Added setup of uniform arrays for passing in texture modes
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@ -9,6 +9,7 @@
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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#include <osg/TexGen>
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#include <osgDB/ReadFile>
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#include <osgGA/StateSetManipulator>
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@ -93,6 +94,61 @@ int main(int argc, char** argv)
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viewer.setSceneData(loadedModel);
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osg::ref_ptr<osg::StateSet> stateset = viewer.getCamera()->getOrCreateStateSet();
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unsigned int maxTextureUnits = 1;
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std::stringstream sstream;
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sstream<<maxTextureUnits;
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stateset->setDefine("GL_MAX_TEXTURE_UNITS", sstream.str());
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#define ADD_DEFINE(DEF) \
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sstream.str(""); \
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sstream<<DEF; \
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stateset->setDefine(#DEF, sstream.str());
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if (maxTextureUnits>0)
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{
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ADD_DEFINE(GL_EYE_LINEAR);
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ADD_DEFINE(GL_OBJECT_LINEAR);
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ADD_DEFINE(GL_SPHERE_MAP);
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ADD_DEFINE(GL_NORMAL_MAP);
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ADD_DEFINE(GL_REFLECTION_MAP);
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ADD_DEFINE(GL_MODULATE);
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ADD_DEFINE(GL_REPLACE);
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ADD_DEFINE(GL_DECAL);
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ADD_DEFINE(GL_BLEND);
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ADD_DEFINE(GL_ADD);
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osg::ref_ptr<osg::Uniform> ACTIVE_TEXTURE = new osg::Uniform(osg::Uniform::BOOL, "GL_ACTIVE_TEXTURE", maxTextureUnits);
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osg::ref_ptr<osg::Uniform> TEXTURE_GEN_S = new osg::Uniform(osg::Uniform::BOOL, "GL_TEXTURE_GEN_S", maxTextureUnits);
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osg::ref_ptr<osg::Uniform> TEXTURE_GEN_T = new osg::Uniform(osg::Uniform::BOOL, "GL_TEXTURE_GEN_T", maxTextureUnits);
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osg::ref_ptr<osg::Uniform> TEXTURE_GEN_MODE = new osg::Uniform(osg::Uniform::INT, "GL_TEXTURE_GEN_MODE", maxTextureUnits);
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osg::ref_ptr<osg::Uniform> TEXTURE_ENV_MODE = new osg::Uniform(osg::Uniform::INT, "GL_TEXTURE_ENV_MODE", maxTextureUnits);
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for(unsigned int i=0; i<maxTextureUnits;++i)
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{
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ACTIVE_TEXTURE->setElement(i, false);
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TEXTURE_GEN_MODE->setElement(i, 0);
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TEXTURE_GEN_S->setElement(i, false);
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TEXTURE_GEN_T->setElement(i, false);
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}
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ACTIVE_TEXTURE->setElement(0, true);
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//TEXTURE_GEN_MODE->setElement(0, 0);
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TEXTURE_GEN_MODE->setElement(0, GL_SPHERE_MAP);
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TEXTURE_GEN_S->setElement(0, true);
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TEXTURE_GEN_T->setElement(0, true);
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stateset->addUniform(ACTIVE_TEXTURE.get());
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stateset->addUniform(TEXTURE_GEN_S.get());
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stateset->addUniform(TEXTURE_GEN_T.get());
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stateset->addUniform(TEXTURE_GEN_MODE.get());
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stateset->addUniform(TEXTURE_ENV_MODE.get());
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}
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viewer.realize();
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return viewer.run();
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