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OpenSceneGraph/src/osgUtil/ShaderGen.cpp

103 lines
2.9 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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. See the
* OpenSceneGraph Public License for more details.
*/
/**
* \brief Shader generator framework.
* \author Maciej Krol
*/
#include <osgUtil/ShaderGen>
#include <osg/Geode>
#include <osg/Geometry> // for ShaderGenVisitor::update
#include <osg/Fog>
#include <sstream>
#include "shaders/shadergen_vert.cpp"
#include "shaders/shadergen_frag.cpp"
using namespace osgUtil;
namespace osgUtil
{
ShaderGenVisitor::ShaderGenVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
}
void ShaderGenVisitor::assignUberProgram(osg::StateSet *stateSet)
{
if (stateSet)
{
osg::ref_ptr<osg::Program> uberProgram = new osg::Program;
uberProgram->addShader(new osg::Shader(osg::Shader::VERTEX, shadergen_vert));
uberProgram->addShader(new osg::Shader(osg::Shader::FRAGMENT, shadergen_frag));
stateSet->setAttribute(uberProgram.get());
stateSet->addUniform(new osg::Uniform("diffuseMap", 0));
remapStateSet(stateSet);
}
}
void ShaderGenVisitor::apply(osg::Node &node)
{
osg::StateSet* stateSet = node.getStateSet();
if (stateSet) remapStateSet(stateSet);
traverse(node);
}
void ShaderGenVisitor::remapStateSet(osg::StateSet* stateSet)
{
if (!stateSet) return;
// remove any modes that won't be appropriate when using shaders, and remap them to the apppropriate Uniform/Define combination
osg::StateSet::ModeList& modes = stateSet->getModeList();
if (modes.count(GL_LIGHTING)>0)
{
osg::StateAttribute::GLModeValue lightingMode =modes[GL_LIGHTING];
stateSet->removeMode(GL_LIGHTING);
stateSet->removeMode(GL_LIGHT0);
stateSet->setDefine("GL_LIGHTING", lightingMode);
}
if (modes.count(GL_FOG)>0)
{
osg::StateAttribute::GLModeValue fogMode = modes[GL_FOG];
stateSet->removeMode(GL_FOG);
stateSet->setDefine("GL_FOG", fogMode);
}
if (!stateSet->getTextureModeList().empty())
{
osg::StateSet::ModeList& textureModes = stateSet->getTextureModeList()[0];
if (textureModes.count(GL_TEXTURE_2D)>0)
{
osg::StateAttribute::GLModeValue textureMode = textureModes[GL_TEXTURE_2D];
stateSet->removeTextureMode(0, GL_TEXTURE_2D);
stateSet->setDefine("GL_TEXTURE_2D", textureMode);
}
}
}
} // namespace osgUtil