Ran dos2unx of files
This commit is contained in:
@@ -1,149 +1,149 @@
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#include <iostream>
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#include <osg/Geode>
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#include <osg/TexGen>
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#include <osg/Texture2D>
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#include <osg/MatrixTransform>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include "VirtualProgram.h"
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using osgCandidate::VirtualProgram;
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////////////////////////////////////////////////////////////////////////////////
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osg::Node * CreateSimpleHierarchy( const char * file )
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{
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osg::Node * node = osgDB::readNodeFile( file );
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if( !node ) return NULL;
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float r = node->getBound().radius(); // diameter
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osg::Group * root = new osg::Group();
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osg::Group * group = new osg::Group();
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// Create four matrices for translated instances of the cow
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osg::MatrixTransform * transform0 = new osg::MatrixTransform( );
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transform0->setMatrix( osg::Matrix::translate( 0,0,r ) );
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osg::MatrixTransform * transform1 = new osg::MatrixTransform( );
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transform1->setMatrix( osg::Matrix::translate( 0,0,0 ) );
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osg::MatrixTransform * transform2 = new osg::MatrixTransform( );
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transform2->setMatrix( osg::Matrix::translate( -r,0,-r ) );
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osg::MatrixTransform * transform3 = new osg::MatrixTransform( );
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transform3->setMatrix( osg::Matrix::translate( r,0,-r ) );
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root->addChild( transform0 );
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root->addChild( group );
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group->addChild( transform1 );
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group->addChild( transform2 );
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group->addChild( transform3 );
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transform0->addChild( node );
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transform1->addChild( node );
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transform2->addChild( node );
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transform3->addChild( node );
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// At the scene root apply standard program
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if( 1 )
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{
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osg::Program * program = new osg::Program;
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osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
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main->setShaderSource(
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"uniform sampler2D base; \n"
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"void main(void) \n"
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"{\n"
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" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] );\n"
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" gl_FragColor *= vec4( 1.0, 1.0, 1.0, 0.5 ); \n"
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"}\n"
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);
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program->addShader( main );
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main->setName( "White" );
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root->getOrCreateStateSet( )->setAttributeAndModes( program );
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}
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// Now override root program with default VirtualProgram for three bottom cows
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram( );
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// Create main shader which declares and calls ColorFilter function
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osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
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main->setShaderSource(
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"vec4 ColorFilter( in vec4 color ); \n"
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"uniform sampler2D base; \n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] ); \n"
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" gl_FragColor = ColorFilter( gl_FragColor ); \n"
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"}\n"
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);
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virtualProgram->setShader( "main", main );
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main->setName( "Virtual Main" );
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// Create filter shader which implements greem ColorFilter function
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osg::Shader * colorFilter = new osg::Shader( osg::Shader::FRAGMENT );
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colorFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" return color * vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
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"}\n"
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);
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colorFilter->setName( "Virtual Green" );
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virtualProgram->setShader( "ColorFilter", colorFilter );
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group->getOrCreateStateSet( )->setAttributeAndModes( virtualProgram );
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}
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// Create "incomplete" VirtualProgram overriding ColorFilter function
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// Lower left cow drawn will be red
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram();
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osg::Shader * redFilter = new osg::Shader( osg::Shader::FRAGMENT );
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redFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" return color * vec4( 1, 0, 0, 1 ); \n"
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"}\n"
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);
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virtualProgram->setShader( "ColorFilter", redFilter );
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redFilter->setName( "Virtual Red" );
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transform2->getOrCreateStateSet( )->setAttribute( virtualProgram );
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}
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// Create "incomplete" VirtualProgram overriding ColorFilter function
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// Lower right cow will be drawn with grid pattern on yellow background
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram();
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osg::Shader * gridFilter = new osg::Shader( osg::Shader::FRAGMENT );
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gridFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" vec2 grid = clamp( mod( gl_FragCoord.xy, 16.0 ), 0.0, 1.0 ); \n"
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" return color * vec4( grid, 0.0, 1.0 ); \n"
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"}\n"
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);
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virtualProgram->setShader( "ColorFilter", gridFilter );
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gridFilter->setName( "Virtual Grid" );
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transform3->getOrCreateStateSet( )->setAttribute( virtualProgram );
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}
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return root;
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}//////////////////////////////////////////
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#include <iostream>
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#include <osg/Geode>
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#include <osg/TexGen>
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#include <osg/Texture2D>
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#include <osg/MatrixTransform>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include "VirtualProgram.h"
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using osgCandidate::VirtualProgram;
