From Mike Weiblen, updates to osgGL2 to support Uniform values
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@ -31,6 +31,7 @@ PLUGIN_DIRS = \
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dds\
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dw\
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flt\
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gdal\
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lib3ds\
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logo\
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lwo\
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@ -11,7 +11,7 @@
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*/
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/* file: examples/osgshaders/GL2Scene.cpp
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* author: Mike Weiblen 2003-07-14
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* author: Mike Weiblen 2003-09-30
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*
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* Compose a scene of several instances of a model, with a different
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* OpenGL Shading Language shader applied to each.
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@ -23,49 +23,159 @@
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#include <osg/ShapeDrawable>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geode>
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#include <osg/Node>
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#include <osg/Material>
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#include <osg/Notify>
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#include <osg/Vec3>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgUtil/Optimizer>
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#include <osgGL2/ProgramObject>
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#include "GL2Scene.h"
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#include "Noise.h"
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///////////////////////////////////////////////////////////////////////////
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// OpenGL Shading Language source code for the "microshader" example.
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///////////////////////////////////////////////////////////////////////////
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static osg::Image*
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make3DNoiseImage(int texSize)
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{
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osg::Image* image = new osg::Image;
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image->setImage(texSize, texSize, texSize,
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4, GL_RGBA, GL_UNSIGNED_BYTE,
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new unsigned char[4 * texSize * texSize * texSize],
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osg::Image::USE_NEW_DELETE);
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const int startFrequency = 4;
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const int numOctaves = 4;
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int f, i, j, k, inc;
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double ni[3];
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double inci, incj, inck;
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int frequency = startFrequency;
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GLubyte *ptr;
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double amp = 0.5;
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osg::notify(osg::INFO) << "creating 3D noise texture... ";
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for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
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{
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SetNoiseFrequency(frequency);
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ptr = image->data();
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ni[0] = ni[1] = ni[2] = 0;
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inci = 1.0 / (texSize / frequency);
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for (i = 0; i < texSize; ++i, ni[0] += inci)
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{
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incj = 1.0 / (texSize / frequency);
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for (j = 0; j < texSize; ++j, ni[1] += incj)
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{
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inck = 1.0 / (texSize / frequency);
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for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
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{
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*(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
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}
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}
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}
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}
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osg::notify(osg::INFO) << "DONE" << std::endl;
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return image;
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}
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static osg::Texture3D*
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make3DNoiseTexture(int texSize )
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{
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osg::Texture3D* noiseTexture = new osg::Texture3D;
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noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
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noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
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noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
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noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
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noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
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noiseTexture->setImage( make3DNoiseImage(texSize) );
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return noiseTexture;
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}
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///////////////////////////////////////////////////////////////////////////
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static osg::Image*
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make1DSineImage( int texSize )
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{
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const float PI = 3.1415927;
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osg::Image* image = new osg::Image;
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image->setImage(texSize, 1, 1,
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4, GL_RGBA, GL_UNSIGNED_BYTE,
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new unsigned char[4 * texSize],
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osg::Image::USE_NEW_DELETE);
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GLubyte* ptr = image->data();
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float inc = 2. * PI / (float)texSize;
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for(int i = 0; i < texSize; i++)
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{
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*ptr++ = (GLubyte)((sinf(i * inc) * 0.5 + 0.5) * 255.);
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*ptr++ = 0;
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*ptr++ = 0;
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*ptr++ = 1;
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}
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return image;
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}
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static osg::Texture1D*
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make1DSineTexture( int texSize )
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{
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osg::Texture1D* sineTexture = new osg::Texture1D;
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sineTexture->setWrap(osg::Texture1D::WRAP_S, osg::Texture1D::REPEAT);
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sineTexture->setFilter(osg::Texture1D::MIN_FILTER, osg::Texture1D::LINEAR);
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sineTexture->setFilter(osg::Texture1D::MAG_FILTER, osg::Texture1D::LINEAR);
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sineTexture->setImage( make1DSineImage(texSize) );
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return sineTexture;
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}
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///////////////////////////////////////////////////////////////////////////
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static osg::Node* createGlobe()
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{
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osg::Geode* geode = new osg::Geode();
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osg::StateSet* stateset = geode->getOrCreateStateSet();
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage( osgDB::readImageFile("Images/land_shallow_topo_2048.jpg") );
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stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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geode->addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0,0,0), 2.0f)));
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return geode;
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}
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///////////////////////////////////////////////////////////////////////////
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// OpenGL Shading Language source code for the "microshader" example,
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// which simply colors a fragment based on its location.
