Ran dos2unx of files

This commit is contained in:
Robert Osfield
2009-05-29 08:24:52 +00:00
parent 23c7646702
commit aaee56cbde
3 changed files with 374 additions and 374 deletions

View File

@@ -1,149 +1,149 @@
#include <iostream>
#include <osg/Geode>
#include <osg/TexGen>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include "VirtualProgram.h"
using osgCandidate::VirtualProgram;
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateSimpleHierarchy( const char * file )
{
osg::Node * node = osgDB::readNodeFile( file );
if( !node ) return NULL;
float r = node->getBound().radius(); // diameter
osg::Group * root = new osg::Group();
osg::Group * group = new osg::Group();
// Create four matrices for translated instances of the cow
osg::MatrixTransform * transform0 = new osg::MatrixTransform( );
transform0->setMatrix( osg::Matrix::translate( 0,0,r ) );
osg::MatrixTransform * transform1 = new osg::MatrixTransform( );
transform1->setMatrix( osg::Matrix::translate( 0,0,0 ) );
osg::MatrixTransform * transform2 = new osg::MatrixTransform( );
transform2->setMatrix( osg::Matrix::translate( -r,0,-r ) );
osg::MatrixTransform * transform3 = new osg::MatrixTransform( );
transform3->setMatrix( osg::Matrix::translate( r,0,-r ) );
root->addChild( transform0 );
root->addChild( group );
group->addChild( transform1 );
group->addChild( transform2 );
group->addChild( transform3 );
transform0->addChild( node );
transform1->addChild( node );
transform2->addChild( node );
transform3->addChild( node );
// At the scene root apply standard program
if( 1 )
{
osg::Program * program = new osg::Program;
osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
main->setShaderSource(
"uniform sampler2D base; \n"
"void main(void) \n"
"{\n"
" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] );\n"
" gl_FragColor *= vec4( 1.0, 1.0, 1.0, 0.5 ); \n"
"}\n"
);
program->addShader( main );
main->setName( "White" );
root->getOrCreateStateSet( )->setAttributeAndModes( program );
}
// Now override root program with default VirtualProgram for three bottom cows
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram( );
// Create main shader which declares and calls ColorFilter function
osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
main->setShaderSource(
"vec4 ColorFilter( in vec4 color ); \n"
"uniform sampler2D base; \n"
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] ); \n"
" gl_FragColor = ColorFilter( gl_FragColor ); \n"
"}\n"
);
virtualProgram->setShader( "main", main );
main->setName( "Virtual Main" );
// Create filter shader which implements greem ColorFilter function
osg::Shader * colorFilter = new osg::Shader( osg::Shader::FRAGMENT );
colorFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" return color * vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
"}\n"
);
colorFilter->setName( "Virtual Green" );
virtualProgram->setShader( "ColorFilter", colorFilter );
group->getOrCreateStateSet( )->setAttributeAndModes( virtualProgram );
}
// Create "incomplete" VirtualProgram overriding ColorFilter function
// Lower left cow drawn will be red
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram();
osg::Shader * redFilter = new osg::Shader( osg::Shader::FRAGMENT );
redFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" return color * vec4( 1, 0, 0, 1 ); \n"
"}\n"
);
virtualProgram->setShader( "ColorFilter", redFilter );
redFilter->setName( "Virtual Red" );
transform2->getOrCreateStateSet( )->setAttribute( virtualProgram );
}
// Create "incomplete" VirtualProgram overriding ColorFilter function
// Lower right cow will be drawn with grid pattern on yellow background
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram();
osg::Shader * gridFilter = new osg::Shader( osg::Shader::FRAGMENT );
gridFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" vec2 grid = clamp( mod( gl_FragCoord.xy, 16.0 ), 0.0, 1.0 ); \n"
" return color * vec4( grid, 0.0, 1.0 ); \n"
"}\n"
);
virtualProgram->setShader( "ColorFilter", gridFilter );
gridFilter->setName( "Virtual Grid" );
transform3->getOrCreateStateSet( )->setAttribute( virtualProgram );
}
return root;
}//////////////////////////////////////////
#include <iostream>
#include <osg/Geode>
#include <osg/TexGen>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include "VirtualProgram.h"
using osgCandidate::VirtualProgram;
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateSimpleHierarchy( const char * file )
{
osg::Node * node = osgDB::readNodeFile( file );
