From Mike Weiblen, updates to osgGL2 to support Uniform values
This commit is contained in:
@@ -11,7 +11,7 @@
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*/
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/* file: examples/osgshaders/GL2Scene.cpp
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* author: Mike Weiblen 2003-07-14
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* author: Mike Weiblen 2003-09-30
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*
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* Compose a scene of several instances of a model, with a different
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* OpenGL Shading Language shader applied to each.
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@@ -23,49 +23,159 @@
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#include <osg/ShapeDrawable>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geode>
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#include <osg/Node>
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#include <osg/Material>
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#include <osg/Notify>
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#include <osg/Vec3>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/Optimizer>
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#include <osgGL2/ProgramObject>
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#include "GL2Scene.h"
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#include "Noise.h"
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///////////////////////////////////////////////////////////////////////////
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// OpenGL Shading Language source code for the "microshader" example.
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///////////////////////////////////////////////////////////////////////////
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static osg::Image*
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make3DNoiseImage(int texSize)
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{
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osg::Image* image = new osg::Image;
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image->setImage(texSize, texSize, texSize,
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4, GL_RGBA, GL_UNSIGNED_BYTE,
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new unsigned char[4 * texSize * texSize * texSize],
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osg::Image::USE_NEW_DELETE);
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const int startFrequency = 4;
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const int numOctaves = 4;
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int f, i, j, k, inc;
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double ni[3];
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double inci, incj, inck;
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int frequency = startFrequency;
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GLubyte *ptr;
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double amp = 0.5;
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osg::notify(osg::INFO) << "creating 3D noise texture... ";
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for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
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{
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SetNoiseFrequency(frequency);
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ptr = image->data();
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ni[0] = ni[1] = ni[2] = 0;
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inci = 1.0 / (texSize / frequency);
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for (i = 0; i < texSize; ++i, ni[0] += inci)
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{
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incj = 1.0 / (texSize / frequency);
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for (j = 0; j < texSize; ++j, ni[1] += incj)
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{
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inck = 1.0 / (texSize / frequency);
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for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
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{
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*(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
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}
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}
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}
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}
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osg::notify(osg::INFO) << "DONE" << std::endl;
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return image;
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}
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static osg::Texture3D*
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make3DNoiseTexture(int texSize )
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{
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osg::Texture3D* noiseTexture = new osg::Texture3D;
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noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
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noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
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noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
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noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
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noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
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noiseTexture->setImage( make3DNoiseImage(texSize) );
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return noiseTexture;
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}
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///////////////////////////////////////////////////////////////////////////
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static osg::Image*
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make1DSineImage( int texSize )
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{
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const float PI = 3.1415927;
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osg::Image* image = new osg::Image;
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image->setImage(texSize, 1, 1,
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4, GL_RGBA, GL_UNSIGNED_BYTE,
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new unsigned char[4 * texSize],
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osg::Image::USE_NEW_DELETE);
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GLubyte* ptr = image->data();
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float inc = 2. * PI / (float)texSize;
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for(int i = 0; i < texSize; i++)
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{
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*ptr++ = (GLubyte)((sinf(i * inc) * 0.5 + 0.5) * 255.);
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*ptr++ = 0;
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*ptr++ = 0;
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*ptr++ = 1;
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}
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return image;
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}
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static osg::Texture1D*
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make1DSineTexture( int texSize )
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{
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osg::Texture1D* sineTexture = new osg::Texture1D;
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sineTexture->setWrap(osg::Texture1D::WRAP_S, osg::Texture1D::REPEAT);
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sineTexture->setFilter(osg::Texture1D::MIN_FILTER, osg::Texture1D::LINEAR);
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sineTexture->setFilter(osg::Texture1D::MAG_FILTER, osg::Texture1D::LINEAR);
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sineTexture->setImage( make1DSineImage(texSize) );
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return sineTexture;
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}
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///////////////////////////////////////////////////////////////////////////
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static osg::Node* createGlobe()
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{
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osg::Geode* geode = new osg::Geode();
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage( osgDB::readImageFile("Images/land_shallow_topo_2048.jpg") );
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stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 2.0f)));
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return geode;
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}
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///////////////////////////////////////////////////////////////////////////
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// OpenGL Shading Language source code for the "microshader" example,
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// which simply colors a fragment based on its location.
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static const char *microshaderVertSource = {
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"varying vec3 color;"
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"varying vec4 color;"
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"void main(void)"
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"{"
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"color = gl_Vertex;"
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"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
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"color = gl_Vertex.zyx * 1.0;"
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"}"
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};
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static const char *microshaderFragSource = {
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"varying vec3 color;"
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"varying vec4 color;"
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"void main(void)"
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"{"
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"gl_FragColor = vec4(color, 1.0);"
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"gl_FragColor = color;"
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"}"
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};
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///////////////////////////////////////////////////////////////////////////
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static osg::Group* rootNode;
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static osg::Node* masterModel;
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// Add a reference to the masterModel at the specified translation, and
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// return its StateSet so we can easily attach StateAttributes.