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static const char *microshaderVertSource = {
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"varying vec3 color;"
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"varying vec4 color;"
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"void main(void)"
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"{"
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"color = gl_Vertex;"
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"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;"
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"color = gl_Vertex.zyx * 1.0;"
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"}"
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};
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static const char *microshaderFragSource = {
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"varying vec3 color;"
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"varying vec4 color;"
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"void main(void)"
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"{"
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"gl_FragColor = vec4(color, 1.0);"
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"gl_FragColor = color;"
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"}"
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};
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///////////////////////////////////////////////////////////////////////////
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static osg::Group* rootNode;
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static osg::Node* masterModel;
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// Add a reference to the masterModel at the specified translation, and
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// return its StateSet so we can easily attach StateAttributes.
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static osg::StateSet*
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CloneMaster(float x, float y, float z )
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{
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
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xform->setPosition(osg::Vec3(x, y, z));
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xform->addChild(masterModel);
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rootNode->addChild(xform);
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return xform->getOrCreateStateSet();
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}
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static osg::ref_ptr<osg::Group> rootNode;
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// Create some geometry upon which to render GL2 shaders.
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static osg::Geode*
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@ -78,96 +188,231 @@ CreateModel()
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return geode;
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}
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// read vert & frag shader source code from a pair of files.
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static void
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LoadShaderSource( osgGL2::ProgramObject* progObj, std::string baseFileName )
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// Add a reference to the masterModel at the specified translation, and
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// return its StateSet so we can easily attach StateAttributes.
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static osg::StateSet*
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ModelInstance()
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{
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std::string vertFileName = osgDB::findDataFile(baseFileName + ".vert");
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if( vertFileName.length() != 0 )
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{
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osgGL2::ShaderObject* vertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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vertObj->loadShaderSourceFromFile( vertFileName.c_str() );
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progObj->addShader( vertObj );
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}
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else
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{
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osg::notify(osg::WARN) << "Warning: file \"" << baseFileName+".vert" << "\" not found." << std::endl;
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}
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static float zvalue = 0.0f;
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static osg::Node* masterModel = CreateModel();
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std::string fragFileName = osgDB::findDataFile(baseFileName + ".frag");
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if( fragFileName.length() != 0 )
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osg::PositionAttitudeTransform* xform = new osg::PositionAttitudeTransform();
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xform->setPosition(osg::Vec3( 0.0f, -1.0f, zvalue ));
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zvalue = zvalue + 2.2f;
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xform->addChild(masterModel);
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rootNode->addChild(xform);
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return xform->getOrCreateStateSet();
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}
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// load source from a file.
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static void
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LoadShaderSource( osgGL2::ShaderObject* obj, const std::string& fileName )
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{
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std::string fqFileName = osgDB::findDataFile(fileName);
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if( fqFileName.length() != 0 )
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{
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osgGL2::ShaderObject* fragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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fragObj->loadShaderSourceFromFile( fragFileName.c_str() );
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progObj->addShader( fragObj );
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obj->loadShaderSourceFromFile( fqFileName.c_str() );
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}
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else
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{
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osg::notify(osg::WARN) << "Warning: file \"" << baseFileName+".frag" << "\" not found." << std::endl;
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osg::notify(osg::WARN) << "File \"" << fileName << "\" not found." << std::endl;
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}
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}
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///////////////////////////////////////////////////////////////////////////
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// rude but convenient globals
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static osgGL2::ProgramObject* BlockyProgObj;
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static osgGL2::ShaderObject* BlockyVertObj;
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static osgGL2::ShaderObject* BlockyFragObj;
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static osgGL2::ProgramObject* ErodedProgObj;
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static osgGL2::ShaderObject* ErodedVertObj;
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static osgGL2::ShaderObject* ErodedFragObj;
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static osgGL2::ProgramObject* MarbleProgObj;
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static osgGL2::ShaderObject* MarbleVertObj;
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static osgGL2::ShaderObject* MarbleFragObj;
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///////////////////////////////////////////////////////////////////////////
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// TODO encapsulate inside an osgFX effect.