if( !node ) return NULL;
float r = node->getBound().radius(); // diameter
osg::Group * root = new osg::Group();
osg::Group * group = new osg::Group();
// Create four matrices for translated instances of the cow
osg::MatrixTransform * transform0 = new osg::MatrixTransform( );
transform0->setMatrix( osg::Matrix::translate( 0,0,r ) );
osg::MatrixTransform * transform1 = new osg::MatrixTransform( );
transform1->setMatrix( osg::Matrix::translate( 0,0,0 ) );
osg::MatrixTransform * transform2 = new osg::MatrixTransform( );
transform2->setMatrix( osg::Matrix::translate( -r,0,-r ) );
osg::MatrixTransform * transform3 = new osg::MatrixTransform( );
transform3->setMatrix( osg::Matrix::translate( r,0,-r ) );
root->addChild( transform0 );
root->addChild( group );
group->addChild( transform1 );
group->addChild( transform2 );
group->addChild( transform3 );
transform0->addChild( node );
transform1->addChild( node );
transform2->addChild( node );
transform3->addChild( node );
// At the scene root apply standard program
if( 1 )
{
osg::Program * program = new osg::Program;
osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
main->setShaderSource(
"uniform sampler2D base; \n"
"void main(void) \n"
"{\n"
" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] );\n"
" gl_FragColor *= vec4( 1.0, 1.0, 1.0, 0.5 ); \n"
"}\n"
);
program->addShader( main );
main->setName( "White" );
root->getOrCreateStateSet( )->setAttributeAndModes( program );
}
// Now override root program with default VirtualProgram for three bottom cows
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram( );
// Create main shader which declares and calls ColorFilter function
osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
main->setShaderSource(
"vec4 ColorFilter( in vec4 color ); \n"
"uniform sampler2D base; \n"
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] ); \n"
" gl_FragColor = ColorFilter( gl_FragColor ); \n"
"}\n"
);
virtualProgram->setShader( "main", main );
main->setName( "Virtual Main" );
// Create filter shader which implements greem ColorFilter function
osg::Shader * colorFilter = new osg::Shader( osg::Shader::FRAGMENT );
colorFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" return color * vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
"}\n"
);
colorFilter->setName( "Virtual Green" );
virtualProgram->setShader( "ColorFilter", colorFilter );
group->getOrCreateStateSet( )->setAttributeAndModes( virtualProgram );
}
// Create "incomplete" VirtualProgram overriding ColorFilter function
// Lower left cow drawn will be red
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram();
osg::Shader * redFilter = new osg::Shader( osg::Shader::FRAGMENT );
redFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" return color * vec4( 1, 0, 0, 1 ); \n"
"}\n"
);
virtualProgram->setShader( "ColorFilter", redFilter );
redFilter->setName( "Virtual Red" );
transform2->getOrCreateStateSet( )->setAttribute( virtualProgram );
}
// Create "incomplete" VirtualProgram overriding ColorFilter function
// Lower right cow will be drawn with grid pattern on yellow background
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram();
osg::Shader * gridFilter = new osg::Shader( osg::Shader::FRAGMENT );
gridFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" vec2 grid = clamp( mod( gl_FragCoord.xy, 16.0 ), 0.0, 1.0 ); \n"
" return color * vec4( grid, 0.0, 1.0 ); \n"
"}\n"
);
virtualProgram->setShader( "ColorFilter", gridFilter );
gridFilter->setName( "Virtual Grid" );
transform3->getOrCreateStateSet( )->setAttribute( virtualProgram );
}
return root;
}//////////////////////////////////////////

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@@ -1,184 +1,184 @@
////////////////////////////////////////////////////////////////////////////////
#include<osg/Shader>
#include<osg/Program>
#include<osg/State>
#include<osg/Notify>
#include<cassert>
////////////////////////////////////////////////////////////////////////////////
#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
////////////////////////////////////////////////////////////////////////////////
#include<osg/Shader>
#include<osg/Program>
#include<osg/State>
#include<osg/Notify>
#include<cassert>
////////////////////////////////////////////////////////////////////////////////
#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

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@@ -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;
}