/* OpenSceneGraph example, oldshadercomposition. * * 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. */ #include #include #include osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments) { osg::ref_ptr node = osgDB::readRefNodeFiles(arguments); if (!node) return 0; osg::Group* group = new osg::Group; double spacing = node->getBound().radius() * 2.0; osg::Vec3d position(0.0,0.0,0.0); osg::ShaderAttribute* sa1 = NULL; { osg::StateSet* stateset = group->getOrCreateStateSet(); osg::ShaderAttribute* sa = new osg::ShaderAttribute; sa->setType(osg::StateAttribute::Type(10000)); sa1 = sa; stateset->setAttribute(sa); { osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX); vertex_shader->addCodeInjection(-1,"varying vec4 color;\n"); vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n"); vertex_shader->addCodeInjection(0,"color = gl_Color;\n"); vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n"); vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n"); sa->addShader(vertex_shader); } { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT); fragment_shader->addCodeInjection(-1,"varying vec4 color;\n"); fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n"); fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n"); fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2D( baseTexture, texcoord );\n"); sa->addShader(fragment_shader); } sa->addUniform(new osg::Uniform("baseTexture",0)); } // inherit the ShaderComponents entirely from above { osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->addChild(node); position.x() += spacing; group->addChild(pat); } { osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->addChild(node); position.x() += spacing; osg::StateSet* stateset = pat->getOrCreateStateSet(); stateset->setMode(GL_BLEND, osg::StateAttribute::ON); osg::ShaderAttribute* sa = new osg::ShaderAttribute; sa->setType(osg::StateAttribute::Type(10001)); stateset->setAttribute(sa); { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT); fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n"); sa->addShader(fragment_shader); } group->addChild(pat); } // reuse the first ShaderAttribute's type and ShaderComponent, just use new uniform { osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->addChild(node); position.x() += spacing; osg::StateSet* stateset = pat->getOrCreateStateSet(); osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1); stateset->setAttribute(sa); // reuse the same ShaderComponent as the first branch sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f))); group->addChild(pat); } // reuse the first ShaderAttribute's type and ShaderComponent, just use new uniform { osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->addChild(node); position.x() += spacing; osg::StateSet* stateset = pat->getOrCreateStateSet(); osg::ShaderAttribute* sa = new osg::ShaderAttribute; sa->setType(osg::StateAttribute::Type(10000)); stateset->setAttribute(sa); stateset->setMode(GL_BLEND, osg::StateAttribute::ON); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); { osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX); vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n"); sa->addShader(vertex_shader); } { osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT); fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n"); fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n"); fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n"); sa->addShader(fragment_shader); sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f))); } group->addChild(pat); } return group; }