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////////////////////////////////////////////////////////////////////////////////
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osg::Node * CreateSimpleHierarchy( const char * file )
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{
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osg::Node * node = osgDB::readNodeFile( file );
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if( !node ) return NULL;
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float r = node->getBound().radius(); // diameter
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osg::Group * root = new osg::Group();
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osg::Group * group = new osg::Group();
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// Create four matrices for translated instances of the cow
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osg::MatrixTransform * transform0 = new osg::MatrixTransform( );
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transform0->setMatrix( osg::Matrix::translate( 0,0,r ) );
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osg::MatrixTransform * transform1 = new osg::MatrixTransform( );
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transform1->setMatrix( osg::Matrix::translate( 0,0,0 ) );
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osg::MatrixTransform * transform2 = new osg::MatrixTransform( );
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transform2->setMatrix( osg::Matrix::translate( -r,0,-r ) );
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osg::MatrixTransform * transform3 = new osg::MatrixTransform( );
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transform3->setMatrix( osg::Matrix::translate( r,0,-r ) );
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root->addChild( transform0 );
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root->addChild( group );
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group->addChild( transform1 );
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group->addChild( transform2 );
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group->addChild( transform3 );
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transform0->addChild( node );
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transform1->addChild( node );
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transform2->addChild( node );
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transform3->addChild( node );
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// At the scene root apply standard program
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if( 1 )
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{
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osg::Program * program = new osg::Program;
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osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
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main->setShaderSource(
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"uniform sampler2D base; \n"
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"void main(void) \n"
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"{\n"
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" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] );\n"
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" gl_FragColor *= vec4( 1.0, 1.0, 1.0, 0.5 ); \n"
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"}\n"
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);
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program->addShader( main );
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main->setName( "White" );
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root->getOrCreateStateSet( )->setAttributeAndModes( program );
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}
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// Now override root program with default VirtualProgram for three bottom cows
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram( );
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// Create main shader which declares and calls ColorFilter function
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osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
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main->setShaderSource(
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"vec4 ColorFilter( in vec4 color ); \n"
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"uniform sampler2D base; \n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] ); \n"
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" gl_FragColor = ColorFilter( gl_FragColor ); \n"
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"}\n"
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);
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virtualProgram->setShader( "main", main );
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main->setName( "Virtual Main" );
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// Create filter shader which implements greem ColorFilter function
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osg::Shader * colorFilter = new osg::Shader( osg::Shader::FRAGMENT );
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colorFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" return color * vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
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"}\n"
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);
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colorFilter->setName( "Virtual Green" );
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virtualProgram->setShader( "ColorFilter", colorFilter );
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group->getOrCreateStateSet( )->setAttributeAndModes( virtualProgram );
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}
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// Create "incomplete" VirtualProgram overriding ColorFilter function
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// Lower left cow drawn will be red
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram();
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osg::Shader * redFilter = new osg::Shader( osg::Shader::FRAGMENT );
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redFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" return color * vec4( 1, 0, 0, 1 ); \n"
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"}\n"
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);
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virtualProgram->setShader( "ColorFilter", redFilter );
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redFilter->setName( "Virtual Red" );
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transform2->getOrCreateStateSet( )->setAttribute( virtualProgram );
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}
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// Create "incomplete" VirtualProgram overriding ColorFilter function
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// Lower right cow will be drawn with grid pattern on yellow background
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram();
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osg::Shader * gridFilter = new osg::Shader( osg::Shader::FRAGMENT );
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gridFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" vec2 grid = clamp( mod( gl_FragCoord.xy, 16.0 ), 0.0, 1.0 ); \n"
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" return color * vec4( grid, 0.0, 1.0 ); \n"
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"}\n"
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);
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virtualProgram->setShader( "ColorFilter", gridFilter );
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gridFilter->setName( "Virtual Grid" );
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transform3->getOrCreateStateSet( )->setAttribute( virtualProgram );
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}
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return root;
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}//////////////////////////////////////////
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@@ -1,184 +1,184 @@
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////////////////////////////////////////////////////////////////////////////////
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#include<osg/Shader>
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#include<osg/Program>
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#include<osg/State>
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#include<osg/Notify>
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#include<cassert>
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////////////////////////////////////////////////////////////////////////////////
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#include "VirtualProgram.h"
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using namespace osg;
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// If graphics board has program linking problems set MERGE_SHADERS to 1
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// Merge shaders can be used to merge shaders strings into one shader.
