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
516 lines
32 KiB
C++
516 lines
32 KiB
C++
#include <iostream>
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#include <osg/Geode>
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#include <osg/TexGen>
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#include <osg/Texture2D>
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#include <osg/MatrixTransform>
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#include <osg/BlendFunc>
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#include <osgText/Text>
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#include <osgDB/ReadFile>
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#include "VirtualProgram.h"
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using osgCandidate::VirtualProgram;
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////////////////////////////////////////////////////////////////////////////////
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// Example shaders assume:
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// one texture
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// one directional light
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// front face lighting
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// color material mode not used (its not supported by GLSL anyway)
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// diffuse/ambient/emissive/specular factors defined in material structure
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// all coords and normal except gl_Position are in view space
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////////////////////////////////////////////////////////////////////////////////
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char MainVertexShaderSource[] =
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"vec4 texture( in vec3 position, in vec3 normal ); \n" //1
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"void lighting( in vec3 position, in vec3 normal ); \n" //2
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" \n" //3
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"void main () \n" //4
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"{ \n" //5
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n" //6
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" vec4 position4 = gl_ModelViewMatrix * gl_Vertex; \n" //7
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" vec3 position = position4.xyz / position4.w; \n" //8
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" vec3 normal = normalize( gl_NormalMatrix * gl_Normal ); \n" //9
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" gl_TexCoord[0] = texture( position, normal ); \n" //10
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" lighting( position, normal ); \n" //11
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"} \n";//12
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char TexCoordTextureVertexShaderSource[] =
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"vec4 texture( in vec3 position, in vec3 normal ) \n" //1
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"{ \n" //2
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" return gl_TextureMatrix[0] * gl_MultiTexCoord0; \n" //3
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"} \n";//4
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char SphereMapTextureVertexShaderSource[] =
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"vec4 texture( in vec3 position, in vec3 normal ) \n" //1
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"{ \n" //2
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" vec3 u = normalize( position ); \n" //3
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" vec3 r = reflect(u, normal); \n" //4
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" float m = 2.0 * sqrt(r.x * r.x + r.y * r.y + (r.z+1.0) * (r.z+1.0)); \n" //5
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" return vec4(r.x / m + 0.5, r.y / m + 0.5, 1.0, 1.0 ); \n" //6
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"} \n";//7
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char PerVertexDirectionalLightingVertexShaderSource[] =
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"void lighting( in vec3 position, in vec3 normal ) \n" //1
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"{ \n" //2
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" float NdotL = dot( normal, normalize(gl_LightSource[0].position.xyz) );\n" //3
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" NdotL = max( 0.0, NdotL ); \n" //4
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" float NdotHV = dot( normal, gl_LightSource[0].halfVector.xyz ); \n" //5
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" NdotHV = max( 0.0, NdotHV ); \n" //6
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" \n" //7
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" gl_FrontColor = gl_FrontLightModelProduct.sceneColor + \n" //8
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" gl_FrontLightProduct[0].ambient + \n" //9
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" gl_FrontLightProduct[0].diffuse * NdotL; \n" //10
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" \n" //11
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" gl_FrontSecondaryColor = vec4(0.0); \n" //12
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" \n" //13
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" if ( NdotL * NdotHV > 0.0 ) \n" //14
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" gl_FrontSecondaryColor = gl_FrontLightProduct[0].specular * \n" //15
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" pow( NdotHV, gl_FrontMaterial.shininess );\n" //16
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" \n" //17
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" gl_BackColor = gl_FrontColor; \n" //18
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" gl_BackSecondaryColor = gl_FrontSecondaryColor; \n" //19
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"} \n";//20
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char MainFragmentShaderSource[] =
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"vec4 texture( void ); \n" //1
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"void lighting( inout vec4 color ); \n" //2
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" \n" //3
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"void main () \n" //4
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"{ \n" //5
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" vec4 color = texture(); \n" //6
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" lighting( color ); \n" //7
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" gl_FragColor = color; \n" //8
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"} \n";//9
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char TextureFragmentShaderSource[] =
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"uniform sampler2D baseTexture; \n" //1
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"vec4 texture( void ) \n" //2
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"{ \n" //3
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" return texture2D( baseTexture, gl_TexCoord[0].xy ); \n" //4
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"} \n";//5
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char ProceduralBlueTextureFragmentShaderSource[] =
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"vec4 texture( void ) \n" //1
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"{ \n" //2
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" return vec4( 0.3, 0.3, 1.0, 1.0 ); \n" //3
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"} \n";//4
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char PerVertexLightingFragmentShaderSource[] =
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"void lighting( inout vec4 color ) \n" //1
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"{ \n" //2
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" color = color * gl_Color + gl_SecondaryColor; \n" //3
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"} \n";//4
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char PerFragmentLightingVertexShaderSource[] =
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"varying vec3 Normal; \n" //1
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"varying vec3 Position; \n" //2
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" \n" //3
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"void lighting( in vec3 position, in vec3 normal ) \n" //4
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"{ \n" //5
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" Normal = normal; \n" //6
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" Position = position; \n" //7
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"} \n";//8
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char PerFragmentDirectionalLightingFragmentShaderSource[] =
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"varying vec3 Normal; \n" //1
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"varying vec3 Position; // not used for directional lighting \n" //2
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" \n" //3
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"void lighting( inout vec4 color ) \n" //4
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"{ \n" //5
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" vec3 n = normalize( Normal ); \n" //5
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" float NdotL = dot( n, normalize(gl_LightSource[0].position.xyz) ); \n" //6
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" NdotL = max( 0.0, NdotL ); \n" //7
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" float NdotHV = dot( n, gl_LightSource[0].halfVector.xyz ); \n" //8
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" NdotHV = max( 0.0, NdotHV ); \n" //9
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" \n" //10
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" color *= gl_FrontLightModelProduct.sceneColor + \n" //11
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" gl_FrontLightProduct[0].ambient + \n" //12
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" gl_FrontLightProduct[0].diffuse * NdotL; \n" //13
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" \n" //14
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" if ( NdotL * NdotHV > 0.0 ) \n" //15
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" color += gl_FrontLightProduct[0].specular * \n" //16
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" pow( NdotHV, gl_FrontMaterial.shininess ); \n" //17
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"} \n";//18
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////////////////////////////////////////////////////////////////////////////////
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// Convenience method to simplify code a little ...
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void SetVirtualProgramShader( VirtualProgram * virtualProgram,
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std::string shader_semantics,
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osg::Shader::Type shader_type,
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std::string shader_name,
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std::string shader_source )
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{
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osg::Shader * shader = new osg::Shader( shader_type );
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shader->setName( shader_name );
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shader->setShaderSource( shader_source );
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virtualProgram->setShader( shader_semantics, shader );
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}
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///////////////////////////////////////////////////////////////////////////////
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void AddLabel( osg::Group * group, const std::string & label, float offset )
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{
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osg::Vec3 center( 0, 0, offset * 0.5 );
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osg::Geode * geode = new osg::Geode;
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// Make sure no program breaks text outputs
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geode->getOrCreateStateSet()->setAttribute
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( new osg::Program, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED );
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// Turn off stage 1 texture set in parent transform (otherwise it darkens text)
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geode->getOrCreateStateSet()->setTextureMode( 1, GL_TEXTURE_2D, osg::StateAttribute::OFF );
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group->addChild( geode );
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osgText::Text* text = new osgText::Text;
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geode->addDrawable( text );
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text->setFont("fonts/times.ttf");
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text->setCharacterSize( offset * 0.1 );
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text->setPosition(center);
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text->setAlignment( osgText::TextBase::CENTER_CENTER );
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text->setAxisAlignment(osgText::Text::SCREEN);
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osg::Vec4 characterSizeModeColor(1.0f,0.0f,0.5f,1.0f);
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#if 1
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// reproduce outline bounding box compute problem with backdrop on.