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class AnimateCallback: public osg::NodeCallback
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{
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public:
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AnimateCallback( osgGL2::ProgramObject* progObj ) :
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osg::NodeCallback(),
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_enabled(true)
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{}
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virtual void operator() ( osg::Node* node, osg::NodeVisitor* nv )
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{
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if( _enabled )
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{
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float angle = 2.0 * nv->getFrameStamp()->getReferenceTime();
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float sine = sinf( angle ); // -1 -> 1
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float v01 = 0.5f * sine + 0.5f; // 0 -> 1
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float v10 = 1.0f - v01; // 1 -> 0
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ErodedProgObj->setUniform( "Offset", osg::Vec3(0.505f, 0.8f*v01, 0.0f) );
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MarbleProgObj->setUniform( "Offset", osg::Vec3(0.505f, 0.8f*v01, 0.0f) );
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BlockyProgObj->setUniform( "Sine", sine );
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BlockyProgObj->setUniform( "Color1", osg::Vec3(v10, 0.0f, 0.0f) );
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BlockyProgObj->setUniform( "Color2", osg::Vec3(v01, v01, v10) );
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}
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traverse(node, nv);
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}
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private:
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bool _enabled;
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};
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///////////////////////////////////////////////////////////////////////////
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// Compose a scenegraph with examples of GL2 shaders
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#define ZGRID 2.2
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osg::Node*
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GL2Scene()
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osg::ref_ptr<osg::Group>
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GL2Scene::buildScene()
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{
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osg::StateSet* ss;
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osgGL2::ProgramObject* progObj;
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osg::Texture3D* noiseTexture = make3DNoiseTexture( 32 /*128*/ );
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osg::Texture1D* sineTexture = make1DSineTexture( 32 /*1024*/ );
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// the rootNode of our created graph.
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rootNode = new osg::Group;
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ss = rootNode->getOrCreateStateSet();
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// attach an "empty" ProgramObject to the rootNode as a default
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// StateAttribute. An empty ProgramObject (ie without any attached
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// ShaderObjects) is a special case, which means to use the
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// the root of our scenegraph.
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// attach an "empty" ProgramObject to the rootNode, which will act as
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// the default StateAttribute. An empty ProgramObject (ie without any
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// attached ShaderObjects) is a special case, which means to use the
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// OpenGL 1.x "fixed functionality" rendering pipeline.
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progObj = new osgGL2::ProgramObject;
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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rootNode = new osg::Group;
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rootNode->setUpdateCallback( new AnimateCallback(0) );
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{
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// TODO this definition of a "default ProgramObject state" will not
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// be necessary when the OSG core has proper support for the unique
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// requirements of ProgramObject.
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osg::StateSet* ss = rootNode->getOrCreateStateSet();
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osgGL2::ProgramObject* progObj = new osgGL2::ProgramObject;
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_progObjList.push_back( progObj );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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}
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// put the unadorned masterModel at the origin for comparison.
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masterModel = CreateModel();
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rootNode->addChild(masterModel);
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// the simple Microshader (its source appears earlier in this file)
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{
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osg::StateSet* ss = ModelInstance();
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osgGL2::ProgramObject* progObj = new osgGL2::ProgramObject;
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_progObjList.push_back( progObj );
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progObj->addShader( new osgGL2::ShaderObject(
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osgGL2::ShaderObject::VERTEX, microshaderVertSource ) );
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progObj->addShader( new osgGL2::ShaderObject(
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osgGL2::ShaderObject::FRAGMENT, microshaderFragSource ) );
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ss->setAttributeAndModes( progObj, osg::StateAttribute::ON );
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}
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// the "blocky" shader, a simple animation test
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{
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osg::StateSet* ss = ModelInstance();
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BlockyProgObj = new osgGL2::ProgramObject;
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_progObjList.push_back( BlockyProgObj );
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BlockyVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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BlockyFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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BlockyProgObj->addShader( BlockyFragObj );
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BlockyProgObj->addShader( BlockyVertObj );
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ss->setAttributeAndModes(BlockyProgObj, osg::StateAttribute::ON);
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}
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// the "eroded" shader, uses a noise texture to discard fragments
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{
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osg::StateSet* ss = ModelInstance();
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ss->setTextureAttributeAndModes(6, noiseTexture, osg::StateAttribute::ON);
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ErodedProgObj = new osgGL2::ProgramObject;
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_progObjList.push_back( ErodedProgObj );
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ErodedVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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ErodedFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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ErodedProgObj->addShader( ErodedFragObj );
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ErodedProgObj->addShader( ErodedVertObj );
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ss->setAttributeAndModes(ErodedProgObj, osg::StateAttribute::ON);
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}
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// the "marble" shader, uses two textures
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{
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osg::StateSet* ss = ModelInstance();
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ss->setTextureAttributeAndModes(1, noiseTexture, osg::StateAttribute::ON);
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ss->setTextureAttributeAndModes(2, sineTexture, osg::StateAttribute::ON);
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MarbleProgObj = new osgGL2::ProgramObject;
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_progObjList.push_back( MarbleProgObj );
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MarbleVertObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX );
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MarbleFragObj = new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT );
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MarbleProgObj->addShader( MarbleFragObj );
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MarbleProgObj->addShader( MarbleVertObj );
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ss->setAttributeAndModes(MarbleProgObj, osg::StateAttribute::ON);
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}
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// regular GL 1.x texturing for comparison.
