Added support for passing on uniforms from StateAttribute

This commit is contained in:
Robert Osfield
2010-07-06 10:55:54 +00:00
parent 751b0498fe
commit 74ae526bb5
5 changed files with 100 additions and 29 deletions

View File

@@ -19,41 +19,61 @@
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/ShaderAttribute>
#include <osg/PositionAttitudeTransform>
osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
{
osg::Node* node = osgDB::readNodeFiles(arguments);
if (!node) return 0;
osg::StateSet* stateset = node->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
stateset->setAttribute(sa);
osg::Group* group = new osg::Group;
double spacing = node->getBound().radius() * 2.0;
osg::Vec3d position(0.0,0.0,0.0);
{
const char shader_str[] =
"vec4 colour()\n"
"{\n"
" return vec4(1.0,0.5,1.0,1.0);\n"
"}\n";
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str);
vertex_shader->addCodeInjection(-1,"varying vec4 c;\n");
vertex_shader->addCodeInjection(-1,"vec4 colour();\n");
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
vertex_shader->addCodeInjection(0,"c = colour();\n");
position.x() += spacing;
sa->addShader(vertex_shader);
}
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
stateset->setAttribute(sa);
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"varying vec4 c;\n");
fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n");
{
const char shader_str[] =
"uniform vec4 myColour;\n"
"vec4 colour()\n"
"{\n"
" return myColour;\n"
"}\n";
sa->addShader(fragment_shader);
}
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str);
vertex_shader->addCodeInjection(-1,"varying vec4 c;\n");
vertex_shader->addCodeInjection(-1,"vec4 colour();\n");
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
vertex_shader->addCodeInjection(0,"c = colour();\n");
return node;
sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,0.5f,0.0f,1.0f)));
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"varying vec4 c;\n");
fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n");
sa->addShader(fragment_shader);
}
group->addChild(pat);
}
return group;
}
int main( int argc, char **argv )