#!/bin/env python

# Automatically translated python version of 
# OpenSceneGraph example program "osgvertexprogram"
# !!! This program will need manual tuning before it will work. !!!

import sys

from osgpypp import osg
from osgpypp import osgDB
from osgpypp import osgUtil
from osgpypp import osgViewer


# Translated from file 'osgvertexprogram.cpp'

# OpenSceneGraph example, osgvertexprogram.
#*
#*  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 <osg/Vec3>
#include <osg/Vec4>
#include <osg/Quat>
#include <osg/Matrix>
#include <osg/ShapeDrawable>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Transform>
#include <osg/Material>
#include <osg/NodeCallback>
#include <osg/Depth>
#include <osg/CullFace>
#include <osg/TexMat>
#include <osg/TexGen>
#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/TextureCubeMap>
#include <osg/VertexProgram>

#include <osgDB/Registry>
#include <osgDB/ReadFile>

#include <osgUtil/SmoothingVisitor>
#include <osgUtil/Optimizer>

#include <osgViewer/Viewer>

#include <iostream>


refract = 1.02          # ratio of indicies of refraction
fresnel = 0.2           # Fresnel multiplier


 char vpstr[] =
    " not  not ARBvp1.0 # Refraction                                    \n"
    "                                                           \n"
    "ATTRIB iPos         = vertex.position                     \n"
    "#ATTRIB iCol        = vertex.color.primary                \n"
    "ATTRIB iNormal      = vertex.normal                       \n"
    "PARAM  esEyePos     =  0, 0, 0, 1                       \n"
    "PARAM  const0123    =  0, 1, 2, 3                       \n"
    "PARAM  fresnel      = program.local[0]                    \n"
    "PARAM  refract      = program.local[1]                    \n"
    "PARAM  itMV[4]      =  state.matrix.modelview.invtrans  \n"
    "PARAM  MVP[4]       =  state.matrix.mvp                 \n"
    "PARAM  MV[4]        =  state.matrix.modelview           \n"
    "PARAM  texmat[4]    =  state.matrix.texture[0]          \n"
    "TEMP   esPos        # position in eye-space               \n"
    "TEMP   esNormal     # normal in eye-space                 \n"
    "TEMP   tmp, IdotN, K                                      \n"
    "TEMP   esE          # eye vector                          \n"
    "TEMP   esI          # incident vector (=-E)               \n"
    "TEMP   esR          # first refract- then reflect-vector  \n"
    "OUTPUT oPos         = result.position                     \n"
    "OUTPUT oColor       = result.color                        \n"
    "OUTPUT oRefractMap  = result.texcoord[0]                  \n"
    "OUTPUT oReflectMap  = result.texcoord[1]                  \n"
    "                                                           \n"
    "# transform vertex to clip space                           \n"
    "DP4    oPos.x, MVP[0], iPos                               \n"
    "DP4    oPos.y, MVP[1], iPos                               \n"
    "DP4    oPos.z, MVP[2], iPos                               \n"
    "DP4    oPos.w, MVP[3], iPos                               \n"
    "                                                           \n"
    "# Transform the normal to eye space.                       \n"
    "DP3    esNormal.x, itMV[0], iNormal                       \n"
    "DP3    esNormal.y, itMV[1], iNormal                       \n"
    "DP3    esNormal.z, itMV[2], iNormal                       \n"
    "                                                           \n"
    "# normalize normal                                         \n"
    "DP3    esNormal.w, esNormal, esNormal                     \n"
    "RSQ    esNormal.w, esNormal.w                             \n"
    "MUL    esNormal, esNormal, esNormal.w                     \n"
    "                                                           \n"
    "# transform vertex position to eye space                   \n"
    "DP4    esPos.x, MV[0], iPos                               \n"
    "DP4    esPos.y, MV[1], iPos                               \n"
    "DP4    esPos.z, MV[2], iPos                               \n"
    "DP4    esPos.w, MV[3], iPos                               \n"
    "                                                           \n"
    "# vertex to eye vector                                     \n"
    "ADD    esE, -esPos, esEyePos                              \n"
    "#MOV   esE, -esPos                                        \n"
    "                                                           \n"
    "# normalize eye vector                                     \n"
    "DP3    esE.w, esE, esE                                    \n"
    "RSQ    esE.w, esE.w                                       \n"
    "MUL    esE, esE, esE.w                                    \n"
    "                                                           \n"
    "# calculate some handy values                              \n"
    "MOV    esI, -esE                                          \n"
    "DP3    IdotN, esNormal, esI                               \n"
    "                                                           \n"
    "# calculate refraction vector, Renderman style             \n"
    "                                                           \n"
    "# k = 1-index*index*(1-(I dot N)^2)                        \n"
    "MAD    tmp, -IdotN, IdotN, const0123.y                    \n"
    "MUL    tmp, tmp, refract.y                                \n"
    "ADD    K.x, const0123.y, -tmp                             \n"
    "                                                           \n"
    "# k<0,  R = [0,0,0]                                        \n"
    "# k>=0, R = index*I-(index*(I dot N) + sqrt(k))*N          \n"
    "RSQ    K.y, K.x                                           \n"
    "RCP    K.y, K.y                           # K.y = sqrt(k) \n"
    "MAD    tmp.x, refract.x, IdotN, K.y                       \n"
    "MUL    tmp, esNormal, tmp.x                               \n"
    "MAD    esR, refract.x, esI, tmp                           \n"
    "                                                           \n"
    "# transform refracted ray by cubemap transform             \n"
    "DP3    oRefractMap.x, texmat[0], esR                      \n"
    "DP3    oRefractMap.y, texmat[1], esR                      \n"
    "DP3    oRefractMap.z, texmat[2], esR                      \n"
    "                                                           \n"
    "# calculate reflection vector                              \n"
    "# R = 2*N*(N dot E)-E                                      \n"
    "MUL    tmp, esNormal, const0123.z                         \n"
    "DP3    esR.w, esNormal, esE                               \n"
    "MAD    esR, esR.w, tmp, -esE                              \n"
    "                                                           \n"
    "# transform reflected ray by cubemap transform             \n"
    "DP3    oReflectMap.x, texmat[0], esR                      \n"
    "DP3    oReflectMap.y, texmat[1], esR                      \n"
    "DP3    oReflectMap.z, texmat[2], esR                      \n"
    "                                                           \n"
    "# Fresnel approximation = fresnel*(1-(N dot I))^2          \n"
    "ADD    tmp.x, const0123.y, -IdotN                         \n"
    "MUL    tmp.x, tmp.x, tmp.x                                \n"
    "MUL    oColor, tmp.x, fresnel                             \n"
    "                                                           \n"
    "END                                                        \n"


