77 lines
2.6 KiB
C
77 lines
2.6 KiB
C
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/* OpenSceneGraph example, osgemscripten.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#ifndef OSGEMSCRIPTEN_FUNCTIONS_H
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#define OSGEMSCRIPTEN_FUNCTIONS_H
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#include <osg/Notify>
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// Convert NotifySeverity enum value to string.
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std::string logLevelToString(osg::NotifySeverity severity)
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{
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switch (severity)
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{
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case osg::DEBUG_FP:
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// Verbose.
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return "V";
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case osg::DEBUG_INFO:
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// Debug.
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return "D";
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case osg::NOTICE:
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case osg::INFO:
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// Info.
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return "I";
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case osg::WARN:
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// Warning.
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return "W";
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case osg::FATAL:
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case osg::ALWAYS:
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// Error.
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return "E";
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}
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}
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#include <osg/Program>
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// Fragment shader to display everything in red colour.
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static const char shaderFragment[] =
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"void main() { \n"
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" gl_FragColor = vec4(0.5, 0.3, 0.3, 1.0);\n"
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"} \n";
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// Geometry shader to pass geometry vertices to fragment shader.
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static const char shaderVertex[] =
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"void main() { \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
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"} \n";
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osg::Program *createShaderProgram(
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const std::string &vertexShader,
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const std::string &fragmentShader)
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{
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// Load shaders.
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osg::Shader *vs = new osg::Shader(osg::Shader::VERTEX, vertexShader);
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osg::Shader *fs = new osg::Shader(osg::Shader::FRAGMENT, fragmentShader);
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// Compile shaders and compose shader program.
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osg::Program *prog = new osg::Program;
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prog->addShader(vs);
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prog->addShader(fs);
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return prog;
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}
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#endif // OSGEMSCRIPTEN_FUNCTIONS_H
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