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#define MERGE_SHADERS 0
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#define NOTIFICATION_MESSAGES 0
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namespace osgCandidate {
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////////////////////////////////////////////////////////////////////////////////
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VirtualProgram::VirtualProgram( unsigned int mask ) : _mask( mask )
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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VirtualProgram::VirtualProgram
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( const VirtualProgram& VirtualProgram, const osg::CopyOp& copyop ):
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osg::Program( VirtualProgram, copyop ),
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_shaderMap( VirtualProgram._shaderMap ),
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_mask( VirtualProgram._mask )
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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VirtualProgram::~VirtualProgram( void )
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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osg::Shader * VirtualProgram::getShader
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( const std::string & shaderSemantic, osg::Shader::Type type )
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{
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ShaderMap::key_type key( shaderSemantic, type );
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return _shaderMap[ key ].get();
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}
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////////////////////////////////////////////////////////////////////////////////
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osg::Shader * VirtualProgram::setShader
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( const std::string & shaderSemantic, osg::Shader * shader )
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{
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if( shader->getType() == osg::Shader::UNDEFINED )
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return NULL;
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ShaderMap::key_type key( shaderSemantic, shader->getType() );
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ref_ptr< osg::Shader > shaderNew = shader;
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ref_ptr< osg::Shader > & shaderCurrent = _shaderMap[ key ];
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#if 0 // Good for debugging of shader linking problems.
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// Don't do it - User could use the name for its own purposes
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shaderNew->setName( shaderSemantic );
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#endif
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if( shaderCurrent != shaderNew ) {
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#if 0
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if( shaderCurrent.valid() )
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Program::removeShader( shaderCurrent.get() );
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if( shaderNew.valid() )
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Program::addShader( shaderNew.get() );
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#endif
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shaderCurrent = shaderNew;
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}
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return shaderCurrent;
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}
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////////////////////////////////////////////////////////////////////////////////
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void VirtualProgram::apply( osg::State & state ) const
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{
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if( _shaderMap.empty() ) // Virtual Program works as normal Program
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return Program::apply( state );
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State::AttributeVec *av = &state.getAttributeVec(this);
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#if NOTIFICATION_MESSAGES
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std::ostream &os = osg::notify( osg::NOTICE );
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os << "VirtualProgram cumulate Begin" << std::endl;
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#endif
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ShaderMap shaderMap;
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for( State::AttributeVec::iterator i = av->begin(); i != av->end(); ++i )
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{
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const osg::StateAttribute * sa = i->first;
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const VirtualProgram * vp = dynamic_cast< const VirtualProgram *>( sa );
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if( vp && ( vp->_mask & _mask ) ) {
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#if NOTIFICATION_MESSAGES
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if( vp->getName().empty() )
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os << "VirtualProgram cumulate [ Unnamed VP ] apply" << std::endl;
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else
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os << "VirtualProgram cumulate ["<< vp->getName() << "] apply" << std::endl;
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#endif
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for( ShaderMap::const_iterator i = vp->_shaderMap.begin();
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i != vp->_shaderMap.end(); ++i )
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{
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shaderMap[ i->first ] = i->second;
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}
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} else {
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#if NOTIFICATION_MESSAGES
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os << "VirtualProgram cumulate ( not VP or mask not match ) ignored" << std::endl;
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#endif
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continue; // ignore osg::Programs
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}
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}
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for( ShaderMap::const_iterator i = this->_shaderMap.begin();
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i != this->_shaderMap.end(); ++i )
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shaderMap[ i->first ] = i->second;
