Added basic code injection fields to osg::Shader,
creation of main shader to ShaderComposer and collection of ShaderComponent to osg::State. Also added very basic shader set up in osgshadecomposition example.
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@ -29,6 +29,30 @@ osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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stateset->setAttribute(sa);
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{
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const char shader_str[] =
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"vec4 colour()\n"
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"{\n"
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" return vec4(1.0,0.5,1.0,1.0);\n"
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"}\n";
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str);
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vertex_shader->addCodeInjection(-1,"varying vec4 c;\n");
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vertex_shader->addCodeInjection(-1,"vec4 colour();\n");
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
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vertex_shader->addCodeInjection(0,"c = colour();\n");
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sa->addShader(vertex_shader);
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}
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(-1,"varying vec4 c;\n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n");
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sa->addShader(fragment_shader);
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}
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return node;
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}
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@ -43,5 +67,17 @@ int main( int argc, char **argv )
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viewer.setSceneData(scenegraph.get());
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viewer.realize();
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// enable shader composition
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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{
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(*itr)->getState()->setShaderCompositionEnabled(true);
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}
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return viewer.run();
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}
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@ -25,6 +25,7 @@
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#include <osg/buffered_value>
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#include <set>
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#include <map>
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namespace osg {
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@ -143,6 +144,24 @@ class OSG_EXPORT Shader : public osg::Object
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bool loadShaderSourceFromFile( const std::string& fileName );
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/** The code injection map used when generating the main shader during main shader composition.*/
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typedef std::multimap<float, std::string> CodeInjectionMap;
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/** Add code injection that will be placed in the main shader to enable support for this shader.
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* The position is set up so that code to be inserted before the main() will have a negative value,
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* a position between 0 and 1.0 will be inserted in main() and a position greater than 1.0 will
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* be placed after the main().
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* During shader composition all the code injections are sorted in ascending order and then
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* placed in the appropriate section of the main shader. */
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void addCodeInjection(float position, const std::string& code) { _codeInjectionMap.insert(CodeInjectionMap::value_type(position, code)); }
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/** Get the code injection map.*/
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CodeInjectionMap& getCodeInjectionMap() { return _codeInjectionMap; }
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/** Get the const code injection map.*/
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const CodeInjectionMap& getCodeInjectionMap() const { return _codeInjectionMap; }
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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@ -243,6 +262,8 @@ class OSG_EXPORT Shader : public osg::Object
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std::string _shaderSource;
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osg::ref_ptr<ShaderBinary> _shaderBinary;
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CodeInjectionMap _codeInjectionMap;
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/** osg::Programs that this osg::Shader is attached to */
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typedef std::set< osg::Program* > ProgramSet;
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ProgramSet _programSet;
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@ -38,11 +38,13 @@ class OSG_EXPORT ShaderComposer : public osg::Object
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typedef std::vector< const osg::Shader* > Shaders;
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virtual osg::Shader* composeMain(const Shaders& shaders);
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virtual void addShaderToProgram(Program* program, const Shaders& shaders);
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protected:
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virtual ~ShaderComposer();
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typedef std::map< ShaderComponents, ref_ptr<Program> > ProgramMap;
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ProgramMap _programMap;
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@ -142,6 +142,12 @@ class OSG_EXPORT State : public Referenced, public Observer
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inline unsigned int getContextID() const { return _contextID; }
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/* Set whether shader composition is enabled.*/
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void setShaderCompositionEnabled(bool flag) { _shaderCompositionEnabled = flag; }
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/* Get whether shader composition is enabled.*/
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bool getShaderCompositionEnabled() const { return _shaderCompositionEnabled; }
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/** Set the ShaderComposor object that implements shader composition.*/
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void setShaderComposer(ShaderComposer* sc) { _shaderComposer = sc; }
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@ -250,6 +256,8 @@ class OSG_EXPORT State : public Referenced, public Observer
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*/
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void apply();
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/** Apply any shader composed state.*/
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void applyShaderComposition();
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/** Set whether a particular OpenGL mode is valid in the current graphics context.
