Added set up of root StateSet in the osg::State to enable shaders to be applied for all rendering on a graphics context.
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@ -65,50 +65,25 @@ osg::Image* createFallbackImage()
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return image;
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}
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int main(int argc, char** argv)
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bool setUpStateSet(osg::ArgumentParser& arguments, osg::StateSet* stateset)
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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osgViewer::Viewer viewer(arguments);
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// add the state manipulator
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viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
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// add the stats handler
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viewer.addEventHandler(new osgViewer::StatsHandler);
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osg::ref_ptr<osg::Program> program = new osg::Program;
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if (!readShaderArguments(arguments, "--vert", program, "shaders/shaderpipeline.vert"))
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{
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return 1;
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return false;
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}
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if (!readShaderArguments(arguments, "--frag", program, "shaders/shaderpipeline.frag"))
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{
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return 1;
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return false;
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}
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unsigned int maxTextureUnits = 1;
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while(arguments.read("--units", maxTextureUnits)) {}
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// assign program to topmost StateSet
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viewer.getCamera()->getOrCreateStateSet()->setAttribute(program);
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// load the data
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
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if (!loadedModel)
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{
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std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
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return 1;
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}
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viewer.setSceneData(loadedModel);
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osg::ref_ptr<osg::StateSet> stateset = viewer.getCamera()->getOrCreateStateSet();
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stateset->setAttribute(program);
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std::stringstream sstream;
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sstream<<maxTextureUnits;
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@ -138,12 +113,21 @@ int main(int argc, char** argv)
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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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ADD_DEFINE(GL_ALPHA);
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ADD_DEFINE(GL_INTENSITY);
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ADD_DEFINE(GL_LUMINANCE);
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ADD_DEFINE(GL_RED);
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ADD_DEFINE(GL_RG);
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ADD_DEFINE(GL_RGB);
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ADD_DEFINE(GL_RGBA);
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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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@ -151,6 +135,7 @@ int main(int argc, char** argv)
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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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osg::ref_ptr<osg::Uniform> TEXTURE_FORMAT = new osg::Uniform(osg::Uniform::INT, "GL_TEXTURE_FORMAT", maxTextureUnits);
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for(unsigned int i=0; i<maxTextureUnits;++i)
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@ -159,6 +144,8 @@ int main(int argc, char** argv)
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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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TEXTURE_ENV_MODE->setElement(i, GL_MODULATE);
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TEXTURE_FORMAT->setElement(i, GL_RGBA);
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}
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ACTIVE_TEXTURE->setElement(0, true);
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@ -166,12 +153,14 @@ int main(int argc, char** argv)
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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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//TEXTURE_FORMAT->setElement(0, GL_ALPHA);
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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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stateset->addUniform(TEXTURE_FORMAT.get());
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for(unsigned int i=0; i<maxTextureUnits;++i)
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@ -198,7 +187,7 @@ int main(int argc, char** argv)
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std::string textureVertBodyDefine = sstream.str();
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sstream.str("");
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sstream<<"{ TexCoord"<<i<<" = gl_MultiTexCoord"<<i<<"; }";
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sstream<<"{ TexCoord"<<i<<" = gl_MultiTexCoord"<<i<<"; if (GL_TEXTURE_GEN_MODE["<<i<<"]!=0) TexCoord0 = texgen(TexCoord"<<i<<", "<<i<<"); }";
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stateset->setDefine(textureVertBodyDefine, sstream.str());
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@ -234,9 +223,71 @@ int main(int argc, char** argv)
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osgDB::writeObjectFile(*stateset, "stateset.osgt");
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return true;
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}
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struct RealizeOperation : public osg::GraphicsOperation
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{
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RealizeOperation(osg::StateSet* stateset) :
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osg::GraphicsOperation("RealizeOperation",false),
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_stateset(stateset)
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{
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}
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virtual void operator () (osg::GraphicsContext* gc)
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{
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OSG_NOTICE<<std::endl<<"---------- RealizeOperation() : Pushing StateSet on to GraphicsContext's State. -----"<<std::endl<<std::endl;;
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//gc->getState()->pushStateSet(_stateset.get());
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gc->getState()->setRootStateSet(_stateset.get());
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}
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osg::ref_ptr<osg::StateSet> _stateset;
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};
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int main(int argc, char** argv)
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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osgViewer::Viewer viewer(arguments);
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// add the state manipulator
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viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet()) );
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// add the stats handler
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viewer.addEventHandler(new osgViewer::StatsHandler);
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osg::ref_ptr<osg::StateSet> stateset = new osg::StateSet;
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stateset->setGlobalDefaults();
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// set up the topmost StateSet with the shader pipeline settings.
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setUpStateSet(arguments, stateset);
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if (arguments.read("--state"))
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{
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OSG_NOTICE<<"Assigning RealizerOperation"<<std::endl;
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viewer.setRealizeOperation(new RealizeOperation(stateset.get()));
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}
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else
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{
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viewer.getCamera()->setStateSet(stateset.get());
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}
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viewer.realize();
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// load the data
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osg::ref_ptr<osg::Node> loadedModel = osgDB::readRefNodeFiles(arguments);
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if (!loadedModel)
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{
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std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
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return 1;
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}
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viewer.setSceneData(loadedModel);
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return viewer.run();
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}
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