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if( 0 ) {
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osg::StateSet* ss = ModelInstance();
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osg::Texture2D* tex0 = new osg::Texture2D;
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tex0->setImage( osgDB::readImageFile( "images/3dl-ge100.png" ) );
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ss->setTextureAttributeAndModes(0, tex0, osg::StateAttribute::ON);
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}
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reloadShaderSource();
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// add logo overlays
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//rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
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//
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// create references to the masterModel and attach shaders
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//
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// apply the simple microshader example
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// (the shader sources are hardcoded above in this .cpp file)
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ss = CloneMaster(0,0,ZGRID*1);
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progObj = new osgGL2::ProgramObject;
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progObj->addShader( new osgGL2::ShaderObject( osgGL2::ShaderObject::VERTEX, microshaderVertSource ) );
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progObj->addShader( new osgGL2::ShaderObject( osgGL2::ShaderObject::FRAGMENT, microshaderFragSource ) );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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// load the "specular brick" shader from a pair of source files.
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ss = CloneMaster(0,0,ZGRID*2);
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progObj = new osgGL2::ProgramObject;
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LoadShaderSource( progObj, "shaders/brick" );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
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// load the "gold screen" shader from a pair of source files.
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ss = CloneMaster(0,0,ZGRID*3);
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progObj = new osgGL2::ProgramObject;
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LoadShaderSource( progObj, "shaders/screen" );
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ss->setAttributeAndModes(progObj, osg::StateAttribute::ON);
|
||||
// rootNode->addChild( osgDB::readNodeFile( "3dl_ogl.logo" ) );
|
||||
|
||||
return rootNode;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void
|
||||
GL2Update()
|
||||
GL2Scene::GL2Scene()
|
||||
{
|
||||
/* TODO : update uniform values for shader animation */
|
||||
_rootNode = buildScene();
|
||||
_shadersEnabled = true;
|
||||
}
|
||||
|
||||
GL2Scene::~GL2Scene()
|
||||
{
|
||||
}
|
||||
|
||||
// mew 2003-09-19 : This way of configuring the shaders is temporary,
|
||||
// pending a move to an osgFX-based approach.
|
||||
void
|
||||
GL2Scene::reloadShaderSource()
|
||||
{
|
||||
osg::notify(osg::WARN) << "reloadShaderSource()" << std::endl;
|
||||
|
||||
LoadShaderSource( BlockyVertObj, "shaders/blocky.vert" );
|
||||
LoadShaderSource( BlockyFragObj, "shaders/blocky.frag" );
|
||||
|
||||
LoadShaderSource( ErodedVertObj, "shaders/eroded.vert" );
|
||||
LoadShaderSource( ErodedFragObj, "shaders/eroded.frag" );
|
||||
ErodedProgObj->setUniform( "LightPosition", osg::Vec3(0.0f, 0.0f, 4.0f) );
|
||||
ErodedProgObj->setUniform( "Scale", 1.0f );
|
||||
ErodedProgObj->setUniform( "sampler3d", 6 );
|
||||
|
||||
LoadShaderSource( MarbleVertObj, "shaders/marble.vert" );
|
||||
LoadShaderSource( MarbleFragObj, "shaders/marble.frag" );
|
||||
MarbleProgObj->setUniform( "Noise", 1 );
|
||||
MarbleProgObj->setUniform( "Sine", 2 );
|
||||
}
|
||||
|
||||
|
||||
// mew 2003-09-19 : TODO Need to revisit how to better control
|
||||
// osgGL2::ProgramObject enable state in OSG core. glProgramObjects are
|
||||
// different enough from other GL state that StateSet::setAttributeAndModes()
|
||||
// doesn't fit well, so came up with a local implementation.
|
||||
void
|
||||
GL2Scene::toggleShaderEnable()
|
||||
{
|
||||
_shadersEnabled = ! _shadersEnabled;
|
||||
osg::notify(osg::WARN) << "shader enable = " <<
|
||||
((_shadersEnabled) ? "ON" : "OFF") << std::endl;
|
||||
for( unsigned int i = 0; i < _progObjList.size(); i++ )
|
||||
{
|
||||
_progObjList[i]->enable( _shadersEnabled );
|
||||
}
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
50
examples/osgshaders/GL2Scene.h
Normal file
50
examples/osgshaders/GL2Scene.h
Normal file
@ -0,0 +1,50 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
||||
* Copyright (C) 2003 3Dlabs Inc. Ltd.
|
||||
*
|
||||
* This application is open source and may be redistributed and/or modified
|
||||
* freely and without restriction, both in commericial and non commericial applications,
|
||||
* as long as this copyright notice is maintained.