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static osg::StateSet*
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CloneMaster(float x, float y, float z )
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{
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
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xform->setPosition(osg::Vec3(x, y, z));
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xform->addChild(masterModel);
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rootNode->addChild(xform);
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return xform->getOrCreateStateSet();
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}
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static osg::ref_ptr<osg::Group> rootNode;
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// Create some geometry upon which to render GL2 shaders.
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static osg::Geode*
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@@ -78,96 +188,231 @@ CreateModel()
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return geode;
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}
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// read vert & frag shader source code from a pair of files.
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static void
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LoadShaderSource( osgGL2::ProgramObject* progObj, std::string baseFileName )
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// Add a reference to the masterModel at the specified translation, and
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// return its StateSet so we can easily attach StateAttributes.
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static osg::StateSet*
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ModelInstance()
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{
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std::string vertFileName = osgDB::findDataFile(baseFileName + ".vert");
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if( vertFileName.length() != 0 )
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{
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osgGL2::ShaderObject* vertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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vertObj->loadShaderSourceFromFile( vertFileName.c_str() );
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progObj->addShader( vertObj );
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}
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else
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{
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osg::notify(osg::WARN) << "Warning: file \"" << baseFileName+".vert" << "\" not found." << std::endl;
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}
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static float zvalue = 0.0f;
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static osg::Node* masterModel = CreateModel();
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std::string fragFileName = osgDB::findDataFile(baseFileName + ".frag");
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if( fragFileName.length() != 0 )
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
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xform->setPosition(osg::Vec3( 0.0f, -1.0f, zvalue ));
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zvalue = zvalue + 2.2f;
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xform->addChild(masterModel);
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rootNode->addChild(xform);
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return xform->getOrCreateStateSet();
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}
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// load source from a file.
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static void
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LoadShaderSource( osgGL2::ShaderObject* obj, const std::string& fileName )
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{
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std::string fqFileName = osgDB::findDataFile(fileName);
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if( fqFileName.length() != 0 )
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{
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osgGL2::ShaderObject* fragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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fragObj->loadShaderSourceFromFile( fragFileName.c_str() );
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progObj->addShader( fragObj );
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obj->loadShaderSourceFromFile( fqFileName.c_str() );
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}
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else
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{
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osg::notify(osg::WARN) << "Warning: file \"" << baseFileName+".frag" << "\" not found." << std::endl;
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osg::notify(osg::WARN) << "File \"" << fileName << "\" not found." << std::endl;
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}
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}
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///////////////////////////////////////////////////////////////////////////
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// rude but convenient globals
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static osgGL2::ProgramObject* BlockyProgObj;
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static osgGL2::ShaderObject* BlockyVertObj;
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static osgGL2::ShaderObject* BlockyFragObj;
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static osgGL2::ProgramObject* ErodedProgObj;
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static osgGL2::ShaderObject* ErodedVertObj;
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static osgGL2::ShaderObject* ErodedFragObj;
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static osgGL2::ProgramObject* MarbleProgObj;
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static osgGL2::ShaderObject* MarbleVertObj;
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static osgGL2::ShaderObject* MarbleFragObj;
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///////////////////////////////////////////////////////////////////////////
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// TODO encapsulate inside an osgFX effect.
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class AnimateCallback: public osg::NodeCallback
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{
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public:
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AnimateCallback( osgGL2::ProgramObject* progObj ) :
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osg::NodeCallback(),
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_enabled(true)
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{}
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virtual void operator() ( osg::Node* node, osg::NodeVisitor* nv )
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{
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if( _enabled )
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{
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float angle = 2.0 * nv->getFrameStamp()->getReferenceTime();
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float sine = sinf( angle ); // -1 -> 1
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float v01 = 0.5f * sine + 0.5f; // 0 -> 1
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float v10 = 1.0f - v01; // 1 -> 0
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ErodedProgObj->setUniform( "Offset", osg::Vec3(0.505f, 0.8f*v01, 0.0f) );
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MarbleProgObj->setUniform( "Offset", osg::Vec3(0.505f, 0.8f*v01, 0.0f) );
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BlockyProgObj->setUniform( "Sine", sine );
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BlockyProgObj->setUniform( "Color1", osg::Vec3(v10, 0.0f, 0.0f) );
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BlockyProgObj->setUniform( "Color2", osg::Vec3(v01, v01, v10) );
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}
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traverse(node, nv);
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}
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private:
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bool _enabled;
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};
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///////////////////////////////////////////////////////////////////////////
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// Compose a scenegraph with examples of GL2 shaders
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#define ZGRID 2.2
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osg::Node*
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GL2Scene()
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osg::ref_ptr<osg::Group>
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GL2Scene::buildScene()
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{
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osg::StateSet* ss;
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osgGL2::ProgramObject* progObj;
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osg::Texture3D* noiseTexture = make3DNoiseTexture( 32 /*128*/ );
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osg::Texture1D* sineTexture = make1DSineTexture( 32 /*1024*/ );
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// the rootNode of our created graph.
