Deprecated the old ShaderComposition example code so that it's now only invoked if you add a --old to the osgshadercomposition command line.

Introduced a new shader composition example based on the new #pragama and #define based GLSL shader/osg::StateSet::setDefine() functionality now built into the core OSG.


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14692 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield
2015-02-13 10:56:59 +00:00
parent a40260a5a5
commit 77b8962bcc
3 changed files with 266 additions and 107 deletions

View File

@@ -1,4 +1,5 @@
SET(TARGET_SRC
oldshadercomposition.cpp
osgshadercomposition.cpp
)

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@@ -0,0 +1,160 @@
/* OpenSceneGraph example, osganimate.
*
* 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 <osgDB/ReadFile>
#include <osg/ShaderAttribute>
#include <osg/PositionAttitudeTransform>
osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments)
{
osg::Node* node = osgDB::readNodeFiles(arguments);
if (!node) return 0;
osg::Group* group = new osg::Group;
double spacing = node->getBound().radius() * 2.0;
osg::Vec3d position(0.0,0.0,0.0);
osg::ShaderAttribute* sa1 = NULL;
{
osg::StateSet* stateset = group->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
sa1 = sa;
stateset->setAttribute(sa);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"varying vec4 color;\n");
fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2D( baseTexture, texcoord );\n");
sa->addShader(fragment_shader);
}
sa->addUniform(new osg::Uniform("baseTexture",0));
}
// inherit the ShaderComponents entirely from above
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
group->addChild(pat);
}
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10001));
stateset->setAttribute(sa);
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
sa->addShader(fragment_shader);
}
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
stateset->setAttribute(sa);
// reuse the same ShaderComponent as the first branch
sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
stateset->setAttribute(sa);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n");
fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
sa->addShader(fragment_shader);
sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
}
group->addChild(pat);
}
return group;
}

View File

@@ -1,4 +1,4 @@
/* OpenSceneGraph example, osganimate.
/* O penSceneGraph example, osganimate.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
@@ -18,145 +18,129 @@
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/ShaderAttribute>
#include <osg/PositionAttitudeTransform>
osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
// pull in the old shader composition implementation function
extern osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments);
osg::Node* createNewShaderCompositionScene(osg::ArgumentParser& arguments)
{
osg::Node* node = osgDB::readNodeFiles(arguments);
osg::ref_ptr<osg::Node> node = osgDB::readNodeFiles(arguments);
if (!node) return 0;
osg::Group* group = new osg::Group;
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::readShaderFile("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::readShaderFile("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::readShaderFile("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);
osg::ShaderAttribute* sa1 = NULL;
{
osg::StateSet* stateset = group->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
sa1 = sa;
stateset->setAttribute(sa);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"varying vec4 color;\n");
fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2DProj( baseTexture, texcoord );\n");
sa->addShader(fragment_shader);
}
sa->addUniform(new osg::Uniform("baseTexture",0));
}
// inherit the ShaderComponents entirely from above
{
// first subgraph, one the left, just inherit all the defaults
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
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->addChild(node);
pat->getOrCreateStateSet()->setDefine("GL_LIGHTING");
pat->addChild(node.get());
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10001));
stateset->setAttribute(sa);
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
sa->addShader(fragment_shader);
}
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
// 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->addChild(node);
pat->getOrCreateStateSet()->setDefine("GL_TEXTURE_2D");
pat->addChild(node.get());
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
stateset->setAttribute(sa);
// reuse the same ShaderComponent as the first branch
sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
// fourth subgraph, enable texturing and lighting
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
pat->getOrCreateStateSet()->setDefine("GL_LIGHTING");
pat->getOrCreateStateSet()->setDefine("GL_TEXTURE_2D");
pat->addChild(node.get());
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
stateset->setAttribute(sa);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n");
fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
sa->addShader(fragment_shader);
sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
}
group->addChild(pat);
}
return group;
{
// fourth subgraph, enable texturing and lighting
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->getOrCreateStateSet()->setDefine("GL_LIGHTING");
pat->getOrCreateStateSet()->setDefine("GL_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 )
@@ -165,21 +149,35 @@ int main( int argc, char **argv )
osgViewer::Viewer viewer(arguments);
osg::ref_ptr<osg::Node> scenegraph = createSceneGraph(arguments);
if (!scenegraph) return 1;
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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)
if (arguments.read("--old"))
{
(*itr)->getState()->setShaderCompositionEnabled(true);
// 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 #pragama(tic) shader composition.
osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
if (!scenegraph) return 1;
viewer.setSceneData(scenegraph.get());
}
return viewer.run();