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:
@@ -1,4 +1,5 @@
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SET(TARGET_SRC
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oldshadercomposition.cpp
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osgshadercomposition.cpp
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)
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160
examples/osgshadercomposition/oldshadercomposition.cpp
Normal file
160
examples/osgshadercomposition/oldshadercomposition.cpp
Normal file
@@ -0,0 +1,160 @@
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/* OpenSceneGraph example, osganimate.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osgDB/ReadFile>
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#include <osg/ShaderAttribute>
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#include <osg/PositionAttitudeTransform>
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osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments)
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{
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osg::Node* node = osgDB::readNodeFiles(arguments);
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if (!node) return 0;
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osg::Group* group = new osg::Group;
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double spacing = node->getBound().radius() * 2.0;
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osg::Vec3d position(0.0,0.0,0.0);
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osg::ShaderAttribute* sa1 = NULL;
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{
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osg::StateSet* stateset = group->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10000));
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sa1 = sa;
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stateset->setAttribute(sa);
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
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vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
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vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
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vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
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vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
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sa->addShader(vertex_shader);
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}
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(-1,"varying vec4 color;\n");
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fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
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fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2D( baseTexture, texcoord );\n");
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sa->addShader(fragment_shader);
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}
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sa->addUniform(new osg::Uniform("baseTexture",0));
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}
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// inherit the ShaderComponents entirely from above
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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group->addChild(pat);
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}
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10001));
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stateset->setAttribute(sa);
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
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sa->addShader(fragment_shader);
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}
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group->addChild(pat);
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}
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// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
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stateset->setAttribute(sa);
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// reuse the same ShaderComponent as the first branch
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sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
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group->addChild(pat);
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}
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// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10000));
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stateset->setAttribute(sa);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
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sa->addShader(vertex_shader);
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}
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n");
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fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
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sa->addShader(fragment_shader);
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sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
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}
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group->addChild(pat);
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}
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return group;
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}
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@@ -1,4 +1,4 @@
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/* OpenSceneGraph example, osganimate.
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/* O penSceneGraph example, osganimate.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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@@ -18,145 +18,129 @@
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#include <osgViewer/Viewer>
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#include <osgDB/ReadFile>
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#include <osg/ShaderAttribute>
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#include <osg/PositionAttitudeTransform>
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osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
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// pull in the old shader composition implementation function
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extern osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments);
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osg::Node* createNewShaderCompositionScene(osg::ArgumentParser& arguments)
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{
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osg::Node* node = osgDB::readNodeFiles(arguments);
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osg::ref_ptr<osg::Node> node = osgDB::readNodeFiles(arguments);
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if (!node) return 0;
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osg::Group* group = new osg::Group;
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osg::ref_ptr<osg::Group> group = new osg::Group;
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osg::ref_ptr<osg::StateSet> stateset = group->getOrCreateStateSet();
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osg::ref_ptr<osg::Program> program = new osg::Program;
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stateset->setAttribute(program.get());
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osg::ref_ptr<osg::Shader> lighting_shader = osgDB::readShaderFile("shaders/lighting.vert");
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if (lighting_shader.valid())
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{
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program->addShader(lighting_shader.get());
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OSG_NOTICE<<"Adding lighting shader"<<std::endl;
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}
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osg::ref_ptr<osg::Shader> vertex_shader = osgDB::readShaderFile("shaders/osgshadercomposition.vert");
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if (vertex_shader.valid())
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{
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program->addShader(vertex_shader.get());
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OSG_NOTICE<<"Adding vertex shader"<<std::endl;
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}
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osg::ref_ptr<osg::Shader> fragment_shader = osgDB::readShaderFile("shaders/osgshadercomposition.frag");
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if (fragment_shader.valid())
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{
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program->addShader(fragment_shader.get());
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OSG_NOTICE<<"Adding fragment shader"<<std::endl;
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}
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stateset->addUniform(new osg::Uniform("texture0", 0));
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double spacing = node->getBound().radius() * 2.0;
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osg::Vec3d position(0.0,0.0,0.0);
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osg::ShaderAttribute* sa1 = NULL;
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{
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osg::StateSet* stateset = group->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10000));