def readCubeMap():


    
    cubemap = osg.TextureCubeMap()
    ##define CUBEMAP_FILENAME(face) "nvlobby_" #face ".png"
    ##define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png"
    #define CUBEMAP_FILENAME(face) "Cubemap_snow/" #face ".jpg"

    imagePosX = osgDB.readImageFile(CUBEMAP_FILENAME(posx))
    imageNegX = osgDB.readImageFile(CUBEMAP_FILENAME(negx))
    imagePosY = osgDB.readImageFile(CUBEMAP_FILENAME(posy))
    imageNegY = osgDB.readImageFile(CUBEMAP_FILENAME(negy))
    imagePosZ = osgDB.readImageFile(CUBEMAP_FILENAME(posz))
    imageNegZ = osgDB.readImageFile(CUBEMAP_FILENAME(negz))

    if imagePosX  and  imageNegX  and  imagePosY  and  imageNegY  and  imagePosZ  and  imageNegZ :
        cubemap.setImage(osg.TextureCubeMap.POSITIVE_X, imagePosX)
        cubemap.setImage(osg.TextureCubeMap.NEGATIVE_X, imageNegX)
        cubemap.setImage(osg.TextureCubeMap.POSITIVE_Y, imagePosY)
        cubemap.setImage(osg.TextureCubeMap.NEGATIVE_Y, imageNegY)
        cubemap.setImage(osg.TextureCubeMap.POSITIVE_Z, imagePosZ)
        cubemap.setImage(osg.TextureCubeMap.NEGATIVE_Z, imageNegZ)

        cubemap.setWrap(osg.Texture.WRAP_S, osg.Texture.CLAMP_TO_EDGE)
        cubemap.setWrap(osg.Texture.WRAP_T, osg.Texture.CLAMP_TO_EDGE)
        cubemap.setWrap(osg.Texture.WRAP_R, osg.Texture.CLAMP_TO_EDGE)

        cubemap.setFilter(osg.Texture.MIN_FILTER, osg.Texture.LINEAR_MIPMAP_LINEAR)
        cubemap.setFilter(osg.Texture.MAG_FILTER, osg.Texture.LINEAR)

    return cubemap


# Update texture matrix for cubemaps
class TexMatCallback (osg.NodeCallback) :

    TexMatCallback(osg.TexMat tm) :
        _texMat(tm)

    virtual void operator()(osg.Node* node, osg.NodeVisitor* nv)
        cv = dynamic_cast<osgUtil.CullVisitor*>(nv)
        if cv :
            MV = *(cv.getModelViewMatrix())
            R = osg.Matrix.rotate( osg.DegreesToRadians(112.0), 0.0,0.0,1.0)*
                                  osg.Matrix.rotate( osg.DegreesToRadians(90.0), 1.0,0.0,0.0)

            q = MV.getRotate()
            C = osg.Matrix.rotate( q.inverse() )

