Added support for passing on uniforms from StateAttribute
This commit is contained in:
parent
751b0498fe
commit
74ae526bb5
@ -19,41 +19,61 @@
|
||||
#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::StateSet* stateset = node->getOrCreateStateSet();
|
||||
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
|
||||
stateset->setAttribute(sa);
|
||||
osg::Group* group = new osg::Group;
|
||||
double spacing = node->getBound().radius() * 2.0;
|
||||
|
||||
osg::Vec3d position(0.0,0.0,0.0);
|
||||
|
||||
{
|
||||
const char shader_str[] =
|
||||
"vec4 colour()\n"
|
||||
"{\n"
|
||||
" return vec4(1.0,0.5,1.0,1.0);\n"
|
||||
"}\n";
|
||||
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
|
||||
pat->setPosition(position);
|
||||
pat->addChild(node);
|
||||
|
||||
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str);
|
||||
vertex_shader->addCodeInjection(-1,"varying vec4 c;\n");
|
||||
vertex_shader->addCodeInjection(-1,"vec4 colour();\n");
|
||||
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
|
||||
vertex_shader->addCodeInjection(0,"c = colour();\n");
|
||||
position.x() += spacing;
|
||||
|
||||
sa->addShader(vertex_shader);
|
||||
}
|
||||
osg::StateSet* stateset = pat->getOrCreateStateSet();
|
||||
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
|
||||
stateset->setAttribute(sa);
|
||||
|
||||
{
|
||||
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
|
||||
fragment_shader->addCodeInjection(-1,"varying vec4 c;\n");
|
||||
fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n");
|
||||
{
|
||||
const char shader_str[] =
|
||||
"uniform vec4 myColour;\n"
|
||||
"vec4 colour()\n"
|
||||
"{\n"
|
||||
" return myColour;\n"
|
||||
"}\n";
|
||||
|
||||
sa->addShader(fragment_shader);
|
||||
}
|
||||
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str);
|
||||
vertex_shader->addCodeInjection(-1,"varying vec4 c;\n");
|
||||
vertex_shader->addCodeInjection(-1,"vec4 colour();\n");
|
||||
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
|
||||
vertex_shader->addCodeInjection(0,"c = colour();\n");
|
||||
|
||||
return node;
|
||||
sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,0.5f,0.0f,1.0f)));
|
||||
|
||||
sa->addShader(vertex_shader);
|
||||
}
|
||||
|
||||
{
|
||||
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
|
||||
fragment_shader->addCodeInjection(-1,"varying vec4 c;\n");
|
||||
fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n");
|
||||
|
||||
sa->addShader(fragment_shader);
|
||||
}
|
||||
|
||||
group->addChild(pat);
|
||||
|
||||
}
|
||||
|
||||
return group;
|
||||
}
|
||||
|
||||
int main( int argc, char **argv )
|
||||
|
@ -157,6 +157,17 @@ class OSG_EXPORT State : public Referenced, public Observer
|
||||
/** Get the const ShaderComposor object.*/
|
||||
const ShaderComposer* getShaderComposer() const { return _shaderComposer.get(); }
|
||||
|
||||
/** Get the unform list in which to inject any uniforms that StateAttribute::apply(State&) methods provide.*/
|
||||
StateSet::UniformList& getCurrentShaderCompositionUniformList() { return _currentShaderCompositionUniformList; }
|
||||
|
||||
/** Convinience method for StateAttribute:::apply(State&) methods to pass on their uniforms to osg::State so it can apply them at the appropriate point.*/
|
||||
void applyShaderCompositionUniform(const osg::Uniform* uniform, StateAttribute::OverrideValue value=StateAttribute::ON)
|
||||
{
|
||||
StateSet::RefUniformPair& up = _currentShaderCompositionUniformList[uniform->getName()];
|
||||
up.first = const_cast<Uniform*>(uniform);
|
||||
up.second = value;
|
||||
}
|
||||
|
||||
|
||||
/** Push stateset onto state stack.*/
|
||||
void pushStateSet(const StateSet* dstate);
|
||||
@ -1364,6 +1375,7 @@ class OSG_EXPORT State : public Referenced, public Observer
|
||||
bool _shaderCompositionDirty;
|
||||
osg::ref_ptr<ShaderComposer> _shaderComposer;
