コード例 #1
0
ファイル: osgvertexattributes.cpp プロジェクト: 3dcl/osg
        void apply(osg::Program& program, osg::Shader& shader)
        {
             if (_visited.count(&shader)!=0) return;
            _visited.insert(&shader);

            osg::notify(osg::NOTICE)<<"Shader "<<shader.getTypename()<<" ----before-----------"<<std::endl;
            osg::notify(osg::NOTICE)<<shader.getShaderSource()<<std::endl;

            if (shader.getType()==osg::Shader::VERTEX) convertVertexShader(program, shader);
            else if (shader.getType()==osg::Shader::FRAGMENT) convertFragmentShader(program, shader);

            osg::notify(osg::NOTICE)<<"--after-----------"<<std::endl;
            osg::notify(osg::NOTICE)<<shader.getShaderSource()<<std::endl;
            osg::notify(osg::NOTICE)<<"---------------------"<<std::endl;
        }
コード例 #2
0
ファイル: osgvertexattributes.cpp プロジェクト: 3dcl/osg
        void convertVertexShader(osg::Program& program, osg::Shader& shader)
        {
            std::string source = shader.getShaderSource();

            // replace ftransform as it only works with built-ins
            replace(source, "ftransform()", "gl_ModelViewProjectionMatrix * gl_Vertex");

#if 1
            replaceAndBindAttrib(program, source, "gl_Normal", _normalAlias, "attribute vec3 ");
            replaceAndBindAttrib(program, source, "gl_Vertex", _vertexAlias, "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_Color", _colorAlias, "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_SecondaryColor", _secondaryColorAlias, "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_FogCoord", _fogCoordAlias, "attribute float ");

            replaceAndBindAttrib(program, source, "gl_MultiTexCoord0", _texCoordAlias[0], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord1", _texCoordAlias[1], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord2", _texCoordAlias[2], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord3", _texCoordAlias[3], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord4", _texCoordAlias[4], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord5", _texCoordAlias[5], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord6", _texCoordAlias[6], "attribute vec4 ");
            replaceAndBindAttrib(program, source, "gl_MultiTexCoord7", _texCoordAlias[7], "attribute vec4 ");
#endif

#if 1
            // replace built in uniform
            replaceBuiltInUniform(source, "gl_ModelViewMatrix", "osg_ModeViewMatrix", "uniform mat4 ");
            replaceBuiltInUniform(source, "gl_ModelViewProjectionMatrix", "osg_ModelViewProjectionMatrix", "uniform mat4 ");
            replaceBuiltInUniform(source, "gl_ProjectionMatrix", "osg_ProjectionMatrix", "uniform mat4 ");
#endif
            shader.setShaderSource(source);
        }
コード例 #3
0
        virtual WriteResult writeShader(const osg::Shader& shader,std::ostream& fout,const Options* = NULL) const
        {
            // get shader source
            std::string source = shader.getShaderSource();

            // write source to file
            fout << source;

            // return all things went fine
            return WriteResult::FILE_SAVED;
        }
コード例 #4
0
static bool writeShaderSource( osgDB::OutputStream& os, const osg::Shader& shader )
{
    std::vector<std::string> lines;
    std::istringstream iss( shader.getShaderSource() );
    std::string line;
    while ( std::getline(iss, line) )
    {
        lines.push_back( line );
    }

    os.writeSize(lines.size()); os << os.BEGIN_BRACKET << std::endl;
    for ( std::vector<std::string>::const_iterator itr=lines.begin();
          itr!=lines.end(); ++itr )
    {
        os.writeWrappedString( *itr );
        os << std::endl;
    }
    os << os.END_BRACKET << std::endl;
    return true;
}
コード例 #5
0
static bool checkShaderSource( const osg::Shader& shader )
{
    return !shader.getShaderSource().empty();
}