openscenegraph
BumpMapping
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1/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
2 *
3 * This library is open source and may be redistributed and/or modified under
4 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
5 * (at your option) any later version. The full license is in LICENSE file
6 * included with this distribution, and on the openscenegraph.org website.
7 *
8 * This library is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * OpenSceneGraph Public License for more details.
12*/
13//osgFX - Copyright (C) 2003 Marco Jez
14
15#ifndef OSGFX_BUMPMAPPING_
16#define OSGFX_BUMPMAPPING_
17
18#include <osgFX/Export>
19#include <osgFX/Effect>
20
21#include <osg/ref_ptr>
22#include <osg/Texture2D>
23
24namespace osgFX
25{
26
27 /**
28 This effect makes surfaces appear bumpy. Children nodes must use two textures,
29 one for diffuse color and one for the normal map (which can be created
30 from a height map with tools like nVIDIA's normal map generator). Furthermore,
31 tangent-space basis vectors must be created and assigned to each Geometry; this
32 can be done quickly by calling BumpMapping::prepareChildren(). Note that both
33 diffuse and normal map textures must have corresponding UV maps defined in
34 Geometry objects.
35 This effect defines a preferred technique which uses ARB vertex & fragment
36 programs, and a fallback technique which doesn't use fragment programs. The
37 latter is more limited though since it can't handle ambient and specular
38 components.
39 */
40 class OSGFX_EXPORT BumpMapping: public Effect {
41 public:
42 BumpMapping();
43 BumpMapping(const BumpMapping& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
44
45 META_Effect(osgFX, BumpMapping,
46
47 "Bump Mapping",
48
49 "This effect makes surfaces appear bumpy. Children nodes must use two textures, "
50 "one for diffuse color and one for the normal map (which can be created "
51 "from a height map with tools like nVIDIA's normal map generator). Furthermore, "
52 "tangent-space basis vectors must be created and assigned to each Geometry; this "
53 "can be done quickly by calling BumpMapping::prepareChildren(). Note that both "
54 "diffuse and normal map textures must have corresponding UV maps defined in "
55 "Geometry objects.\n"
56 "This effect defines a preferred technique which uses ARB vertex & fragment "
57 "programs, and a fallback technique which doesn't use fragment programs. The "
58 "latter is more limited though since it can't handle ambient and specular "
59 "components.",
60
61 "Marco Jez");
62
63
64 /** get the OpenGL light number */
65 inline int getLightNumber() const;
66
67 /** set the OpenGL light number that will be used in lighting computations */
68 inline void setLightNumber(int n);
69
70 /** get the texture unit that contains diffuse color texture. Default is 1 */
71 inline int getDiffuseTextureUnit() const;
72
73 /** set the texture unit that contains diffuse color texture. Default is 1 */
74 inline void setDiffuseTextureUnit(int n);
75
76 /** get the texture unit that contains normal map texture. Default is 0 */
77 inline int getNormalMapTextureUnit() const;
78
79 /** set the texture unit that contains normal map texture. Default is 0 */
80 inline void setNormalMapTextureUnit(int n);
81
82 /** get the diffuse color texture that overrides children's texture */
83 inline osg::Texture2D* getOverrideDiffuseTexture();
84
85 /** get the const diffuse color texture that overrides children's texture */
86 inline const osg::Texture2D* getOverrideDiffuseTexture() const;
87
88 /** set the diffuse color texture that overrides children's texture */
89 inline void setOverrideDiffuseTexture(osg::Texture2D* texture);
90
91 /** get the normal map texture that overrides children's texture */
92 inline osg::Texture2D* getOverrideNormalMapTexture();
93
94 /** get the const normal map texture that overrides children's texture */
95 inline const osg::Texture2D* getOverrideNormalMapTexture() const;
96
97 /** set the normal map texture that overrides children's texture */
98 inline void setOverrideNormalMapTexture(osg::Texture2D* texture);
99
100 /**
101 prepare a Geometry for bump lighting. Tangent-space basis vectors are
102 generated and attached to the geometry as vertex attribute arrays.
103 */
104 void prepareGeometry(osg::Geometry* geo);
105
106 /** prepare a Node for bump lighting, calling prepareGeometry() for each Geometry */
107 void prepareNode(osg::Node* node);
108
109 /** prepare children for bump lighting. Actually calls prepareNode() for each child */
110 void prepareChildren();
111
112 /** set up a demo environment with predefined diffuse and normal maps, as well as texture coordinates */
113 void setUpDemo();
114
115 protected:
116 virtual ~BumpMapping() {}
117 BumpMapping &operator=(const BumpMapping &) { return *this; }
118
119 bool define_techniques();
120
121 private:
122 int _lightnum;
123 int _diffuse_unit;
124 int _normal_unit;
125 osg::ref_ptr<osg::Texture2D> _diffuse_tex;
126 osg::ref_ptr<osg::Texture2D> _normal_tex;
127 };
128
129 // INLINE METHODS
130
131 inline int BumpMapping::getLightNumber() const
132 {
133 return _lightnum;
134 }
135
136 inline void BumpMapping::setLightNumber(int n)
137 {
138 _lightnum = n;
139 dirtyTechniques();
140 }
141
142 inline int BumpMapping::getDiffuseTextureUnit() const
143 {
144 return _diffuse_unit;
145 }
146
147 inline void BumpMapping::setDiffuseTextureUnit(int n)
148 {
149 _diffuse_unit = n;
150 dirtyTechniques();
151 }
152
153 inline int BumpMapping::getNormalMapTextureUnit() const
154 {
155 return _normal_unit;
156 }
157
158 inline void BumpMapping::setNormalMapTextureUnit(int n)
159 {
160 _normal_unit = n;
161 dirtyTechniques();
162 }
163
164 inline osg::Texture2D* BumpMapping::getOverrideDiffuseTexture()
165 {
166 return _diffuse_tex.get();
167 }
168
169 inline const osg::Texture2D* BumpMapping::getOverrideDiffuseTexture() const
170 {
171 return _diffuse_tex.get();
172 }
173
174 inline void BumpMapping::setOverrideDiffuseTexture(osg::Texture2D* texture)
175 {
176 _diffuse_tex = texture;
177 dirtyTechniques();
178 }
179
180 inline osg::Texture2D* BumpMapping::getOverrideNormalMapTexture()
181 {
182 return _normal_tex.get();
183 }
184
185 inline const osg::Texture2D* BumpMapping::getOverrideNormalMapTexture() const
186 {
187 return _normal_tex.get();
188 }
189
190 inline void BumpMapping::setOverrideNormalMapTexture(osg::Texture2D* texture)
191 {
192 _normal_tex = texture;
193 dirtyTechniques();
194 }
195
196}
197
198#endif