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
161 lines
5.7 KiB
C++
161 lines
5.7 KiB
C++
/* OpenSceneGraph example, oldshadercomposition.
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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 <osgDB/ReadFile>
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#include <osg/ShaderAttribute>
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#include <osg/PositionAttitudeTransform>
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osg::Node* createOldShaderCompositionScene(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::Group* group = new osg::Group;
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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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osg::ShaderAttribute* sa1 = NULL;
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{
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osg::StateSet* stateset = group->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10000));
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sa1 = sa;
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stateset->setAttribute(sa);
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
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vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
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vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
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vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
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vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\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 color;\n");
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fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
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fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2D( baseTexture, texcoord );\n");
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sa->addShader(fragment_shader);
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}
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sa->addUniform(new osg::Uniform("baseTexture",0));
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}
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// inherit the ShaderComponents entirely from above
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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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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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10001));
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stateset->setAttribute(sa);
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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(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
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sa->addShader(fragment_shader);
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}
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group->addChild(pat);
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}
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// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
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stateset->setAttribute(sa);
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// reuse the same ShaderComponent as the first branch
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sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
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group->addChild(pat);
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}
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// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
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{
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osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
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pat->setPosition(position);
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pat->addChild(node);
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position.x() += spacing;
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osg::StateSet* stateset = pat->getOrCreateStateSet();
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osg::ShaderAttribute* sa = new osg::ShaderAttribute;
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sa->setType(osg::StateAttribute::Type(10000));
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stateset->setAttribute(sa);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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{
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osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
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vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\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,"uniform vec4 newColour;\n");
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fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
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fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
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sa->addShader(fragment_shader);
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sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
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}
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group->addChild(pat);
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}
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return group;
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}
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