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/* OpenSceneGraph example, osgshadercomposition.
*
* 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 <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/PositionAttitudeTransform>
// pull in the old shader composition implementation function
extern osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments);
osg::Node* createNewShaderCompositionScene(osg::ArgumentParser& arguments)
{
osg::ref_ptr<osg::Node> node = osgDB::readRefNodeFiles(arguments);
if (!node) return 0;
osg::ref_ptr<osg::Group> group = new osg::Group;
osg::ref_ptr<osg::StateSet> stateset = group->getOrCreateStateSet();
osg::ref_ptr<osg::Program> program = new osg::Program;
stateset->setAttribute(program.get());
osg::ref_ptr<osg::Shader> lighting_shader = osgDB::readRefShaderFile("shaders/lighting.vert");
if (lighting_shader.valid())
{
program->addShader(lighting_shader.get());
OSG_NOTICE<<"Adding lighting shader"<<std::endl;
}
osg::ref_ptr<osg::Shader> vertex_shader = osgDB::readRefShaderFile("shaders/osgshadercomposition.vert");
if (vertex_shader.valid())
{
program->addShader(vertex_shader.get());
OSG_NOTICE<<"Adding vertex shader"<<std::endl;
}
osg::ref_ptr<osg::Shader> fragment_shader = osgDB::readRefShaderFile("shaders/osgshadercomposition.frag");
if (fragment_shader.valid())
{
program->addShader(fragment_shader.get());
OSG_NOTICE<<"Adding fragment shader"<<std::endl;
}
stateset->addUniform(new osg::Uniform("texture0", 0));
double spacing = node->getBound().radius() * 2.0;
osg::Vec3d position(0.0,0.0,0.0);
{
// first subgraph, one the left, just inherit all the defaults
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node.get());
position.x() += spacing;
group->addChild(pat);
}
{
// second subgraph, enable lighting by passing a GL_LIGHTING defines to the shaders
// As the lighting.vert shader has a #pragma requires(GL_LIGHTING) in the shader it
// instructs the osg::Prorgam to link in this shader only when the GL_LIGHTING define
// is provided. The osgshadercomposition.vert also has a #pragma import_defines(GL_LIGHTING ..) so
// when the GL_LIGHTING is provided it'll enable the lighting paths in the osgshadercomposition.vert
// shader calling the lighting function per vertex
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->getOrCreateStateSet()->setDefine("LIGHTING");
pat->addChild(node.get());
position.x() += spacing;
group->addChild(pat);
}
{
// third subgraph, enable texturing by passing the GL_TEXTURE_2D define to the shaders.
// Both the osgshadercomposition.vert and osgshadercomposition.frag shaders have a
// #pragma import_defines(GL_TEXTURE_2D) so that can use this define to enable the
// passing of texture coordinates between the vertex and framgment shaders and for
// the fragment shader to read the texture of unit 0 (provided by the "texture0" uniform above.
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->getOrCreateStateSet()->setDefine("TEXTURE_2D");
pat->addChild(node.get());
position.x() += spacing;
group->addChild(pat);
}
{
// fourth subgraph, enable texturing and lighting
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->getOrCreateStateSet()->setDefine("LIGHTING");
pat->getOrCreateStateSet()->setDefine("TEXTURE_2D");
pat->addChild(node.get());
position.x() += spacing;
group->addChild(pat);
}
{
// fourth subgraph, enable texturing and lighting
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->getOrCreateStateSet()->setDefine("LIGHTING");
pat->getOrCreateStateSet()->setDefine("TEXTURE_2D");
pat->getOrCreateStateSet()->setDefine("VERTEX_FUNC(v)", "vec4(v.x, v.y, v.z * sin(osg_SimulationTime), v.w)");
pat->addChild(node.get());
position.x() += spacing;
group->addChild(pat);
}
group->addChild(node.get());
return group.release();
}
int main( int argc, char **argv )
{
osg::ArgumentParser arguments(&argc,argv);
osgViewer::Viewer viewer(arguments);
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
if (arguments.read("--old"))
{
// use deprecated shader composition infrastructure
osg::ref_ptr<osg::Node> scenegraph = createOldShaderCompositionScene(arguments);
if (!scenegraph) return 1;
viewer.setSceneData(scenegraph.get());
viewer.realize();
// enable shader composition
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr != windows.end();
++itr)
{
(*itr)->getState()->setShaderCompositionEnabled(true);
}
}
else
{
// use new #pragma(tic) shader composition.
osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
if (!scenegraph) return 1;
viewer.setSceneData(scenegraph.get());
}
return viewer.run();
}
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