OpenSceneGraph/examples/osgshaderpipeline/osgshaderpipeline.cpp

294 lines
9.3 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial applications,
* as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include <osg/TexGen>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgGA/StateSetManipulator>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <iostream>
bool readShaderArguments(osg::ArgumentParser& arguments, const std::string& option, osg::Program* program, const std::string& fallbackShaderFilename)
{
bool shaderAssigned = false;
std::string shaderFilename;
while(arguments.read(option, shaderFilename))
{
osg::ref_ptr<osg::Shader> shader = osgDB::readRefShaderFile(shaderFilename);
if (shader)
{
shaderAssigned = true;
program->addShader(shader);
}
else
{
OSG_NOTICE<<"Unable to load shader file : "<<shaderFilename<<std::endl;
}
}
if (shaderAssigned) return true;
osg::ref_ptr<osg::Shader> shader = osgDB::readRefShaderFile(fallbackShaderFilename);
if (shader)
{
shaderAssigned = true;
program->addShader(shader);
return true;
}
else
{
OSG_NOTICE<<"Unable to load shader file : "<<fallbackShaderFilename<<std::endl;
return false;
}
}
osg::Image* createFallbackImage()
{
osg::Image* image = new osg::Image;
image->allocateImage(1,1,1,GL_RGBA, GL_UNSIGNED_BYTE);
//image->setColor(osg::Vec4(1.0,1.0,0.0,1.0), 0, 0, 0);
*(reinterpret_cast<unsigned int*>(image->data())) = 0xffffffff;
return image;
}
bool setUpStateSet(osg::ArgumentParser& arguments, osg::StateSet* stateset)
{
osg::ref_ptr<osg::Program> program = new osg::Program;
if (!readShaderArguments(arguments, "--vert", program, "shaders/shaderpipeline.vert"))
{
return false;
}
if (!readShaderArguments(arguments, "--frag", program, "shaders/shaderpipeline.frag"))
{
return false;
}
unsigned int maxTextureUnits = 1;
while(arguments.read("--units", maxTextureUnits)) {}
stateset->setAttribute(program);
std::stringstream sstream;
sstream<<maxTextureUnits;
stateset->setDefine("GL_MAX_TEXTURE_UNITS", sstream.str());
#define ADD_DEFINE(DEF) \
sstream.str(""); \
sstream<<DEF; \
stateset->setDefine(#DEF, sstream.str());
if (maxTextureUnits>0)
{
osg::ref_ptr<osg::Texture2D> fallbackTexture = new osg::Texture2D(createFallbackImage());
fallbackTexture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_EDGE);
fallbackTexture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_EDGE);
fallbackTexture->setWrap(osg::Texture2D::WRAP_R, osg::Texture2D::CLAMP_TO_EDGE);
fallbackTexture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
fallbackTexture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
for(unsigned int i=0; i<maxTextureUnits;++i)
{
stateset->setTextureAttribute(i, fallbackTexture.get());
}
ADD_DEFINE(GL_EYE_LINEAR);
ADD_DEFINE(GL_OBJECT_LINEAR);
ADD_DEFINE(GL_SPHERE_MAP);
ADD_DEFINE(GL_NORMAL_MAP);
ADD_DEFINE(GL_REFLECTION_MAP);
ADD_DEFINE(GL_MODULATE);
ADD_DEFINE(GL_REPLACE);
ADD_DEFINE(GL_DECAL);
ADD_DEFINE(GL_BLEND);
ADD_DEFINE(GL_ADD);
ADD_DEFINE(GL_ALPHA);
ADD_DEFINE(GL_INTENSITY);
ADD_DEFINE(GL_LUMINANCE);
ADD_DEFINE(GL_RED);
ADD_DEFINE(GL_RG);
ADD_DEFINE(GL_RGB);
ADD_DEFINE(GL_RGBA);
osg::ref_ptr<osg::Uniform> ACTIVE_TEXTURE = new osg::Uniform(osg::Uniform::BOOL, "GL_ACTIVE_TEXTURE", maxTextureUnits);
osg::ref_ptr<osg::Uniform> TEXTURE_GEN_S = new osg::Uniform(osg::Uniform::BOOL, "GL_TEXTURE_GEN_S", maxTextureUnits);
osg::ref_ptr<osg::Uniform> TEXTURE_GEN_T = new osg::Uniform(osg::Uniform::BOOL, "GL_TEXTURE_GEN_T", maxTextureUnits);
osg::ref_ptr<osg::Uniform> TEXTURE_GEN_MODE = new osg::Uniform(osg::Uniform::INT, "GL_TEXTURE_GEN_MODE", maxTextureUnits);
osg::ref_ptr<osg::Uniform> TEXTURE_ENV_MODE = new osg::Uniform(osg::Uniform::INT, "GL_TEXTURE_ENV_MODE", maxTextureUnits);