|
||||
*
|
||||
* This application is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/* file: examples/osgshaders/GL2Scene.h
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
*/
|
||||
|
||||
#include <osg/Node>
|
||||
#include <osg/Referenced>
|
||||
#include <osg/ref_ptr>
|
||||
|
||||
#include <osgGL2/ProgramObject>
|
||||
|
||||
class GL2Scene : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
GL2Scene();
|
||||
|
||||
osg::ref_ptr<osg::Group> getRootNode() { return _rootNode; }
|
||||
void reloadShaderSource();
|
||||
void toggleShaderEnable();
|
||||
|
||||
protected:
|
||||
~GL2Scene();
|
||||
|
||||
private: /*methods*/
|
||||
osg::ref_ptr<osg::Group> buildScene();
|
||||
|
||||
private: /*data*/
|
||||
osg::ref_ptr<osg::Group> _rootNode;
|
||||
std::vector<osgGL2::ProgramObjectPtr> _progObjList;
|
||||
bool _shadersEnabled;
|
||||
};
|
||||
|
||||
typedef osg::ref_ptr<GL2Scene> GL2ScenePtr;
|
||||
|
||||
/*EOF*/
|
||||
|
@ -3,6 +3,7 @@ include $(TOPDIR)/Make/makedefs
|
||||
|
||||
CXXFILES =\
|
||||
GL2Scene.cpp \
|
||||
Noise.cpp \
|
||||
osgshaders.cpp
|
||||
|
||||
LIBS += -losgProducer -lProducer -losgText -losgGL2 -losgGA -losgDB -losgUtil -losg $(GL_LIBS) $(X_LIBS) $(OTHER_LIBS)
|
||||
|
269
examples/osgshaders/Noise.cpp
Normal file
269
examples/osgshaders/Noise.cpp
Normal file
@ -0,0 +1,269 @@
|
||||
/************************************************************************
|
||||
* *
|
||||
* Copyright (C) 2002 3Dlabs Inc. Ltd. *
|
||||
* *
|
||||
/************************************************************************/
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
/* Coherent noise function over 1, 2 or 3 dimensions */
|
||||
/* (copyright Ken Perlin) */
|
||||
|
||||
#define MAXB 0x100
|
||||
#define N 0x1000
|
||||
#define NP 12 /* 2^N */
|
||||
#define NM 0xfff
|
||||
|
||||
#define s_curve(t) ( t * t * (3. - 2. * t) )
|
||||
#define lerp(t, a, b) ( a + t * (b - a) )
|
||||
#define setup(i,b0,b1,r0,r1)\
|
||||
t = vec[i] + N;\
|
||||
b0 = ((int)t) & BM;\
|
||||
b1 = (b0+1) & BM;\
|
||||
r0 = t - (int)t;\
|
||||
r1 = r0 - 1.;
|
||||
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
|
||||
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
|
||||
|
||||
static void initNoise(void);
|
||||
|
||||
static int p[MAXB + MAXB + 2];
|
||||
static double g3[MAXB + MAXB + 2][3];
|
||||
static double g2[MAXB + MAXB + 2][2];
|
||||
static double g1[MAXB + MAXB + 2];
|
||||
|
||||
int start;
|
||||
int B;
|
||||
int BM;
|
||||
|
||||
|
||||
void SetNoiseFrequency(int frequency)
|
||||
{
|
||||
start = 1;
|
||||
B = frequency;
|
||||
BM = B-1;
|
||||
}
|
||||
|
||||
double noise1(double arg)
|
||||
{
|
||||
int bx0, bx1;
|
||||
double rx0, rx1, sx, t, u, v, vec[1];
|
||||
|
||||
vec[0] = arg;
|
||||
if (start) {
|
||||
start = 0;
|
||||
initNoise();
|
||||
}
|
||||
|
||||
setup(0,bx0,bx1,rx0,rx1);
|
||||
|
||||
sx = s_curve(rx0);
|
||||
u = rx0 * g1[ p[ bx0 ] ];
|
||||
v = rx1 * g1[ p[ bx1 ] ];
|
||||
|
||||
return(lerp(sx, u, v));
|
||||
}
|
||||
|
||||
double noise2(double vec[2])
|
||||
{
|
||||
int bx0, bx1, by0, by1, b00, b10, b01, b11;
|
||||
double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
|
||||
int i, j;
|
||||
|
||||
if (start) {
|
||||
start = 0;
|
||||
initNoise();
|
||||
}
|
||||
|
||||
setup(0, bx0,bx1, rx0,rx1);
|
||||
setup(1, by0,by1, ry0,ry1);
|
||||
|
||||
i = p[ bx0 ];
|
||||
j = p[ bx1 ];