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rootNode = new osg::Group;
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ss = rootNode->getOrCreateStateSet();
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// attach an "empty" ProgramObject to the rootNode as a default
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// StateAttribute. An empty ProgramObject (ie without any attached
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// ShaderObjects) is a special case, which means to use the
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// the root of our scenegraph.
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// attach an "empty" ProgramObject to the rootNode, which will act as
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// the default StateAttribute. An empty ProgramObject (ie without any
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// attached ShaderObjects) is a special case, which means to use the
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// OpenGL 1.x "fixed functionality" rendering pipeline.
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progObj = new osgGL2::ProgramObject;
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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rootNode = new osg::Group;
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rootNode->setUpdateCallback( new AnimateCallback(0) );
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{
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// TODO this definition of a "default ProgramObject state" will not
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// be necessary when the OSG core has proper support for the unique
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// requirements of ProgramObject.
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osg::StateSet* ss = rootNode->getOrCreateStateSet();
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osgGL2::ProgramObject* progObj = new osgGL2::ProgramObject;
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_progObjList.push_back( progObj );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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}
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// put the unadorned masterModel at the origin for comparison.
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masterModel = CreateModel();
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rootNode->addChild(masterModel);
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// the simple Microshader (its source appears earlier in this file)
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{
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osg::StateSet* ss = ModelInstance();
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osgGL2::ProgramObject* progObj = new osgGL2::ProgramObject;
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_progObjList.push_back( progObj );
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progObj->addShader( new osgGL2::ShaderObject(
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osgGL2::ShaderObject::VERTEX, microshaderVertSource ) );
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progObj->addShader( new osgGL2::ShaderObject(
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osgGL2::ShaderObject::FRAGMENT, microshaderFragSource ) );
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ss->setAttributeAndModes( progObj, osg::StateAttribute::ON );
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}
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// the "blocky" shader, a simple animation test
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{
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osg::StateSet* ss = ModelInstance();
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BlockyProgObj = new osgGL2::ProgramObject;
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_progObjList.push_back( BlockyProgObj );
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BlockyVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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BlockyFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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BlockyProgObj->addShader( BlockyFragObj );
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BlockyProgObj->addShader( BlockyVertObj );
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ss->setAttributeAndModes(BlockyProgObj, osg::StateAttribute::ON);
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}
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// the "eroded" shader, uses a noise texture to discard fragments
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{
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osg::StateSet* ss = ModelInstance();
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ss->setTextureAttributeAndModes(6, noiseTexture, osg::StateAttribute::ON);
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ErodedProgObj = new osgGL2::ProgramObject;
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_progObjList.push_back( ErodedProgObj );
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ErodedVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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ErodedFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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ErodedProgObj->addShader( ErodedFragObj );
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ErodedProgObj->addShader( ErodedVertObj );
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ss->setAttributeAndModes(ErodedProgObj, osg::StateAttribute::ON);
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}
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// the "marble" shader, uses two textures
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{
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osg::StateSet* ss = ModelInstance();
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ss->setTextureAttributeAndModes(1, noiseTexture, osg::StateAttribute::ON);
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ss->setTextureAttributeAndModes(2, sineTexture, osg::StateAttribute::ON);
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MarbleProgObj = new osgGL2::ProgramObject;
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_progObjList.push_back( MarbleProgObj );
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MarbleVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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MarbleFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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MarbleProgObj->addShader( MarbleFragObj );
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MarbleProgObj->addShader( MarbleVertObj );
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ss->setAttributeAndModes(MarbleProgObj, osg::StateAttribute::ON);
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}
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// regular GL 1.x texturing for comparison.
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if( 0 ) {
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osg::StateSet* ss = ModelInstance();
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osg::Texture2D* tex0 = new osg::Texture2D;
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tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
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ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
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}
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reloadShaderSource();
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// add logo overlays
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//rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
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//
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// create references to the masterModel and attach shaders
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//
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// apply the simple microshader example
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// (the shader sources are hardcoded above in this .cpp file)
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ss = CloneMaster(0,0,ZGRID*1);
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progObj = new osgGL2::ProgramObject;
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progObj->addShader( new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX, microshaderVertSource ) );
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progObj->addShader( new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT, microshaderFragSource ) );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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// load the "specular brick" shader from a pair of source files.
