dd996a3289
forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
185 lines
6.4 KiB
C++
185 lines
6.4 KiB
C++
/* OpenSceneGraph example, osgshadercomposition.
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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/PositionAttitudeTransform>
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// pull in the old shader composition implementation function
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extern osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments);
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osg::Node* createNewShaderCompositionScene(osg::ArgumentParser& arguments)
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{
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osg::ref_ptr<osg::Node> node = osgDB::readRefNodeFiles(arguments);
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if (!node) return 0;
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osg::ref_ptr<osg::Group> group = new osg::Group;
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osg::ref_ptr<osg::StateSet> stateset = group->getOrCreateStateSet();
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osg::ref_ptr<osg::Program> program = new osg::Program;
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stateset->setAttribute(program.get());
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osg::ref_ptr<osg::Shader> lighting_shader = osgDB::readRefShaderFile("shaders/lighting.vert");
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if (lighting_shader.valid())
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{
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program->addShader(lighting_shader.get());
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OSG_NOTICE<<"Adding lighting shader"<<std::endl;
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}
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osg::ref_ptr<osg::Shader> vertex_shader = osgDB::readRefShaderFile("shaders/osgshadercomposition.vert");
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if (vertex_shader.valid())
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{
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program->addShader(vertex_shader.get());
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OSG_NOTICE<<"Adding vertex shader"<<std::endl;
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}
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osg::ref_ptr<osg::Shader> fragment_shader = osgDB::readRefShaderFile("shaders/osgshadercomposition.frag");
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if (fragment_shader.valid())
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{
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program->addShader(fragment_shader.get());
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OSG_NOTICE<<"Adding fragment shader"<<std::endl;
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}
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stateset->addUniform(new osg::Uniform("texture0", 0));
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double spacing = node->getBound().radius() * 2.0;
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osg::Vec3d position(0.0,0.0,0.0);
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{
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// first subgraph, one the left, just inherit all the defaults
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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{
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// second subgraph, enable lighting by passing a GL_LIGHTING defines to the shaders
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// As the lighting.vert shader has a #pragma requires(GL_LIGHTING) in the shader it
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// instructs the osg::Prorgam to link in this shader only when the GL_LIGHTING define
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// is provided. The osgshadercomposition.vert also has a #pragma import_defines(GL_LIGHTING ..) so
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// when the GL_LIGHTING is provided it'll enable the lighting paths in the osgshadercomposition.vert
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// shader calling the lighting function per vertex
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->getOrCreateStateSet()->setDefine("LIGHTING");
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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{
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// third subgraph, enable texturing by passing the GL_TEXTURE_2D define to the shaders.
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// Both the osgshadercomposition.vert and osgshadercomposition.frag shaders have a
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// #pragma import_defines(GL_TEXTURE_2D) so that can use this define to enable the
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// passing of texture coordinates between the vertex and framgment shaders and for
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// the fragment shader to read the texture of unit 0 (provided by the "texture0" uniform above.
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->getOrCreateStateSet()->setDefine("TEXTURE_2D");
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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{
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// fourth subgraph, enable texturing and lighting
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->getOrCreateStateSet()->setDefine("LIGHTING");
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pat->getOrCreateStateSet()->setDefine("TEXTURE_2D");
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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{
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// fourth subgraph, enable texturing and lighting
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->getOrCreateStateSet()->setDefine("LIGHTING");
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pat->getOrCreateStateSet()->setDefine("TEXTURE_2D");
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pat->getOrCreateStateSet()->setDefine("VERTEX_FUNC(v)", "vec4(v.x, v.y, v.z * sin(osg_SimulationTime), v.w)");
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pat->addChild(node.get());
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position.x() += spacing;
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group->addChild(pat);
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}
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group->addChild(node.get());
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return group.release();
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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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viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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if (arguments.read("--old"))
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{
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// use deprecated shader composition infrastructure
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osg::ref_ptr<osg::Node> scenegraph = createOldShaderCompositionScene(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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}
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else
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{
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// use new #pragma(tic) shader composition.
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osg::ref_ptr<osg::Node> scenegraph = createNewShaderCompositionScene(arguments);
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if (!scenegraph) return 1;
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viewer.setSceneData(scenegraph.get());
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}
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return viewer.run();
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}
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