            _texMat.setMatrix( C*R )

        traverse(node,nv)

    _texMat = osg.TexMat()



class MoveEarthySkyWithEyePointTransform (osg.Transform) :
    #* Get the transformation matrix which moves from local coords to world coords.
    def computeLocalToWorldMatrix(matrix, nv):
        
        cv = dynamic_cast<osgUtil.CullVisitor*>(nv)
        if cv :
            eyePointLocal = cv.getEyeLocal()
            matrix.preMultTranslate(eyePointLocal)
        return True

    #* Get the transformation matrix which moves from world coords to local coords.
    def computeWorldToLocalMatrix(matrix, nv):
        
        cv = dynamic_cast<osgUtil.CullVisitor*>(nv)
        if cv :
            eyePointLocal = cv.getEyeLocal()
            matrix.postMultTranslate(-eyePointLocal)
        return True



def createSkyBox():


    

    stateset = osg.StateSet()

    te = osg.TexEnv()
    te.setMode(osg.TexEnv.REPLACE)
    stateset.setTextureAttributeAndModes(0, te, osg.StateAttribute.ON)

    tg = osg.TexGen()
    tg.setMode(osg.TexGen.NORMAL_MAP)
    stateset.setTextureAttributeAndModes(0, tg, osg.StateAttribute.ON)

    tm = osg.TexMat()
    stateset.setTextureAttribute(0, tm)

    skymap = readCubeMap()
    stateset.setTextureAttributeAndModes(0, skymap, osg.StateAttribute.ON)

    stateset.setMode( GL_LIGHTING, osg.StateAttribute.OFF )
    stateset.setMode( GL_CULL_FACE, osg.StateAttribute.OFF )

    # clear the depth to the far plane.
    depth = osg.Depth()
    depth.setFunction(osg.Depth.ALWAYS)
    depth.setRange(1.0,1.0)   
    stateset.setAttributeAndModes(depth, osg.StateAttribute.ON )

    stateset.setRenderBinDetails(-1,"RenderBin")

    drawable = osg.ShapeDrawable(osg.Sphere(osg.Vec3(0.0,0.0,0.0),1))

    geode = osg.Geode()
    geode.setCullingActive(False)
    geode.setStateSet( stateset )
    geode.addDrawable(drawable)


    transform = MoveEarthySkyWithEyePointTransform()
    transform.setCullingActive(False)
    transform.addChild(geode)

    clearNode = osg.ClearNode()
#  clearNode.setRequiresClear(False)
    clearNode.setCullCallback(TexMatCallback(*tm))
    clearNode.addChild(transform)

    return clearNode




def addRefractStateSet(node):




    
    stateset = osg.StateSet()

    reflectmap = readCubeMap()
    stateset.setTextureAttributeAndModes( 0, reflectmap, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE )
    stateset.setTextureAttributeAndModes( 1, reflectmap, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE )
    
    texMat = osg.TexMat()
    stateset.setTextureAttribute(0, texMat)

    # ---------------------------------------------------
    # Vertex Program
    # ---------------------------------------------------
    vp = osg.VertexProgram()
    vp.setVertexProgram( vpstr )
    vp.setProgramLocalParameter( 0, osg.Vec4( fresnel, fresnel, fresnel, 1.0 ) )
    vp.setProgramLocalParameter( 1, osg.Vec4( refract, refract*refract, 0.0, 0.0 ) )
    stateset.setAttributeAndModes( vp, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE )

    # ---------------------------------------------------
    # fragment = refraction*(1-fresnel) + reflection*fresnel
    # T0 = texture unit 0, refraction map
    # T1 = texture unit 1, reflection map
    # C.rgb = primary color, water color
    # C.a   = primary color, fresnel factor
    # Cp    = result from previous texture environment
    # ---------------------------------------------------