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ss = CloneMaster(0,0,ZGRID*2);
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progObj = new osgGL2::ProgramObject;
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LoadShaderSource( progObj, "shaders/brick" );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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// load the "gold screen" shader from a pair of source files.
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ss = CloneMaster(0,0,ZGRID*3);
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progObj = new osgGL2::ProgramObject;
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LoadShaderSource( progObj, "shaders/screen" );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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// rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
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return rootNode;
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}
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///////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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void
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GL2Update()
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GL2Scene::GL2Scene()
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{
|
||||
/* TODO : update uniform values for shader animation */
|
||||
_rootNode = buildScene();
|
||||
_shadersEnabled = true;
|
||||
}
|
||||
|
||||
GL2Scene::~GL2Scene()
|
||||
{
|
||||
}
|
||||
|
||||
// mew 2003-09-19 : This way of configuring the shaders is temporary,
|
||||
// pending a move to an osgFX-based approach.
|
||||
void
|
||||
GL2Scene::reloadShaderSource()
|
||||
{
|
||||
osg::notify(osg::WARN) << "reloadShaderSource()" << std::endl;
|
||||
|
||||
LoadShaderSource( BlockyVertObj, "shaders/blocky.vert" );
|
||||
LoadShaderSource( BlockyFragObj, "shaders/blocky.frag" );
|
||||
|
||||
LoadShaderSource( ErodedVertObj, "shaders/eroded.vert" );
|
||||
LoadShaderSource( ErodedFragObj, "shaders/eroded.frag" );
|
||||
ErodedProgObj->setUniform( "LightPosition", osg::Vec3(0.0f, 0.0f, 4.0f) );
|
||||
ErodedProgObj->setUniform( "Scale", 1.0f );
|
||||
ErodedProgObj->setUniform( "sampler3d", 6 );
|
||||
|
||||
LoadShaderSource( MarbleVertObj, "shaders/marble.vert" );
|
||||
LoadShaderSource( MarbleFragObj, "shaders/marble.frag" );
|
||||
MarbleProgObj->setUniform( "Noise", 1 );
|
||||
MarbleProgObj->setUniform( "Sine", 2 );
|
||||
}
|
||||
|
||||
|
||||
// mew 2003-09-19 : TODO Need to revisit how to better control
|
||||
// osgGL2::ProgramObject enable state in OSG core. glProgramObjects are
|
||||
// different enough from other GL state that StateSet::setAttributeAndModes()
|
||||
// doesn't fit well, so came up with a local implementation.
|
||||
void
|
||||
GL2Scene::toggleShaderEnable()
|
||||
{
|
||||
_shadersEnabled = ! _shadersEnabled;
|
||||
osg::notify(osg::WARN) << "shader enable = " <<
|
||||
((_shadersEnabled) ? "ON" : "OFF") << std::endl;
|
||||
for( unsigned int i = 0; i < _progObjList.size(); i++ )
|
||||
{
|
||||
_progObjList[i]->enable( _shadersEnabled );
|
||||
}
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
||||
50
examples/osgshaders/GL2Scene.h
Normal file
50
examples/osgshaders/GL2Scene.h
Normal file
@@ -0,0 +1,50 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
||||
* Copyright (C) 2003 3Dlabs Inc. Ltd.
|
||||
*
|
||||
* This application is open source and may be redistributed and/or modified
|
||||
* freely and without restriction, both in commericial and non commericial applications,
|
||||
* as long as this copyright notice is maintained.
