2012-02-09 23:51:20 +08:00
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// This is public domain software and comes with
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// absolutely no warranty. Use of public domain software
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// may vary between counties, but in general you are free
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// to use and distribute this software for any purpose.
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// Example: OSG using an OpenGL 3.1 context.
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// The comment block at the end of the source describes building OSG
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// for use with OpenGL 3.x.
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#include <osgViewer/Viewer>
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#include <osgDB/ReadFile>
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#include <osg/GraphicsContext>
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#include <osg/Camera>
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#include <osg/Viewport>
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#include <osg/StateSet>
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#include <osg/Program>
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#include <osg/Shader>
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void configureShaders( osg::StateSet* stateSet )
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{
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2014-11-24 22:09:14 +08:00
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const std::string vertexSource =
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2012-02-09 23:51:20 +08:00
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"#version 140 \n"
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" \n"
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"uniform mat4 osg_ModelViewProjectionMatrix; \n"
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"uniform mat3 osg_NormalMatrix; \n"
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"uniform vec3 ecLightDir; \n"
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" \n"
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"in vec4 osg_Vertex; \n"
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"in vec3 osg_Normal; \n"
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"out vec4 color; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" vec3 ecNormal = normalize( osg_NormalMatrix * osg_Normal ); \n"
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" float diffuse = max( dot( ecLightDir, ecNormal ), 0. ); \n"
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" color = vec4( vec3( diffuse ), 1. ); \n"
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" \n"
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" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n"
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"} \n";
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osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource );
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2014-11-24 22:09:14 +08:00
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const std::string fragmentSource =
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2012-02-09 23:51:20 +08:00
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"#version 140 \n"
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" \n"
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"in vec4 color; \n"
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"out vec4 fragData; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" fragData = color; \n"
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"} \n";
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osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource );
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osg::Program* program = new osg::Program;
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program->addShader( vShader );
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program->addShader( fShader );
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stateSet->setAttribute( program );
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osg::Vec3f lightDir( 0., 0.5, 1. );
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lightDir.normalize();
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stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );
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}
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int main( int argc, char** argv )
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{
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osg::ArgumentParser arguments( &argc, argv );
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2015-10-22 21:42:19 +08:00
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osg::ref_ptr<osg::Node> root = osgDB::readRefNodeFiles( arguments );
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2012-02-09 23:51:20 +08:00
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if( root == NULL )
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{
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osg::notify( osg::FATAL ) << "Unable to load model from command line." << std::endl;
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return( 1 );
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}
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configureShaders( root->getOrCreateStateSet() );
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const int width( 800 ), height( 450 );
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const std::string version( "3.1" );
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osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits();
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traits->x = 20; traits->y = 30;
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traits->width = width; traits->height = height;
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traits->windowDecoration = true;
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traits->doubleBuffer = true;
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traits->glContextVersion = version;
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osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() );
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if( !gc.valid() )
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{
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osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl;
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return( 1 );
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}
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2014-11-24 22:09:14 +08:00
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osgViewer::Viewer viewer;
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2012-02-09 23:51:20 +08:00
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// Create a Camera that uses the above OpenGL context.
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2014-11-24 22:09:14 +08:00
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osg::Camera* cam = viewer.getCamera();
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2012-02-09 23:51:20 +08:00
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cam->setGraphicsContext( gc.get() );
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// Must set perspective projection for fovy and aspect.
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cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) );
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// Unlike OpenGL, OSG viewport does *not* default to window dimensions.
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cam->setViewport( new osg::Viewport( 0, 0, width, height ) );
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viewer.setSceneData( root );
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// for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use,
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// 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);
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gc->getState()->setUseVertexAttributeAliasing(true);
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return( viewer.run() );
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}
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/*
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Building OSG for OpenGL 3.x
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OSG currently support OpenGL 3.x on Windows. This comment block describes the
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necessary configuration steps.
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Get the draft gl3.h header file from OpenGL.org and put it in a folder called
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<EFBFBD>GL3<EFBFBD> somewhere on your hard drive. OSG includes this header as <GL3/gl3.h>. Get
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gl3.h from here:
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http://www.opengl.org/registry/
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Open the cmake-gui and load OSG's top-level CmakeLists.txt. You'll need to make
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several changes.
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* Add the path to <GL3/gl3.h> to the CMake compiler flags, CMAKE_CXX_FLAGS and
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CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
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2012-03-05 22:17:01 +08:00
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build configurations). The text to add should look something like this:
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2012-02-09 23:51:20 +08:00
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/I <EFBFBD>C:\GLHeader<EFBFBD>
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The folder GLHeader should contain a subfolder GL3, which in turn contains
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gl3.h.
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* Enable the following CMake variable:
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OSG_GL3_AVAILABLE
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* Disable the following CMake variables:
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OSG_GL1_AVAILABLE
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OSG_GL2_AVAILABLE
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OSG_GLES1_AVAILABLE
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OSG_GLES2_AVAILABLE
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OSG_GL_DISPLAYLISTS_AVAILABLE
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OSG_GL_FIXED_FUNCTION_AVAILABLE
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OSG_GL_MATRICES_AVAILABLE
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OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
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OSG_GL_VERTEX_FUNCS_AVAILABLE
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Create your project files in cmake-gui as usual, and build OSG as usual.
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If you have an external project that will depend on OSG built for OpenGL 3.x,
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you'll need to ensure your external project also uses the compiler include
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directives to find <GL3/gl3.h>.
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To berify your application is using a pure OpenGL 3.x context, set
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OSG_NOTIFY_LEVEL=INFO in the environment and check the console output. Context
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creation displays output such as the following:
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GL3: Attempting to create OpenGL3 context.
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GL3: version: 3.1
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GL3: context flags: 0
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GL3: profile: 0
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GL3: context created successfully.
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When your app begins rendering, it displays information about the actual context
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it is using:
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glVersion=3.1, isGlslSupported=YES, glslLanguageVersion=1.4
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*/
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