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  • osg通过glsl实现一个平面的水效果(法线贴图) 【转】

    转自 http://blog.sina.com.cn/s/blog_78ea87380101ehk3.html

    此文实现一个简单的的水面效果,主要是法线贴图, 效果图如下:

     

    osg通过glsl实现一个平面的水效果(法线贴图)

    此文分为三部分:vertexShader, fragmentShader, main;
     
    vertexShader:
     

    varying vec3 lightdir;           //切线空间灯光向量;

    varying vec3 eyedir;             //切线空间眼点向量;

    varying vec4 ambient, diffuse, specular;

    attribute vec3 tangent;          //顶点切线;

    uniform float time;                       //时间更新;

    uniform vec3  lightPos;         //灯光的位置;

    void main()

    {

             vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);

             vec3 L = normalize(lightPos - vVertex);                 //定点到光源向量;

             vec3 E = normalize(-vVertex);                                     //定点到眼点向量;

             vec3 N = normalize(gl_NormalMatrix * gl_Normal);

             vec3 H = normalize(L + E);

             //获取漫反射, 镜面反射量;

             ambient = vec4(1.0,1.0,1.0,1.0);

             diffuse = vec4(1.0,1.0,1.0,1.0);

             specular = vec4(1.0,1.0,1.0,1.0);

             float _diffuse = max(dot(L, N), 0.0);

             if(_diffuse > 0.0)

             {

                     diffuse = diffuse * _diffuse;

                     float _specular = max(dot(H,N),0.0);

                     specular = specular * pow(_specular , 64.0);

             }

             //计算切线空间量;

             vec3 T = normalize(vec3(gl_NormalMatrix * tangent));

             vec3 B = normalize(cross(N,T));

     

             lightdir.x = dot(L,T);

             lightdir.y = dot(L,B);

             lightdir.z = dot(L,N);

             lightdir = normalize(lightdir);

     

             eyedir.x = dot(E,T);

             eyedir.y = dot(E,B);

             eyedir.z = dot(E,N);

             lightdir = normalize(eyedir);

     

             gl_TexCoord[0] = gl_MultiTexCoord0;

            

             //根据时间获取法线纹理位置;

             gl_TexCoord[1].x = gl_TexCoord[0].x + time * 0.05;

             gl_TexCoord[1].y = gl_TexCoord[0].y + time * 0.05;

     

             gl_Position  = ftransform();

    }

    fragmentShader:

    varying vec3 lightdir;
    
    varying vec3 eyedir;
    
    varying vec4 ambient, diffuse, specular;
    
     
    
    uniform sampler2D baseTex;
    
    uniform sampler2D normTex;
    
     
    
    void main()
    
    {
    
             vec3 L = normalize(lightdir);
    
             vec3 E = normalize(eyedir);
    
     
    
             vec4 _baseColor = texture2D(baseTex, gl_TexCoord[0].xy);
    
             vec3 _normColor = texture2D(normTex, gl_TexCoord[1].xy).xyz;
    
             
    
             _baseColor = texture2D(baseTex, gl_TexCoord[0].xy + _normColor * 0.35); //调制底面纹理波动;
    
             _normColor = texture2D(normTex, gl_TexCoord[1].xy + _normColor * 0.02).xyz;
    
     
    
             vec3 N = normalize(_normColor * 2.0 - vec3(1.0));     //将法线转到[-1,1]范围;
    
     
    
             float _diff = max(dot(L,N),0.0);
    
             float _spec = max(dot(E,N),0.0);
    
     
    
             if(_diff > 0.0)
    
             {
    
                     _spec = pow(_spec, 64.0);
    
             }
    
     gl_FragColor = vec4(ambient.xyz * _baseColor.xyz + diffuse.xyz * _diff * _baseColor.xyz + specular * _spec, 1.0);
    
    }
    

    osg main()函数:

    #include 
    
    #include 
    
    #include 
    
    #include 
    
    #include 
    
    #include 
    
    #include 
    
     
    
    #include 
    
    #include 
    
    #include 
    
    #include "../OsgInstance/CommLib.h"
    
    osg::ref_ptr createPlane(int _w, int _h)
    
    {
    
             osg::ref_ptr geode = new osg::Geode;
    
             osg::ref_ptr geom = new osg::Geometry;
    
             geode->addDrawable(geom);
    