    # REPLACE function: Arg0
    # = T0
    te0 = osg.TexEnvCombine()    
    te0.setCombine_RGB(osg.TexEnvCombine.REPLACE)
    te0.setSource0_RGB(osg.TexEnvCombine.TEXTURE0)
    te0.setOperand0_RGB(osg.TexEnvCombine.SRC_COLOR)
    
    # INTERPOLATE function: Arg0 * (Arg2) + Arg1 * (1-Arg2)
    # = T1 * C0.a + Cp * (1-C0.a)
    te1 = osg.TexEnvCombine()    

    # rgb = Cp + Ct
    te1.setCombine_RGB(osg.TexEnvCombine.INTERPOLATE)
    te1.setSource0_RGB(osg.TexEnvCombine.TEXTURE1)
    te1.setOperand0_RGB(osg.TexEnvCombine.SRC_COLOR)
    te1.setSource1_RGB(osg.TexEnvCombine.PREVIOUS)
    te1.setOperand1_RGB(osg.TexEnvCombine.SRC_COLOR)
    te1.setSource2_RGB(osg.TexEnvCombine.PRIMARY_COLOR)
    te1.setOperand2_RGB(osg.TexEnvCombine.SRC_COLOR)

    stateset.setTextureAttributeAndModes(0, te0, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE)
    stateset.setTextureAttributeAndModes(1, te1, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE)

    group = osg.Group()
    group.addChild(node)
    group.setCullCallback(TexMatCallback(*texMat))
    group.setStateSet( stateset )
    
    return group


int main(int argc, char *argv[])
    # use an ArgumentParser object to manage the program arguments.
    arguments = osg.ArgumentParser(argv)

    # construct the viewer.
    viewer = osgViewer.Viewer()

    rootnode = osg.Group()

    rootnode.addChild(createSkyBox())

    # load the nodes from the commandline arguments.
    model = osgDB.readNodeFiles(arguments)
    if  not model :
        radius = 1.0
        geode = osg.Geode()
        geode.addDrawable(osg.ShapeDrawable(osg.Sphere(osg.Vec3(0.0,0.0,0.0),radius)))
        model = geode

    # run optimization over the scene graph
    optimzer = osgUtil.Optimizer()
    optimzer.optimize(model)

    # create normals.    
    smoother = osgUtil.SmoothingVisitor()
    model.accept(smoother)

    rootnode.addChild( addRefractStateSet(model) )

    # add a viewport to the viewer and attach the scene graph.
    viewer.setSceneData(rootnode)
    
    # create the windows and run the threads.
    viewer.realize()

    # now check to see if vertex program is supported.
    windows = osgViewer.Viewer.Windows()
    viewer.getWindows(windows)
    for(osgViewer.Viewer.Windows.iterator itr = windows.begin()
        not = windows.end()
        ++itr)
        contextID = (*itr).getState().getContextID()
        vpExt = osg.VertexProgram.getExtensions(contextID,False)
        if vpExt :
            if  not vpExt.isVertexProgramSupported() :
                print "Warning: ARB_vertex_program not supported by OpenGL drivers, unable to run application."
                return 1

    return viewer.run()


if __name__ == "__main__":
    main(sys.argv)

#!/bin/env python

# Automatically translated python version of 
# OpenSceneGraph example program "osgvertexprogram"
# !!! This program will need manual tuning before it will work. !!!

import sys

from osgpypp import osg
from osgpypp import osgDB
from osgpypp import osgUtil
from osgpypp import osgViewer


# Translated from file 'osgvertexprogram.cpp'

# OpenSceneGraph example, osgvertexprogram.
#*
#*  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 <osg/Vec3>
#include <osg/Vec4>
#include <osg/Quat>
#include <osg/Matrix>
#include <osg/ShapeDrawable>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/Transform>
#include <osg/Material>
#include <osg/NodeCallback>
#include <osg/Depth>
#include <osg/CullFace>
#include <osg/TexMat>
#include <osg/TexGen>
#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/TextureCubeMap>
#include <osg/VertexProgram>

