Added GLSL shader pathway into osgforest.
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@ -15,6 +15,7 @@
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#include <osg/Texture2D>
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#include <osg/Texture2D>
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#include <osgDB/ReadFile>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/IntersectVisitor>
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#include <osgUtil/IntersectVisitor>
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#include <osgUtil/SmoothingVisitor>
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#include <osgUtil/SmoothingVisitor>
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@ -775,16 +776,8 @@ class ShaderGeometry : public osg::Drawable
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itr != _trees.end();
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itr != _trees.end();
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++itr)
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++itr)
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{
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{
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#if 0
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glColor4fv(itr->ptr());
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glColor4fv(itr->ptr());
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_geometry->drawImplementation(state);
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_geometry->draw(state);
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#else
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glPushMatrix();
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glTranslatef((*itr)[0], (*itr)[1], (*itr)[2]);
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glScalef( (*itr)[3],(*itr)[3],(*itr)[3] );
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_geometry->drawImplementation(state);
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glPopMatrix();
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#endif
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}
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}
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}
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}
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@ -1004,13 +997,23 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
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stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
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{
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{
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osg::Program* program = new osg::Program;
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stateset->setAttribute(program);
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#if 1
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// use inline shaders
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///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////
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// vertex shader using just Vec4 coefficients
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// vertex shader using just Vec4 coefficients
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char vertexShaderSource[] =
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char vertexShaderSource[] =
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"void main(void) \n"
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"varying vec2 texcoord;\n"
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"{ \n"
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"\n"
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"\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"void main(void)\n"
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"{\n"
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" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
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" gl_FrontColor = vec4(1.0,1.0,1.0,1.0);\n"
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" texcoord = gl_MultiTexCoord0.st;\n"
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"}\n";
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"}\n";
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//////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////
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@ -1018,22 +1021,27 @@ osg::Node* ForestTechniqueManager::createScene(unsigned int numTreesToCreates)
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//
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//
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char fragmentShaderSource[] =
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char fragmentShaderSource[] =
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"uniform sampler2D baseTexture; \n"
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"uniform sampler2D baseTexture; \n"
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"varying vec2 texcoord; \n"
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"\n"
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"\n"
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"void main(void) \n"
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"void main(void) \n"
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"{ \n"
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"{ \n"
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" gl_FragColor = texture2D( baseTexture, gl_TexCoord[0].xy); \n"
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" gl_FragColor = texture2D( baseTexture, texcoord); \n"
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"}\n";
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"}\n";
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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osg::Program* program = new osg::Program;
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program->addShader(vertex_shader);
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stateset->setAttribute(program);
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//osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
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//program->addShader(vertex_shader);
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
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program->addShader(fragment_shader);
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program->addShader(fragment_shader);
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#else
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// get shaders from source
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program->addShader(osg::Shader::readShaderFile(osg::Shader::VERTEX, osgDB::findDataFile("shaders/forest.vert")));
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program->addShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT, osgDB::findDataFile("shaders/forest.frag")));
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#endif
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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stateset->addUniform(baseTextureSampler);
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}
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}
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