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NAME

       SoShaderProgram -

       The SoShaderProgram class is used to specify a set of vertex/geometry/fragment objects.

SYNOPSIS

       #include <Inventor/nodes/SoShaderProgram.h>

       Inherits SoNode.

   Public Member Functions
       SoShaderProgram (void)
       void setEnableCallback (SoShaderProgramEnableCB *cb, void *closure)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void search (SoSearchAction *action)

   Static Public Member Functions
       static void initClass ()

   Public Attributes
       SoMFNode shaderObject

   Protected Member Functions
       virtual ~SoShaderProgram ()

Detailed Description

       The SoShaderProgram class is used to specify a set of vertex/geometry/fragment objects.

       This node can store one of each of SoVertexShader, SoGeometryShader and SoFragmentShader
       in its shaderObject field. Coin will load all shader objects specified there, and attach
       all objects into a program before binding it as the current shader program.

       A typical scene graph with shaders will look something like this:

         Separator {
           ShaderProgram {
             shaderObject [
               VertexShader {
                 sourceProgram 'myvertexshader.glsl'
                 parameter [
                   ShaderParameter1f { name 'myvertexparam' value 1.0 }
                 ]
               }
               FragmentShader {
                 sourceProgram 'myfragmentshader.glsl'
                 parameter [
                   ShaderParameter1f { name 'myfragmentparam' value 2.0 }
                 ]
               }
             ]
           }
           Cube { }
         }

       This will render the Cube with the vertex and fragment shaders specified in
       myvertexshader.glsl and myfragmentshader.glsl. Coin also supports ARB shaders and Cg
       shaders (if the Cg library is installed). However, we recommend using GLSL since we will
       focus mostly on support this shader language.

       Coin defines some named parameters that can be added by the application programmer, and
       which will be automatically updated by Coin while traversing the scene graph.

       · coin_texunit[n]_model - Set to 0 when texturing is disabled, and to
         SoTextureImageElement::Model if there's a current texture on the state for unit n.
       · coin_light_model - Set to 1 for PHONG, 0 for BASE_COLOR lighting.
       Example scene graph that renders per-fragment OpenGL Phong lighting for one light source.
       The shaders assume the first light source is a directional light. This is the case if you
       open the file in a standard examiner viewer.
       The iv-file:
         Separator {
           ShaderProgram {
             shaderObject [
               VertexShader {
                 sourceProgram 'perpixel_vertex.glsl'
               }
               FragmentShader {
                 sourceProgram 'perpixel_fragment.glsl'
               }
             ]
           }
           Complexity { value 1.0 }
           Material { diffuseColor 1 0 0 specularColor 1 1 1 shininess 0.9 }
           Sphere { }

           Translation { translation 3 0 0 }
           Material { diffuseColor 0 1 0 specularColor 1 1 1 shininess 0.9 }
           Cone { }

           Translation { translation 3 0 0 }
           Material { diffuseColor 0.8 0.4 0.1 specularColor 1 1 1 shininess 0.9 }
           Cylinder { }
         }

       The vertex shader (perpixel_vertex.glsl):
         varying vec3 ecPosition3;
         varying vec3 fragmentNormal;

         void main(void)
         {
           vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
           ecPosition3 = ecPosition.xyz / ecPosition.w;
           fragmentNormal = normalize(gl_NormalMatrix * gl_Normal);

           gl_Position = ftransform();
           gl_FrontColor = gl_Color;
         }

       The fragment shader (perpixel_vertex.glsl):
         varying vec3 ecPosition3;
         varying vec3 fragmentNormal;

         void DirectionalLight(in int i,
                               in vec3 normal,
                               inout vec4 ambient,
                               inout vec4 diffuse,
                               inout vec4 specular)
         {
           float nDotVP; // normal . light direction
           float nDotHV; // normal . light half vector
           float pf;     // power factor

           nDotVP = max(0.0, dot(normal, normalize(vec3(gl_LightSource[i].position))));
           nDotHV = max(0.0, dot(normal, vec3(gl_LightSource[i].halfVector)));

           if (nDotVP == 0.0)
             pf = 0.0;
           else
             pf = pow(nDotHV, gl_FrontMaterial.shininess);

           ambient += gl_LightSource[i].ambient;
           diffuse += gl_LightSource[i].diffuse * nDotVP;
           specular += gl_LightSource[i].specular * pf;
         }

         void main(void)
         {
           vec3 eye = -normalize(ecPosition3);
           vec4 ambient = vec4(0.0);
           vec4 diffuse = vec4(0.0);
           vec4 specular = vec4(0.0);
           vec3 color;

           DirectionalLight(0, normalize(fragmentNormal), ambient, diffuse, specular);

           color =
             gl_FrontLightModelProduct.sceneColor.rgb +
             ambient.rgb * gl_FrontMaterial.ambient.rgb +
             diffuse.rgb * gl_Color.rgb +
             specular.rgb * gl_FrontMaterial.specular.rgb;

           gl_FragColor = vec4(color, gl_Color.a);
         }

       FILE FORMAT/DEFAULTS:
           ShaderProgram {
             shaderObject []
           }

       See also:
           SoShaderObject
           SoShaderProgram
       Since:
           Coin 2.5

Constructor & Destructor Documentation

   SoShaderProgram::SoShaderProgram (void) Constructor.
   SoShaderProgram::~SoShaderProgram () [protected, virtual] Destructor.

Member Function Documentation

   void SoShaderProgram::setEnableCallback (SoShaderProgramEnableCB *cb, void *closure) Adds a
       callback which is called every time this program is enabled/disabled.
   void SoShaderProgram::GLRender (SoGLRenderAction *action) [virtual] Action method for the
       SoGLRenderAction.
       This is called during rendering traversals. Nodes influencing the rendering state in any
       way or who wants to throw geometry primitives at OpenGL overrides this method.
       Reimplemented from SoNode.
   void SoShaderProgram::search (SoSearchAction *action) [virtual] Action method for
       SoSearchAction.
       Compares the search criteria from the action to see if this node is a match. Searching is
       done by matching up all criteria set up in the SoSearchAction -- if any of the requested
       criteria is a miss, the search is not deemed successful for the node.
       See also:
           SoSearchAction
       Reimplemented from SoNode.
   void SoShaderProgram::initClass (void) [static] Sets up initialization for data common to all
       instances of this class, like submitting necessary information to the Coin type system.
       Reimplemented from SoNode.

Member Data Documentation

   SoMFNode SoShaderProgram::shaderObject The shader objects.

Author

       Generated automatically by Doxygen for Coin from the source code.