#include #include #include #include #include #include #include #include #include "VirtualProgram.h" using osgCandidate::VirtualProgram; //////////////////////////////////////////////////////////////////////////////// // Example shaders assume: // one texture // one directional light // front face lighting // color material mode not used (its not supported by GLSL anyway) // diffuse/ambient/emissive/specular factors defined in material structure // all coords and normal except gl_Position are in view space //////////////////////////////////////////////////////////////////////////////// char MainVertexShaderSource[] = "vec4 texture( in vec3 position, in vec3 normal ); \n" //1 "void lighting( in vec3 position, in vec3 normal ); \n" //2 " \n" //3 "void main () \n" //4 "{ \n" //5 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" //6 " vec4 position4 = gl_ModelViewMatrix * gl_Vertex; \n" //7 " vec3 position = position4.xyz / position4.w; \n" //8 " vec3 normal = normalize( gl_NormalMatrix * gl_Normal ); \n" //9 " gl_TexCoord[0] = texture( position, normal ); \n" //10 " lighting( position, normal ); \n" //11 "} \n";//12 char TexCoordTextureVertexShaderSource[] = "vec4 texture( in vec3 position, in vec3 normal ) \n" //1 "{ \n" //2 " return gl_TextureMatrix[0] * gl_MultiTexCoord0; \n" //3 "} \n";//4 char SphereMapTextureVertexShaderSource[] = "vec4 texture( in vec3 position, in vec3 normal ) \n" //1 "{ \n" //2 " vec3 u = normalize( position ); \n" //3 " vec3 r = reflect(u, normal); \n" //4 " float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z+1.0) * (r.z+1.0)); \n" //5 " return vec4(r.x / m + 0.5, r.y / m + 0.5, 1.0, 1.0 ); \n" //6 "} \n";//7 char PerVertexDirectionalLightingVertexShaderSource[] = "void lighting( in vec3 position, in vec3 normal ) \n" //1 "{ \n" //2 " float NdotL = dot( normal, normalize(gl_LightSource[0].position.xyz) );\n" //3 " NdotL = max( 0.0, NdotL ); \n" //4 " float NdotHV = dot( normal, gl_LightSource[0].halfVector.xyz ); \n" //5 " NdotHV = max( 0.0, NdotHV ); \n" //6 " \n" //7 " gl_FrontColor = gl_FrontLightModelProduct.sceneColor + \n" //8 " gl_FrontLightProduct[0].ambient + \n" //9 " gl_FrontLightProduct[0].diffuse * NdotL; \n" //10 " \n" //11 " gl_FrontSecondaryColor = vec4(0.0); \n" //12 " \n" //13 " if ( NdotL * NdotHV > 0.0 ) \n" //14 " gl_FrontSecondaryColor = gl_FrontLightProduct[0].specular * \n" //15 " pow( NdotHV, gl_FrontMaterial.shininess );\n" //16 " \n" //17 " gl_BackColor = gl_FrontColor; \n" //18 " gl_BackSecondaryColor = gl_FrontSecondaryColor; \n" //19 "} \n";//20 char MainFragmentShaderSource[] = "vec4 texture( void ); \n" //1 "void lighting( inout vec4 color ); \n" //2 " \n" //3 "void main () \n" //4 "{ \n" //5 " vec4 color = texture(); \n" //6 " lighting( color ); \n" //7 " gl_FragColor = color; \n" //8 "} \n";//9 char TextureFragmentShaderSource[] = "uniform sampler2D baseTexture; \n" //1 "vec4 texture( void ) \n" //2 "{ \n" //3 " return texture2D( baseTexture, gl_TexCoord[0].xy ); \n" //4 "} \n";//5 char ProceduralBlueTextureFragmentShaderSource[] = "vec4 texture( void ) \n" //1 "{ \n" //2 " return vec4( 0.3, 0.3, 1.0, 1.0 ); \n" //3 "} \n";//4 char PerVertexLightingFragmentShaderSource[] = "void lighting( inout vec4 color ) \n" //1 "{ \n" //2 " color = color * gl_Color + gl_SecondaryColor; \n" //3 "} \n";//4 char PerFragmentLightingVertexShaderSource[] = "varying vec3 Normal; \n" //1 "varying vec3 Position; \n" //2 " \n" //3 "void lighting( in vec3 position, in vec3 normal ) \n" //4 "{ \n" //5 " Normal = normal; \n" //6 " Position = position; \n" //7 "} \n";//8 char PerFragmentDirectionalLightingFragmentShaderSource[] = "varying vec3 Normal; \n" //1 "varying vec3 Position; // not used for directional lighting \n" //2 " \n" //3 "void lighting( inout vec4 color ) \n" //4 "{ \n" //5 " vec3 n = normalize( Normal ); \n" //5 " float NdotL = dot( n, normalize(gl_LightSource[0].position.xyz) ); \n" //6 " NdotL = max( 0.0, NdotL ); \n" //7 " float NdotHV = dot( n, gl_LightSource[0].halfVector.xyz ); \n" //8 " NdotHV = max( 0.0, NdotHV ); \n" //9 " \n" //10 " color *= gl_FrontLightModelProduct.sceneColor + \n" //11 " gl_FrontLightProduct[0].ambient + \n" //12 " gl_FrontLightProduct[0].diffuse * NdotL; \n" //13 " \n" //14 " if ( NdotL * NdotHV > 0.0 ) \n" //15 " color += gl_FrontLightProduct[0].specular * \n" //16 " pow( NdotHV, gl_FrontMaterial.shininess ); \n" //17 "} \n";//18 //////////////////////////////////////////////////////////////////////////////// // Convenience method to simplify code a little ... void SetVirtualProgramShader( VirtualProgram * virtualProgram, std::string shader_semantics, osg::Shader::Type shader_type, std::string shader_name, std::string shader_source ) { osg::Shader * shader = new osg::Shader( shader_type ); shader->setName( shader_name ); shader->setShaderSource( shader_source ); virtualProgram->setShader( shader_semantics, shader ); } /////////////////////////////////////////////////////////////////////////////// void AddLabel( osg::Group * group, const std::string & label, float offset ) { osg::Vec3 center( 0, 0, offset * 0.5 ); osg::Geode * geode = new osg::Geode; // Make sure no program breaks text outputs geode->getOrCreateStateSet()->setAttribute ( new osg::Program, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED ); // Turn off stage 1 texture set in parent transform (otherwise it darkens text) geode->getOrCreateStateSet()->setTextureMode( 1, GL_TEXTURE_2D, osg::StateAttribute::OFF ); group->addChild( geode ); osgText::Text* text = new osgText::Text; geode->addDrawable( text ); text->setFont("fonts/times.ttf"); text->setCharacterSize( offset * 0.1 ); text->setPosition(center); text->setAlignment( osgText::TextBase::CENTER_CENTER ); text->setAxisAlignment(osgText::Text::SCREEN); osg::Vec4 characterSizeModeColor(1.0f,0.0f,0.5f,1.0f); #if 1 // reproduce outline bounding box compute problem with backdrop on. text->setBackdropType(osgText::Text::OUTLINE); text->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX); #endif text->setText( label ); } //////////////////////////////////////////////////////////////////////////////// osg::Node * CreateAdvancedHierarchy( osg::Node * model ) { if( !model ) return NULL; float offset = model->getBound().radius() * 1.3; // diameter // Create transforms for translated instances of the model osg::MatrixTransform * transformCenterMiddle = new osg::MatrixTransform( ); transformCenterMiddle->setMatrix( osg::Matrix::translate( 0,0, offset * 0.5 ) ); transformCenterMiddle->addChild( model ); osg::MatrixTransform * transformCenterTop = new osg::MatrixTransform( ); transformCenterMiddle->addChild( transformCenterTop ); transformCenterTop->setMatrix( osg::Matrix::translate( 0,0,offset ) ); transformCenterTop->addChild( model ); osg::MatrixTransform * transformCenterBottom = new osg::MatrixTransform( ); transformCenterMiddle->addChild( transformCenterBottom ); transformCenterBottom->setMatrix( osg::Matrix::translate( 0,0,-offset ) ); transformCenterBottom->addChild( model ); osg::MatrixTransform * transformLeftBottom = new osg::MatrixTransform( ); transformCenterBottom->addChild( transformLeftBottom ); transformLeftBottom->setMatrix( osg::Matrix::translate( -offset * 0.8,0, -offset * 0.8 ) ); transformLeftBottom->addChild( model ); osg::MatrixTransform * transformRightBottom = new osg::MatrixTransform( ); transformCenterBottom->addChild( transformRightBottom ); transformRightBottom->setMatrix( osg::Matrix::translate( offset * 0.8,0, -offset * 0.8 ) ); transformRightBottom->addChild( model ); // Set default VirtualProgram in root StateSet // With main vertex and main fragment shaders calling // lighting and texture functions defined in aditional shaders // Lighting is done per vertex using simple directional light // Texture uses stage 0 TexCoords and TexMap if( 1 ) { // NOTE: // duplicating the same semantics name in virtual program // is only possible if its used for shaders of differing types // here for VERTEX and FRAGMENT VirtualProgram * vp = new VirtualProgram( ); transformCenterMiddle->getOrCreateStateSet()->setAttribute( vp ); AddLabel( transformCenterMiddle, "Per Vertex Lighting Virtual Program", offset ); SetVirtualProgramShader( vp, "main", osg::Shader::VERTEX, "Vertex Main", MainVertexShaderSource ); SetVirtualProgramShader( vp, "main", osg::Shader::FRAGMENT, "Fragment Main", MainFragmentShaderSource ); SetVirtualProgramShader( vp, "texture",osg::Shader::VERTEX, "Vertex Texture Coord 0", TexCoordTextureVertexShaderSource ); SetVirtualProgramShader( vp, "texture",osg::Shader::FRAGMENT, "Fragment Texture", TextureFragmentShaderSource ); SetVirtualProgramShader( vp, "lighting",osg::Shader::VERTEX, "Vertex Lighting", PerVertexDirectionalLightingVertexShaderSource ); SetVirtualProgramShader( vp, "lighting",osg::Shader::FRAGMENT, "Fragment Lighting", PerVertexLightingFragmentShaderSource ); transformCenterMiddle->getOrCreateStateSet()-> addUniform( new osg::Uniform( "baseTexture", 0 ) ); } // Override default vertex ligting with pixel lighting shaders // For three bottom models if( 1 ) { AddLabel( transformCenterBottom, "Per Pixel Lighting VP", offset ); VirtualProgram * vp = new VirtualProgram( ); transformCenterBottom->getOrCreateStateSet()->setAttribute( vp ); SetVirtualProgramShader( vp, "lighting",osg::Shader::VERTEX, "Vertex Shader For Per Pixel Lighting", PerFragmentLightingVertexShaderSource ); SetVirtualProgramShader( vp, "lighting",osg::Shader::FRAGMENT, "Fragment Shader For Per Pixel Lighting", PerFragmentDirectionalLightingFragmentShaderSource ); } // Additionaly set bottom left model texture to procedural blue to // better observe smooth speculars done through per pixel lighting if( 1 ) { AddLabel( transformLeftBottom, "Blue Tex VP", offset ); VirtualProgram * vp = new VirtualProgram( ); transformLeftBottom->getOrCreateStateSet()->setAttribute( vp ); SetVirtualProgramShader( vp, "texture",osg::Shader::FRAGMENT, "Fragment Shader Procedural Blue Tex", ProceduralBlueTextureFragmentShaderSource ); } // Additionaly change texture mapping to SphereMAp in bottom right model if( 1 ) { AddLabel( transformRightBottom, "EnvMap Sphere VP", offset ); osg::StateSet * ss = transformRightBottom->getOrCreateStateSet(); VirtualProgram * vp = new VirtualProgram( ); ss->setAttribute( vp ); SetVirtualProgramShader( vp, "texture",osg::Shader::VERTEX, "Vertex Texture Sphere Map", SphereMapTextureVertexShaderSource ); osg::Texture2D * texture = new osg::Texture2D( osgDB::readRefImageFile("Images/skymap.jpg") ); // Texture is set on stage 1 to not interfere with label text // The same could be achieved with texture override // but such approach also turns off label texture ss->setTextureAttributeAndModes( 1, texture, osg::StateAttribute::ON ); ss->addUniform( new osg::Uniform( "baseTexture", 1 ) ); #if 0 // Could be useful with Fixed Vertex Pipeline osg::TexGen * texGen = new osg::TexGen(); texGen->setMode( osg::TexGen::SPHERE_MAP ); // Texture states applied ss->setTextureAttributeAndModes( 1, texGen, osg::StateAttribute::ON ); #endif } // Top center model usues osg::Program overriding VirtualProgram in model if( 1 ) { AddLabel( transformCenterTop, "Fixed Vertex + Simple Fragment osg::Program", offset ); osg::Program * program = new osg::Program; program->setName( "Trivial Fragment + Fixed Vertex Program" ); transformCenterTop->getOrCreateStateSet( )->setAttributeAndModes ( program, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE ); osg::Shader * shader = new osg::Shader( osg::Shader::FRAGMENT ); shader->setName( "Trivial Fragment Shader" ); shader->setShaderSource( "uniform sampler2D baseTexture; \n" "void main(void) \n" "{ \n" " gl_FragColor = gl_Color * texture2D( baseTexture,gl_TexCoord[0].xy);\n" "} \n" ); program->addShader( shader ); } return transformCenterMiddle; } //////////////////////////////////////////////////////////////////////////////// // Shders not used in the example but left for fun if anyone wants to play char LightingVertexShaderSource[] = "// Forward declarations \n" //1 " \n" //2 "void SpotLight( in int i, in vec3 eye, in vec3 position, in vec3 normal, \n" //3 " inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //4 " \n" //5 "void PointLight( in int i, in vec3 eye, in vec3 position, in vec3 normal, \n" //6 " inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //7 " \n" //8 "void DirectionalLight( in int i, in vec3 normal, \n" //9 " inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //10 " \n" //11 "const int NumEnabledLights = 1; \n" //12 " \n" //13 "void lighting( in vec3 position, in vec3 normal ) \n" //14 "{ \n" //15 " vec3 eye = vec3( 0.0, 0.0, 1.0 ); \n" //16 " //vec3 eye = -normalize(position); \n" //17 " \n" //18 " // Clear the light intensity accumulators \n" //19 " vec4 amb = vec4(0.0); \n" //20 " vec4 diff = vec4(0.0); \n" //21 " vec4 spec = vec4(0.0); \n" //22 " \n" //23 " // Loop through enabled lights, compute contribution from each \n" //24 " for (int i = 0; i < NumEnabledLights; i++) \n" //25 " { \n" //26 " if (gl_LightSource[i].position.w == 0.0) \n" //27 " DirectionalLight(i, normal, amb, diff, spec); \n" //28 " else if (gl_LightSource[i].spotCutoff == 180.0) \n" //29 " PointLight(i, eye, position, normal, amb, diff, spec); \n" //30 " else \n" //31 " SpotLight(i, eye, position, normal, amb, diff, spec); \n" //32 " } \n" //33 " \n" //34 " gl_FrontColor = gl_FrontLightModelProduct.sceneColor + \n" //35 " amb * gl_FrontMaterial.ambient + \n" //36 " diff * gl_FrontMaterial.diffuse; \n" //37 " \n" //38 " gl_FrontSecondaryColor = vec4(spec*gl_FrontMaterial.specular); \n" //39 " \n" //40 " gl_BackColor = gl_FrontColor; \n" //41 " gl_BackSecondaryColor = gl_FrontSecondaryColor; \n" //42 "} \n";//43 char SpotLightShaderSource[] = "void SpotLight(in int i, \n" //1 " in vec3 eye, \n" //2 " in vec3 position, \n" //3 " in vec3 normal, \n" //4 " inout vec4 ambient, \n" //5 " inout vec4 diffuse, \n" //6 " inout vec4 specular) \n" //7 "{ \n" //8 " float nDotVP; // normal . light direction \n" //9 " float nDotHV; // normal . light half vector \n" //10 " float pf; // power factor \n" //11 " float spotDot; // cosine of angle between spotlight \n" //12 " float spotAttenuation; // spotlight attenuation factor \n" //13 " float attenuation; // computed attenuation factor \n" //14 " float d; // distance from surface to light source \n" //15 " vec3 VP; // direction from surface to light position \n" //16 " vec3 halfVector; // direction of maximum highlights \n" //17 " \n" //18 " // Compute vector from surface to light position \n" //19 " VP = vec3(gl_LightSource[i].position) - position; \n" //20 " \n" //21 " // Compute distance between surface and light position \n" //22 " d = length(VP); \n" //23 " \n" //24 " // Normalize the vector from surface to light position \n" //25 " VP = normalize(VP); \n" //26 " \n" //27 " // Compute attenuation \n" //28 " attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + \n" //29 " gl_LightSource[i].linearAttenuation * d + \n" //30 " gl_LightSource[i].quadraticAttenuation *d*d); \n" //31 " \n" //32 " // See if point on surface is inside cone of illumination \n" //33 " spotDot = dot(-VP, normalize(gl_LightSource[i].spotDirection)); \n" //34 " \n" //35 " if (spotDot < gl_LightSource[i].spotCosCutoff) \n" //36 " spotAttenuation = 0.0; // light adds no contribution \n" //37 " else \n" //38 " spotAttenuation = pow(spotDot, gl_LightSource[i].spotExponent); \n" //39 " \n" //40 " // Combine the spotlight and distance attenuation. \n" //41 " attenuation *= spotAttenuation; \n" //42 " \n" //43 " halfVector = normalize(VP + eye); \n" //44 " \n" //45 " nDotVP = max(0.0, dot(normal, VP)); \n" //46 " nDotHV = max(0.0, dot(normal, halfVector)); \n" //47 " \n" //48 " if (nDotVP == 0.0) \n" //49 " pf = 0.0; \n" //50 " else \n" //51 " pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //52 " \n" //53 " ambient += gl_LightSource[i].ambient * attenuation; \n" //54 " diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; \n" //55 " specular += gl_LightSource[i].specular * pf * attenuation; \n" //56 "} \n";//57 char PointLightShaderSource[] = "void PointLight(in int i, \n" //1 " in vec3 eye, \n" //2 " in vec3 position, \n" //3 " in vec3 normal, \n" //4 " inout vec4 ambient, \n" //5 " inout vec4 diffuse, \n" //6 " inout vec4 specular) \n" //7 "{ \n" //8 " float nDotVP; // normal . light direction \n" //9 " float nDotHV; // normal . light half vector \n" //10 " float pf; // power factor \n" //11 " float attenuation; // computed attenuation factor \n" //12 " float d; // distance from surface to light source \n" //13 " vec3 VP; // direction from surface to light position \n" //14 " vec3 halfVector; // direction of maximum highlights \n" //15 " \n" //16 " // Compute vector from surface to light position \n" //17 " VP = vec3(gl_LightSource[i].position) - position; \n" //18 " \n" //19 " // Compute distance between surface and light position \n" //20 " d = length(VP); \n" //21 " \n" //22 " // Normalize the vector from surface to light position \n" //23 " VP = normalize(VP); \n" //24 " \n" //25 " // Compute attenuation \n" //26 " attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + \n" //27 " gl_LightSource[i].linearAttenuation * d + \n" //28 " gl_LightSource[i].quadraticAttenuation * d*d); \n" //29 " \n" //30 " halfVector = normalize(VP + eye); \n" //31 " \n" //32 " nDotVP = max(0.0, dot(normal, VP)); \n" //33 " nDotHV = max(0.0, dot(normal, halfVector)); \n" //34 " \n" //35 " if (nDotVP == 0.0) \n" //36 " pf = 0.0; \n" //37 " else \n" //38 " pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //39 " \n" //40 " ambient += gl_LightSource[i].ambient * attenuation; \n" //41 " diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; \n" //42 " specular += gl_LightSource[i].specular * pf * attenuation; \n" //43 "} \n";//44 char DirectionalLightShaderSource[] = "void DirectionalLight(in int i, \n" //1 " in vec3 normal, \n" //2 " inout vec4 ambient, \n" //3 " inout vec4 diffuse, \n" //4 " inout vec4 specular) \n" //5 "{ \n" //6 " float nDotVP; // normal . light direction \n" //7 " float nDotHV; // normal . light half vector \n" //8 " float pf; // power factor \n" //9 " \n" //10 " nDotVP = max(0.0, dot(normal, \n" //11 " normalize(vec3(gl_LightSource[i].position)))); \n" //12 " nDotHV = max(0.0, dot(normal, \n" //13 " vec3(gl_LightSource[i].halfVector))); \n" //14 " \n" //15 " if (nDotVP == 0.0) \n" //16 " pf = 0.0; \n" //17 " else \n" //18 " pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //19 " \n" //20 " ambient += gl_LightSource[i].ambient; \n" //21 " diffuse += gl_LightSource[i].diffuse * nDotVP; \n" //22 " specular += gl_LightSource[i].specular * pf; \n" //23 "} \n";//24