Added basic code injection fields to osg::Shader,

creation of main shader to ShaderComposer and
collection of ShaderComponent to osg::State.
Also added very basic shader set up in osgshadecomposition example.
This commit is contained in:
Robert Osfield
2010-07-05 16:32:58 +00:00
parent 9f8670f50d
commit 751b0498fe
7 changed files with 194 additions and 56 deletions

View File

@@ -29,6 +29,30 @@ osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
stateset->setAttribute(sa);
{
const char shader_str[] =
"vec4 colour()\n"
"{\n"
" return vec4(1.0,0.5,1.0,1.0);\n"
"}\n";
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");
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);
}
return node;
}
@@ -43,5 +67,17 @@ int main( int argc, char **argv )
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);
}
return viewer.run();
}