/* OpenSceneGraph example, osgshaders2 * * 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/osgshaders2/osgshaders2.cpp * author: Mike Weiblen 2008-01-03 * copyright: (C) 2008 Zebra Imaging * license: OpenSceneGraph Public License (OSGPL) * * A demo of GLSL geometry shaders using OSG * Tested on Dell Precision M4300 w/ NVIDIA Quadro FX 360M */ #include #include #include #include #include #include #include #include #include #include #include // play with these #defines to see their effect #define ENABLE_GLSL #define ENABLE_GEOMETRY_SHADER /////////////////////////////////////////////////////////////////////////// #ifdef ENABLE_GLSL class SineAnimation: public osg::Uniform::Callback { public: SineAnimation( float rate = 1.0f, float scale = 1.0f, float offset = 0.0f ) : _rate(rate), _scale(scale), _offset(offset) {} void operator()( osg::Uniform* uniform, osg::NodeVisitor* nv ) { float angle = _rate * nv->getFrameStamp()->getSimulationTime(); float value = sinf( angle ) * _scale + _offset; uniform->set( value ); } private: const float _rate; const float _scale; const float _offset; }; /////////////////////////////////////////////////////////////////////////// static const char* vertSource = { "#version 120\n" "#extension GL_EXT_geometry_shader4 : enable\n" "uniform float u_anim1;\n" "varying vec4 v_color;\n" "void main(void)\n" "{\n" " v_color = gl_Vertex;\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" "}\n" }; static const char* geomSource = { "#version 120\n" "#extension GL_EXT_geometry_shader4 : enable\n" "uniform float u_anim1;\n" "varying in vec4 v_color[];\n" "varying out vec4 v_color_out;\n" "void main(void)\n" "{\n" " vec4 v = gl_PositionIn[0];\n" " v_color_out = v + v_color[0];\n" "\n" " gl_Position = v + vec4(u_anim1,0.,0.,0.); EmitVertex();\n" " gl_Position = v - vec4(u_anim1,0.,0.,0.); EmitVertex();\n" " EndPrimitive();\n" "\n" " gl_Position = v + vec4(0.,1.0-u_anim1,0.,0.); EmitVertex();\n" " gl_Position = v - vec4(0.,1.0-u_anim1,0.,0.); EmitVertex();\n" " EndPrimitive();\n" "}\n" }; static const char* fragSource = { "#version 120\n" "#extension GL_EXT_geometry_shader4 : enable\n" "uniform float u_anim1;\n" "varying vec4 v_color_out;\n" "void main(void)\n" "{\n" " gl_FragColor = v_color_out;\n" "}\n" }; osg::Program* createShader() { osg::Program* pgm = new osg::Program; pgm->setName( "osgshader2 demo" ); pgm->addShader( new osg::Shader( osg::Shader::VERTEX, vertSource ) ); pgm->addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) ); #ifdef ENABLE_GEOMETRY_SHADER pgm->addShader( new osg::Shader( osg::Shader::GEOMETRY, geomSource ) ); pgm->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, 4 ); pgm->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_POINTS ); pgm->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_LINE_STRIP ); #endif return pgm; } #endif /////////////////////////////////////////////////////////////////////////// class SomePoints : public osg::Geometry { public: SomePoints() { osg::Vec4Array* cAry = new osg::Vec4Array; setColorArray( cAry ); setColorBinding( osg::Geometry::BIND_OVERALL ); cAry->push_back( osg::Vec4(1,1,1,1) ); osg::Vec3Array* vAry = new osg::Vec3Array; setVertexArray( vAry ); vAry->push_back( osg::Vec3(0,0,0) ); vAry->push_back( osg::Vec3(0,1,0) ); vAry->push_back( osg::Vec3(1,0,0) ); vAry->push_back( osg::Vec3(1,1,0) ); vAry->push_back( osg::Vec3(0,0,1) ); vAry->push_back( osg::Vec3(0,1,1) ); vAry->push_back( osg::Vec3(1,0,1) ); vAry->push_back( osg::Vec3(1,1,1) ); addPrimitiveSet( new osg::DrawArrays( GL_POINTS, 0, vAry->size() ) ); osg::StateSet* sset = getOrCreateStateSet(); sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF ); // if things go wrong, fall back to big points osg::Point* p = new osg::Point; p->setSize(6); sset->setAttribute( p ); #ifdef ENABLE_GLSL sset->setAttribute( createShader() ); // a generic cyclic animation value osg::Uniform* u_anim1( new osg::Uniform( "u_anim1", 0.0f ) ); u_anim1->setUpdateCallback( new SineAnimation( 4, 0.5, 0.5 ) ); sset->addUniform( u_anim1 ); #endif } }; /////////////////////////////////////////////////////////////////////////// int main( int , char** ) { osg::Geode* root( new osg::Geode ); root->addDrawable( new SomePoints ); osgViewer::Viewer viewer; viewer.setSceneData( root ); return viewer.run(); } // vim: set sw=4 ts=8 et ic ai: