From: Paolo Farinelli (paolo++at++sgi.com)
Date: 10/07/2003 18:12:48
Hi Francis,
You may also want to consider using a texture matrix to translate
your tex coords.
I have quickly put together a sample program for you to look at.
It is based on the texture.C sample in
/usr/share/Performer/src/pguide/libpf/C++
The lines I have added are contained within
#ifdef TRANSLATE_TEX_COORDS and #endif's.
Let me know if you need additional assistance.
Ciao,
Paolo
To compile on IRIX:
CC -o texture texture.C -lpf -lpfutil -lpfdu -lpfui -lm
To run program:
./texture pfgroup.rgb marble.rgb
//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// This source code ("Source Code") was originally derived from a
// code base owned by Silicon Graphics, Inc. ("SGI")
//
// LICENSE: SGI grants the user ("Licensee") permission to reproduce,
// distribute, and create derivative works from this Source Code,
// provided that: (1) the user reproduces this entire notice within
// both source and binary format redistributions and any accompanying
// materials such as documentation in printed or electronic format;
// (2) the Source Code is not to be used, or ported or modified for
// use, except in conjunction with OpenGL Performer; and (3) the
// names of Silicon Graphics, Inc. and SGI may not be used in any
// advertising or publicity relating to the Source Code without the
// prior written permission of SGI. No further license or permission
// may be inferred or deemed or construed to exist with regard to the
// Source Code or the code base of which it forms a part. All rights
// not expressly granted are reserved.
//
// This Source Code is provided to Licensee AS IS, without any
// warranty of any kind, either express, implied, or statutory,
// including, but not limited to, any warranty that the Source Code
// will conform to specifications, any implied warranties of
// merchantability, fitness for a particular purpose, and freedom
// from infringement, and any warranty that the documentation will
// conform to the program, or any warranty that the Source Code will
// be error free.
//
// IN NO EVENT WILL SGI BE LIABLE FOR ANY DAMAGES, INCLUDING, BUT NOT
// LIMITED TO DIRECT, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES,
// ARISING OUT OF, RESULTING FROM, OR IN ANY WAY CONNECTED WITH THE
// SOURCE CODE, WHETHER OR NOT BASED UPON WARRANTY, CONTRACT, TORT OR
// OTHERWISE, WHETHER OR NOT INJURY WAS SUSTAINED BY PERSONS OR
// PROPERTY OR OTHERWISE, AND WHETHER OR NOT LOSS WAS SUSTAINED FROM,
// OR AROSE OUT OF USE OR RESULTS FROM USE OF, OR LACK OF ABILITY TO
// USE, THE SOURCE CODE.
//
// Contact information: Silicon Graphics, Inc.,
// 1600 Amphitheatre Pkwy, Mountain View, CA 94043,
// or: http://www.sgi.com
//
//
// texture.C: simple Performer program to demonstrate textured poly's.
//
// $Revision: 1.13 $
// $Date: 2000/10/06 21:26:28 $
//
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfDCS.h>
#include <Performer/pf/pfScene.h>
#include <Performer/pf/pfGeode.h>
#include <Performer/pf/pfEarthSky.h>
#include <Performer/pr/pfTexture.h>
#include <Performer/pr/pfGeoSet.h>
#include <Performer/pr/pfGeoState.h>
#define TRANSLATE_TEX_COORDS 1
//
// Usage() -- print usage advice and exit. This
// procedure is executed in the application process.
//
static void
Usage (void)
{
fprintf(stderr, "Usage: textureC texfile ...\n");
exit(1);
}
int
main (int argc, char *argv[])
{
float t = 0.0f;
int numTextures = 0;
if (argc<2) Usage();
// Initialize Performer
pfInit();
#ifdef TRANSLATE_TEX_COORDS
void* arena = pfGetSharedArena();
pfMatrix *texmat1 = (pfMatrix*)pfCalloc( 1, sizeof(pfMatrix), arena );
pfMatrix *texmat2 = (pfMatrix*)pfCalloc( 1, sizeof(pfMatrix), arena );
#endif
// Use default multiprocessing mode based on number of
// processors.
//
pfMultiprocess( PFMP_DEFAULT );
// Configure multiprocessing mode and start parallel
// processes.