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text->setBackdropType(osgText::Text::OUTLINE);
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text->setDrawMode(osgText::Text::TEXT | osgText::Text::BOUNDINGBOX);
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#endif
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text->setText( label );
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}
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////////////////////////////////////////////////////////////////////////////////
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osg::Node * CreateAdvancedHierarchy( osg::Node * model )
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{
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if( !model ) return NULL;
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float offset = model->getBound().radius() * 1.3; // diameter
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// Create transforms for translated instances of the model
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osg::MatrixTransform * transformCenterMiddle = new osg::MatrixTransform( );
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transformCenterMiddle->setMatrix( osg::Matrix::translate( 0,0, offset * 0.5 ) );
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transformCenterMiddle->addChild( model );
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osg::MatrixTransform * transformCenterTop = new osg::MatrixTransform( );
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transformCenterMiddle->addChild( transformCenterTop );
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transformCenterTop->setMatrix( osg::Matrix::translate( 0,0,offset ) );
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transformCenterTop->addChild( model );
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osg::MatrixTransform * transformCenterBottom = new osg::MatrixTransform( );
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transformCenterMiddle->addChild( transformCenterBottom );
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transformCenterBottom->setMatrix( osg::Matrix::translate( 0,0,-offset ) );
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transformCenterBottom->addChild( model );
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osg::MatrixTransform * transformLeftBottom = new osg::MatrixTransform( );
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transformCenterBottom->addChild( transformLeftBottom );
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transformLeftBottom->setMatrix( osg::Matrix::translate( -offset * 0.8,0, -offset * 0.8 ) );
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transformLeftBottom->addChild( model );
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osg::MatrixTransform * transformRightBottom = new osg::MatrixTransform( );
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transformCenterBottom->addChild( transformRightBottom );
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transformRightBottom->setMatrix( osg::Matrix::translate( offset * 0.8,0, -offset * 0.8 ) );
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transformRightBottom->addChild( model );
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// Set default VirtualProgram in root StateSet
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// With main vertex and main fragment shaders calling
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// lighting and texture functions defined in aditional shaders
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// Lighting is done per vertex using simple directional light
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// Texture uses stage 0 TexCoords and TexMap
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if( 1 )
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{
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// NOTE:
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// duplicating the same semantics name in virtual program
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// is only possible if its used for shaders of differing types
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// here for VERTEX and FRAGMENT
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VirtualProgram * vp = new VirtualProgram( );
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transformCenterMiddle->getOrCreateStateSet()->setAttribute( vp );
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AddLabel( transformCenterMiddle, "Per Vertex Lighting Virtual Program", offset );
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SetVirtualProgramShader( vp, "main", osg::Shader::VERTEX,
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"Vertex Main", MainVertexShaderSource );
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SetVirtualProgramShader( vp, "main", osg::Shader::FRAGMENT,
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"Fragment Main", MainFragmentShaderSource );
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SetVirtualProgramShader( vp, "texture",osg::Shader::VERTEX,
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"Vertex Texture Coord 0", TexCoordTextureVertexShaderSource );
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SetVirtualProgramShader( vp, "texture",osg::Shader::FRAGMENT,
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"Fragment Texture", TextureFragmentShaderSource );
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SetVirtualProgramShader( vp, "lighting",osg::Shader::VERTEX,
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"Vertex Lighting", PerVertexDirectionalLightingVertexShaderSource );
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SetVirtualProgramShader( vp, "lighting",osg::Shader::FRAGMENT,
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"Fragment Lighting", PerVertexLightingFragmentShaderSource );