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sa1 = sa;
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stateset->setAttribute(sa);
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
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vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
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vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
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vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
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vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
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sa->addShader(vertex_shader);
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}
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(-1,"varying vec4 color;\n");
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fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
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fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2DProj( baseTexture, texcoord );\n");
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sa->addShader(fragment_shader);
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}
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sa->addUniform(new osg::Uniform("baseTexture",0));
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}
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// inherit the ShaderComponents entirely from above
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{
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// first subgraph, one the left, just inherit all the defaults
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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{
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// second subgraph, enable lighting by passing a GL_LIGHTING defines to the shaders
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// As the lighting.vert shader has a #pragma requires(GL_LIGHTING) in the shader it
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// instructs the osg::Prorgam to link in this shader only when the GL_LIGHTING define
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// is provided. The osgshadercomposition.vert also has a #pragma import_defines(GL_LIGHTING ..) so
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// when the GL_LIGHTING is provided it'll enable the lighting paths in the osgshadercomposition.vert
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// shader calling the lighting function per vertex
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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pat->getOrCreateStateSet()->setDefine("GL_LIGHTING");
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pat->addChild(node.get());
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10001));
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stateset->setAttribute(sa);
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
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sa->addShader(fragment_shader);
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}
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group->addChild(pat);
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}
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// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
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{
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// third subgraph, enable texturing by passing the GL_TEXTURE_2D define to the shaders.
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// Both the osgshadercomposition.vert and osgshadercomposition.frag shaders have a
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// #pragma import_defines(GL_TEXTURE_2D) so that can use this define to enable the
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// passing of texture coordinates between the vertex and framgment shaders and for
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// the fragment shader to read the texture of unit 0 (provided by the "texture0" uniform above.
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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pat->getOrCreateStateSet()->setDefine("GL_TEXTURE_2D");
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pat->addChild(node.get());
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
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stateset->setAttribute(sa);
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// reuse the same ShaderComponent as the first branch
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sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
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group->addChild(pat);
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}
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// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
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{
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// fourth subgraph, enable texturing and lighting
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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pat->getOrCreateStateSet()->setDefine("GL_LIGHTING");
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pat->getOrCreateStateSet()->setDefine("GL_TEXTURE_2D");
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pat->addChild(node.get());
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10000));
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stateset->setAttribute(sa);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
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sa->addShader(vertex_shader);
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}
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n");
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fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
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sa->addShader(fragment_shader);
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sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
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}
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group->addChild(pat);
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}
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return group;
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{
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// fourth subgraph, enable texturing and lighting
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->getOrCreateStateSet()->setDefine("GL_LIGHTING");
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pat->getOrCreateStateSet()->setDefine("GL_TEXTURE_2D");
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pat->getOrCreateStateSet()->setDefine("VERTEX_FUNC(v)", "vec4(v.x, v.y, v.z * sin(osg_SimulationTime), v.w)");
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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group->addChild(node.get());
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return group.release();
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}
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int main( int argc, char **argv )
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@@ -165,21 +149,35 @@ int main( int argc, char **argv )
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osgViewer::Viewer viewer(arguments);
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osg::ref_ptr<osg::Node> scenegraph = createSceneGraph(arguments);
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if (!scenegraph) return 1;
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viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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viewer.setSceneData(scenegraph.get());
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viewer.realize();
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// enable shader composition
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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if (arguments.read("--old"))
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{
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(*itr)->getState()->setShaderCompositionEnabled(true);
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// use deprecated shader composition infrastructure
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osg::ref_ptr<osg::Node> scenegraph = createOldShaderCompositionScene(arguments);
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if (!scenegraph) return 1;
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viewer.setSceneData(scenegraph.get());
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viewer.realize();
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// enable shader composition
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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{
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(*itr)->getState()->setShaderCompositionEnabled(true);
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}
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}
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else
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{
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// use new #pragama(tic) shader composition.
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osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
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if (!scenegraph) return 1;
|
||||
|
||||
viewer.setSceneData(scenegraph.get());
|
||||
}
|
||||
|
||||
return viewer.run();
|
||||
|
||||
Reference in New Issue
Block a user