osg::ref_ptr<osg::Uniform> TEXTURE_FORMAT = new osg::Uniform(osg::Uniform::INT, "GL_TEXTURE_FORMAT", maxTextureUnits);
for(unsigned int i=0; i<maxTextureUnits;++i)
{
ACTIVE_TEXTURE->setElement(i, false);
TEXTURE_GEN_MODE->setElement(i, 0);
TEXTURE_GEN_S->setElement(i, false);
TEXTURE_GEN_T->setElement(i, false);
TEXTURE_ENV_MODE->setElement(i, GL_MODULATE);
TEXTURE_FORMAT->setElement(i, GL_RGBA);
}
ACTIVE_TEXTURE->setElement(0, true);
TEXTURE_GEN_MODE->setElement(0, 0);
//TEXTURE_GEN_MODE->setElement(0, GL_SPHERE_MAP);
TEXTURE_GEN_S->setElement(0, true);
TEXTURE_GEN_T->setElement(0, true);
//TEXTURE_FORMAT->setElement(0, GL_ALPHA);
stateset->addUniform(ACTIVE_TEXTURE.get());
stateset->addUniform(TEXTURE_GEN_S.get());
stateset->addUniform(TEXTURE_GEN_T.get());
stateset->addUniform(TEXTURE_GEN_MODE.get());
stateset->addUniform(TEXTURE_ENV_MODE.get());
stateset->addUniform(TEXTURE_FORMAT.get());
for(unsigned int i=0; i<maxTextureUnits;++i)
{
sstream.str("");
sstream<<"sampler"<<i;
OSG_NOTICE<<"****** texture unit : "<<sstream.str()<<std::endl;
stateset->addUniform(new osg::Uniform(sstream.str().c_str(), static_cast<int>(i)));
// fragment shader texture defines
sstream.str("");
sstream<<"TEXTURE_VERT_DECLARE"<<i;
std::string textureVertDeclareDefine = sstream.str();
sstream.str("");
sstream<<"varying vec4 TexCoord"<<i<<";";
stateset->setDefine(textureVertDeclareDefine, sstream.str());
sstream.str("");
sstream<<"TEXTURE_VERT_BODY"<<i;
std::string textureVertBodyDefine = sstream.str();
sstream.str("");
sstream<<"{ TexCoord"<<i<<" = gl_MultiTexCoord"<<i<<"; if (GL_TEXTURE_GEN_MODE["<<i<<"]!=0) TexCoord0 = texgen(TexCoord"<<i<<", "<<i<<"); }";
stateset->setDefine(textureVertBodyDefine, sstream.str());
// fragment shader texture defines
sstream.str("");
sstream<<"TEXTURE_FRAG_DECLARE"<<i;
std::string textureFragDeclareDefine = sstream.str();
sstream.str("");
sstream<<"uniform ";
sstream<<"sampler2D ";
sstream<<"sampler"<<i<<"; ";
sstream<<"varying vec4 TexCoord"<<i<<";";
stateset->setDefine(textureFragDeclareDefine, sstream.str());
sstream.str("");
sstream<<"TEXTURE_FRAG_BODY"<<i;
std::string textureFragBodyDefine = sstream.str();
sstream.str("");
sstream<<"(color) { color = texenv(color, ";
sstream<<"texture2D( sampler"<<i<<", TexCoord"<<i<<".st)";
sstream<<", "<<i<<"); }";
stateset->setDefine(textureFragBodyDefine, sstream.str());
}
}
osgDB::writeObjectFile(*stateset, "stateset.osgt");
return true;
}
struct RealizeOperation : public osg::GraphicsOperation
{
RealizeOperation(osg::StateSet* stateset) :
osg::GraphicsOperation("RealizeOperation",false),
_stateset(stateset)
{
}
virtual void operator () (osg::GraphicsContext* gc)
{
OSG_NOTICE<<std::endl<<"---------- RealizeOperation() : Pushing StateSet on to GraphicsContext's State. -----"<<std::endl<<std::endl;;
//gc->getState()->pushStateSet(_stateset.get());
gc->getState()->setRootStateSet(_stateset.get());
}
osg::ref_ptr<osg::StateSet> _stateset;
};
int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
osgViewer::Viewer viewer(arguments);
// add the state manipulator
viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
stateset->setGlobalDefaults();
// set up the topmost StateSet with the shader pipeline settings.
setUpStateSet(arguments, stateset);
if (arguments.read("--state"))
{
OSG_NOTICE<<"Assigning RealizerOperation"<<std::endl;
viewer.setRealizeOperation(new RealizeOperation(stateset.get()));
}
else
{
viewer.getCamera()->setStateSet(stateset.get());
}
viewer.realize();
// load the data
osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
if (!loadedModel)
{
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
return 1;
}
viewer.setSceneData(loadedModel);
return viewer.run();
}