OpenSceneGraph/examples/osgshadercompositor/CreateSimpleHierachy.cpp

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2009-05-29 16:24:52 +08:00
#include <iostream>
#include <osg/Geode>
#include <osg/TexGen>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include "VirtualProgram.h"
using osgCandidate::VirtualProgram;
////////////////////////////////////////////////////////////////////////////////
osg::Node * CreateSimpleHierarchy( const char * file )
{
osg::Node * node = osgDB::readNodeFile( file );
if( !node ) return NULL;
float r = node->getBound().radius(); // diameter
osg::Group * root = new osg::Group();
osg::Group * group = new osg::Group();
// Create four matrices for translated instances of the cow
osg::MatrixTransform * transform0 = new osg::MatrixTransform( );
transform0->setMatrix( osg::Matrix::translate( 0,0,r ) );
osg::MatrixTransform * transform1 = new osg::MatrixTransform( );
transform1->setMatrix( osg::Matrix::translate( 0,0,0 ) );
osg::MatrixTransform * transform2 = new osg::MatrixTransform( );
transform2->setMatrix( osg::Matrix::translate( -r,0,-r ) );
osg::MatrixTransform * transform3 = new osg::MatrixTransform( );
transform3->setMatrix( osg::Matrix::translate( r,0,-r ) );
root->addChild( transform0 );
root->addChild( group );
group->addChild( transform1 );
group->addChild( transform2 );
group->addChild( transform3 );
transform0->addChild( node );
transform1->addChild( node );
transform2->addChild( node );
transform3->addChild( node );
// At the scene root apply standard program
if( 1 )
{
osg::Program * program = new osg::Program;
osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
main->setShaderSource(
"uniform sampler2D base; \n"
"void main(void) \n"
"{\n"
" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] );\n"
" gl_FragColor *= vec4( 1.0, 1.0, 1.0, 0.5 ); \n"
"}\n"
);
program->addShader( main );
main->setName( "White" );
root->getOrCreateStateSet( )->setAttributeAndModes( program );
}
// Now override root program with default VirtualProgram for three bottom cows
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram( );
// Create main shader which declares and calls ColorFilter function
osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
main->setShaderSource(
"vec4 ColorFilter( in vec4 color ); \n"
"uniform sampler2D base; \n"
"void main(void) \n"
"{ \n"
" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] ); \n"
" gl_FragColor = ColorFilter( gl_FragColor ); \n"
"}\n"
);
virtualProgram->setShader( "main", main );
main->setName( "Virtual Main" );
// Create filter shader which implements greem ColorFilter function
osg::Shader * colorFilter = new osg::Shader( osg::Shader::FRAGMENT );
colorFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" return color * vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
"}\n"
);
colorFilter->setName( "Virtual Green" );
virtualProgram->setShader( "ColorFilter", colorFilter );
group->getOrCreateStateSet( )->setAttributeAndModes( virtualProgram );
}
// Create "incomplete" VirtualProgram overriding ColorFilter function
// Lower left cow drawn will be red
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram();
osg::Shader * redFilter = new osg::Shader( osg::Shader::FRAGMENT );
redFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" return color * vec4( 1, 0, 0, 1 ); \n"
"}\n"
);
virtualProgram->setShader( "ColorFilter", redFilter );
redFilter->setName( "Virtual Red" );
transform2->getOrCreateStateSet( )->setAttribute( virtualProgram );
}
// Create "incomplete" VirtualProgram overriding ColorFilter function
// Lower right cow will be drawn with grid pattern on yellow background
if( 1 )
{
VirtualProgram * virtualProgram = new VirtualProgram();
osg::Shader * gridFilter = new osg::Shader( osg::Shader::FRAGMENT );
gridFilter->setShaderSource(
"vec4 ColorFilter( in vec4 color ) \n"
"{ \n"
" vec2 grid = clamp( mod( gl_FragCoord.xy, 16.0 ), 0.0, 1.0 ); \n"
" return color * vec4( grid, 0.0, 1.0 ); \n"
"}\n"
);
virtualProgram->setShader( "ColorFilter", gridFilter );
gridFilter->setName( "Virtual Grid" );
transform3->getOrCreateStateSet( )->setAttribute( virtualProgram );
}
return root;
}//////////////////////////////////////////