#include <osgDB/Registry>
#include <osgDB/ReadFile>

#include <osgUtil/SmoothingVisitor>
#include <osgUtil/Optimizer>

#include <osgViewer/Viewer>

#include <iostream>


refract = 1.02          # ratio of indicies of refraction
fresnel = 0.2           # Fresnel multiplier


 char vpstr[] =
    " not  not ARBvp1.0 # Refraction                                    \n"
    "                                                           \n"
    "ATTRIB iPos         = vertex.position                     \n"
    "#ATTRIB iCol        = vertex.color.primary                \n"
    "ATTRIB iNormal      = vertex.normal                       \n"
    "PARAM  esEyePos     =  0, 0, 0, 1                       \n"
    "PARAM  const0123    =  0, 1, 2, 3                       \n"
    "PARAM  fresnel      = program.local[0]                    \n"
    "PARAM  refract      = program.local[1]                    \n"
    "PARAM  itMV[4]      =  state.matrix.modelview.invtrans  \n"
    "PARAM  MVP[4]       =  state.matrix.mvp                 \n"
    "PARAM  MV[4]        =  state.matrix.modelview           \n"
    "PARAM  texmat[4]    =  state.matrix.texture[0]          \n"
    "TEMP   esPos        # position in eye-space               \n"
    "TEMP   esNormal     # normal in eye-space                 \n"
    "TEMP   tmp, IdotN, K                                      \n"
    "TEMP   esE          # eye vector                          \n"
    "TEMP   esI          # incident vector (=-E)               \n"
    "TEMP   esR          # first refract- then reflect-vector  \n"
    "OUTPUT oPos         = result.position                     \n"
    "OUTPUT oColor       = result.color                        \n"
    "OUTPUT oRefractMap  = result.texcoord[0]                  \n"
    "OUTPUT oReflectMap  = result.texcoord[1]                  \n"
    "                                                           \n"
    "# transform vertex to clip space                           \n"
    "DP4    oPos.x, MVP[0], iPos                               \n"
    "DP4    oPos.y, MVP[1], iPos                               \n"
    "DP4    oPos.z, MVP[2], iPos                               \n"
    "DP4    oPos.w, MVP[3], iPos                               \n"
    "                                                           \n"
    "# Transform the normal to eye space.                       \n"
    "DP3    esNormal.x, itMV[0], iNormal                       \n"
    "DP3    esNormal.y, itMV[1], iNormal                       \n"
    "DP3    esNormal.z, itMV[2], iNormal                       \n"
    "                                                           \n"
    "# normalize normal                                         \n"
    "DP3    esNormal.w, esNormal, esNormal                     \n"
    "RSQ    esNormal.w, esNormal.w                             \n"
    "MUL    esNormal, esNormal, esNormal.w                     \n"
    "                                                           \n"
    "# transform vertex position to eye space                   \n"
    "DP4    esPos.x, MV[0], iPos                               \n"
    "DP4    esPos.y, MV[1], iPos                               \n"
    "DP4    esPos.z, MV[2], iPos                               \n"
    "DP4    esPos.w, MV[3], iPos                               \n"
    "                                                           \n"
    "# vertex to eye vector                                     \n"
    "ADD    esE, -esPos, esEyePos                              \n"
    "#MOV   esE, -esPos                                        \n"
    "                                                           \n"
    "# normalize eye vector                                     \n"
    "DP3    esE.w, esE, esE                                    \n"
    "RSQ    esE.w, esE.w                                       \n"
    "MUL    esE, esE, esE.w                                    \n"
    "                                                           \n"
    "# calculate some handy values                              \n"
    "MOV    esI, -esE                                          \n"
    "DP3    IdotN, esNormal, esI                               \n"
    "                                                           \n"
    "# calculate refraction vector, Renderman style             \n"
    "                                                           \n"
    "# k = 1-index*index*(1-(I dot N)^2)                        \n"
    "MAD    tmp, -IdotN, IdotN, const0123.y                    \n"
    "MUL    tmp, tmp, refract.y                                \n"
    "ADD    K.x, const0123.y, -tmp                             \n"
    "                                                           \n"
    "# k<0,  R = [0,0,0]                                        \n"
    "# k>=0, R = index*I-(index*(I dot N) + sqrt(k))*N          \n"
    "RSQ    K.y, K.x                                           \n"
    "RCP    K.y, K.y                           # K.y = sqrt(k) \n"
    "MAD    tmp.x, refract.x, IdotN, K.y                       \n"
    "MUL    tmp, esNormal, tmp.x                               \n"
    "MAD    esR, refract.x, esI, tmp                           \n"
    "                                                           \n"
    "# transform refracted ray by cubemap transform             \n"
    "DP3    oRefractMap.x, texmat[0], esR                      \n"
    "DP3    oRefractMap.y, texmat[1], esR                      \n"
    "DP3    oRefractMap.z, texmat[2], esR                      \n"
    "                                                           \n"
    "# calculate reflection vector                              \n"
    "# R = 2*N*(N dot E)-E                                      \n"
    "MUL    tmp, esNormal, const0123.z                         \n"
    "DP3    esR.w, esNormal, esE                               \n"
    "MAD    esR, esR.w, tmp, -esE                              \n"
    "                                                           \n"
    "# transform reflected ray by cubemap transform             \n"
    "DP3    oReflectMap.x, texmat[0], esR                      \n"
    "DP3    oReflectMap.y, texmat[1], esR                      \n"
    "DP3    oReflectMap.z, texmat[2], esR                      \n"
    "                                                           \n"
    "# Fresnel approximation = fresnel*(1-(N dot I))^2          \n"
    "ADD    tmp.x, const0123.y, -IdotN                         \n"
    "MUL    tmp.x, tmp.x, tmp.x                                \n"
    "MUL    oColor, tmp.x, fresnel                             \n"
    "                                                           \n"
    "END                                                        \n"


