/* OpenSceneGraph example, osganimate. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #include osg::Node* createSceneGraph(osg::ArgumentParser& arguments) { osg::Node* node = osgDB::readNodeFiles(arguments); if (!node) return 0; osg::StateSet* stateset = node->getOrCreateStateSet(); osg::ShaderAttribute* sa = new osg::ShaderAttribute; stateset->setAttribute(sa); { const char shader_str[] = "vec4 colour()\n" "{\n" " return vec4(1.0,0.5,1.0,1.0);\n" "}\n"; osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str); vertex_shader->addCodeInjection(-1,"varying vec4 c;\n"); vertex_shader->addCodeInjection(-1,"vec4 colour();\n"); vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n"); vertex_shader->addCodeInjection(0,"c = colour();\n"); sa->addShader(vertex_shader); } { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT); fragment_shader->addCodeInjection(-1,"varying vec4 c;\n"); fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n"); sa->addShader(fragment_shader); } return node; } int main( int argc, char **argv ) { osg::ArgumentParser arguments(&argc,argv); osgViewer::Viewer viewer(arguments); osg::ref_ptr scenegraph = createSceneGraph(arguments); if (!scenegraph) return 1; viewer.setSceneData(scenegraph.get()); viewer.realize(); // enable shader composition osgViewer::Viewer::Windows windows; viewer.getWindows(windows); for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr != windows.end(); ++itr) { (*itr)->getState()->setShaderCompositionEnabled(true); } return viewer.run(); }