OpenSceneGraph/examples/osgsimplegl3/osgsimplegl3.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 <osg/GraphicsContext>
#include <osg/Camera>
#include <osg/Viewport>
#include <osg/StateSet>
#include <osg/Program>
#include <osg/Shader>
#include <osgUtil/Optimizer>
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void configureShaders( osg::StateSet* stateSet )
{
const std::string vertexSource =
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"#version 140 \n"
" \n"
"uniform mat4 osg_ModelViewProjectionMatrix; \n"
"uniform mat3 osg_NormalMatrix; \n"
"uniform vec3 ecLightDir; \n"
" \n"
"in vec4 osg_Vertex; \n"
"in vec3 osg_Normal; \n"
"out vec4 color; \n"
" \n"
"void main() \n"
"{ \n"
" vec3 ecNormal = normalize( osg_NormalMatrix * osg_Normal ); \n"
" float diffuse = max( dot( ecLightDir, ecNormal ), 0. ); \n"
" color = vec4( vec3( diffuse ), 1. ); \n"
" \n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n"
"} \n";
osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource );
const std::string fragmentSource =
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"#version 140 \n"
" \n"
"in vec4 color; \n"
"out vec4 fragData; \n"
" \n"
"void main() \n"
"{ \n"
" fragData = color; \n"
"} \n";
osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource );
osg::Program* program = new osg::Program;
program->addShader( vShader );
program->addShader( fShader );
stateSet->setAttribute( program );
osg::Vec3f lightDir( 0., 0.5, 1. );
lightDir.normalize();
stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );
}
int main( int argc, char** argv )
{
osg::ArgumentParser arguments( &argc, argv );
Introduced CMake option OSG_PROVIDE_READFILE option that defaults to ON, but when switched to OFF disables the building of the osgDB::read*File() methods, forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15164 16af8721-9629-0410-8352-f15c8da7e697
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osg::ref_ptr<osg::Node> root = osgDB::readRefNodeFiles( arguments );
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if( root == NULL )
{
osg::notify( osg::FATAL ) << "Unable to load model from command line." << std::endl;
return( 1 );
}
osgUtil::Optimizer optimizer;
optimizer.optimize(root.get(), osgUtil::Optimizer::ALL_OPTIMIZATIONS | osgUtil::Optimizer::TESSELLATE_GEOMETRY);
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configureShaders( root->getOrCreateStateSet() );
const int width( 800 ), height( 450 );
const std::string version( "3.1" );
osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits();
traits->x = 20; traits->y = 30;
traits->width = width; traits->height = height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->glContextVersion = version;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen();
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osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() );
if( !gc.valid() )
{
osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl;
return( 1 );
}
osgViewer::Viewer viewer;
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// Create a Camera that uses the above OpenGL context.
osg::Camera* cam = viewer.getCamera();
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cam->setGraphicsContext( gc.get() );
// Must set perspective projection for fovy and aspect.
cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) );
// Unlike OpenGL, OSG viewport does *not* default to window dimensions.
cam->setViewport( new osg::Viewport( 0, 0, width, height ) );
viewer.setSceneData( root );
// 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.
gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);
return( viewer.run() );
}
/*
Building OSG for OpenGL 3.x
OSG currently support OpenGL 3.x on Windows. This comment block describes the
necessary configuration steps.
Get the draft gl3.h header file from OpenGL.org and put it in a folder called
<EFBFBD>GL3<EFBFBD> somewhere on your hard drive. OSG includes this header as <GL3/gl3.h>. Get
gl3.h from here:
http://www.opengl.org/registry/
Open the cmake-gui and load OSG's top-level CmakeLists.txt. You'll need to make
several changes.
* Add the path to <GL3/gl3.h> to the CMake compiler flags, CMAKE_CXX_FLAGS and
CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
build configurations). The text to add should look something like this:
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/I <EFBFBD>C:\GLHeader<EFBFBD>
The folder GLHeader should contain a subfolder GL3, which in turn contains
gl3.h.
* Enable the following CMake variable:
OSG_GL3_AVAILABLE
* Disable the following CMake variables:
OSG_GL1_AVAILABLE
OSG_GL2_AVAILABLE
OSG_GLES1_AVAILABLE
OSG_GLES2_AVAILABLE
OSG_GL_DISPLAYLISTS_AVAILABLE
OSG_GL_FIXED_FUNCTION_AVAILABLE
OSG_GL_MATRICES_AVAILABLE
OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
OSG_GL_VERTEX_FUNCS_AVAILABLE
Create your project files in cmake-gui as usual, and build OSG as usual.
If you have an external project that will depend on OSG built for OpenGL 3.x,
you'll need to ensure your external project also uses the compiler include
directives to find <GL3/gl3.h>.
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To verify 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
creation displays output such as the following:
GL3: Attempting to create OpenGL3 context.
GL3: version: 3.1
GL3: context flags: 0
GL3: profile: 0
GL3: context created successfully.
When your app begins rendering, it displays information about the actual context
it is using:
glVersion=3.1, isGlslSupported=YES, glslLanguageVersion=1.4
*/