     
    
             osg::ref_ptr vArr = new osg::Vec3Array;
    
             vArr->push_back(osg::Vec3(-_w/2.0,0,-_h/2.0));
    
             vArr->push_back(osg::Vec3(-_w/2.0,0,_h/2.0));
    
             vArr->push_back(osg::Vec3(_w/2.0,0,_h/2.0));
    
             vArr->push_back(osg::Vec3(_w/2.0,0,-_h/2.0));
    
     
    
             geom->setVertexArray(vArr);
    
     
    
             osg::ref_ptr tArr = new osg::Vec2Array;
    
             tArr->push_back(osg::Vec2(0.0,0.0));
    
             tArr->push_back(osg::Vec2(0.0,1.0));
    
             tArr->push_back(osg::Vec2(1.0,1.0));
    
             tArr->push_back(osg::Vec2(1.0,0.0));
    
     
    
             geom->setTexCoordArray(0, tArr);
    
     
    
             osg::ref_ptr nArr = new osg::Vec3Array;
    
             nArr->push_back(osg::Vec3(0.0,-1.0,1.0));
    
             geom->setNormalArray(nArr);
    
             geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
    
     
    
             geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, 4));
    
     
    
             return geode;
    
    }
    
     
    
    int main(int argc, char *argv[])
    
    {
    
     
    
             osg::ref_ptr viewer = new osgViewer::Viewer;
    
     
    
             osg::ref_ptr _root = new osg::Group;
    
             osg::ref_ptr  _waterPanle = createPlane(500,500);
    
             _root->addChild(_waterPanle);
    
     
    
             //背景图片;
    
             osg::ref_ptr baseTex = new osg::Texture2D;
    
             baseTex->setImage(osgDB::readImageFile("water0.bmp"));
    
             baseTex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
    
             baseTex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
    
     
    
             //法线图;
    
             osg::ref_ptr normTex = new osg::Texture2D;
    
             normTex->setImage(osgDB::readImageFile("water.bmp"));
    
             normTex->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
    
             normTex->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
    
     
    
             _waterPanle->getOrCreateStateSet()->setTextureAttributeAndModes(0, baseTex, 1);
    
             _waterPanle->getOrCreateStateSet()->setTextureAttributeAndModes(1, normTex, 1);
    
     
    
     
    
             osg::ref_ptr program = new osg::Program;
    
             osg::ref_ptr  vertShader = new osg::Shader(osg::Shader::VERTEX);
    
             osg::ref_ptr  fragShader = new osg::Shader(osg::Shader::FRAGMENT);
    
             program->addShader(vertShader);
    
             program->addShader(fragShader);
    
     
    
             if(!vertShader->loadShaderSourceFromFile("water.vert"))
    
             {
    
                     printf("load vertex shader error !
    ");
    
             }
    
             if(!fragShader->loadShaderSourceFromFile("water.frag"))
    
             {
    
                     printf("load fragment shader error !
    ");
    
             }
    
     
    
             _waterPanle->getOrCreateStateSet()->setAttribute(program, 1);
    
             _waterPanle->getOrCreateStateSet()->addUniform(new osg::Uniform("time", float(0.0)));
    
             _waterPanle->getOrCreateStateSet()->addUniform(new osg::Uniform("baseTex", 0));
    
             _waterPanle->getOrCreateStateSet()->addUniform(new osg::Uniform("normTex", 1));
    
     _waterPanle->getOrCreateStateSet()->addUniform(new osg::Uniform("lightPos", osg::Vec3(0.0,0.0,0.0)));//lightPos
    
     
    
     
    
             viewer->setSceneData(_root);
    
             viewer->setCameraManipulator(new osgGA::TrackballManipulator);
    
     
    
             while(!viewer->done())
    
             {
    
     
    
                     float _time = viewer->getFrameStamp()->getSimulationTime();     
                     _waterPanle->getOrCreateStateSet()->getUniform("time")->set(_time);
    
    
    
                     osg::Matrix _mmt = viewer->getCamera()->getViewMatrix();
    
                     _waterPanle->getOrCreateStateSet()->getUniform("lightPos")->set(_mmt.getTrans());
    
    
    
                     viewer->frame();
    
             }
    
    
    
    }
    
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  • 原文地址:https://www.cnblogs.com/mazhenyu/p/3804440.html
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