103 lines
2.9 KiB
C++
103 lines
2.9 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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/**
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* \brief Shader generator framework.
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* \author Maciej Krol
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*/
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#include <osgUtil/ShaderGen>
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#include <osg/Geode>
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#include <osg/Geometry> // for ShaderGenVisitor::update
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#include <osg/Fog>
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#include <sstream>
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#include "shaders/shadergen_vert.cpp"
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#include "shaders/shadergen_frag.cpp"
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using namespace osgUtil;
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namespace osgUtil
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{
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ShaderGenVisitor::ShaderGenVisitor():
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
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{
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}
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void ShaderGenVisitor::assignUberProgram(osg::StateSet *stateSet)
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{
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if (stateSet)
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{
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osg::ref_ptr<osg::Program> uberProgram = new osg::Program;
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uberProgram->addShader(new osg::Shader(osg::Shader::VERTEX, shadergen_vert));
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uberProgram->addShader(new osg::Shader(osg::Shader::FRAGMENT, shadergen_frag));
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stateSet->setAttribute(uberProgram.get());
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stateSet->addUniform(new osg::Uniform("diffuseMap", 0));
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remapStateSet(stateSet);
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}
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}
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void ShaderGenVisitor::apply(osg::Node &node)
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{
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osg::StateSet* stateSet = node.getStateSet();
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if (stateSet) remapStateSet(stateSet);
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traverse(node);
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}
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void ShaderGenVisitor::remapStateSet(osg::StateSet* stateSet)
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{
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if (!stateSet) return;
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// remove any modes that won't be appropriate when using shaders, and remap them to the apppropriate Uniform/Define combination
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osg::StateSet::ModeList& modes = stateSet->getModeList();
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if (modes.count(GL_LIGHTING)>0)
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{
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osg::StateAttribute::GLModeValue lightingMode =modes[GL_LIGHTING];
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stateSet->removeMode(GL_LIGHTING);
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stateSet->removeMode(GL_LIGHT0);
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stateSet->setDefine("GL_LIGHTING", lightingMode);
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}
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if (modes.count(GL_FOG)>0)
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{
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osg::StateAttribute::GLModeValue fogMode = modes[GL_FOG];
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stateSet->removeMode(GL_FOG);
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stateSet->setDefine("GL_FOG", fogMode);
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}
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if (!stateSet->getTextureModeList().empty())
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{
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osg::StateSet::ModeList& textureModes = stateSet->getTextureModeList()[0];
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if (textureModes.count(GL_TEXTURE_2D)>0)
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{
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osg::StateAttribute::GLModeValue textureMode = textureModes[GL_TEXTURE_2D];
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stateSet->removeTextureMode(0, GL_TEXTURE_2D);
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stateSet->setDefine("GL_TEXTURE_2D", textureMode);
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}
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}
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}
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} // namespace osgUtil
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