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/* OpenSceneGraph example, osgemscripten.
*
* 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.
*/
#ifndef OSGEMSCRIPTEN_FUNCTIONS_H
#define OSGEMSCRIPTEN_FUNCTIONS_H
#include <osg/Notify>
// Convert NotifySeverity enum value to string.
std::string logLevelToString(osg::NotifySeverity severity)
{
switch (severity)
{
case osg::DEBUG_FP:
// Verbose.
return "V";
case osg::DEBUG_INFO:
// Debug.
return "D";
case osg::NOTICE:
case osg::INFO:
// Info.
return "I";
case osg::WARN:
// Warning.
return "W";
case osg::FATAL:
case osg::ALWAYS:
// Error.
return "E";
}
}
#include <osg/Program>
// Fragment shader to display everything in red colour.
static const char shaderFragment[] =
"void main() { \n"
" gl_FragColor = vec4(0.5, 0.3, 0.3, 1.0);\n"
"} \n";
// Geometry shader to pass geometry vertices to fragment shader.
static const char shaderVertex[] =
"void main() { \n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
"} \n";
osg::Program *createShaderProgram(
const std::string &vertexShader,
const std::string &fragmentShader)
{
// Load shaders.
osg::Shader *vs = new osg::Shader(osg::Shader::VERTEX, vertexShader);
osg::Shader *fs = new osg::Shader(osg::Shader::FRAGMENT, fragmentShader);
// Compile shaders and compose shader program.
osg::Program *prog = new osg::Program;
prog->addShader(vs);
prog->addShader(fs);
return prog;
}
#endif // OSGEMSCRIPTEN_FUNCTIONS_H
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