Hi Tobias

I implemented the OSG BumpMap with no need to use shaders, as follow:

function source


Code:
 
void bumpMapOSG(osg::Geode *geode, osg::Group *group, osg::Image *normal_image, 
osg::Image *difuse_image, double scale_x,
        double scale_y) {

    if (!normal_image || !difuse_image) {
        std::cout << "IMAGE FAIL" << std::endl;
        exit(0);
    }

    osg::StateSet* bumpState = new osg::StateSet();

    // Set textures
    osg::ref_ptr<osg::Texture2D> normal_texture(new osg::Texture2D());
    osg::ref_ptr<osg::Texture2D> difuse_texture(new osg::Texture2D());

    normal_texture->setImage(normal_image);
    normal_texture->setDataVariance(osg::Object::DYNAMIC);
    normal_texture->setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::LINEAR_MIPMAP_LINEAR);
    normal_texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
    normal_texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
    normal_texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
    normal_texture->setResizeNonPowerOfTwoHint(false);
    normal_texture->setMaxAnisotropy(8.0f);

    difuse_texture->setImage(difuse_image);
    difuse_texture->setDataVariance(osg::Object::DYNAMIC);
    difuse_texture->setFilter(osg::Texture::MIN_FILTER, 
osg::Texture::LINEAR_MIPMAP_LINEAR);
    difuse_texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
    difuse_texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
    difuse_texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
    difuse_texture->setResizeNonPowerOfTwoHint(false);
    difuse_texture->setMaxAnisotropy(8.0f);

    const int TEXTURE_UNIT_NORMAL = 1;
    const int TEXTURE_UNIT_DIFUSE = 2;

    bumpState->setTextureAttributeAndModes(TEXTURE_UNIT_NORMAL, normal_texture, 
osg::StateAttribute::ON);
    bumpState->setTextureAttributeAndModes(TEXTURE_UNIT_DIFUSE, difuse_texture, 
osg::StateAttribute::ON);

    osg::ref_ptr<osg::Geometry> geometry = 
geode->asGeode()->getDrawable(0)->asGeometry();
    osg::Vec2Array* tex_coord = 
dynamic_cast<osg::Vec2Array*>(geometry->getTexCoordArray(0));

    for (unsigned int i = 0; i < tex_coord->getNumElements(); ++i)
        (*tex_coord)[i].set((*tex_coord)[i].x() * scale_x, (*tex_coord)[i].y() 
* scale_y);

    geometry->setStateSet(bumpState);
    if (tex_coord) {
        geometry->setTexCoordArray(TEXTURE_UNIT_NORMAL, tex_coord);
        geometry->setTexCoordArray(TEXTURE_UNIT_DIFUSE, tex_coord);
    } else {
        std::cout << "MISS TEXTURE COORDINATE " << std::endl;
        exit(0);
    }

    osgFX::BumpMapping* bump_mapping = new osgFX::BumpMapping();
    bump_mapping->setEnabled(true);
    bump_mapping->setLightNumber(0);
    bump_mapping->setNormalMapTextureUnit(TEXTURE_UNIT_NORMAL);
    bump_mapping->setDiffuseTextureUnit(TEXTURE_UNIT_DIFUSE);
    bump_mapping->addChild(geode);
    bump_mapping->prepareChildren();
    group->addChild(bump_mapping);

}
[\code]



Thank you!

Cheers,
Tiago



------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66724#66724





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