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* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
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@ -201,7 +201,8 @@ Shader::Shader(const Shader& rhs, const osg::CopyOp& copyop):
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_type(rhs._type),
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_shaderFileName(rhs._shaderFileName),
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_shaderSource(rhs._shaderSource),
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_shaderBinary(rhs._shaderBinary)
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_shaderBinary(rhs._shaderBinary),
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_codeInjectionMap(rhs._codeInjectionMap)
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{
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}
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@ -77,54 +77,19 @@ osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderC
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if (!vertexShaders.empty())
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{
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ShaderMainMap::iterator itr = _shaderMainMap.find(vertexShaders);
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if (itr == _shaderMainMap.end())
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{
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// no vertex shader in map yet, need to compose a new main shader
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osg::Shader* mainShader = composeMain(vertexShaders);
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_shaderMainMap[vertexShaders] = mainShader;
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program->addShader(mainShader);
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}
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else
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{
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program->addShader(itr->second.get());
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}
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addShaderToProgram(program.get(), vertexShaders);
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}
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if (!geometryShaders.empty())
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{
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ShaderMainMap::iterator itr = _shaderMainMap.find(geometryShaders);
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if (itr == _shaderMainMap.end())
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{
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// no vertex shader in map yet, need to compose a new main shader
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osg::Shader* mainShader = composeMain(geometryShaders);
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_shaderMainMap[geometryShaders] = mainShader;
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program->addShader(mainShader);
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}
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else
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{
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program->addShader(itr->second.get());
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}
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addShaderToProgram(program.get(), geometryShaders);
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}
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if (!fragmentShaders.empty())
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{
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ShaderMainMap::iterator itr = _shaderMainMap.find(fragmentShaders);
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if (itr == _shaderMainMap.end())
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{
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// no vertex shader in map yet, need to compose a new main shader
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osg::Shader* mainShader = composeMain(fragmentShaders);
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_shaderMainMap[fragmentShaders] = mainShader;
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program->addShader(mainShader);
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}
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else
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{
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program->addShader(itr->second.get());
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}
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addShaderToProgram(program.get(), fragmentShaders);
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}
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// assign newly created program to map.
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_programMap[shaderComponents] = program;
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@ -133,8 +98,93 @@ osg::Program* ShaderComposer::getOrCreateProgram(const ShaderComponents& shaderC
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return program.get();
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}
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void ShaderComposer::addShaderToProgram(Program* program, const Shaders& shaders)
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{
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ShaderMainMap::iterator itr = _shaderMainMap.find(shaders);
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if (itr == _shaderMainMap.end())
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{
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// no vertex shader in map yet, need to compose a new main shader
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osg::Shader* mainShader = composeMain(shaders);
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_shaderMainMap[shaders] = mainShader;
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program->addShader(mainShader);
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}
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else
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{
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program->addShader(itr->second.get());
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}
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for(Shaders::const_iterator itr = shaders.begin();
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itr != shaders.end();
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++itr)
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{
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Shader* shader = const_cast<Shader*>(*itr);
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if (!(shader->getShaderSource().empty()) || shader->getShaderBinary())
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{
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program->addShader(shader);
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}
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}
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}
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osg::Shader* ShaderComposer::composeMain(const Shaders& shaders)
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{
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OSG_NOTICE<<"ShaderComposer::composeMain(Shaders) shaders.size()=="<<shaders.size()<<std::endl;
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return 0;
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// collect the shader type and the code injection from each of the contributing shaders
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Shader::Type type = Shader::UNDEFINED;
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Shader::CodeInjectionMap codeInjectionMap;
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for(Shaders::const_iterator itr = shaders.begin();
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itr != shaders.end();
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++itr)
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{
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const Shader* shader = *itr;
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if (type == Shader::UNDEFINED)
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{
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type = shader->getType();
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}