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#if NOTIFICATION_MESSAGES
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os << "VirtualProgram cumulate End" << std::endl;
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#endif
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if( shaderMap.size() ) {
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ShaderList sl;
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for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i )
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sl.push_back( i->second );
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osg::ref_ptr< osg::Program > & program = _programMap[ sl ];
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if( !program.valid() ) {
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program = new osg::Program;
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#if !MERGE_SHADERS
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for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
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program->addShader( i->get() );
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#else
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std::string strFragment;
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std::string strVertex;
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std::string strGeometry;
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for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
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{
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if( i->get()->getType() == osg::Shader::FRAGMENT )
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strFragment += i->get()->getShaderSource();
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else if ( i->get()->getType() == osg::Shader::VERTEX )
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strVertex += i->get()->getShaderSource();
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else if ( i->get()->getType() == osg::Shader::GEOMETRY )
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strGeometry += i->get()->getShaderSource();
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}
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if( strFragment.length() > 0 ) {
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program->addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) );
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#if NOTIFICATION_MESSAGES
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os << "====VirtualProgram merged Fragment Shader:" << std::endl << strFragment << "====" << std::endl;
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#endif
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}
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if( strVertex.length() > 0 ) {
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program->addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) );
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#if NOTIFICATION_MESSAGES
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os << "VirtualProgram merged Vertex Shader:" << std::endl << strVertex << "====" << std::endl;
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#endif
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}
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if( strGeometry.length() > 0 ) {
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program->addShader( new osg::Shader( osg::Shader::GEOMETRY, strGeometry ) );
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#if NOTIFICATION_MESSAGES
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os << "VirtualProgram merged Geometry Shader:" << std::endl << strGeometry << "====" << std::endl;
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#endif
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}
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#endif
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}
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state.applyAttribute( program );
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} else {
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Program::apply( state );
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}
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#if NOTIFICATION_MESSAGES
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os << "VirtualProgram Apply" << std::endl;
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#endif
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}
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////////////////////////////////////////////////////////////////////////////////
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} // namespace osgExt
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////////////////////////////////////////////////////////////////////////////////
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#include<osg/Shader>
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#include<osg/Program>
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#include<osg/State>
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#include<osg/Notify>
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#include<cassert>
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////////////////////////////////////////////////////////////////////////////////
|
||||
#include "VirtualProgram.h"
|
||||
|
||||
using namespace osg;
|
||||
|
||||
// If graphics board has program linking problems set MERGE_SHADERS to 1
|
||||
// Merge shaders can be used to merge shaders strings into one shader.
|
||||
#define MERGE_SHADERS 0
|
||||
#define NOTIFICATION_MESSAGES 0
|
||||
|
||||
namespace osgCandidate {
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
VirtualProgram::VirtualProgram( unsigned int mask ) : _mask( mask )
|
||||
{
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
VirtualProgram::VirtualProgram
|
||||
( const VirtualProgram& VirtualProgram, const osg::CopyOp& copyop ):
|
||||
osg::Program( VirtualProgram, copyop ),
|
||||
_shaderMap( VirtualProgram._shaderMap ),
|
||||
_mask( VirtualProgram._mask )
|
||||
{
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
VirtualProgram::~VirtualProgram( void )
|
||||
{
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
osg::Shader * VirtualProgram::getShader
|
||||
( const std::string & shaderSemantic, osg::Shader::Type type )
|
||||
{
|
||||
ShaderMap::key_type key( shaderSemantic, type );
|
||||
|
||||
return _shaderMap[ key ].get();
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
osg::Shader * VirtualProgram::setShader
|
||||
( const std::string & shaderSemantic, osg::Shader * shader )
|
||||
{
|
||||
if( shader->getType() == osg::Shader::UNDEFINED )
|
||||
return NULL;
|
||||
|
||||
ShaderMap::key_type key( shaderSemantic, shader->getType() );
|
||||
|
||||
ref_ptr< osg::Shader > shaderNew = shader;
|
||||
ref_ptr< osg::Shader > & shaderCurrent = _shaderMap[ key ];
|
||||
|
||||
#if 0 // Good for debugging of shader linking problems.