|
||||
*
|
||||
* This application is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/* file: examples/osgshaders/GL2Scene.h
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
*/
|
||||
|
||||
#include <osg/Node>
|
||||
#include <osg/Referenced>
|
||||
#include <osg/ref_ptr>
|
||||
|
||||
#include <osgGL2/ProgramObject>
|
||||
|
||||
class GL2Scene : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
GL2Scene();
|
||||
|
||||
osg::ref_ptr<osg::Group> getRootNode() { return _rootNode; }
|
||||
void reloadShaderSource();
|
||||
void toggleShaderEnable();
|
||||
|
||||
protected:
|
||||
~GL2Scene();
|
||||
|
||||
private: /*methods*/
|
||||
osg::ref_ptr<osg::Group> buildScene();
|
||||
|
||||
private: /*data*/
|
||||
osg::ref_ptr<osg::Group> _rootNode;
|
||||
std::vector<osgGL2::ProgramObjectPtr> _progObjList;
|
||||
bool _shadersEnabled;
|
||||
};
|
||||
|
||||
typedef osg::ref_ptr<GL2Scene> GL2ScenePtr;
|
||||
|
||||
/*EOF*/
|
||||
|
||||
@@ -3,6 +3,7 @@ include $(TOPDIR)/Make/makedefs
|
||||
|
||||
CXXFILES =\
|
||||
GL2Scene.cpp \
|
||||
Noise.cpp \
|
||||
osgshaders.cpp
|
||||
|
||||
LIBS += -losgProducer -lProducer -losgText -losgGL2 -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
|
||||
|
||||
269
examples/osgshaders/Noise.cpp
Normal file
269
examples/osgshaders/Noise.cpp
Normal file
@@ -0,0 +1,269 @@
|
||||
/************************************************************************
|
||||
* *
|
||||
* Copyright (C) 2002 3Dlabs Inc. Ltd. *
|
||||
* *
|
||||
/************************************************************************/
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
/* Coherent noise function over 1, 2 or 3 dimensions */
|
||||
/* (copyright Ken Perlin) */
|
||||
|
||||
#define MAXB 0x100
|
||||
#define N 0x1000
|
||||
#define NP 12 /* 2^N */
|
||||
#define NM 0xfff
|
||||
|
||||
#define s_curve(t) ( t * t * (3. - 2. * t) )
|
||||
#define lerp(t, a, b) ( a + t * (b - a) )
|
||||
#define setup(i,b0,b1,r0,r1)\
|
||||
t = vec[i] + N;\
|
||||
b0 = ((int)t) & BM;\
|
||||
b1 = (b0+1) & BM;\
|
||||
r0 = t - (int)t;\
|
||||
r1 = r0 - 1.;
|
||||
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
|
||||
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
|
||||
|
||||
static void initNoise(void);
|
||||
|
||||
static int p[MAXB + MAXB + 2];
|
||||
static double g3[MAXB + MAXB + 2][3];
|
||||
static double g2[MAXB + MAXB + 2][2];
|
||||
static double g1[MAXB + MAXB + 2];
|
||||
|
||||
int start;
|
||||
int B;
|
||||
int BM;
|
||||
|
||||
|
||||
void SetNoiseFrequency(int frequency)
|
||||
{
|
||||
start = 1;
|
||||
B = frequency;
|
||||
BM = B-1;
|
||||
}
|
||||
|
||||
double noise1(double arg)
|
||||
{
|
||||
int bx0, bx1;
|
||||
double rx0, rx1, sx, t, u, v, vec[1];
|
||||
|
||||
vec[0] = arg;
|
||||
if (start) {
|
||||
start = 0;
|
||||
initNoise();
|
||||
}
|
||||
|
||||
setup(0,bx0,bx1,rx0,rx1);
|
||||
|
||||
sx = s_curve(rx0);
|
||||
u = rx0 * g1[ p[ bx0 ] ];
|
||||
v = rx1 * g1[ p[ bx1 ] ];
|
||||
|
||||
return(lerp(sx, u, v));
|
||||
}
|
||||
|
||||
double noise2(double vec[2])
|
||||
{
|
||||
int bx0, bx1, by0, by1, b00, b10, b01, b11;
|
||||
double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
|
||||
int i, j;
|
||||
|
||||
if (start) {
|
||||
start = 0;
|
||||
initNoise();
|
||||
}
|
||||
|
||||
setup(0, bx0,bx1, rx0,rx1);
|
||||
setup(1, by0,by1, ry0,ry1);
|
||||
|
||||
i = p[ bx0 ];
|
||||
j = p[ bx1 ];
|
||||
|
||||
b00 = p[ i + by0 ];
|
||||
b10 = p[ j + by0 ];
|
||||
b01 = p[ i + by1 ];
|
||||
b11 = p[ j + by1 ];
|
||||
|
||||
sx = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
|
||||
q = g2[ b00 ] ; u = at2(rx0,ry0);
|
||||
q = g2[ b10 ] ; v = at2(rx1,ry0);
|
||||
a = lerp(sx, u, v);
|
||||
|
||||
q = g2[ b01 ] ; u = at2(rx0,ry1);
|
||||
q = g2[ b11 ] ; v = at2(rx1,ry1);
|
||||
b = lerp(sx, u, v);
|
||||
|
||||
return lerp(sy, a, b);
|
||||
}
|
||||
|
||||
double noise3(double vec[3])
|
||||
{
|
||||
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
|
||||
double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
|
||||
int i, j;
|
||||
|
||||
if (start) {
|
||||
start = 0;
|
||||
initNoise();
|
||||
}
|
||||
|
||||
setup(0, bx0,bx1, rx0,rx1);
|
||||
setup(1, by0,by1, ry0,ry1);
|
||||
setup(2, bz0,bz1, rz0,rz1);
|
||||
|
||||
i = p[ bx0 ];
|
||||
j = p[ bx1 ];
|
||||
|
||||
b00 = p[ i + by0 ];
|
||||
b10 = p[ j + by0 ];
|
||||
b01 = p[ i + by1 ];
|
||||
