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OSG 中使用纹理shader 例子
#include <osgViewer/Viewer> #include <osgDB/ReadFile> #include <osg/Shape> #include <osg/Shapedrawable> #include <osg/MatrixTransform> #include <osg/Texture2D> static char * vertexShader= { "#version 430 \n" "layout (location=0) in vec3 VertexPosition;\n" "layout (location=1) in vec2 TexCorrd;\n" "uniform mat4 MVP;" "out vec2 Corrd;\n" "void main()\n" "{\n" " Corrd = TexCorrd;" " gl_Position = MVP * vec4(VertexPosition,1.0);\n" "}\n" }; static char * fragShader ={ "#version 430 \n" "uniform sampler2D sampler2d_0;\n" "uniform sampler2D sampler2d_1;\n" "layout (location=0) out vec4 FragColor;\n" "in vec2 Corrd;\n" "void main() {\n" " vec4 tmpColor = texture(sampler2d_0, Corrd);" " if(Corrd[1] > 0.5 ) \n" " tmpColor = texture(sampler2d_1, Corrd); \n" " FragColor = tmpColor ;\n" "}\n" }; class MVPCallback: public osg::Uniform::Callback { public: MVPCallback(osg::Camera * camera):mCamera(camera){ } virtual void operator()( osg::Uniform* uniform, osg::NodeVisitor* nv){ osg::Matrix modelView = mCamera->getViewMatrix(); osg::Matrix projectM = mCamera->getProjectionMatrix(); uniform->set(modelView * projectM); } private: osg::Camera * mCamera; }; osg::Node * createNode() { osg::Geode * geode = new osg::Geode; osg::Geometry * gm = new osg::Geometry; osg::Vec3Array * vertexArray = new osg::Vec3Array; vertexArray->push_back(osg::Vec3(0,0,0)); vertexArray->push_back(osg::Vec3(1,0,0)); vertexArray->push_back(osg::Vec3(1,0,1)); vertexArray->push_back(osg::Vec3(0,0,1)); gm->setVertexArray(vertexArray); osg::Vec3Array * normalArray = new osg::Vec3Array; normalArray->push_back(osg::Vec3(0,-1,0)); gm->setNormalArray(normalArray); gm->setNormalBinding(osg::Geometry::BIND_OVERALL); osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f,0.0f); (*texcoords)[1].set(1.0f,0.0f); (*texcoords)[2].set(1.0f,1.0f); (*texcoords)[3].set(0.0f,1.0f); gm->setTexCoordArray(0,texcoords); gm->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertexArray->size())); geode->addDrawable(gm); osg::StateSet* stateset = gm->getOrCreateStateSet(); osg::Texture2D * texture0 = new osg::Texture2D; texture0->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture0->setImage(osgDB::readImageFile("Images/forestWall.png")); stateset->setTextureAttributeAndModes(0,texture0,osg::StateAttribute::ON); osg::Texture2D * texture1 = new osg::Texture2D; texture1->setDataVariance(osg::Object::DYNAMIC); // protect from being optimized away as static state. texture1->setImage(osgDB::readImageFile("Images/purpleFlowers.png")); stateset->setTextureAttributeAndModes(1,texture1,osg::StateAttribute::ON); gm->setVertexAttribArray(0,vertexArray); gm->setVertexAttribBinding(0, osg::Geometry::BIND_PER_VERTEX); gm->setVertexAttribArray(1,texcoords); gm->setVertexAttribBinding(1, osg::Geometry::BIND_PER_VERTEX); return geode; } int main() { osg::ref_ptr<osgViewer::Viewer> viewer = new osgViewer::Viewer; osg::Group * root = new osg::Group; osg::Node * node = createNode(); root->addChild(node); osg::StateSet * ss = node->getOrCreateStateSet(); osg::Program * program = new osg::Program; program->addBindFragDataLocation("VertexPosition",0); program->addBindFragDataLocation("TexCorrd",1); osg::Shader * vS = new osg::Shader(osg::Shader::FRAGMENT,fragShader); osg::Shader * fS = new osg::Shader(osg::Shader::VERTEX,vertexShader); program->addShader(vS); program->addShader(fS); ss->setAttributeAndModes(program,osg::StateAttribute::ON); osg::Uniform* MVPUniform = new osg::Uniform( "MVP",osg::Matrix()); MVPUniform->setUpdateCallback(new MVPCallback(viewer->getCamera())); ss->addUniform(MVPUniform); osg::Uniform* sample0 = new osg::Uniform("sampler2d_0",0); ss->addUniform(sample0); osg::Uniform* sample1 = new osg::Uniform("sampler2d_1",1); ss->addUniform(sample1); viewer->setSceneData(root); viewer->setUpViewInWindow(35, 35, 1024, 800); return viewer->run(); }
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原文地址:http://blog.csdn.net/zhuyingqingfen/article/details/44151511