Added matrix and simple vertex shader paths.

This commit is contained in:
Robert Osfield
2005-06-21 15:24:23 +00:00
parent 88f65c2c24
commit 91106262e8

View File

@@ -14,6 +14,8 @@
#include <osgProducer/Viewer>
///////////////////////////////////////////////////////////////////
// vertex shader using just Vec4 coefficients
char vertexShaderSource_simple[] =
"uniform vec4 coeff; \n"
"\n"
@@ -25,7 +27,26 @@ char vertexShaderSource_simple[] =
" gl_Vertex.y*coeff[2] + gl_Vertex.y*gl_Vertex.y* coeff[3]; \n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
//////////////////////////////////////////////////////////////////
// vertex shader using full Matrix4 coefficients
char vertexShaderSource_matrix[] =
"uniform vec4 origin; \n"
"uniform mat4 coeffMatrix; \n"
"\n"
"void main(void) \n"
"{ \n"
"\n"
" gl_TexCoord[0] = gl_Vertex; \n"
" vec4 v = vec4(gl_Vertex.x, gl_Vertex.x*gl_Vertex.x, gl_Vertex.y, gl_Vertex.y*gl_Vertex.y ); \n"
" gl_Position = gl_ModelViewProjectionMatrix * (origin + coeffMatrix * v);\n"
"}\n";
//////////////////////////////////////////////////////////////////
// fragment shader
//
char fragmentShaderSource[] =
"uniform sampler2D baseTexture; \n"
"\n"
@@ -35,6 +56,7 @@ char fragmentShaderSource[] =
"}\n";
class UniformVarying : public osg::Uniform::Callback
{
virtual void operator () (osg::Uniform* uniform, osg::NodeVisitor* nv)
@@ -45,7 +67,7 @@ class UniformVarying : public osg::Uniform::Callback
}
};
osg::Node* createModel()
osg::Node* createModel(const std::string& shader)
{
osg::Geode* geode = new osg::Geode;
@@ -97,18 +119,38 @@ osg::Node* createModel()
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
program->addShader(vertex_shader);
if (shader=="simple")
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_simple);
program->addShader(vertex_shader);
osg::Uniform* coeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
coeff->setUpdateCallback(new UniformVarying);
stateset->addUniform(coeff);
}
else if (shader=="matrix")
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource_matrix);
program->addShader(vertex_shader);
osg::Uniform* origin = new osg::Uniform("origin",osg::Vec4(0.0f,0.0f,0.0f,1.0f));
stateset->addUniform(origin);
osg::Uniform* coeffMatrix = new osg::Uniform("coeffMatrix",
osg::Matrix(1.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,-1.0f,0.0f,
0.0f,1.0f,-1.0f,0.0f,
0.0f,0.0f,1.0f,0.0f));
stateset->addUniform(coeffMatrix);
}
else if (shader=="texture")
{
}
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
osg::Uniform* xCoeff = new osg::Uniform("coeff",osg::Vec4(1.0,-1.0f,-1.0f,1.0f));
xCoeff->setUpdateCallback(new UniformVarying);
stateset->addUniform(xCoeff);
osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile("lz.rgb"));
texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
@@ -138,6 +180,10 @@ int main(int argc, char *argv[])
// set up the value with sensible default event handlers.
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
std::string shader("simple");
while(arguments.read("-s",shader)) {}
// get details on keyboard and mouse bindings used by the viewer.
viewer.getUsage(*arguments.getApplicationUsage());
@@ -160,7 +206,7 @@ int main(int argc, char *argv[])
}
// load the nodes from the commandline arguments.
osg::Node* model = createModel();
osg::Node* model = createModel(shader);
if (!model)
{
return 1;