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OpenSceneGraph/examples/osgshaders/GL2Scene.cpp

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/* -*-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.cpp
* author: Mike Weiblen 2003-07-14
*
* Compose a scene of several instances of a model, with a different
* OpenGL Shading Language shader applied to each.
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <osg/ShapeDrawable>
#include <osg/PositionAttitudeTransform>
#include <osg/Geode>
#include <osg/Notify>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <osgUtil/Optimizer>
#include <osgGL2/ProgramObject>
///////////////////////////////////////////////////////////////////////////
// OpenGL Shading Language source code for the "microshader" example.
static const char *microshaderVertSource = {
"varying vec3 color;"
"void main(void)"
"{"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
"color = gl_Vertex.zyx * 1.0;"
"}"
};
static const char *microshaderFragSource = {
"varying vec3 color;"
"void main(void)"
"{"
"gl_FragColor = vec4(color, 1.0);"
"}"
};
///////////////////////////////////////////////////////////////////////////
static osg::Group* rootNode;
static osg::Node* masterModel;
// Add a reference to the masterModel at the specified translation, and
// return its StateSet so we can easily attach StateAttributes.
static osg::StateSet*
CloneMaster(float x, float y, float z )
{
osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
xform->setPosition(osg::Vec3(x, y, z));
xform->addChild(masterModel);
rootNode->addChild(xform);
return xform->getOrCreateStateSet();
}
// Create some geometry upon which to render GL2 shaders.
static osg::Geode*
CreateModel()
{
osg::Geode* geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1.0f)));
geode->addDrawable(new osg::ShapeDrawable(new osg::Cone(osg::Vec3(2.2f,0.0f,-0.4f),0.9f,1.8f)));
geode->addDrawable(new osg::ShapeDrawable(new osg::Cylinder(osg::Vec3(4.4f,0.0f,0.0f),1.0f,1.4f)));
return geode;
}
// read vert & frag shader source code from a pair of files.
static void
LoadShaderSource( osgGL2::ProgramObject* progObj, std::string baseFileName )
{
std::string vertFileName = osgDB::findDataFile(baseFileName + ".vert");
if( vertFileName.length() != 0 )
{
osgGL2::ShaderObject* vertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
vertObj->loadShaderSourceFromFile( vertFileName.c_str() );
progObj->addShader( vertObj );
}
else
{
osg::notify(osg::WARN) << "Warning: file \"" << baseFileName+".vert" << "\" not found." << std::endl;
}
std::string fragFileName = osgDB::findDataFile(baseFileName + ".frag");
if( fragFileName.length() != 0 )
{
osgGL2::ShaderObject* fragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
fragObj->loadShaderSourceFromFile( fragFileName.c_str() );
progObj->addShader( fragObj );
}
else
{
osg::notify(osg::WARN) << "Warning: file \"" << baseFileName+".frag" << "\" not found." << std::endl;
}
}
///////////////////////////////////////////////////////////////////////////
// Compose a scenegraph with examples of GL2 shaders
#define ZGRID 2.2
osg::Node*
GL2Scene()
{
osg::StateSet* ss;
osgGL2::ProgramObject* progObj;
// the rootNode of our created graph.
rootNode = new osg::Group;
ss = rootNode->getOrCreateStateSet();
// attach an "empty" ProgramObject to the rootNode as a default
// StateAttribute. An empty ProgramObject (ie without any attached
// ShaderObjects) is a special case, which means to use the
// OpenGL 1.x "fixed functionality" rendering pipeline.
progObj = new osgGL2::ProgramObject;
ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
// put the unadorned masterModel at the origin for comparison.
masterModel = CreateModel();
rootNode->addChild(masterModel);
// add logo overlays
//rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
//
// create references to the masterModel and attach shaders
//
// apply the simple microshader example
// (the shader sources are hardcoded above in this .cpp file)
ss = CloneMaster(0,0,ZGRID*1);
progObj = new osgGL2::ProgramObject;
progObj->addShader( new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX, microshaderVertSource ) );
progObj->addShader( new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT, microshaderFragSource ) );
ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
// load the "specular brick" shader from a pair of source files.
ss = CloneMaster(0,0,ZGRID*2);
progObj = new osgGL2::ProgramObject;
LoadShaderSource( progObj, "shaders/brick" );
ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
// load the "gold screen" shader from a pair of source files.
ss = CloneMaster(0,0,ZGRID*3);
progObj = new osgGL2::ProgramObject;
LoadShaderSource( progObj, "shaders/screen" );
ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
return rootNode;
}
void
GL2Update()
{
/* TODO : update uniform values for shader animation */
}
/*EOF*/