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transformCenterMiddle->getOrCreateStateSet()->
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addUniform( new osg::Uniform( "baseTexture", 0 ) );
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}
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// Override default vertex ligting with pixel lighting shaders
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// For three bottom models
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if( 1 )
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{
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AddLabel( transformCenterBottom, "Per Pixel Lighting VP", offset );
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VirtualProgram * vp = new VirtualProgram( );
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transformCenterBottom->getOrCreateStateSet()->setAttribute( vp );
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SetVirtualProgramShader( vp, "lighting",osg::Shader::VERTEX,
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"Vertex Shader For Per Pixel Lighting",
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PerFragmentLightingVertexShaderSource );
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SetVirtualProgramShader( vp, "lighting",osg::Shader::FRAGMENT,
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"Fragment Shader For Per Pixel Lighting",
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PerFragmentDirectionalLightingFragmentShaderSource );
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}
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// Additionaly set bottom left model texture to procedural blue to
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// better observe smooth speculars done through per pixel lighting
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if( 1 )
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{
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AddLabel( transformLeftBottom, "Blue Tex VP", offset );
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VirtualProgram * vp = new VirtualProgram( );
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transformLeftBottom->getOrCreateStateSet()->setAttribute( vp );
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SetVirtualProgramShader( vp, "texture",osg::Shader::FRAGMENT,
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"Fragment Shader Procedural Blue Tex",
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ProceduralBlueTextureFragmentShaderSource );
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}
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// Additionaly change texture mapping to SphereMAp in bottom right model
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if( 1 )
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{
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AddLabel( transformRightBottom, "EnvMap Sphere VP", offset );
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osg::StateSet * ss = transformRightBottom->getOrCreateStateSet();
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VirtualProgram * vp = new VirtualProgram( );
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ss->setAttribute( vp );
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SetVirtualProgramShader( vp, "texture",osg::Shader::VERTEX,
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"Vertex Texture Sphere Map", SphereMapTextureVertexShaderSource );
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osg::Texture2D * texture = new osg::Texture2D( osgDB::readRefImageFile("Images/skymap.jpg") );
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// Texture is set on stage 1 to not interfere with label text
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// The same could be achieved with texture override
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// but such approach also turns off label texture
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ss->setTextureAttributeAndModes( 1, texture, osg::StateAttribute::ON );
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ss->addUniform( new osg::Uniform( "baseTexture", 1 ) );
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#if 0 // Could be useful with Fixed Vertex Pipeline
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osg::TexGen * texGen = new osg::TexGen();
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texGen->setMode( osg::TexGen::SPHERE_MAP );
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// Texture states applied
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ss->setTextureAttributeAndModes( 1, texGen, osg::StateAttribute::ON );
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#endif
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}
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// Top center model usues osg::Program overriding VirtualProgram in model
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if( 1 )
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{
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AddLabel( transformCenterTop, "Fixed Vertex + Simple Fragment osg::Program", offset );
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osg::Program * program = new osg::Program;
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program->setName( "Trivial Fragment + Fixed Vertex Program" );
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transformCenterTop->getOrCreateStateSet( )->setAttributeAndModes
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( program, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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osg::Shader * shader = new osg::Shader( osg::Shader::FRAGMENT );
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shader->setName( "Trivial Fragment Shader" );
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shader->setShaderSource(
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"uniform sampler2D baseTexture; \n"