def readCubeMap():


    
    cubemap = osg.TextureCubeMap()
    ##define CUBEMAP_FILENAME(face) "nvlobby_" #face ".png"
    ##define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png"
    #define CUBEMAP_FILENAME(face) "Cubemap_snow/" #face ".jpg"

    imagePosX = osgDB.readImageFile(CUBEMAP_FILENAME(posx))
    imageNegX = osgDB.readImageFile(CUBEMAP_FILENAME(negx))
    imagePosY = osgDB.readImageFile(CUBEMAP_FILENAME(posy))
    imageNegY = osgDB.readImageFile(CUBEMAP_FILENAME(negy))
    imagePosZ = osgDB.readImageFile(CUBEMAP_FILENAME(posz))
    imageNegZ = osgDB.readImageFile(CUBEMAP_FILENAME(negz))

    if imagePosX  and  imageNegX  and  imagePosY  and  imageNegY  and  imagePosZ  and  imageNegZ :
        cubemap.setImage(osg.TextureCubeMap.POSITIVE_X, imagePosX)
        cubemap.setImage(osg.TextureCubeMap.NEGATIVE_X, imageNegX)
        cubemap.setImage(osg.TextureCubeMap.POSITIVE_Y, imagePosY)
        cubemap.setImage(osg.TextureCubeMap.NEGATIVE_Y, imageNegY)
        cubemap.setImage(osg.TextureCubeMap.POSITIVE_Z, imagePosZ)
        cubemap.setImage(osg.TextureCubeMap.NEGATIVE_Z, imageNegZ)

        cubemap.setWrap(osg.Texture.WRAP_S, osg.Texture.CLAMP_TO_EDGE)
        cubemap.setWrap(osg.Texture.WRAP_T, osg.Texture.CLAMP_TO_EDGE)
        cubemap.setWrap(osg.Texture.WRAP_R, osg.Texture.CLAMP_TO_EDGE)

        cubemap.setFilter(osg.Texture.MIN_FILTER, osg.Texture.LINEAR_MIPMAP_LINEAR)
        cubemap.setFilter(osg.Texture.MAG_FILTER, osg.Texture.LINEAR)

    return cubemap


# Update texture matrix for cubemaps
class TexMatCallback (osg.NodeCallback) :

    TexMatCallback(osg.TexMat tm) :
        _texMat(tm)

    virtual void operator()(osg.Node* node, osg.NodeVisitor* nv)
        cv = dynamic_cast<osgUtil.CullVisitor*>(nv)
        if cv :
            MV = *(cv.getModelViewMatrix())
            R = osg.Matrix.rotate( osg.DegreesToRadians(112.0), 0.0,0.0,1.0)*
                                  osg.Matrix.rotate( osg.DegreesToRadians(90.0), 1.0,0.0,0.0)

            q = MV.getRotate()
            C = osg.Matrix.rotate( q.inverse() )

            _texMat.setMatrix( C*R )

        traverse(node,nv)

    _texMat = osg.TexMat()



class MoveEarthySkyWithEyePointTransform (osg.Transform) :
    #* Get the transformation matrix which moves from local coords to world coords.
    def computeLocalToWorldMatrix(matrix, nv):
        
        cv = dynamic_cast<osgUtil.CullVisitor*>(nv)
        if cv :
            eyePointLocal = cv.getEyeLocal()
            matrix.preMultTranslate(eyePointLocal)
        return True

    #* Get the transformation matrix which moves from world coords to local coords.
    def computeWorldToLocalMatrix(matrix, nv):
        
        cv = dynamic_cast<osgUtil.CullVisitor*>(nv)
        if cv :
            eyePointLocal = cv.getEyeLocal()
            matrix.postMultTranslate(-eyePointLocal)
        return True



def createSkyBox():