|
||||
// Don't do it - User could use the name for its own purposes
|
||||
shaderNew->setName( shaderSemantic );
|
||||
#endif
|
||||
|
||||
if( shaderCurrent != shaderNew ) {
|
||||
#if 0
|
||||
if( shaderCurrent.valid() )
|
||||
Program::removeShader( shaderCurrent.get() );
|
||||
|
||||
if( shaderNew.valid() )
|
||||
Program::addShader( shaderNew.get() );
|
||||
#endif
|
||||
shaderCurrent = shaderNew;
|
||||
}
|
||||
|
||||
return shaderCurrent;
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
void VirtualProgram::apply( osg::State & state ) const
|
||||
{
|
||||
if( _shaderMap.empty() ) // Virtual Program works as normal Program
|
||||
return Program::apply( state );
|
||||
|
||||
State::AttributeVec *av = &state.getAttributeVec(this);
|
||||
|
||||
#if NOTIFICATION_MESSAGES
|
||||
std::ostream &os = osg::notify( osg::NOTICE );
|
||||
os << "VirtualProgram cumulate Begin" << std::endl;
|
||||
#endif
|
||||
|
||||
ShaderMap shaderMap;
|
||||
for( State::AttributeVec::iterator i = av->begin(); i != av->end(); ++i )
|
||||
{
|
||||
const osg::StateAttribute * sa = i->first;
|
||||
const VirtualProgram * vp = dynamic_cast< const VirtualProgram *>( sa );
|
||||
if( vp && ( vp->_mask & _mask ) ) {
|
||||
|
||||
#if NOTIFICATION_MESSAGES
|
||||
if( vp->getName().empty() )
|
||||
os << "VirtualProgram cumulate [ Unnamed VP ] apply" << std::endl;
|
||||
else
|
||||
os << "VirtualProgram cumulate ["<< vp->getName() << "] apply" << std::endl;
|
||||
#endif
|
||||
|
||||
for( ShaderMap::const_iterator i = vp->_shaderMap.begin();
|
||||
i != vp->_shaderMap.end(); ++i )
|
||||
{
|
||||
shaderMap[ i->first ] = i->second;
|
||||
}
|
||||
|
||||
} else {
|
||||
#if NOTIFICATION_MESSAGES
|
||||
os << "VirtualProgram cumulate ( not VP or mask not match ) ignored" << std::endl;
|
||||
#endif
|
||||
continue; // ignore osg::Programs
|
||||
}
|
||||
}
|
||||
|
||||
for( ShaderMap::const_iterator i = this->_shaderMap.begin();
|
||||
i != this->_shaderMap.end(); ++i )
|
||||
shaderMap[ i->first ] = i->second;
|
||||
|
||||
#if NOTIFICATION_MESSAGES
|
||||
os << "VirtualProgram cumulate End" << std::endl;
|
||||
#endif
|
||||
|
||||
if( shaderMap.size() ) {
|
||||
|
||||
ShaderList sl;
|
||||
for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i )
|
||||
sl.push_back( i->second );
|
||||
|
||||
osg::ref_ptr< osg::Program > & program = _programMap[ sl ];
|
||||
|
||||
if( !program.valid() ) {
|
||||
program = new osg::Program;
|
||||
#if !MERGE_SHADERS
|
||||
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
|
||||
program->addShader( i->get() );
|
||||
#else
|
||||
std::string strFragment;
|
||||
std::string strVertex;
|
||||
std::string strGeometry;
|
||||
|
||||
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
|
||||
{
|
||||
if( i->get()->getType() == osg::Shader::FRAGMENT )
|
||||
strFragment += i->get()->getShaderSource();
|
||||
else if ( i->get()->getType() == osg::Shader::VERTEX )
|
||||
strVertex += i->get()->getShaderSource();
|
||||
else if ( i->get()->getType() == osg::Shader::GEOMETRY )
|
||||
strGeometry += i->get()->getShaderSource();
|
||||
}
|
||||
|
||||
if( strFragment.length() > 0 ) {
|
||||
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) );
|
||||
#if NOTIFICATION_MESSAGES
|
||||
os << "====VirtualProgram merged Fragment Shader:" << std::endl << strFragment << "====" << std::endl;
|
||||
#endif
|
||||
}
|
||||
|
||||
if( strVertex.length() > 0 ) {
|
||||