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"void main(void) \n"
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"{ \n"
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" gl_FragColor = gl_Color * texture2D( baseTexture,gl_TexCoord[0].xy);\n"
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"} \n"
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);
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program->addShader( shader );
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}
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return transformCenterMiddle;
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}
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////////////////////////////////////////////////////////////////////////////////
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// Shders not used in the example but left for fun if anyone wants to play
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char LightingVertexShaderSource[] =
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"// Forward declarations \n" //1
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" \n" //2
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"void SpotLight( in int i, in vec3 eye, in vec3 position, in vec3 normal, \n" //3
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" inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //4
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" \n" //5
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"void PointLight( in int i, in vec3 eye, in vec3 position, in vec3 normal, \n" //6
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" inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //7
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" \n" //8
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"void DirectionalLight( in int i, in vec3 normal, \n" //9
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" inout vec4 ambient, inout vec4 diffuse, inout vec4 specular ); \n" //10
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" \n" //11
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"const int NumEnabledLights = 1; \n" //12
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" \n" //13
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"void lighting( in vec3 position, in vec3 normal ) \n" //14
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"{ \n" //15
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" vec3 eye = vec3( 0.0, 0.0, 1.0 ); \n" //16
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" //vec3 eye = -normalize(position); \n" //17
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" \n" //18
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" // Clear the light intensity accumulators \n" //19
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" vec4 amb = vec4(0.0); \n" //20
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" vec4 diff = vec4(0.0); \n" //21
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" vec4 spec = vec4(0.0); \n" //22
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" \n" //23
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" // Loop through enabled lights, compute contribution from each \n" //24
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" for (int i = 0; i < NumEnabledLights; i++) \n" //25
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" { \n" //26
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" if (gl_LightSource[i].position.w == 0.0) \n" //27
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" DirectionalLight(i, normal, amb, diff, spec); \n" //28
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" else if (gl_LightSource[i].spotCutoff == 180.0) \n" //29
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" PointLight(i, eye, position, normal, amb, diff, spec); \n" //30
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" else \n" //31
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" SpotLight(i, eye, position, normal, amb, diff, spec); \n" //32
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" } \n" //33
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" \n" //34
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" gl_FrontColor = gl_FrontLightModelProduct.sceneColor + \n" //35
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" amb * gl_FrontMaterial.ambient + \n" //36
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" diff * gl_FrontMaterial.diffuse; \n" //37
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" \n" //38
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" gl_FrontSecondaryColor = vec4(spec*gl_FrontMaterial.specular); \n" //39
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" \n" //40
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" gl_BackColor = gl_FrontColor; \n" //41
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" gl_BackSecondaryColor = gl_FrontSecondaryColor; \n" //42
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"} \n";//43
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char SpotLightShaderSource[] =
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"void SpotLight(in int i, \n" //1
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" in vec3 eye, \n" //2
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" in vec3 position, \n" //3
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" in vec3 normal, \n" //4
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" inout vec4 ambient, \n" //5
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" inout vec4 diffuse, \n" //6
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" inout vec4 specular) \n" //7
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"{ \n" //8
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" float nDotVP; // normal . light direction \n" //9
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" float nDotHV; // normal . light half vector \n" //10
