751b0498fe
creation of main shader to ShaderComposer and collection of ShaderComponent to osg::State. Also added very basic shader set up in osgshadecomposition example.
84 lines
2.8 KiB
C++
84 lines
2.8 KiB
C++
/* OpenSceneGraph example, osganimate.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osgViewer/Viewer>
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#include <osgDB/ReadFile>
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#include <osg/ShaderAttribute>
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osg::Node* createSceneGraph(osg::ArgumentParser& arguments)
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{
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osg::Node* node = osgDB::readNodeFiles(arguments);
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if (!node) return 0;
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osg::StateSet* stateset = node->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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stateset->setAttribute(sa);
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{
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const char shader_str[] =
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"vec4 colour()\n"
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"{\n"
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" return vec4(1.0,0.5,1.0,1.0);\n"
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"}\n";
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, shader_str);
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vertex_shader->addCodeInjection(-1,"varying vec4 c;\n");
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vertex_shader->addCodeInjection(-1,"vec4 colour();\n");
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
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vertex_shader->addCodeInjection(0,"c = colour();\n");
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sa->addShader(vertex_shader);
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}
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{
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osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
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fragment_shader->addCodeInjection(-1,"varying vec4 c;\n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = c;\n");
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sa->addShader(fragment_shader);
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}
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return node;
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}
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int main( int argc, char **argv )
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{
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osg::ArgumentParser arguments(&argc,argv);
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osgViewer::Viewer viewer(arguments);
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osg::ref_ptr<osg::Node> scenegraph = createSceneGraph(arguments);
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if (!scenegraph) return 1;
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viewer.setSceneData(scenegraph.get());
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viewer.realize();
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// enable shader composition
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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{
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(*itr)->getState()->setShaderCompositionEnabled(true);
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}
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return viewer.run();
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}
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