b11 = p[ j + by1 ];
|
||||
|
||||
t = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
sz = s_curve(rz0);
|
||||
|
||||
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
|
||||
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
|
||||
a = lerp(t, u, v);
|
||||
|
||||
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
|
||||
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
|
||||
b = lerp(t, u, v);
|
||||
|
||||
c = lerp(sy, a, b);
|
||||
|
||||
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
|
||||
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
|
||||
a = lerp(t, u, v);
|
||||
|
||||
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
|
||||
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
|
||||
b = lerp(t, u, v);
|
||||
|
||||
d = lerp(sy, a, b);
|
||||
|
||||
//fprintf(stderr, "%f\n", lerp(sz, c, d));
|
||||
|
||||
return lerp(sz, c, d);
|
||||
}
|
||||
|
||||
void normalize2(double v[2])
|
||||
{
|
||||
double s;
|
||||
|
||||
s = sqrt(v[0] * v[0] + v[1] * v[1]);
|
||||
v[0] = v[0] / s;
|
||||
v[1] = v[1] / s;
|
||||
}
|
||||
|
||||
void normalize3(double v[3])
|
||||
{
|
||||
double s;
|
||||
|
||||
s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
||||
v[0] = v[0] / s;
|
||||
v[1] = v[1] / s;
|
||||
v[2] = v[2] / s;
|
||||
}
|
||||
|
||||
void initNoise(void)
|
||||
{
|
||||
int i, j, k;
|
||||
|
||||
srand(30757);
|
||||
for (i = 0 ; i < B ; i++) {
|
||||
p[i] = i;
|
||||
g1[i] = (double)((rand() % (B + B)) - B) / B;
|
||||
|
||||
for (j = 0 ; j < 2 ; j++)
|
||||
g2[i][j] = (double)((rand() % (B + B)) - B) / B;
|
||||
normalize2(g2[i]);
|
||||
|
||||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[i][j] = (double)((rand() % (B + B)) - B) / B;
|
||||
normalize3(g3[i]);
|
||||
}
|
||||
|
||||
while (--i) {
|
||||
k = p[i];
|
||||
p[i] = p[j = rand() % B];
|
||||
p[j] = k;
|
||||
}
|
||||
|
||||
for (i = 0 ; i < B + 2 ; i++) {
|
||||
p[B + i] = p[i];
|
||||
g1[B + i] = g1[i];
|
||||
for (j = 0 ; j < 2 ; j++)
|
||||
g2[B + i][j] = g2[i][j];
|
||||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[B + i][j] = g3[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
/* --- My harmonic summing functions - PDB --------------------------*/
|
||||
|
||||
/*
|
||||
In what follows "alpha" is the weight when the sum is formed.
|
||||
Typically it is 2, As this approaches 1 the function is noisier.
|
||||
"beta" is the harmonic scaling/spacing, typically 2.
|
||||
*/
|
||||
|
||||
double PerlinNoise1D(double x,double alpha,double beta,int n)
|
||||
{
|
||||
int i;
|
||||
double val,sum = 0;
|
||||
double p,scale = 1;
|
||||
|
||||
p = x;
|
||||
for (i=0;i<n;i++) {
|
||||
val = noise1(p);
|
||||
sum += val / scale;
|
||||
scale *= alpha;
|
||||
p *= beta;
|
||||
}
|
||||
return(sum);
|
||||
}
|
||||
|
||||
double PerlinNoise2D(double x,double y,double alpha,double beta,int n)
|
||||
{
|
||||
int i;
|
||||
double val,sum = 0;
|
||||
double p[2],scale = 1;
|
||||
|
||||
p[0] = x;
|
||||
p[1] = y;
|
||||
for (i=0;i<n;i++) {
|
||||
val = noise2(p);
|
||||
sum += val / scale;
|
||||
scale *= alpha;
|
||||
p[0] *= beta;
|
||||
p[1] *= beta;
|
||||
}
|
||||
return(sum);
|
||||
}
|
||||
|
||||
double PerlinNoise3D(double x,double y,double z,double alpha,double beta,int n)
|
||||
{
|
||||
int i;
|
||||
double val,sum = 0;
|
||||
double p[3],scale = 1;
|
||||
|
||||
p[0] = x;
|
||||
p[1] = y;
|
||||
p[2] = z;
|
||||
for (i=0;i<n;i++) {
|
||||
val = noise3(p);
|
||||
sum += val / scale;
|
||||
scale *= alpha;
|
||||
p[0] *= beta;
|
||||
p[1] *= beta;
|
||||
p[2] *= beta;
|
||||
}
|
||||
return(sum);
|
||||
}
|
||||
30
examples/osgshaders/Noise.h
Normal file
30
examples/osgshaders/Noise.h
Normal file
@@ -0,0 +1,30 @@
|
||||
/************************************************************************
|
||||
* *
|
||||
* Copyright (C) 2002 3Dlabs Inc. Ltd. *
|
||||
* *
|
||||
***********************************************************************/
|
||||
|
||||
#ifndef __ogl2_demo_h__
|
||||
#define __ogl2_demo_h__
|
||||
|
||||
|
||||
extern void SetNoiseFrequency(int frequency);
|
||||
|
||||
extern double noise1(double arg);
|
||||
extern double noise2(double vec[2]);
|
||||
extern double noise3(double vec[3]);
|
||||
extern void normalize2(double vec[2]);
|
||||
extern void normalize3(double vec[3]);
|
||||
|
||||
/*
|
||||
In what follows "alpha" is the weight when the sum is formed.