|
||||
|
||||
b00 = p[ i + by0 ];
|
||||
b10 = p[ j + by0 ];
|
||||
b01 = p[ i + by1 ];
|
||||
b11 = p[ j + by1 ];
|
||||
|
||||
sx = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
|
||||
q = g2[ b00 ] ; u = at2(rx0,ry0);
|
||||
q = g2[ b10 ] ; v = at2(rx1,ry0);
|
||||
a = lerp(sx, u, v);
|
||||
|
||||
q = g2[ b01 ] ; u = at2(rx0,ry1);
|
||||
q = g2[ b11 ] ; v = at2(rx1,ry1);
|
||||
b = lerp(sx, u, v);
|
||||
|
||||
return lerp(sy, a, b);
|
||||
}
|
||||
|
||||
double noise3(double vec[3])
|
||||
{
|
||||
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
|
||||
double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
|
||||
int i, j;
|
||||
|
||||
if (start) {
|
||||
start = 0;
|
||||
initNoise();
|
||||
}
|
||||
|
||||
setup(0, bx0,bx1, rx0,rx1);
|
||||
setup(1, by0,by1, ry0,ry1);
|
||||
setup(2, bz0,bz1, rz0,rz1);
|
||||
|
||||
i = p[ bx0 ];
|
||||
j = p[ bx1 ];
|
||||
|
||||
b00 = p[ i + by0 ];
|
||||
b10 = p[ j + by0 ];
|
||||
b01 = p[ i + by1 ];
|
||||
b11 = p[ j + by1 ];
|
||||
|
||||
t = s_curve(rx0);
|
||||
sy = s_curve(ry0);
|
||||
sz = s_curve(rz0);
|
||||
|
||||
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
|
||||
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
|
||||
a = lerp(t, u, v);
|
||||
|
||||
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
|
||||
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
|
||||
b = lerp(t, u, v);
|
||||
|
||||
c = lerp(sy, a, b);
|
||||
|
||||
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
|
||||
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
|
||||
a = lerp(t, u, v);
|
||||
|
||||
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
|
||||
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
|
||||
b = lerp(t, u, v);
|
||||
|
||||
d = lerp(sy, a, b);
|
||||
|
||||
//fprintf(stderr, "%f\n", lerp(sz, c, d));
|
||||
|
||||
return lerp(sz, c, d);
|
||||
}
|
||||
|
||||
void normalize2(double v[2])
|
||||
{
|
||||
double s;
|
||||
|
||||
s = sqrt(v[0] * v[0] + v[1] * v[1]);
|
||||
v[0] = v[0] / s;
|
||||
v[1] = v[1] / s;
|
||||
}
|
||||
|
||||
void normalize3(double v[3])
|
||||
{
|
||||
double s;
|
||||
|
||||
s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
|
||||
v[0] = v[0] / s;
|
||||
v[1] = v[1] / s;
|
||||
v[2] = v[2] / s;
|
||||
}
|
||||
|
||||
void initNoise(void)
|
||||
{
|
||||
int i, j, k;
|
||||
|
||||
srand(30757);
|
||||
for (i = 0 ; i < B ; i++) {
|
||||
p[i] = i;
|
||||
g1[i] = (double)((rand() % (B + B)) - B) / B;
|
||||
|
||||
for (j = 0 ; j < 2 ; j++)
|
||||
g2[i][j] = (double)((rand() % (B + B)) - B) / B;
|
||||
normalize2(g2[i]);
|
||||
|
||||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[i][j] = (double)((rand() % (B + B)) - B) / B;
|
||||
normalize3(g3[i]);
|
||||
}
|
||||
|
||||
while (--i) {
|
||||
k = p[i];
|
||||
p[i] = p[j = rand() % B];
|
||||
p[j] = k;
|
||||
}
|
||||
|
||||
for (i = 0 ; i < B + 2 ; i++) {
|
||||
p[B + i] = p[i];
|
||||
g1[B + i] = g1[i];
|
||||
for (j = 0 ; j < 2 ; j++)
|
||||
g2[B + i][j] = g2[i][j];
|
||||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[B + i][j] = g3[i][j];
|
||||
}
|
||||
}
|
||||
|
||||
/* --- My harmonic summing functions - PDB --------------------------*/
|
||||
|
||||
/*
|
||||
In what follows "alpha" is the weight when the sum is formed.
|
||||
Typically it is 2, As this approaches 1 the function is noisier.
|
||||
"beta" is the harmonic scaling/spacing, typically 2.
