void
SplatTerrainEffect::onUninstall(TerrainEngineNode* engine)
{
    osg::StateSet* stateset = engine->getStateSet();
    if ( stateset )
    {
        if ( _splatTexUniform.valid() )
        {
            stateset->removeUniform( _scaleOffsetUniform.get() );
            stateset->removeUniform( _warpUniform.get() );
            stateset->removeUniform( _samplesUniform.get() );
            stateset->removeUniform( _intensityUniform.get() );
            stateset->removeUniform( _splatTexUniform.get() );
            stateset->removeUniform( _coverageTexUniform.get() );
            stateset->removeTextureAttribute( _splatTexUnit, osg::StateAttribute::TEXTURE );
        }

        VirtualProgram* vp = VirtualProgram::get(stateset);
        if ( vp )
        {
            vp->removeShader( "oe_splat_vertex" );
            vp->removeShader( "oe_splat_fragment" );
            vp->removeShader( SPLAT_FUNC );
            vp->removeShader( NOISE_FUNC );
        }
    }
    
    if ( _splatTexUnit >= 0 )
    {
        engine->getTextureCompositor()->releaseTextureImageUnit( _splatTexUnit );
        _splatTexUnit = -1;
    }
}
void
DetailTexture::onUninstall(TerrainEngineNode* engine)
{
    osg::StateSet* stateset = engine->getStateSet();
    if ( stateset )
    {
        stateset->removeUniform( _startLODUniform.get() );
        stateset->removeUniform( _intensityUniform.get() );
        stateset->removeUniform( _scaleUniform.get() );
        stateset->removeUniform( _attenuationDistanceUniform.get() );

        if ( _samplerUniform.valid() )
        {
            int unit;
            _samplerUniform->get(unit);
            stateset->removeUniform( _samplerUniform.get() );
            stateset->removeTextureAttribute(unit, osg::StateAttribute::TEXTURE);
        }

        VirtualProgram* vp = VirtualProgram::get(stateset);
        if ( vp )
        {
            vp->removeShader( "oe_detail_vertex" );
            vp->removeShader( "oe_detail_fragment" );
        }
    }

    if ( _unit >= 0 )
    {
        engine->getTextureCompositor()->releaseTextureImageUnit( _unit );
        _unit = -1;
    }
}
Beispiel #3
0
void
DepthOffsetAdapter::setGraph(osg::Node* graph)
{
    if ( !_supported ) return;

    bool graphChanging =
        _graph.get() != graph;

    bool uninstall =
        (_graph.valid() && _graph->getStateSet()) &&
        (graphChanging || (_options.enabled() == false));

    bool install =
        (graph && graphChanging ) || 
        (graph && (_options.enabled() == true));

    if ( uninstall )
    {
        OE_TEST << LC << "Removing depth offset shaders" << std::endl;

        // uninstall uniforms and shaders.
        osg::StateSet* s = _graph->getStateSet();
        s->removeUniform( _biasUniform.get() );
        s->removeUniform( _rangeUniform.get() );
        VirtualProgram* vp = VirtualProgram::get( s );
        if ( vp )
        {
            vp->removeShader( "oe_doff_vertex" );
            vp->removeShader( "oe_doff_fragment" );
        }
    }

    if ( install )
    {
        OE_TEST << LC << "Installing depth offset shaders" << std::endl;

        // install uniforms and shaders.
        osg::StateSet* s = graph->getOrCreateStateSet();
        s->addUniform( _biasUniform.get() );
        s->addUniform( _rangeUniform.get() );

        VirtualProgram* vp = VirtualProgram::getOrCreate( s );
        vp->setFunction( "oe_doff_vertex", s_vertex, ShaderComp::LOCATION_VERTEX_VIEW );
        vp->setFunction( "oe_doff_fragment", s_fragment, ShaderComp::LOCATION_FRAGMENT_COLORING );
        s->setAttributeAndModes( vp, osg::StateAttribute::ON );
    }

    if ( graphChanging )
    {
        _graph = graph;
    }

    // always set Dirty when setGraph is called sine it may be called anytime
    // the subgraph changes (as can be detected by a computeBound)
    _dirty = (_options.automatic() == true);
}
Beispiel #4
0
void
HorizonCullingProgram::remove(osg::StateSet* stateset)
{
    if ( stateset )
    {
        VirtualProgram* vp = VirtualProgram::get(stateset);
        if ( vp )
        {
            vp->removeShader( "oe_horizon_vertex" );
            vp->removeShader( "oe_horizon_fragment" );
        }
    }
}
void
PhongLightingEffect::detach(osg::StateSet* stateset)
{
    if ( stateset && _supported )
    {
        if ( _lightingUniform.valid() )
            stateset->removeUniform( _lightingUniform.get() );