//
pfConfig();
// Append to PFPATH files in /usr/share/Performer/data
pfFilePath(".:/usr/share/Performer/data:/usr/demos/data/textures/");
// Configure and open GL window
pfPipe *p = pfGetPipe(0);
pfPipeWindow *pw = new pfPipeWindow(p);
pw->setName("OpenGL Performer");
pw->setWinType(PFPWIN_TYPE_X);
pw->setOriginSize(0, 0, 300, 300);
pw->open();
pfFrame();
// Set up textures & gstates structures
pfTexture *tex = new pfTexture;
pfTexEnv *tev;
tex->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
pfGeoState *gstate = new pfGeoState;
if (tex->loadFile(argv[1]))
{
#ifdef TRANSLATE_TEX_COORDS
tex->setRepeat( PFTEX_WRAP, PFTEX_REPEAT );
#endif
uint *i;
int nc, sx, sy, sz;
tex->getImage(&i, &nc, &sx, &sy, &sz);
// if have alpha channel, enable transparency
if (nc != 3)
gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_FAST);
// set alpha function to block pixels of 0 alpha for
// transparent textures
gstate->setMode(PFSTATE_ALPHAFUNC, PFAF_NOTEQUAL);
gstate->setVal(PFSTATE_ALPHAREF, 0.0f);
gstate->setAttr(PFSTATE_TEXTURE, tex);
gstate->setMode(PFSTATE_ENTEXTURE,1);
gstate->setMode(PFSTATE_ENLIGHTING,0);
gstate->setMode(PFSTATE_CULLFACE,PFCF_OFF);
#ifdef TRANSLATE_TEX_COORDS
texmat1->makeIdent();
gstate->setMode( PFSTATE_ENTEXMAT, PF_ON );
gstate->setAttr( PFSTATE_TEXMAT, texmat1 );
#endif
tev = new pfTexEnv;
gstate->setAttr(PFSTATE_TEXENV, tev);
numTextures++;
}
// Set up geosets
pfVec3 *coords = (pfVec3*) new(4*sizeof(pfVec3)) pfMemory;
coords[0].set(-1.0f, 0.0f, -1.0f);
coords[1].set( 1.0f, 0.0f, -1.0f );
coords[2].set( 1.0f, 0.0f, 1.0f );
coords[3].set(-1.0f, 0.0f, 1.0f );
ushort *vertexlist = (ushort*) new(4*sizeof(ushort)) pfMemory;
vertexlist[0] = 0;
vertexlist[1] = 1;
vertexlist[2] = 2;
vertexlist[3] = 3;
pfVec4 *colors = (pfVec4*) new(4*sizeof(pfVec4)) pfMemory;
colors[0].set(1.0f, 1.0f, 1.0f, 1.0f);
colors[1].set(0.0f, 0.0f, 1.0f, 1.0f);
colors[2].set(1.0f, 0.0f, 0.0f, 1.0f);
colors[3].set(0.0f, 1.0f, 0.0f, 1.0f);
ushort *colorlist = (ushort*) new(4*sizeof(ushort)) pfMemory;
colorlist[0] = 0;
colorlist[1] = 1;
colorlist[2] = 2;
colorlist[3] = 3;
pfVec2 *texcoords = (pfVec2*) new(4*sizeof(pfVec2)) pfMemory;
texcoords[0].set(0.0f, 0.0f);
texcoords[1].set(1.0f, 0.0f);
texcoords[2].set(1.0f, 1.0f);
texcoords[3].set(0.0f, 1.0f);;
ushort *texlist = (ushort*) new(4*sizeof(ushort)) pfMemory;
texlist[0] = 0;
texlist[1] = 1;
texlist[2] = 2;
texlist[3] = 3;
pfGeoSet *gset = new pfGeoSet;
gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, coords, vertexlist);
gset->setAttr(PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoords, texlist);
gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, colors, colorlist);
gset->setPrimType(PFGS_QUADS);
gset->setNumPrims(1);
gset->setGState(gstate);
// set up scene graph
pfGeode *geode1 = new pfGeode;
geode1->addGSet(gset);
if (argc > 2)
{
tex = new pfTexture;
if (tex->loadFile(argv[2]))
{
#ifdef TRANSLATE_TEX_COORDS
tex->setRepeat( PFTEX_WRAP, PFTEX_REPEAT );
#endif
uint *i;
int nc, sx, sy, sz;
gstate = new pfGeoState;
tex->getImage(&i, &nc, &sx, &sy, &sz);
// if have alpha channel, enable transparency
if (nc != 3)
gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_FAST);
// set alpha function to block pixels of 0 alpha for
// transparent textures
gstate->setMode(PFSTATE_ALPHAFUNC, PFAF_NOTEQUAL);
gstate->setVal(PFSTATE_ALPHAREF, 0.0f);
gstate->setAttr(PFSTATE_TEXTURE, tex);
#ifdef TRANSLATE_TEX_COORDS
texmat2->makeIdent();
gstate->setMode( PFSTATE_ENTEXMAT, PF_ON );
gstate->setAttr( PFSTATE_TEXMAT, texmat2 );
