Aded shaders for various combinations of layers.

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14637 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield
2014-12-24 10:14:03 +00:00
parent c57e62e799
commit 18323ac899
6 changed files with 120 additions and 44 deletions

View File

@@ -530,22 +530,6 @@ osg::ref_ptr<osg::MatrixTransform> GeometryPool::getTileSubgraph(osgTerrain::Ter
osg::ref_ptr<osg::Program> GeometryPool::getOrCreateProgram(LayerTypes& layerTypes)
{
#if 0
OSG_NOTICE<<"getOrCreateProgram(";
for(LayerTypes::iterator itr = layerTypes.begin();
itr != layerTypes.end();
++itr)
{
if (itr!= layerTypes.begin()) OSG_NOTICE<<", ";
switch(*itr)
{
case(HEIGHTFIELD_LAYER): OSG_NOTICE<<"HeightField"; break;
case(COLOR_LAYER): OSG_NOTICE<<"Colour"; break;
case(CONTOUR_LAYER): OSG_NOTICE<<"Contour"; break;
}
}
#endif
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_programMapMutex);
ProgramMap::iterator itr = _programMap.find(layerTypes);
if (itr!=_programMap.end())
@@ -554,27 +538,72 @@ osg::ref_ptr<osg::Program> GeometryPool::getOrCreateProgram(LayerTypes& layerTyp
return itr->second.get();
}
#if 1
unsigned int num_HeightField = 0;
unsigned int num_Color = 0;
unsigned int num_Contour = 0;
for(LayerTypes::iterator itr = layerTypes.begin();
itr != layerTypes.end();
++itr)
{
switch(*itr)
{
case(HEIGHTFIELD_LAYER): ++num_HeightField; break;
case(COLOR_LAYER): ++num_Color; break;
case(CONTOUR_LAYER): ++num_Contour; break;
}
}
OSG_NOTICE<<"getOrCreateProgram()"<<std::endl;
OSG_NOTICE<<" HeightField "<<num_HeightField<<std::endl;
OSG_NOTICE<<" Color "<<num_Color<<std::endl;
OSG_NOTICE<<" Contour "<<num_Contour<<std::endl;
#endif
osg::ref_ptr<osg::Program> program = new osg::Program;
_programMap[layerTypes] = program;
// OSG_NOTICE<<") creating new Program "<<program.get()<<std::endl;
osg::ref_ptr<osg::Shader> vertex_shader = osgDB::readShaderFile("shaders/terrain_displacement_mapping.vert");
if (!vertex_shader)
if (num_HeightField>0)
{
#include "shaders/terrain_displacement_mapping_vert.cpp"
vertex_shader = new osg::Shader(osg::Shader::VERTEX, terrain_displacement_mapping_vert);
program->addShader(osgDB::readShaderFileWithFallback(osg::Shader::VERTEX, "shaders/terrain_displacement_mapping.vert", terrain_displacement_mapping_vert));
}
program->addShader(vertex_shader.get());
osg::ref_ptr<osg::Shader> fragment_shader = osgDB::readShaderFile("shaders/terrain_displacement_mapping.frag");
if (!fragment_shader)
else
{
#include "shaders/terrain_displacement_mapping_frag.cpp"
fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, terrain_displacement_mapping_frag);
#include "shaders/terrain_displacement_mapping_flat_vert.cpp"
program->addShader(osgDB::readShaderFileWithFallback(osg::Shader::VERTEX, "shaders/terrain_displacement_mapping.vert", terrain_displacement_mapping_flat_vert));
}
if (num_Contour>0)
{
OSG_NOTICE<<"No support for Contour yet."<<std::endl;
}
{
if (num_Color==0)
{
#include "shaders/terrain_displacement_mapping_frag.cpp"
program->addShader(osgDB::readShaderFileWithFallback(osg::Shader::VERTEX, "shaders/terrain_displacement_mapping.frag", terrain_displacement_mapping_frag));
}
else if (num_Color==1)
{
#include "shaders/terrain_displacement_mapping_C_frag.cpp"
program->addShader(osgDB::readShaderFileWithFallback(osg::Shader::VERTEX, "shaders/terrain_displacement_mapping_C.frag", terrain_displacement_mapping_C_frag));
}
else if (num_Color==2)
{
#include "shaders/terrain_displacement_mapping_CC_frag.cpp"
program->addShader(osgDB::readShaderFileWithFallback(osg::Shader::VERTEX, "shaders/terrain_displacement_mapping_CC.frag", terrain_displacement_mapping_CC_frag));
}
else if (num_Color==3)
{
#include "shaders/terrain_displacement_mapping_CCC_frag.cpp"
program->addShader(osgDB::readShaderFileWithFallback(osg::Shader::VERTEX, "shaders/terrain_displacement_mapping_CCC.frag", terrain_displacement_mapping_CCC_frag));
}
}
program->addShader(fragment_shader.get());
return program;
}