        VirtualProgram* vp = VirtualProgram::get( stateset );
        if ( vp )
        {
            vp->removeShader( "oe_phong_vertex" );
            vp->removeShader( "oe_phong_fragment" );
        }
    }
}
Beispiel #6
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void
NormalMap::onUninstall(TerrainEngineNode* engine)
{
    if ( engine )
    {
        osg::StateSet* stateset = engine->getStateSet();
        if ( stateset )
        {
            stateset->removeUniform( _samplerUniform.get() );
            stateset->removeUniform( _startLODUniform.get() );
            VirtualProgram* vp = VirtualProgram::get(stateset);
            if ( vp )
            {
                vp->removeShader( "oe_lighting_vertex" );
                vp->removeShader( "oe_lighting_fragment" );
            }
        }
    }
}
void
NormalMapTerrainEffect::onUninstall(TerrainEngineNode* engine)
{
    osg::StateSet* stateset = engine->getStateSet();
    if ( stateset )
    {
        VirtualProgram* vp = VirtualProgram::get(stateset);
        if ( vp )
        {
            vp->removeShader( "oe_nmap_vertex" );
            vp->removeShader( "oe_nmap_fragment" );
        }
    }
    
    if ( _normalMapUnit >= 0 )
    {
        engine->getTextureCompositor()->releaseTextureImageUnit( _normalMapUnit );
        _normalMapUnit = -1;
    }
}
Beispiel #8
0
void
DiscardAlphaFragments::uninstall(osg::StateSet* ss) const
{
    if ( ss )
    {
        VirtualProgram* vp = VirtualProgram::get(ss);
        if ( vp )
        {
            vp->removeShader("oe_discardalpha_frag");
        }
    }
}
Beispiel #9
0
void
LODBlending::onUninstall(TerrainEngineNode* engine)
{
    if ( engine )
    {
        osg::StateSet* stateset = engine->getStateSet();
        if ( stateset )
        {
            stateset->removeUniform( _delayUniform.get() );
            stateset->removeUniform( _durationUniform.get() );
            stateset->removeUniform( _vscaleUniform.get() );

            VirtualProgram* vp = VirtualProgram::get(stateset);
            if ( vp )
            {
                vp->removeShader( "oe_lodblend_vertex" );
                vp->removeShader( "oe_lodblend_fragment" );
            }
        }
    }
}
Beispiel #10
0
void
DrawInstanced::remove(osg::StateSet* stateset)
{
    if ( !stateset )
        return;

    VirtualProgram* vp = VirtualProgram::get(stateset);
    if ( !vp )
        return;

    vp->removeShader( "oe_di_setInstancePosition" );

    stateset->removeUniform("oe_di_postex");
    stateset->removeUniform("oe_di_postex_size");
}
void
VerticalScale::onUninstall(TerrainEngineNode* engine)
{
    if ( engine )
    {
        osg::StateSet* stateset = engine->getStateSet();
        if ( stateset )
        {
            stateset->removeUniform( _scaleUniform.get() );

            VirtualProgram* vp = VirtualProgram::get(stateset);
            if ( vp )
            {
                vp->removeShader( "oe_vertscale_vertex" );
            }
        }
    }
}
Beispiel #12
0
void
ElevationMorph::onUninstall(TerrainEngineNode* engine)
{
    if ( engine )
    {
        osg::StateSet* stateset = engine->getStateSet();
        if ( stateset )
        {
            stateset->removeUniform( _delayUniform.get() );
            stateset->removeUniform( _durationUniform.get() );

            VirtualProgram* vp = VirtualProgram::get(stateset);
            if ( vp )
            {
                vp->removeShader( "oe_morph_vertex" );
            }
        }
    }
}
void
LogarithmicDepthBuffer::uninstall(osg::Camera* camera)
{
    if ( camera )
    {
        camera->removeCullCallback( _cullCallback.get() );

        osg::StateSet* stateset = camera->getStateSet();
        if ( stateset )
        {
            VirtualProgram* vp = VirtualProgram::get( camera->getStateSet() );
            if ( vp )
            {
                vp->removeShader( "oe_logdepth_vert" );
            }

            stateset->removeUniform( "oe_logdepth_farplane" );
        }
    }
}
        void traverse(osg::NodeVisitor& nv)
        {
            if (nv.getVisitorType() == nv.UPDATE_VISITOR)
            {
                if ( (nv.getFrameStamp()->getFrameNumber() % 2) == 0 )
                {
                    _toggle = !_toggle;

                    VirtualProgram* vp = VirtualProgram::getOrCreate(this->getOrCreateStateSet());
                    if ( _toggle )
                    {
                        vp->setFunction(
                            "make_it_red", fragShader,
                            osgEarth::ShaderComp::LOCATION_FRAGMENT_COLORING,
                            new Acceptor() );
                    }
                    else
                    {
                        vp->removeShader("make_it_red");
                    }
                }
            }
            osg::Group::traverse(nv);
        }
void 
TextureCompositorMultiTexture::updateMasterStateSet(osg::StateSet*       stateSet,
                                                    const TextureLayout& layout    ) const
{
    int numSlots = layout.getMaxUsedSlot() + 1;
    int maxUnits = numSlots;

    if ( _useGPU )
    {
        // Validate against the max number of GPU texture units:
        if ( maxUnits > Registry::instance()->getCapabilities().getMaxGPUTextureUnits() )
        {
            maxUnits = Registry::instance()->getCapabilities().getMaxGPUTextureUnits();