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else if (type != shader->getType())
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{
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OSG_NOTICE<<"Warning:ShaderComposer::composeMain() mixing different types of Shaders prohibited."<<std::endl;
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continue;
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}
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const Shader::CodeInjectionMap& cim = shader->getCodeInjectionMap();
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for(Shader::CodeInjectionMap::const_iterator citr = cim.begin();
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citr != cim.end();
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++citr)
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{
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codeInjectionMap.insert(*citr);
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}
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}
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// collect together the different parts of the main shader
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std::string before_main;
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std::string in_main;
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std::string after_main;
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for(Shader::CodeInjectionMap::iterator citr = codeInjectionMap.begin();
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citr != codeInjectionMap.end();
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++citr)
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{
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float position = citr->first;
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if (position<0.0) before_main += citr->second;
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else if (position<=1.0) in_main += citr->second;
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else after_main += citr->second;
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}
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// assembly the final main shader source
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std::string full_source;
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full_source += before_main;
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full_source += std::string("void main(void)\n");
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full_source += std::string("{\n");
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full_source += in_main;
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full_source += std::string("}\n");
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full_source += after_main;
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ref_ptr<Shader> mainShader = new Shader(type, full_source);
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_shaderMainMap[shaders] = mainShader;
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return mainShader.get();
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}
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@ -42,7 +42,7 @@ State::State():
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_graphicsContext = 0;
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_contextID = 0;
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_shaderCompositionEnabled = false; // true;
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_shaderCompositionEnabled = false;
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_shaderCompositionDirty = true;
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_shaderComposer = new ShaderComposer;
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_currentShaderCompositionProgram = 0L;
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@ -515,21 +515,7 @@ void State::apply(const StateSet* dstate)
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else if (unit<_textureAttributeMapList.size()) applyAttributeMapOnTexUnit(unit,_textureAttributeMapList[unit]);
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}
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if (_shaderCompositionEnabled)
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{
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if (_shaderCompositionDirty)
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{
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// build lits of current ShaderComponents
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ShaderComponents shaderComponents;
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_currentShaderCompositionProgram = _shaderComposer->getOrCreateProgram(shaderComponents);
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}
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if (_currentShaderCompositionProgram)
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{
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Program::PerContextProgram* pcp = _currentShaderCompositionProgram->getPCP(_contextID);
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if (_lastAppliedProgramObject != pcp) applyAttribute(_currentShaderCompositionProgram);
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}
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}
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applyShaderComposition();
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applyUniformList(_uniformMap,dstate->getUniformList());
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}
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@ -562,11 +548,45 @@ void State::apply()
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if (unit<_textureAttributeMapList.size()) applyAttributeMapOnTexUnit(unit,_textureAttributeMapList[unit]);
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}
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applyShaderComposition();
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applyUniformMap(_uniformMap);
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("end of State::apply()");
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}
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void State::applyShaderComposition()
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{
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if (_shaderCompositionEnabled)
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{
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if (_shaderCompositionDirty)
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{
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// build lits of current ShaderComponents
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ShaderComponents shaderComponents;
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for(AttributeMap::iterator itr = _attributeMap.begin();
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itr != _attributeMap.end();
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++itr)
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{
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AttributeStack& as = itr->second;
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if (as.last_applied_shadercomponent)
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{
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shaderComponents.push_back(const_cast<ShaderComponent*>(as.last_applied_shadercomponent));
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}
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}
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_currentShaderCompositionProgram = _shaderComposer->getOrCreateProgram(shaderComponents);
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}
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if (_currentShaderCompositionProgram)
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{
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Program::PerContextProgram* pcp = _currentShaderCompositionProgram->getPCP(_contextID);
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if (_lastAppliedProgramObject != pcp) applyAttribute(_currentShaderCompositionProgram);
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}
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}
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}
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void State::haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
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{
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haveAppliedMode(_modeMap,mode,value);
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