    

    stateset = osg.StateSet()

    te = osg.TexEnv()
    te.setMode(osg.TexEnv.REPLACE)
    stateset.setTextureAttributeAndModes(0, te, osg.StateAttribute.ON)

    tg = osg.TexGen()
    tg.setMode(osg.TexGen.NORMAL_MAP)
    stateset.setTextureAttributeAndModes(0, tg, osg.StateAttribute.ON)

    tm = osg.TexMat()
    stateset.setTextureAttribute(0, tm)

    skymap = readCubeMap()
    stateset.setTextureAttributeAndModes(0, skymap, osg.StateAttribute.ON)

    stateset.setMode( GL_LIGHTING, osg.StateAttribute.OFF )
    stateset.setMode( GL_CULL_FACE, osg.StateAttribute.OFF )

    # clear the depth to the far plane.
    depth = osg.Depth()
    depth.setFunction(osg.Depth.ALWAYS)
    depth.setRange(1.0,1.0)   
    stateset.setAttributeAndModes(depth, osg.StateAttribute.ON )

    stateset.setRenderBinDetails(-1,"RenderBin")

    drawable = osg.ShapeDrawable(osg.Sphere(osg.Vec3(0.0,0.0,0.0),1))

    geode = osg.Geode()
    geode.setCullingActive(False)
    geode.setStateSet( stateset )
    geode.addDrawable(drawable)


    transform = MoveEarthySkyWithEyePointTransform()
    transform.setCullingActive(False)
    transform.addChild(geode)

    clearNode = osg.ClearNode()
#  clearNode.setRequiresClear(False)
    clearNode.setCullCallback(TexMatCallback(*tm))
    clearNode.addChild(transform)

    return clearNode




def addRefractStateSet(node):




    
    stateset = osg.StateSet()

    reflectmap = readCubeMap()
    stateset.setTextureAttributeAndModes( 0, reflectmap, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE )
    stateset.setTextureAttributeAndModes( 1, reflectmap, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE )
    
    texMat = osg.TexMat()
    stateset.setTextureAttribute(0, texMat)

    # ---------------------------------------------------
    # Vertex Program
    # ---------------------------------------------------
    vp = osg.VertexProgram()
    vp.setVertexProgram( vpstr )
    vp.setProgramLocalParameter( 0, osg.Vec4( fresnel, fresnel, fresnel, 1.0 ) )
    vp.setProgramLocalParameter( 1, osg.Vec4( refract, refract*refract, 0.0, 0.0 ) )
    stateset.setAttributeAndModes( vp, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE )

    # ---------------------------------------------------
    # fragment = refraction*(1-fresnel) + reflection*fresnel
    # T0 = texture unit 0, refraction map
    # T1 = texture unit 1, reflection map
    # C.rgb = primary color, water color
    # C.a   = primary color, fresnel factor
    # Cp    = result from previous texture environment
    # ---------------------------------------------------

    # REPLACE function: Arg0
    # = T0
    te0 = osg.TexEnvCombine()    
    te0.setCombine_RGB(osg.TexEnvCombine.REPLACE)
    te0.setSource0_RGB(osg.TexEnvCombine.TEXTURE0)
    te0.setOperand0_RGB(osg.TexEnvCombine.SRC_COLOR)
    
    # INTERPOLATE function: Arg0 * (Arg2) + Arg1 * (1-Arg2)
    # = T1 * C0.a + Cp * (1-C0.a)
    te1 = osg.TexEnvCombine()    

    # rgb = Cp + Ct
    te1.setCombine_RGB(osg.TexEnvCombine.INTERPOLATE)
    te1.setSource0_RGB(osg.TexEnvCombine.TEXTURE1)
    te1.setOperand0_RGB(osg.TexEnvCombine.SRC_COLOR)
    te1.setSource1_RGB(osg.TexEnvCombine.PREVIOUS)
    te1.setOperand1_RGB(osg.TexEnvCombine.SRC_COLOR)
    te1.setSource2_RGB(osg.TexEnvCombine.PRIMARY_COLOR)
    te1.setOperand2_RGB(osg.TexEnvCombine.SRC_COLOR)

    stateset.setTextureAttributeAndModes(0, te0, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE)
    stateset.setTextureAttributeAndModes(1, te1, osg.StateAttribute.ON | osg.StateAttribute.OVERRIDE)

    group = osg.Group()
    group.addChild(node)
    group.setCullCallback(TexMatCallback(*texMat))
    group.setStateSet( stateset )
    
    return group


int main(int argc, char *argv[])
    # use an ArgumentParser object to manage the program arguments.
    arguments = osg.ArgumentParser(argv)

