OpenSceneGraph/examples/osgshadercomposition/osgshadercomposition.cpp

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/* 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 <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/ShaderAttribute>
#include <osg/PositionAttitudeTransform>
osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
{
osg::Node* node = osgDB::readNodeFiles(arguments);
if (!node) return 0;
osg::Group* group = new osg::Group;
double spacing = node->getBound().radius() * 2.0;
osg::Vec3d position(0.0,0.0,0.0);
osg::ShaderAttribute* sa1 = NULL;
{
osg::StateSet* stateset = group->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
sa1 = sa;
stateset->setAttribute(sa);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"varying vec4 color;\n");
fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2DProj( baseTexture, texcoord );\n");
sa->addShader(fragment_shader);
}
sa->addUniform(new osg::Uniform("baseTexture",0));
}
// inherit the ShaderComponents entirely from above
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
group->addChild(pat);
}
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10001));
stateset->setAttribute(sa);
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
sa->addShader(fragment_shader);
}
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
stateset->setAttribute(sa);
// reuse the same ShaderComponent as the first branch
sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
stateset->setAttribute(sa);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n");
fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
sa->addShader(fragment_shader);
sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
}
group->addChild(pat);
}
return group;
}
int main( int argc, char **argv )
{
osg::ArgumentParser arguments(&argc,argv);
osgViewer::Viewer viewer(arguments);
osg::ref_ptr<osg::Node> 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();
}