/* OpenSceneGraph example, osgshadercomposition. * * 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 // pull in the old shader composition implementation function extern osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments); osg::Node* createNewShaderCompositionScene(osg::ArgumentParser& arguments) { osg::ref_ptr node = osgDB::readRefNodeFiles(arguments); if (!node) return 0; osg::ref_ptr group = new osg::Group; osg::ref_ptr stateset = group->getOrCreateStateSet(); osg::ref_ptr program = new osg::Program; stateset->setAttribute(program.get()); osg::ref_ptr lighting_shader = osgDB::readRefShaderFile("shaders/lighting.vert"); if (lighting_shader.valid()) { program->addShader(lighting_shader.get()); OSG_NOTICE<<"Adding lighting shader"< vertex_shader = osgDB::readRefShaderFile("shaders/osgshadercomposition.vert"); if (vertex_shader.valid()) { program->addShader(vertex_shader.get()); OSG_NOTICE<<"Adding vertex shader"< fragment_shader = osgDB::readRefShaderFile("shaders/osgshadercomposition.frag"); if (fragment_shader.valid()) { program->addShader(fragment_shader.get()); OSG_NOTICE<<"Adding fragment shader"<addUniform(new osg::Uniform("texture0", 0)); double spacing = node->getBound().radius() * 2.0; osg::Vec3d position(0.0,0.0,0.0); { // first subgraph, one the left, just inherit all the defaults osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->addChild(node.get()); position.x() += spacing; group->addChild(pat); } { // second subgraph, enable lighting by passing a GL_LIGHTING defines to the shaders // As the lighting.vert shader has a #pragma requires(GL_LIGHTING) in the shader it // instructs the osg::Prorgam to link in this shader only when the GL_LIGHTING define // is provided. The osgshadercomposition.vert also has a #pragma import_defines(GL_LIGHTING ..) so // when the GL_LIGHTING is provided it'll enable the lighting paths in the osgshadercomposition.vert // shader calling the lighting function per vertex osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->getOrCreateStateSet()->setDefine("LIGHTING"); pat->addChild(node.get()); position.x() += spacing; group->addChild(pat); } { // third subgraph, enable texturing by passing the GL_TEXTURE_2D define to the shaders. // Both the osgshadercomposition.vert and osgshadercomposition.frag shaders have a // #pragma import_defines(GL_TEXTURE_2D) so that can use this define to enable the // passing of texture coordinates between the vertex and framgment shaders and for // the fragment shader to read the texture of unit 0 (provided by the "texture0" uniform above. osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->getOrCreateStateSet()->setDefine("TEXTURE_2D"); pat->addChild(node.get()); position.x() += spacing; group->addChild(pat); } { // fourth subgraph, enable texturing and lighting osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->getOrCreateStateSet()->setDefine("LIGHTING"); pat->getOrCreateStateSet()->setDefine("TEXTURE_2D"); pat->addChild(node.get()); position.x() += spacing; group->addChild(pat); } { // fourth subgraph, enable texturing and lighting osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(position); pat->getOrCreateStateSet()->setDefine("LIGHTING"); pat->getOrCreateStateSet()->setDefine("TEXTURE_2D"); pat->getOrCreateStateSet()->setDefine("VERTEX_FUNC(v)", "vec4(v.x, v.y, v.z * sin(osg_SimulationTime), v.w)"); pat->addChild(node.get()); position.x() += spacing; group->addChild(pat); } group->addChild(node.get()); return group.release(); } int main( int argc, char **argv ) { osg::ArgumentParser arguments(&argc,argv); osgViewer::Viewer viewer(arguments); viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); if (arguments.read("--old")) { // use deprecated shader composition infrastructure osg::ref_ptr scenegraph = createOldShaderCompositionScene(arguments); if (!scenegraph) return 1; viewer.setSceneData(scenegraph.get()); viewer.realize(); // enable shader composition osgViewer::Viewer::Windows windows; viewer.getWindows(windows); for(osgViewer::Viewer::Windows::iterator itr = windows.begin(); itr != windows.end(); ++itr) { (*itr)->getState()->setShaderCompositionEnabled(true); } } else { // use new #pragma(tic) shader composition. osg::ref_ptr scenegraph = createNewShaderCompositionScene(arguments); if (!scenegraph) return 1; viewer.setSceneData(scenegraph.get()); } return viewer.run(); }