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