|
||||
Typically it is 2, As this approaches 1 the function is noisier.
|
||||
"beta" is the harmonic scaling/spacing, typically 2.
|
||||
*/
|
||||
|
||||
extern double PerlinNoise1D(double x,double alpha, double beta, int n);
|
||||
extern double PerlinNoise2D(double x,double y,double alpha, double beta, int n);
|
||||
extern double PerlinNoise3D(double x,double y,double z,double alpha, double beta, int n);
|
||||
|
||||
|
||||
#endif // __ogl2_demo_h__
|
||||
50
examples/osgshaders/README.txt
Normal file
50
examples/osgshaders/README.txt
Normal file
@@ -0,0 +1,50 @@
|
||||
osgshaders/README.txt - mike.weiblen@3dlabs.com - 2003-09-30
|
||||
Copyright 2003 3Dlabs Inc.
|
||||
|
||||
osgshaders is a simple demo of the OpenGL Shading Language, as supported in the
|
||||
Open Scene Graph using the "osgGL2" library.
|
||||
|
||||
Demonstrated are:
|
||||
- loading, compiling and linking OpenGL Shading Language (OGLSL) shaders.
|
||||
- multicontext support (use different Producer configurations to create
|
||||
multiple windows)
|
||||
- "uniform" variable support: enables an application to set parameters for
|
||||
shaders at runtime for animation, etc.
|
||||
- multi-texture support: using textures both as applied imagery and as lookup
|
||||
tables for controlling shader behavior.
|
||||
|
||||
The two screen grabs show the demo at the extremes of a periodic animation
|
||||
parameter.
|
||||
|
||||
|
||||
WHAT's ON THE SCREEN?
|
||||
|
||||
1st row: the Marble shader, consisting of white marble with green veins.
|
||||
The veins are animated to slosh back and forth, and look somewhat like
|
||||
bands of stormclouds on Jupiter.
|
||||
|
||||
2nd row: the Eroded shader, which demonstrates the OGLSL "discard" command.
|
||||
The animation erodes the surface of the objects based on a noise texture,
|
||||
for an effect similar to rusting.
|
||||
|
||||
3rd row: the Blocky shader, which demonstrates animated scaling in the vertex
|
||||
shader, as well as color animation using uniform variables set by the app.
|
||||
|
||||
4th row: the Microshader, an extremely simple shader which colors fragments
|
||||
based on their position. It's small codesize makes it convenient to hardcode
|
||||
directly into the application source.
|
||||
|
||||
|
||||
RUNTIME KEY COMMANDS
|
||||
|
||||
These key commands are included in the onscreen help (as displayed by pressing
|
||||
the "h" key):
|
||||
|
||||
x - Reload and recompile shader source code from their files.
|
||||
You may edit the shader source code file, and recompile the shaders
|
||||
while the application runs.
|
||||
|
||||
y - toggle shader enable.
|
||||
|
||||
#EOF
|
||||
|
||||
@@ -11,113 +11,108 @@
|
||||
*/
|
||||
|
||||
/* file: examples/osgshaders/osgshaders.cpp
|
||||
* author: Mike Weiblen 2003-07-14
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* A simple app skeleton for viewing OpenGL Shading Language shaders;
|
||||
* derived from osgviewer.cpp from OSG 0.9.4-2
|
||||
* A demo of the OpenGL Shading Language shaders using osgGL2.
