From Christian Buchner, "The attached openscenegraph example is much simpler than

osgshaders.cpp and demonstrates the use of GLSL vertex and fragment
shaders with a simple animation callback. I found the osgshaders.cpp
too complex to serve as a starting point for GLSL programming"
This commit is contained in:
Robert Osfield 2012-03-06 10:29:47 +00:00
parent fd97a9a800
commit 7c278ce5d6
3 changed files with 145 additions and 0 deletions

View File

@ -102,6 +102,7 @@ IF(DYNAMIC_OPENSCENEGRAPH)
ADD_SUBDIRECTORY(osgshadow)
ADD_SUBDIRECTORY(osgshape)
ADD_SUBDIRECTORY(osgsharedarray)
ADD_SUBDIRECTORY(osgsimpleshaders)
ADD_SUBDIRECTORY(osgsimplifier)
ADD_SUBDIRECTORY(osgsimulation)
ADD_SUBDIRECTORY(osgsidebyside)

View File

@ -0,0 +1,3 @@
SET(TARGET_SRC osgsimpleshaders.cpp )
SETUP_EXAMPLE(osgsimpleshaders)

View File

@ -0,0 +1,141 @@
/* OpenSceneGraph example, osgminimalglsl.
*
* 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.
*/
/* file: examples/osgminimalglsl.cpp
*
* A minimal demo of the OpenGL Shading Language shaders using core OSG.
*
* blocky shader taken from osgshaders sample (Author: Mike Weiblein)
*/
#include <osgViewer/Viewer>
#include <osg/ShapeDrawable>
#include <osg/Geode>
#include <osg/Vec3>
#include <osg/Program>
#include <osg/Shader>
#include <osg/Uniform>
using namespace osg;
///////////////////////////////////////////////////////////////////////////
// in-line GLSL source code
static const char *blockyVertSource = {
"// blocky.vert - an GLSL vertex shader with animation\n"
"// the App updates uniforms \"slowly\" (eg once per frame) for animation.\n"
"uniform float Sine;\n"
"const vec3 LightPosition = vec3(0.0, 0.0, 4.0);\n"
"const float BlockScale = 0.30;\n"
"// varyings are written by vert shader, interpolated, and read by frag shader.\n"
"varying float LightIntensity;\n"
"varying vec2 BlockPosition;\n"
"void main(void)\n"
"{\n"
" // per-vertex diffuse lighting\n"
" vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;\n"
" vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal);\n"
" vec3 lightVec = normalize(LightPosition - vec3 (ecPosition));\n"
" LightIntensity = max(dot(lightVec, tnorm), 0.0);\n"
" // blocks will be determined by fragment's position on the XZ plane.\n"
" BlockPosition = gl_Vertex.xz / BlockScale;\n"
" // scale the geometry based on an animation variable.\n"
" vec4 vertex = gl_Vertex;\n"
" vertex.w = 1.0 + 0.4 * (Sine + 1.0);\n"
" gl_Position = gl_ModelViewProjectionMatrix * vertex;\n"
"}\n"
};
static const char *blockyFragSource = {
"// blocky.frag - an GLSL fragment shader with animation\n"
"// the App updates uniforms \"slowly\" (eg once per frame) for animation.\n"
"uniform float Sine;\n"
"const vec3 Color1 = vec3(1.0, 1.0, 1.0);\n"
"const vec3 Color2 = vec3(0.0, 0.0, 0.0);\n"
"// varyings are written by vert shader, interpolated, and read by frag shader.\n"
"varying vec2 BlockPosition;\n"
"varying float LightIntensity;\n"
"void main(void)\n"
"{\n"
" vec3 color;\n"
" float ss, tt, w, h;\n"
" ss = BlockPosition.x;\n"
" tt = BlockPosition.y;\n"
" if (fract(tt * 0.5) > 0.5)\n"
" ss += 0.5;\n"
" ss = fract(ss);\n"
" tt = fract(tt);\n"
" // animate the proportion of block to mortar\n"
" float blockFract = (Sine + 1.1) * 0.4;\n"
" w = step(ss, blockFract);\n"
" h = step(tt, blockFract);\n"
" color = mix(Color2, Color1, w * h) * LightIntensity;\n"
" gl_FragColor = vec4 (color, 1.0);\n"
"}\n"
};
///////////////////////////////////////////////////////////////////////////
// callback for animating various Uniforms (currently only the SIN uniform)
class AnimateCallback: public osg::Uniform::Callback
{
public:
enum Operation { SIN };
AnimateCallback(Operation op) : _operation(op) {}
virtual void operator() ( osg::Uniform* uniform, osg::NodeVisitor* nv )
{
float angle = 2.0 * nv->getFrameStamp()->getSimulationTime();
float sine = sinf( angle ); // -1 -> 1
switch(_operation) {
case SIN : uniform->set( sine ); break;
}
}
private:
Operation _operation;
};
int main(int, char **)
{
// construct the viewer.
osgViewer::Viewer viewer;
// use a geode with a Box ShapeDrawable
osg::Geode* basicModel = new osg::Geode();
basicModel->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f,0.0f,0.0f),1.0f)));
// create the "blocky" shader, a simple animation test
osg::StateSet *ss = basicModel->getOrCreateStateSet();
osg::Program* program = new osg::Program;
program->setName( "blocky" );
program->addShader( new osg::Shader( osg::Shader::VERTEX, blockyVertSource ) );
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, blockyFragSource ) );
ss->setAttributeAndModes(program, osg::StateAttribute::ON);
// attach some animated Uniform variable to the state set
osg::Uniform* SineUniform = new osg::Uniform( "Sine", 0.0f );
ss->addUniform( SineUniform );
SineUniform->setUpdateCallback(new AnimateCallback(AnimateCallback::SIN));
// run the osg::Viewer using our model
viewer.setSceneData( basicModel );
return viewer.run();
}
/*EOF*/