|
||||
*/
|
||||
|
||||
double PerlinNoise1D(double x,double alpha,double beta,int n)
|
||||
{
|
||||
int i;
|
||||
double val,sum = 0;
|
||||
double p,scale = 1;
|
||||
|
||||
p = x;
|
||||
for (i=0;i<n;i++) {
|
||||
val = noise1(p);
|
||||
sum += val / scale;
|
||||
scale *= alpha;
|
||||
p *= beta;
|
||||
}
|
||||
return(sum);
|
||||
}
|
||||
|
||||
double PerlinNoise2D(double x,double y,double alpha,double beta,int n)
|
||||
{
|
||||
int i;
|
||||
double val,sum = 0;
|
||||
double p[2],scale = 1;
|
||||
|
||||
p[0] = x;
|
||||
p[1] = y;
|
||||
for (i=0;i<n;i++) {
|
||||
val = noise2(p);
|
||||
sum += val / scale;
|
||||
scale *= alpha;
|
||||
p[0] *= beta;
|
||||
p[1] *= beta;
|
||||
}
|
||||
return(sum);
|
||||
}
|
||||
|
||||
double PerlinNoise3D(double x,double y,double z,double alpha,double beta,int n)
|
||||
{
|
||||
int i;
|
||||
double val,sum = 0;
|
||||
double p[3],scale = 1;
|
||||
|
||||
p[0] = x;
|
||||
p[1] = y;
|
||||
p[2] = z;
|
||||
for (i=0;i<n;i++) {
|
||||
val = noise3(p);
|
||||
sum += val / scale;
|
||||
scale *= alpha;
|
||||
p[0] *= beta;
|
||||
p[1] *= beta;
|
||||
p[2] *= beta;
|
||||
}
|
||||
return(sum);
|
||||
}
|
30
examples/osgshaders/Noise.h
Normal file
30
examples/osgshaders/Noise.h
Normal file
@ -0,0 +1,30 @@
|
||||
/************************************************************************
|
||||
* *
|
||||
* Copyright (C) 2002 3Dlabs Inc. Ltd. *
|
||||
* *
|
||||
***********************************************************************/
|
||||
|
||||
#ifndef __ogl2_demo_h__
|
||||
#define __ogl2_demo_h__
|
||||
|
||||
|
||||
extern void SetNoiseFrequency(int frequency);
|
||||
|
||||
extern double noise1(double arg);
|
||||
extern double noise2(double vec[2]);
|
||||
extern double noise3(double vec[3]);
|
||||
extern void normalize2(double vec[2]);
|
||||
extern void normalize3(double vec[3]);
|
||||
|
||||
/*
|
||||
In what follows "alpha" is the weight when the sum is formed.
|
||||
Typically it is 2, As this approaches 1 the function is noisier.
|
||||
"beta" is the harmonic scaling/spacing, typically 2.
|
||||
*/
|
||||
|
||||
extern double PerlinNoise1D(double x,double alpha, double beta, int n);
|
||||
extern double PerlinNoise2D(double x,double y,double alpha, double beta, int n);
|
||||
extern double PerlinNoise3D(double x,double y,double z,double alpha, double beta, int n);
|
||||
|
||||
|
||||
#endif // __ogl2_demo_h__
|
50
examples/osgshaders/README.txt
Normal file
50
examples/osgshaders/README.txt
Normal file
@ -0,0 +1,50 @@
|
||||
osgshaders/README.txt - mike.weiblen@3dlabs.com - 2003-09-30
|
||||
Copyright 2003 3Dlabs Inc.
|
||||
|
||||
osgshaders is a simple demo of the OpenGL Shading Language, as supported in the
|
||||
Open Scene Graph using the "osgGL2" library.
|
||||
|
||||
Demonstrated are:
|
||||
- loading, compiling and linking OpenGL Shading Language (OGLSL) shaders.
|
||||
- multicontext support (use different Producer configurations to create
|
||||
multiple windows)
|
||||
- "uniform" variable support: enables an application to set parameters for
|
||||
shaders at runtime for animation, etc.
|
||||
- multi-texture support: using textures both as applied imagery and as lookup
|
||||
tables for controlling shader behavior.
|
||||
|
||||
The two screen grabs show the demo at the extremes of a periodic animation
|
||||
parameter.
|
||||
|
||||
|
||||
WHAT's ON THE SCREEN?
|
||||
|
||||
1st row: the Marble shader, consisting of white marble with green veins.
|
||||
The veins are animated to slosh back and forth, and look somewhat like
|
||||
bands of stormclouds on Jupiter.
|
||||
|
||||
2nd row: the Eroded shader, which demonstrates the OGLSL "discard" command.
|
||||
The animation erodes the surface of the objects based on a noise texture,
|
||||
for an effect similar to rusting.
