150 lines
4.9 KiB
C++
150 lines
4.9 KiB
C++
#include <iostream>
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#include <osg/Geode>
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#include <osg/TexGen>
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#include <osg/Texture2D>
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#include <osg/MatrixTransform>
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#include <osgDB/ReadFile>
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#include <osgViewer/Viewer>
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#include "VirtualProgram.h"
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using osgCandidate::VirtualProgram;
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////////////////////////////////////////////////////////////////////////////////
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osg::Node * CreateSimpleHierarchy( const char * file )
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{
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osg::Node * node = osgDB::readNodeFile( file );
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if( !node ) return NULL;
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float r = node->getBound().radius(); // diameter
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osg::Group * root = new osg::Group();
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osg::Group * group = new osg::Group();
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// Create four matrices for translated instances of the cow
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osg::MatrixTransform * transform0 = new osg::MatrixTransform( );
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transform0->setMatrix( osg::Matrix::translate( 0,0,r ) );
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osg::MatrixTransform * transform1 = new osg::MatrixTransform( );
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transform1->setMatrix( osg::Matrix::translate( 0,0,0 ) );
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osg::MatrixTransform * transform2 = new osg::MatrixTransform( );
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transform2->setMatrix( osg::Matrix::translate( -r,0,-r ) );
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osg::MatrixTransform * transform3 = new osg::MatrixTransform( );
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transform3->setMatrix( osg::Matrix::translate( r,0,-r ) );
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root->addChild( transform0 );
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root->addChild( group );
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group->addChild( transform1 );
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group->addChild( transform2 );
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group->addChild( transform3 );
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transform0->addChild( node );
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transform1->addChild( node );
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transform2->addChild( node );
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transform3->addChild( node );
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// At the scene root apply standard program
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if( 1 )
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{
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osg::Program * program = new osg::Program;
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osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
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main->setShaderSource(
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"uniform sampler2D base; \n"
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"void main(void) \n"
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"{\n"
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" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] );\n"
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" gl_FragColor *= vec4( 1.0, 1.0, 1.0, 0.5 ); \n"
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"}\n"
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);
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program->addShader( main );
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main->setName( "White" );
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root->getOrCreateStateSet( )->setAttributeAndModes( program );
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}
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// Now override root program with default VirtualProgram for three bottom cows
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram( );
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// Create main shader which declares and calls ColorFilter function
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osg::Shader * main = new osg::Shader( osg::Shader::FRAGMENT );
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main->setShaderSource(
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"vec4 ColorFilter( in vec4 color ); \n"
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"uniform sampler2D base; \n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * texture2DProj( base, gl_TexCoord[0] ); \n"
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" gl_FragColor = ColorFilter( gl_FragColor ); \n"
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"}\n"
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);
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virtualProgram->setShader( "main", main );
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main->setName( "Virtual Main" );
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// Create filter shader which implements greem ColorFilter function
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osg::Shader * colorFilter = new osg::Shader( osg::Shader::FRAGMENT );
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colorFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" return color * vec4( 0.0, 1.0, 0.0, 1.0 ); \n"
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"}\n"
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);
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colorFilter->setName( "Virtual Green" );
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virtualProgram->setShader( "ColorFilter", colorFilter );
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group->getOrCreateStateSet( )->setAttributeAndModes( virtualProgram );
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}
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// Create "incomplete" VirtualProgram overriding ColorFilter function
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// Lower left cow drawn will be red
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram();
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osg::Shader * redFilter = new osg::Shader( osg::Shader::FRAGMENT );
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redFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" return color * vec4( 1, 0, 0, 1 ); \n"
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"}\n"
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);
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virtualProgram->setShader( "ColorFilter", redFilter );
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redFilter->setName( "Virtual Red" );
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transform2->getOrCreateStateSet( )->setAttribute( virtualProgram );
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}
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// Create "incomplete" VirtualProgram overriding ColorFilter function
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// Lower right cow will be drawn with grid pattern on yellow background
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if( 1 )
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{
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VirtualProgram * virtualProgram = new VirtualProgram();
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osg::Shader * gridFilter = new osg::Shader( osg::Shader::FRAGMENT );
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gridFilter->setShaderSource(
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"vec4 ColorFilter( in vec4 color ) \n"
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"{ \n"
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" vec2 grid = clamp( mod( gl_FragCoord.xy, 16.0 ), 0.0, 1.0 ); \n"
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" return color * vec4( grid, 0.0, 1.0 ); \n"
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"}\n"
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);
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virtualProgram->setShader( "ColorFilter", gridFilter );
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gridFilter->setName( "Virtual Grid" );
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transform3->getOrCreateStateSet( )->setAttribute( virtualProgram );
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}
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return root;
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}//////////////////////////////////////////
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