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
*/
|
||||
|
||||
#include <osg/Notify>
|
||||
#include <osgGA/GUIEventAdapter>
|
||||
#include <osgGA/GUIActionAdapter>
|
||||
#include <osgDB/ReadFile>
|
||||
#include <osgUtil/Optimizer>
|
||||
#include <osgProducer/Viewer>
|
||||
#include <osgGL2/Version>
|
||||
|
||||
#define GL2SCENE
|
||||
osg::Node* GL2Scene();
|
||||
void GL2Update();
|
||||
#include "GL2Scene.h"
|
||||
|
||||
using namespace osg;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class KeyHandler: public osgGA::GUIEventHandler
|
||||
{
|
||||
public:
|
||||
KeyHandler( GL2ScenePtr gl2Scene ) :
|
||||
_gl2Scene(gl2Scene)
|
||||
{}
|
||||
|
||||
bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& )
|
||||
{
|
||||
if( ea.getEventType() != osgGA::GUIEventAdapter::KEYDOWN )
|
||||
return false;
|
||||
|
||||
switch( ea.getKey() )
|
||||
{
|
||||
case 'x':
|
||||
_gl2Scene->reloadShaderSource();
|
||||
return true;
|
||||
case 'y':
|
||||
_gl2Scene->toggleShaderEnable();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
GL2ScenePtr _gl2Scene;
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
|
||||
// use an ArgumentParser object to manage the program arguments.
|
||||
osg::ArgumentParser arguments(&argc,argv);
|
||||
|
||||
// set up the usage document, in case we need to print out how to use this program.
|
||||
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
|
||||
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
|
||||
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
ArgumentParser args(&argc,argv);
|
||||
|
||||
// set up the usage document
|
||||
args.getApplicationUsage()->setApplicationName(args.getApplicationName());
|
||||
args.getApplicationUsage()->setDescription(args.getApplicationName() +
|
||||
" demonstrates the OpenGL Shading Language using osgGL2");
|
||||
args.getApplicationUsage()->setCommandLineUsage(args.getApplicationName());
|
||||
args.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
|
||||
args.getApplicationUsage()->addKeyboardMouseBinding( "x", "Reload and recompile shader source files." );
|
||||
args.getApplicationUsage()->addKeyboardMouseBinding( "y", "Toggle shader enable" );
|
||||
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
osgProducer::Viewer viewer(args);
|
||||
viewer.setUpViewer( osgProducer::Viewer::STANDARD_SETTINGS );
|
||||
viewer.getUsage( *args.getApplicationUsage() );
|
||||
|
||||
// set up the value with sensible default event handlers.
|
||||
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
// if user request help write it out to cout.
|
||||
if (arguments.read("-h") || arguments.read("--help"))
|
||||
if( args.read("-h") || args.read("--help") )
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout);
|
||||
args.getApplicationUsage()->write(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// any option left unread are converted into errors to write out later.
|
||||
arguments.reportRemainingOptionsAsUnrecognized();
|
||||
|
||||
// report any errors if they have occured when parsing the program aguments.
|
||||
if (arguments.errors())
|
||||
args.reportRemainingOptionsAsUnrecognized();
|
||||
if( args.errors() )
|
||||
{
|
||||
arguments.writeErrorMessages(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
#ifdef GL2SCENE //(
|
||||
osg::ref_ptr<osg::Node> loadedModel = GL2Scene();
|
||||
#else //)(
|
||||
if (arguments.argc()<=1)
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
|
||||
args.writeErrorMessages(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// read the scene from the list of file specified commandline args.
|
||||
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
|
||||
// create the scene
|
||||
notify(NOTICE) << "osgGL2 version " << osgGL2GetVersion() << std::endl;
|
||||
GL2ScenePtr gl2Scene = new GL2Scene;
|
||||
|
||||
// if no model has been successfully loaded report failure.
|
||||
if (!loadedModel)
|
||||
{
|
||||
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
// optimize the scene graph, remove rendundent nodes and state etc.
|
||||
osgUtil::Optimizer optimizer;
|
||||
optimizer.optimize(loadedModel.get());
|
||||
#endif //)
|
||||
|
||||
// set the scene to render
|
||||
viewer.setSceneData(loadedModel.get());
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.setSceneData( gl2Scene->getRootNode().get() );
|
||||
viewer.getEventHandlerList().push_front( new KeyHandler(gl2Scene) );
|
||||
viewer.realize();
|
||||
|
||||
while( !viewer.done() )
|
||||
{
|
||||
// wait for all cull and draw threads to complete.
|
||||
viewer.sync();
|
||||
|
||||
// update the scene by traversing it with the the update visitor which will
|
||||
// call all node update callbacks and animations.
|
||||
viewer.update();
|
||||
#ifdef GL2SCENE //(
|
||||
GL2Update();
|
||||
#endif //)
|
||||
|
||||
// fire off the cull and draw traversals of the scene.
|
||||
viewer.frame();
|
||||
|
||||
}
|
||||
|
||||
// wait for all cull and draw threads to complete before exit.
|
||||
viewer.sync();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
||||
|
||||
Reference in New Issue
Block a user