    # construct the viewer.
    viewer = osgViewer.Viewer()

    rootnode = osg.Group()

    rootnode.addChild(createSkyBox())

    # load the nodes from the commandline arguments.
    model = osgDB.readNodeFiles(arguments)
    if  not model :
        radius = 1.0
        geode = osg.Geode()
        geode.addDrawable(osg.ShapeDrawable(osg.Sphere(osg.Vec3(0.0,0.0,0.0),radius)))
        model = geode

    # run optimization over the scene graph
    optimzer = osgUtil.Optimizer()
    optimzer.optimize(model)

    # create normals.    
    smoother = osgUtil.SmoothingVisitor()
    model.accept(smoother)

    rootnode.addChild( addRefractStateSet(model) )

    # add a viewport to the viewer and attach the scene graph.
    viewer.setSceneData(rootnode)
    
    # create the windows and run the threads.
    viewer.realize()

    # now check to see if vertex program is supported.
    windows = osgViewer.Viewer.Windows()
    viewer.getWindows(windows)
    for(osgViewer.Viewer.Windows.iterator itr = windows.begin()
        not = windows.end()
        ++itr)
        contextID = (*itr).getState().getContextID()
        vpExt = osg.VertexProgram.getExtensions(contextID,False)
        if vpExt :
            if  not vpExt.isVertexProgramSupported() :
                print "Warning: ARB_vertex_program not supported by OpenGL drivers, unable to run application."
                return 1

    return viewer.run()


if __name__ == "__main__":
    main(sys.argv)

#!/bin/env python # Automatically translated python version of # OpenSceneGraph example program "osgvertexprogram" # !!! This program will need manual tuning before it will work. !!! # Translated from file 'osgvertexprogram.cpp' # OpenSceneGraph example, osgvertexprogram. #* #*  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 <osg/Vec3> #include <osg/Vec4> #include <osg/Quat> #include <osg/Matrix> #include <osg/ShapeDrawable> #include <osg/Geometry> #include <osg/Geode> #include <osg/Transform> #include <osg/Material> #include <osg/NodeCallback> #include <osg/Depth> #include <osg/CullFace> #include <osg/TexMat> #include <osg/TexGen> #include <osg/TexEnv> #include <osg/TexEnvCombine> #include <osg/TextureCubeMap> #include <osg/VertexProgram> #include <osgDB/Registry> #include <osgDB/ReadFile> #include <osgUtil/SmoothingVisitor> #include <osgUtil/Optimizer> #include <osgViewer/Viewer> #include <iostream> # ratio of indicies of refraction # Fresnel multiplier # Refraction                                    \n" # position in eye-space               \n" # normal in eye-space                 \n" # eye vector                          \n" # incident vector (=-E)               \n" # first refract- then reflect-vector  \n" # K.y = sqrt(k) \n" ##define CUBEMAP_FILENAME(face) "nvlobby_" #face ".png" ##define CUBEMAP_FILENAME(face) "Cubemap_axis/" #face ".png" #define CUBEMAP_FILENAME(face) "Cubemap_snow/" #face ".jpg" # Update texture matrix for cubemaps #* Get the transformation matrix which moves from local coords to world coords. #* Get the transformation matrix which moves from world coords to local coords. # clear the depth to the far plane. #  clearNode.setRequiresClear(False) # --------------------------------------------------- # Vertex Program # --------------------------------------------------- # --------------------------------------------------- # fragment = refraction*(1-fresnel) + reflection*fresnel # T0 = texture unit 0, refraction map # T1 = texture unit 1, reflection map # C.rgb = primary color, water color # C.a   = primary color, fresnel factor # Cp    = result from previous texture environment # --------------------------------------------------- # REPLACE function: Arg0 # = T0 # INTERPOLATE function: Arg0 * (Arg2) + Arg1 * (1-Arg2) # = T1 * C0.a + Cp * (1-C0.a) # rgb = Cp + Ct # use an ArgumentParser object to manage the program arguments. # construct the viewer. # load the nodes from the commandline arguments. # run optimization over the scene graph # create normals. # add a viewport to the viewer and attach the scene graph. # create the windows and run the threads. # now check to see if vertex program is supported.