0a83632f0a
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14745 16af8721-9629-0410-8352-f15c8da7e697
185 lines
6.4 KiB
C++
185 lines
6.4 KiB
C++
/* O penSceneGraph example, osganimate.
|
|
*
|
|
* 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 <osgViewer/Viewer>
|
|
#include <osgDB/ReadFile>
|
|
#include <osg/PositionAttitudeTransform>
|
|
|
|
// pull in the old shader composition implementation function
|
|
extern osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments);
|
|
|
|
osg::Node* createNewShaderCompositionScene(osg::ArgumentParser& arguments)
|
|
{
|
|
osg::ref_ptr<osg::Node> node = osgDB::readNodeFiles(arguments);
|
|
if (!node) return 0;
|
|
|
|
osg::ref_ptr<osg::Group> group = new osg::Group;
|
|
|
|
osg::ref_ptr<osg::StateSet> stateset = group->getOrCreateStateSet();
|
|
osg::ref_ptr<osg::Program> program = new osg::Program;
|
|
stateset->setAttribute(program.get());
|
|
|
|
osg::ref_ptr<osg::Shader> lighting_shader = osgDB::readShaderFile("shaders/lighting.vert");
|
|
if (lighting_shader.valid())
|
|
{
|
|
program->addShader(lighting_shader.get());
|
|
OSG_NOTICE<<"Adding lighting shader"<<std::endl;
|
|
}
|
|
|
|
osg::ref_ptr<osg::Shader> vertex_shader = osgDB::readShaderFile("shaders/osgshadercomposition.vert");
|
|
if (vertex_shader.valid())
|
|
{
|
|
program->addShader(vertex_shader.get());
|
|
OSG_NOTICE<<"Adding vertex shader"<<std::endl;
|
|
}
|
|
|
|
osg::ref_ptr<osg::Shader> fragment_shader = osgDB::readShaderFile("shaders/osgshadercomposition.frag");
|
|
if (fragment_shader.valid())
|
|
{
|
|
program->addShader(fragment_shader.get());
|
|
OSG_NOTICE<<"Adding fragment shader"<<std::endl;
|
|
}
|
|
|
|
stateset->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<osg::Node> 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 #pragama(tic) shader composition.
|
|
osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
|
|
if (!scenegraph) return 1;
|
|
|
|
viewer.setSceneData(scenegraph.get());
|
|
}
|
|
|
|
return viewer.run();
|
|
}
|