAndTexGenCallback(reflectorNodePath, Cameras));

    return group;
}


int main(int argc, char** argv)
{
    // use an ArgumentParser object to manage the program arguments.
    ArgumentParser arguments(&argc, argv);

    // set up the usage document, in case we need to print out how to use this 
program.
    
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() 
+ " is the example which demonstrates using of GL_ARB_shadow extension 
implemented in osg::Texture class");
    
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName());
    arguments.getApplicationUsage()->addCommandLineOption("-h or --help", 
"Display this information");
    arguments.getApplicationUsage()->addCommandLineOption("--fbo","Use Frame 
Buffer Object for render to texture, where supported.");
    arguments.getApplicationUsage()->addCommandLineOption("--fb","Use 
FrameBuffer for render to texture.");
    arguments.getApplicationUsage()->addCommandLineOption("--pbuffer","Use 
Pixel Buffer for render to texture, where supported.");
    arguments.getApplicationUsage()->addCommandLineOption("--window","Use a 
separate Window for render to texture.");
    arguments.getApplicationUsage()->addCommandLineOption("--width","Set the 
width of the render to texture");
    arguments.getApplicationUsage()->addCommandLineOption("--height","Set the 
height of the render to texture");

    // construct the viewer.
    osgViewer::Viewer viewer;

    // if user request help write it out to cout.
    if (arguments.read("-h") || arguments.read("--help"))
    {
        arguments.getApplicationUsage()->write(std::cout);
        return 1;
    }
    
    unsigned tex_width = 256;
    unsigned tex_height = 256;
    while (arguments.read("--width", tex_width)) {}
    while (arguments.read("--height", tex_height)) {}

    osg::Camera::RenderTargetImplementation renderImplementation = 
osg::Camera::FRAME_BUFFER_OBJECT;
    
    while (arguments.read("--fbo")) { renderImplementation = 
osg::Camera::FRAME_BUFFER_OBJECT; }
    while (arguments.read("--pbuffer")) { renderImplementation = 
osg::Camera::PIXEL_BUFFER; }
    while (arguments.read("--fb")) { renderImplementation = 
osg::Camera::FRAME_BUFFER; }
    while (arguments.read("--window")) { renderImplementation = 
osg::Camera::SEPERATE_WINDOW; }
    

    // any option left unread are converted into errors to write out later.
    arguments.reportRemainingOptionsAsUnrecognized();

    // report any errors if they have occurred when parsing the program 
arguments.
    if (arguments.errors())
    {
      arguments.writeErrorMessages(std::cout);
      return 1;
    }

    ref_ptr<MatrixTransform> scene = new MatrixTransform;
    
scene->setMatrix(osg::Matrix::rotate(osg::DegreesToRadians(0.f),1.0,0.0,0.0));

    ref_ptr<Group> reflectedSubgraph = _create_scene();    
    if (!reflectedSubgraph.valid()) return 1;

    ref_ptr<Group> reflectedScene = createShadowedScene(
                        reflectedSubgraph.get(), 
                        createReflector(), 
                        1, 
                        viewer.getCamera()->getClearColor(),
            tex_width, 
                        tex_height, 
                        renderImplementation,
                        viewer.getCamera());

    scene->addChild(reflectedScene.get());

    viewer.setSceneData(scene.get());

    return viewer.run();
}
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