            OE_WARN << LC
                << "Warning! You have exceeded the number of texture units available on your GPU ("
                << maxUnits << "). Consider using another compositing mode."
                << std::endl;
        }

        VirtualProgram* vp = static_cast<VirtualProgram*>( stateSet->getAttribute(osg::StateAttribute::PROGRAM) );
        if ( maxUnits > 0 )
        {
            // see if we have any blended layers:
            bool hasBlending = layout.containsSecondarySlots( maxUnits ); 

            vp->setShader( 
                "osgearth_vert_setupTexturing", 
                s_createTextureVertexShader(layout, hasBlending) );

            vp->setShader( 
                "osgearth_frag_applyTexturing",
                s_createTextureFragShaderFunction(layout, maxUnits, hasBlending, _lodTransitionTime ) );
        }
        else
        {
            vp->removeShader( "osgearth_frag_applyTexturing" );
            vp->removeShader( "osgearth_vert_setupTexturing" );
        }
    }

    else
    {
        // Forcably disable shaders
        stateSet->setAttributeAndModes( new osg::Program(), osg::StateAttribute::OFF | osg::StateAttribute::PROTECTED );

        // Validate against the maximum number of textures available in FFP mode.
        if ( maxUnits > Registry::instance()->getCapabilities().getMaxFFPTextureUnits() )
        {
            maxUnits = Registry::instance()->getCapabilities().getMaxFFPTextureUnits();
            OE_WARN << LC << 
                "Warning! You have exceeded the number of texture units available in fixed-function pipeline "
                "mode on your graphics hardware (" << maxUnits << "). Consider using another "
                "compositing mode." << std::endl;
        }

        // FFP multitexturing requires that we set up a series of TexCombine attributes:
        if (maxUnits == 1)
        {
            osg::TexEnv* texenv = new osg::TexEnv(osg::TexEnv::MODULATE);
            stateSet->setTextureAttributeAndModes(0, texenv, osg::StateAttribute::ON);
        }
        else if (maxUnits >= 2)
        {
            //Blend together the colors and accumulate the alpha values of textures 0 and 1 on unit 0
            {
                osg::TexEnvCombine* texenv = new osg::TexEnvCombine;
                texenv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
                texenv->setCombine_Alpha(osg::TexEnvCombine::ADD);

                texenv->setSource0_RGB(osg::TexEnvCombine::TEXTURE0+1);
                texenv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
                texenv->setSource0_Alpha(osg::TexEnvCombine::TEXTURE0+1);
                texenv->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);

                texenv->setSource1_RGB(osg::TexEnvCombine::TEXTURE0+0);
                texenv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
                texenv->setSource1_Alpha(osg::TexEnvCombine::TEXTURE0+0);
                texenv->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);

                texenv->setSource2_RGB(osg::TexEnvCombine::TEXTURE0+1);
                texenv->setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);

                stateSet->setTextureAttributeAndModes(0, texenv, osg::StateAttribute::ON);
            }


            //For textures 2 and beyond, blend them together with the previous
            //Add the alpha values of this unit and the previous unit
            for (int unit = 1; unit < maxUnits-1; ++unit)
            {
                osg::TexEnvCombine* texenv = new osg::TexEnvCombine;
                texenv->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE);
                texenv->setCombine_Alpha(osg::TexEnvCombine::ADD);

                texenv->setSource0_RGB(osg::TexEnvCombine::TEXTURE0+unit+1);
                texenv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
                texenv->setSource0_Alpha(osg::TexEnvCombine::TEXTURE0+unit+1);
                texenv->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);

                texenv->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
                texenv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
                texenv->setSource1_Alpha(osg::TexEnvCombine::PREVIOUS);
                texenv->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);

                texenv->setSource2_RGB(osg::TexEnvCombine::TEXTURE0+unit+1);
                texenv->setOperand2_RGB(osg::TexEnvCombine::SRC_ALPHA);

                stateSet->setTextureAttributeAndModes(unit, texenv, osg::StateAttribute::ON);
            }

            //Modulate the colors to get proper lighting on the last unit
            //Keep the alpha results from the previous stage
            {
                osg::TexEnvCombine* texenv = new osg::TexEnvCombine;
                texenv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
                texenv->setCombine_Alpha(osg::TexEnvCombine::REPLACE);

                texenv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
                texenv->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
                texenv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
                texenv->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);

                texenv->setSource1_RGB(osg::TexEnvCombine::PRIMARY_COLOR);
                texenv->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
                stateSet->setTextureAttributeAndModes(maxUnits-1, texenv, osg::StateAttribute::ON);
            }
        }
    }
}