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" float pf; // power factor \n" //11
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" float spotDot; // cosine of angle between spotlight \n" //12
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" float spotAttenuation; // spotlight attenuation factor \n" //13
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" float attenuation; // computed attenuation factor \n" //14
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" float d; // distance from surface to light source \n" //15
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" vec3 VP; // direction from surface to light position \n" //16
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" vec3 halfVector; // direction of maximum highlights \n" //17
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" \n" //18
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" // Compute vector from surface to light position \n" //19
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" VP = vec3(gl_LightSource[i].position) - position; \n" //20
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" \n" //21
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" // Compute distance between surface and light position \n" //22
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" d = length(VP); \n" //23
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" \n" //24
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" // Normalize the vector from surface to light position \n" //25
|
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" VP = normalize(VP); \n" //26
|
|
" \n" //27
|
|
" // Compute attenuation \n" //28
|
|
" attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + \n" //29
|
|
" gl_LightSource[i].linearAttenuation * d + \n" //30
|
|
" gl_LightSource[i].quadraticAttenuation *d*d); \n" //31
|
|
" \n" //32
|
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" // See if point on surface is inside cone of illumination \n" //33
|
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" spotDot = dot(-VP, normalize(gl_LightSource[i].spotDirection)); \n" //34
|
|
" \n" //35
|
|
" if (spotDot < gl_LightSource[i].spotCosCutoff) \n" //36
|
|
" spotAttenuation = 0.0; // light adds no contribution \n" //37
|
|
" else \n" //38
|
|
" spotAttenuation = pow(spotDot, gl_LightSource[i].spotExponent); \n" //39
|
|
" \n" //40
|
|
" // Combine the spotlight and distance attenuation. \n" //41
|
|
" attenuation *= spotAttenuation; \n" //42
|
|
" \n" //43
|
|
" halfVector = normalize(VP + eye); \n" //44
|
|
" \n" //45
|
|
" nDotVP = max(0.0, dot(normal, VP)); \n" //46
|
|
" nDotHV = max(0.0, dot(normal, halfVector)); \n" //47
|
|
" \n" //48
|
|
" if (nDotVP == 0.0) \n" //49
|
|
" pf = 0.0; \n" //50
|
|
" else \n" //51
|
|
" pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //52
|
|
" \n" //53
|
|
" ambient += gl_LightSource[i].ambient * attenuation; \n" //54
|
|
" diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; \n" //55
|
|
" specular += gl_LightSource[i].specular * pf * attenuation; \n" //56
|
|
"} \n";//57
|
|
|
|
char PointLightShaderSource[] =
|
|
"void PointLight(in int i, \n" //1
|
|
" in vec3 eye, \n" //2
|
|
" in vec3 position, \n" //3
|
|
" in vec3 normal, \n" //4
|
|
" inout vec4 ambient, \n" //5
|
|
" inout vec4 diffuse, \n" //6
|
|
" inout vec4 specular) \n" //7
|
|
"{ \n" //8
|
|
" float nDotVP; // normal . light direction \n" //9
|
|
" float nDotHV; // normal . light half vector \n" //10
|
|
" float pf; // power factor \n" //11
|
|
" float attenuation; // computed attenuation factor \n" //12
|
|
" float d; // distance from surface to light source \n" //13
|
|
" vec3 VP; // direction from surface to light position \n" //14
|
|
" vec3 halfVector; // direction of maximum highlights \n" //15
|
|
" \n" //16
|
|
" // Compute vector from surface to light position \n" //17
|
|
" VP = vec3(gl_LightSource[i].position) - position; \n" //18
|
|
" \n" //19
|
|
" // Compute distance between surface and light position \n" //20
|
|
" d = length(VP); \n" //21
|
|
" \n" //22
|
|
" // Normalize the vector from surface to light position \n" //23
|
|
" VP = normalize(VP); \n" //24
|
|
" \n" //25
|
|
" // Compute attenuation \n" //26
|
|
" attenuation = 1.0 / (gl_LightSource[i].constantAttenuation + \n" //27
|
|
" gl_LightSource[i].linearAttenuation * d + \n" //28
|
|
" gl_LightSource[i].quadraticAttenuation * d*d); \n" //29
|
|
" \n" //30
|
|
" halfVector = normalize(VP + eye); \n" //31
|
|
" \n" //32
|
|
" nDotVP = max(0.0, dot(normal, VP)); \n" //33
|
|
" nDotHV = max(0.0, dot(normal, halfVector)); \n" //34
|
|
" \n" //35
|
|
" if (nDotVP == 0.0) \n" //36
|
|
" pf = 0.0; \n" //37
|
|
" else \n" //38
|
|
" pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //39
|
|
" \n" //40
|
|
" ambient += gl_LightSource[i].ambient * attenuation; \n" //41
|
|
" diffuse += gl_LightSource[i].diffuse * nDotVP * attenuation; \n" //42
|
|
" specular += gl_LightSource[i].specular * pf * attenuation; \n" //43
|
|
"} \n";//44
|
|
|
|
char DirectionalLightShaderSource[] =
|
|
"void DirectionalLight(in int i, \n" //1
|
|
" in vec3 normal, \n" //2
|
|
" inout vec4 ambient, \n" //3
|
|
" inout vec4 diffuse, \n" //4
|
|
" inout vec4 specular) \n" //5
|
|
"{ \n" //6
|
|
" float nDotVP; // normal . light direction \n" //7
|
|
" float nDotHV; // normal . light half vector \n" //8
|
|
" float pf; // power factor \n" //9
|
|
" \n" //10
|
|
" nDotVP = max(0.0, dot(normal, \n" //11
|
|
" normalize(vec3(gl_LightSource[i].position)))); \n" //12
|
|
" nDotHV = max(0.0, dot(normal, \n" //13
|
|
" vec3(gl_LightSource[i].halfVector))); \n" //14
|
|
" \n" //15
|
|
" if (nDotVP == 0.0) \n" //16
|
|
" pf = 0.0; \n" //17
|
|
" else \n" //18
|
|
" pf = pow(nDotHV, gl_FrontMaterial.shininess); \n" //19
|
|
" \n" //20
|
|
" ambient += gl_LightSource[i].ambient; \n" //21
|
|
" diffuse += gl_LightSource[i].diffuse * nDotVP; \n" //22
|
|
" specular += gl_LightSource[i].specular * pf; \n" //23
|
|
"} \n";//24
|
|
|