#endif
tev = new pfTexEnv;
gstate->setAttr(PFSTATE_TEXENV, tev);
gstate->setMode(PFSTATE_ENTEXTURE,1);
gstate->setMode(PFSTATE_ENLIGHTING,0);
gstate->setMode(PFSTATE_CULLFACE,PFCF_OFF);
numTextures++;
}
}
gset = new pfGeoSet;
gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, coords, vertexlist);
gset->setAttr(PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoords, texlist);
gset->setAttr(PFGS_COLOR4, PFGS_PER_VERTEX, colors, colorlist);
gset->setPrimType(PFGS_QUADS);
gset->setNumPrims(1);
gset->setGState(gstate);
pfGeode *geode2 = new pfGeode;
geode2->addGSet(gset);
pfDCS *dcs1 = new pfDCS;
dcs1->setTrans(-2.0f, 0.1f, 0.5f);
dcs1->addChild(geode1);
pfDCS *dcs2 = new pfDCS;
dcs2->addChild(geode2);
dcs2->setTrans(2.0f, 0.1f, 0.5f);
pfGroup *root = new pfGroup;
root->addChild(dcs1); // first child is base
root->addChild(dcs2); // subsequent children are offset-layered
pfScene *scene = new pfScene;
scene->addChild(root);
// determine extent of scene's geometry
pfSphere bsphere;
scene->getBound(&bsphere);
// Create and configure a pfChannel.
pfChannel *chan = new pfChannel(p);
chan->setScene(scene);
chan->setNearFar(1.0f, 10.0f * bsphere.radius);
// 45 degrees wide, vertical=-1 to signal match window aspect
chan->setFOV(45.0f, -1.0f);
// Create an earth/sky model that draws sky/ground/horizon
{
pfEarthSky *esky = new pfEarthSky;
esky->setMode(PFES_BUFFER_CLEAR, PFES_SKY_GRND );
esky->setAttr(PFES_GRND_HT, -1.0f * bsphere.radius);
esky->setColor(PFES_GRND_FAR, 0.3f, 0.1f, 0.0f, 1.0f);
esky->setColor(PFES_GRND_NEAR, 0.5f, 0.3f, 0.1f, 1.0f);
chan->setESky(esky);
}
// Simulate for twenty seconds.
while (t < 20.0f)
{
float s, c, r=0;
pfCoord view;
// Go to sleep until next frame time.
pfSync();
// Initiate cull/draw for this frame.
pfFrame();
t = pfGetTime();
// roll polygons around y axis
r += 5.0f;
if (r >= 360.0f)
r = 0.0f;
dcs1->setRot(0.0f, 0.0f, r);
dcs2->setRot(0.0f, 0.0f, -r);
// Compute new view position for next frame.
pfSinCos(45.0f*t, &s, &c);
view.hpr.set(45.0f*t, -15.0f, 0);
view.xyz.set(2.0f * bsphere.radius * s,
-2.0f * bsphere.radius * c,
0.5f * bsphere.radius);
// set view position for next frame
chan->setView(view.xyz, view.hpr);
#ifdef TRANSLATE_TEX_COORDS
texmat1->makeTrans( t, 0.0f, 0.0f );
texmat2->makeTrans( 0.0f, t, 0.0f );
#endif
}
// Terminate parallel processes and exit.
pfExit();
return 0;
}
Ken Schwarz wrote:
> Hey Francis!
> pfFlux is the way to go. Check out the man page for the specifics,
> but basically you want to build a pfGeoSet with your texture
> coordinates as a pfFlux. For your setup you would just be
> incrementing the U coordinate by 0.1 each time you decided to
> increment your animation (assuming your images are arranged
> horizontally).
>
> Best,
>
> Ken
>
> Govers, Francis wrote:
>
>> Hi:
>>
>> I'm looking for a simple way to animate a single texture. I need to
>> move
>> the UV coordinates to make the texture move along the object (its a
>> visualization of a comm link). my geometry is a simple rectangle
>> with a UV
>> map tiled 10 times along its length. I'd just like to grab the UV
>> coordinates and increment them each frame by some small amount.
>>
>> Thanks.
>>
>> Francis X. Govers III
>> MITL M&S Team
>> Northrop Grumman
>> 310-930-3463
>> fgovers++at++ngc.com
>
-- Paolo Farinelli paolo++at++sgi.com Member of Technical Staff, OpenGL Performer 1-650-933-1808 Silicon Graphics 1600 Amphitheatre Pkwy, Mountain View, CA 94043
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