|
||||
osg::Program* _currentShaderCompositionProgram;
|
||||
StateSet::UniformList _currentShaderCompositionUniformList;
|
||||
|
||||
ref_ptr<FrameStamp> _frameStamp;
|
||||
|
||||
|
@ -13,6 +13,8 @@
|
||||
|
||||
#include <osg/ShaderAttribute>
|
||||
#include <osg/Notify>
|
||||
#include <osg/StateSet>
|
||||
#include <osg/State>
|
||||
|
||||
using namespace osg;
|
||||
|
||||
@ -78,7 +80,12 @@ bool ShaderAttribute::getModeUsage(StateAttribute::ModeUsage& usage) const
|
||||
|
||||
void ShaderAttribute::apply(State& state) const
|
||||
{
|
||||
OSG_NOTICE<<"ShaderAttribute::apply(..)"<<std::endl;
|
||||
for(Uniforms::const_iterator itr = _uniforms.begin();
|
||||
itr != _uniforms.end();
|
||||
++itr)
|
||||
{
|
||||
state.applyShaderCompositionUniform(itr->get());
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderAttribute::compose(ShaderComposer& composer) const
|
||||
|
@ -37,7 +37,7 @@ osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderC
|
||||
ProgramMap::iterator itr = _programMap.find(shaderComponents);
|
||||
if (itr != _programMap.end())
|
||||
{
|
||||
OSG_NOTICE<<"ShaderComposer::getOrCreateProgram(..) using cached Program"<<std::endl;
|
||||
// OSG_NOTICE<<"ShaderComposer::getOrCreateProgram(..) using cached Program"<<std::endl;
|
||||
return itr->second.get();
|
||||
}
|
||||
|
||||
|
@ -495,6 +495,7 @@ void State::apply(const StateSet* dstate)
|
||||
|
||||
if (dstate)
|
||||
{
|
||||
_currentShaderCompositionUniformList.clear();
|
||||
|
||||
applyModeList(_modeMap,dstate->getModeList());
|
||||
applyAttributeList(_attributeMap,dstate->getAttributeList());
|
||||
@ -515,9 +516,32 @@ void State::apply(const StateSet* dstate)
|
||||
else if (unit<_textureAttributeMapList.size()) applyAttributeMapOnTexUnit(unit,_textureAttributeMapList[unit]);
|
||||
}
|
||||
|
||||
applyShaderComposition();
|
||||
if (_shaderCompositionEnabled)
|
||||
{
|
||||
applyShaderComposition();
|
||||
|
||||
if (dstate->getUniformList().empty())
|
||||
{
|
||||
if (_currentShaderCompositionUniformList.empty()) applyUniformMap(_uniformMap);
|
||||
else applyUniformList(_uniformMap, _currentShaderCompositionUniformList);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_currentShaderCompositionUniformList.empty()) applyUniformList(_uniformMap, dstate->getUniformList());
|
||||
else
|
||||
{
|
||||
// need top merge uniforms lists, but cheat for now by just applying both.
|
||||
_currentShaderCompositionUniformList.insert(dstate->getUniformList().begin(), dstate->getUniformList().end());
|
||||
applyUniformList(_uniformMap, _currentShaderCompositionUniformList);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
applyUniformList(_uniformMap,dstate->getUniformList());
|
||||
}
|
||||
|
||||
applyUniformList(_uniformMap,dstate->getUniformList());
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -533,6 +557,8 @@ void State::apply()
|
||||
|
||||
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("start of State::apply()");
|
||||
|
||||
if (_shaderCompositionEnabled) _currentShaderCompositionUniformList.clear();
|
||||
|
||||
// go through all active OpenGL modes, enabling/disable where
|
||||
// appropriate.
|
||||
applyModeMap(_modeMap);
|
||||
@ -548,9 +574,15 @@ void State::apply()
|
||||
if (unit<_textureAttributeMapList.size()) applyAttributeMapOnTexUnit(unit,_textureAttributeMapList[unit]);
|
||||
}
|
||||
|
||||
applyShaderComposition();
|
||||
|
||||
applyUniformMap(_uniformMap);
|
||||
if (_shaderCompositionEnabled)
|
||||
{
|
||||
applyShaderComposition();
|
||||
applyUniformList(_uniformMap, _currentShaderCompositionUniformList);
|
||||
}
|
||||
else
|
||||
{
|
||||
applyUniformMap(_uniformMap);
|
||||
}
|
||||
|
||||
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("end of State::apply()");
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user