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@@ -0,0 +1,17 @@
char terrain_displacement_mapping_CCC_frag[] = "uniform sampler2D colorTexture1;\n"
"uniform sampler2D colorTexture2;\n"
"uniform sampler2D colorTexture3;\n"
"\n"
"varying vec2 texcoord;\n"
"varying vec4 basecolor;\n"
"\n"
"void main(void)\n"
"{\n"
" const float multiplier = 1.0/3.0;\n"
" vec4 color = texture2D( colorTexture1, texcoord)*multiplier +\n"
" texture2D( colorTexture2, texcoord)*multiplier +\n"
" texture2D( colorTexture3, texcoord)*multiplier;\n"
"\n"
" gl_FragColor = basecolor * color;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,15 @@
char terrain_displacement_mapping_CC_frag[] = "uniform sampler2D colorTexture1;\n"
"uniform sampler2D colorTexture2;\n"
"\n"
"varying vec2 texcoord;\n"
"varying vec4 basecolor;\n"
"\n"
"void main(void)\n"
"{\n"
" const float multiplier = 1.0/2.0;\n"
" vec4 color = texture2D( colorTexture1, texcoord)*multiplier +\n"
" texture2D( colorTexture2, texcoord)*multiplier;\n"
"\n"
" gl_FragColor = basecolor * color;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,11 @@
char terrain_displacement_mapping_C_frag[] = "uniform sampler2D colorTexture1;\n"
"\n"
"varying vec2 texcoord;\n"
"varying vec4 basecolor;\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 color = texture2D( colorTexture1, texcoord);\n"
" gl_FragColor = basecolor * color;\n"
"}\n"
"\n";

View File

@@ -0,0 +1,18 @@
char terrain_displacement_mapping_flat_vert[] = "varying vec2 texcoord;\n"
"varying vec4 basecolor;\n"
"\n"
"void main(void)\n"
"{\n"
" texcoord = gl_MultiTexCoord0.xy;\n"
"\n"
" float height_center = 0;\n"
"\n"
" // note, need to introduce a proper lighting computation based on the gl_Normal.xyz\n"
" vec3 normal = vec3(0.0, 0.0, 1.0);\n"
" float intensity = normal.z;\n"
" basecolor = vec4(intensity, intensity, intensity, 1.0);\n"
"\n"
" vec3 position = gl_Vertex.xyz + gl_Normal.xyz * height_center ;\n"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
"};\n"
"\n";

View File

@@ -1,21 +1,7 @@
char terrain_displacement_mapping_frag[] = "uniform sampler2D colorTexture1;\n"
"uniform sampler2D colorTexture2;\n"
"uniform sampler2D colorTexture3;\n"
"\n"
"varying vec2 texcoord;\n"
"varying vec4 basecolor;\n"
char terrain_displacement_mapping_frag[] = "varying vec4 basecolor;\n"
"\n"
"void main(void)\n"
"{\n"
" float multiplier = 1.0/3.0;\n"
" vec4 color = texture2D( colorTexture1, texcoord)*multiplier +\n"
" texture2D( colorTexture2, texcoord)*multiplier +\n"
" texture2D( colorTexture3, texcoord)*multiplier;\n"
"\n"
"#if 1\n"
" gl_FragColor = basecolor * color;\n"
"#else\n"
" gl_FragColor = basecolor;//basecolor * color;\n"
"#endif\n"
" gl_FragColor = basecolor;\n"
"}\n"
"\n";