program->addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) );
|
||||
#if NOTIFICATION_MESSAGES
|
||||
os << "VirtualProgram merged Vertex Shader:" << std::endl << strVertex << "====" << std::endl;
|
||||
#endif
|
||||
}
|
||||
|
||||
if( strGeometry.length() > 0 ) {
|
||||
program->addShader( new osg::Shader( osg::Shader::GEOMETRY, strGeometry ) );
|
||||
#if NOTIFICATION_MESSAGES
|
||||
os << "VirtualProgram merged Geometry Shader:" << std::endl << strGeometry << "====" << std::endl;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
state.applyAttribute( program );
|
||||
} else {
|
||||
Program::apply( state );
|
||||
}
|
||||
|
||||
#if NOTIFICATION_MESSAGES
|
||||
os << "VirtualProgram Apply" << std::endl;
|
||||
#endif
|
||||
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
} // namespace osgExt
|
||||
|
||||
@@ -1,41 +1,41 @@
|
||||
#include <iostream>
|
||||
#include <osg/Geode>
|
||||
#include <osg/TexGen>
|
||||
#include <osg/Texture2D>
|
||||
#include <osg/MatrixTransform>
|
||||
#include <osgDB/ReadFile>
|
||||
#include <osgViewer/Viewer>
|
||||
|
||||
extern osg::Node * CreateSimpleHierarchy( const char * file );
|
||||
extern osg::Node * CreateAdvancedHierarchy( const char * file );
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
// construct the viewer.
|
||||
osg::ArgumentParser arguments( &argc, argv );
|
||||
osgViewer::Viewer viewer( arguments );
|
||||
|
||||
std::string filename = "cow.osg";
|
||||
bool useAdvancedTechnique = arguments.read("-a") || arguments.read("--advanced") ;
|
||||
|
||||
if (arguments.argc()>1)
|
||||
{
|
||||
if (!arguments.isOption(1)) filename = arguments[1];
|
||||
}
|
||||
|
||||
// osg::Node * node = CreateSimpleHierarchy( file );
|
||||
osg::Node * node = useAdvancedTechnique ?
|
||||
CreateAdvancedHierarchy( filename.c_str() ) :
|
||||
CreateSimpleHierarchy( filename.c_str() );
|
||||
|
||||
if ( !node ) {
|
||||
osg::notify( osg::NOTICE ) << "Error, cannot read " << filename << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
viewer.setSceneData( node );
|
||||
viewer.realize( );
|
||||
viewer.run();
|
||||
|
||||
return 0;
|
||||
}
|
||||
#include <iostream>
|
||||
#include <osg/Geode>
|
||||
#include <osg/TexGen>
|
||||
#include <osg/Texture2D>
|
||||
#include <osg/MatrixTransform>
|
||||
#include <osgDB/ReadFile>
|
||||
#include <osgViewer/Viewer>
|
||||
|
||||
extern osg::Node * CreateSimpleHierarchy( const char * file );
|
||||
extern osg::Node * CreateAdvancedHierarchy( const char * file );
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
// construct the viewer.
|
||||
osg::ArgumentParser arguments( &argc, argv );
|
||||
osgViewer::Viewer viewer( arguments );
|
||||
|
||||
std::string filename = "cow.osg";
|
||||
bool useAdvancedTechnique = arguments.read("-a") || arguments.read("--advanced") ;
|
||||
|
||||
if (arguments.argc()>1)
|
||||
{
|
||||
if (!arguments.isOption(1)) filename = arguments[1];
|
||||
}
|
||||
|
||||
// osg::Node * node = CreateSimpleHierarchy( file );
|
||||
osg::Node * node = useAdvancedTechnique ?
|
||||
CreateAdvancedHierarchy( filename.c_str() ) :
|
||||
CreateSimpleHierarchy( filename.c_str() );
|
||||
|
||||
if ( !node ) {
|
||||
osg::notify( osg::NOTICE ) << "Error, cannot read " << filename << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
viewer.setSceneData( node );
|
||||
viewer.realize( );
|
||||
viewer.run();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user