OpenSceneGraph/examples/osgmeshshader/osgmeshshader.cpp

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// This is public domain software and comes with
// absolutely no warranty. Use of public domain software
// may vary between counties, but in general you are free
// to use and distribute this software for any purpose.
// Example: OSG using an OpenGL 3.1 context.
// The comment block at the end of the source describes building OSG
// for use with OpenGL 3.x.
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osg/GraphicsContext>
#include <osg/Camera>
#include <osg/Viewport>
#include <osg/StateSet>
#include <osg/Program>
#include <osg/Shader>
#include <osg/DrawMeshTasks>
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#include <osg/DrawMeshTasksIndirect>
#include <osg/MultiDrawMeshTasksIndirect>
#include <osgUtil/Optimizer>
int main( int argc, char** argv )
{
osg::ArgumentParser arguments( &argc, argv );
static const char* meshSource = \
"#version 450 \n"
"#extension GL_NV_mesh_shader : enable\n"
"layout(local_size_x = 3) in;"
"layout(max_vertices = 64) out;"
"layout(max_primitives = 126) out;"
"layout(triangles) out;"
"const vec3 vertices[3] = {vec3(-1,-1,0), vec3(1,-1,0), vec3(0,1,0)};"
"void main()"
"{"
"uint id = gl_LocalInvocationID.x;"
"gl_MeshVerticesNV[id].gl_Position = vec4(vertices[id], 2);"
"gl_PrimitiveIndicesNV[id] = id;"
"gl_PrimitiveCountNV = 1;"
"}";
static const char* fragmentSource = \
"#version 450 \n"
"#extension GL_NV_fragment_shader_barycentric : enable\n"
"out vec4 color;"
"void main()"
"{"
"color = vec4(gl_BaryCoordNV, 1.0);"
"}";
osg::ref_ptr<osg::Shader> vShader = new osg::Shader( osg::Shader::MESH, meshSource );
osg::ref_ptr<osg::Shader> fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource );
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader( vShader.get() );
program->addShader( fShader.get() );
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osg::ref_ptr<osg::Group> group = new osg::Group;
group->getOrCreateStateSet()->setAttribute( program.get() );
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group->addChild( new osg::DrawMeshTasks(0, 1) );
// group->addChild( new osg::MultiDrawMeshTasksIndirect(0, 0, 0) ); // will require a buffer to be bound.
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// group->addChild( new osg::DrawMeshTasksIndirect(0) ); // will require a buffer to be bound.
osgDB::writeNodeFile(*group, "test.osgt");
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osgViewer::Viewer viewer(arguments);
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viewer.setSceneData( group );
// for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default.
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//gc->getState()->setUseModelViewAndProjectionUniforms(true);
//gc->getState()->setUseVertexAttributeAliasing(true);
return( viewer.run() );
}