OpenSceneGraph/examples/osgshadercomposition/oldshadercomposition.cpp
Robert Osfield dd996a3289 Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods,
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
2015-10-22 13:42:19 +00:00

161 lines
5.7 KiB
C++

/* OpenSceneGraph example, oldshadercomposition.
*
* 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 <osgDB/ReadFile>
#include <osg/ShaderAttribute>
#include <osg/PositionAttitudeTransform>
osg::Node* createOldShaderCompositionScene(osg::ArgumentParser& arguments)
{
osg::ref_ptr<osg::Node> node = osgDB::readRefNodeFiles(arguments);
if (!node) return 0;
osg::Group* group = new osg::Group;
double spacing = node->getBound().radius() * 2.0;
osg::Vec3d position(0.0,0.0,0.0);
osg::ShaderAttribute* sa1 = NULL;
{
osg::StateSet* stateset = group->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
sa1 = sa;
stateset->setAttribute(sa);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(-1,"varying vec4 color;\n");
vertex_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
vertex_shader->addCodeInjection(0,"color = gl_Color;\n");
vertex_shader->addCodeInjection(0,"texcoord = gl_MultiTexCoord0;\n");
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"varying vec4 color;\n");
fragment_shader->addCodeInjection(-1,"varying vec4 texcoord;\n");
fragment_shader->addCodeInjection(-1,"uniform sampler2D baseTexture; \n");
fragment_shader->addCodeInjection(0,"gl_FragColor = color * texture2D( baseTexture, texcoord );\n");
sa->addShader(fragment_shader);
}
sa->addUniform(new osg::Uniform("baseTexture",0));
}
// inherit the ShaderComponents entirely from above
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
group->addChild(pat);
}
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10001));
stateset->setAttribute(sa);
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(0.9f,"gl_FragColor.a = gl_FragColor.a*0.5;\n");
sa->addShader(fragment_shader);
}
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute(*sa1);
stateset->setAttribute(sa);
// reuse the same ShaderComponent as the first branch
sa->addUniform(new osg::Uniform("myColour",osg::Vec4(1.0f,1.0f,0.0f,1.0f)));
group->addChild(pat);
}
// resuse the first ShaderAttribute's type and ShaderComponent, just use new uniform
{
osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform;
pat->setPosition(position);
pat->addChild(node);
position.x() += spacing;
osg::StateSet* stateset = pat->getOrCreateStateSet();
osg::ShaderAttribute* sa = new osg::ShaderAttribute;
sa->setType(osg::StateAttribute::Type(10000));
stateset->setAttribute(sa);
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
{
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX);
vertex_shader->addCodeInjection(0,"gl_Position = ftransform();\n");
sa->addShader(vertex_shader);
}
{
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT);
fragment_shader->addCodeInjection(-1,"uniform vec4 newColour;\n");
fragment_shader->addCodeInjection(-1,"uniform float osg_FrameTime;\n");
fragment_shader->addCodeInjection(0,"gl_FragColor = vec4(newColour.r,newColour.g,newColour.b, 0.5+sin(osg_FrameTime*2.0)*0.5);\n");
sa->addShader(fragment_shader);
sa->addUniform(new osg::Uniform("newColour",osg::Vec4(1.0f,1.0f,1.0f,0.5f)));
}
group->addChild(pat);
}
return group;
}