|
||||
|
||||
3rd row: the Blocky shader, which demonstrates animated scaling in the vertex
|
||||
shader, as well as color animation using uniform variables set by the app.
|
||||
|
||||
4th row: the Microshader, an extremely simple shader which colors fragments
|
||||
based on their position. It's small codesize makes it convenient to hardcode
|
||||
directly into the application source.
|
||||
|
||||
|
||||
RUNTIME KEY COMMANDS
|
||||
|
||||
These key commands are included in the onscreen help (as displayed by pressing
|
||||
the "h" key):
|
||||
|
||||
x - Reload and recompile shader source code from their files.
|
||||
You may edit the shader source code file, and recompile the shaders
|
||||
while the application runs.
|
||||
|
||||
y - toggle shader enable.
|
||||
|
||||
#EOF
|
||||
|
@ -11,113 +11,108 @@
|
||||
*/
|
||||
|
||||
/* file: examples/osgshaders/osgshaders.cpp
|
||||
* author: Mike Weiblen 2003-07-14
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* A simple app skeleton for viewing OpenGL Shading Language shaders;
|
||||
* derived from osgviewer.cpp from OSG 0.9.4-2
|
||||
* A demo of the OpenGL Shading Language shaders using osgGL2.
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
*/
|
||||
|
||||
#include <osg/Notify>
|
||||
#include <osgGA/GUIEventAdapter>
|
||||
#include <osgGA/GUIActionAdapter>
|
||||
#include <osgDB/ReadFile>
|
||||
#include <osgUtil/Optimizer>
|
||||
#include <osgProducer/Viewer>
|
||||
#include <osgGL2/Version>
|
||||
|
||||
#define GL2SCENE
|
||||
osg::Node* GL2Scene();
|
||||
void GL2Update();
|
||||
#include "GL2Scene.h"
|
||||
|
||||
using namespace osg;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
class KeyHandler: public osgGA::GUIEventHandler
|
||||
{
|
||||
public:
|
||||
KeyHandler( GL2ScenePtr gl2Scene ) :
|
||||
_gl2Scene(gl2Scene)
|
||||
{}
|
||||
|
||||
bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& )
|
||||
{
|
||||
if( ea.getEventType() != osgGA::GUIEventAdapter::KEYDOWN )
|
||||
return false;
|
||||
|
||||
switch( ea.getKey() )
|
||||
{
|
||||
case 'x':
|
||||
_gl2Scene->reloadShaderSource();
|
||||
return true;
|
||||
case 'y':
|
||||
_gl2Scene->toggleShaderEnable();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
GL2ScenePtr _gl2Scene;
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
int main( int argc, char **argv )
|
||||
{
|
||||
|
||||
// use an ArgumentParser object to manage the program arguments.
|
||||
osg::ArgumentParser arguments(&argc,argv);
|
||||
|
||||
// set up the usage document, in case we need to print out how to use this program.
|
||||
arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());
|
||||
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the standard OpenSceneGraph example which loads and visualises 3d models.");
|
||||
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
|
||||
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
ArgumentParser args(&argc,argv);
|
||||
|
||||
// set up the usage document
|
||||
args.getApplicationUsage()->setApplicationName(args.getApplicationName());
|
||||
args.getApplicationUsage()->setDescription(args.getApplicationName() +
|
||||
" demonstrates the OpenGL Shading Language using osgGL2");
|
||||
args.getApplicationUsage()->setCommandLineUsage(args.getApplicationName());
|
||||
args.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
|
||||
|
||||
args.getApplicationUsage()->addKeyboardMouseBinding( "x", "Reload and recompile shader source files." );
|
||||
args.getApplicationUsage()->addKeyboardMouseBinding( "y", "Toggle shader enable" );
|
||||
|
||||
// construct the viewer.
|
||||
osgProducer::Viewer viewer(arguments);
|
||||
osgProducer::Viewer viewer(args);
|
||||
viewer.setUpViewer( osgProducer::Viewer::STANDARD_SETTINGS );
|
||||
viewer.getUsage( *args.getApplicationUsage() );
|
||||
|
||||
// set up the value with sensible default event handlers.
|
||||
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
|
||||
|
||||
// get details on keyboard and mouse bindings used by the viewer.
|
||||
viewer.getUsage(*arguments.getApplicationUsage());
|
||||
|
||||
// if user request help write it out to cout.
|
||||
if (arguments.read("-h") || arguments.read("--help"))
|
||||
if( args.read("-h") || args.read("--help") )
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout);
|
||||
args.getApplicationUsage()->write(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// any option left unread are converted into errors to write out later.
|
||||
arguments.reportRemainingOptionsAsUnrecognized();
|
||||
|
||||
// report any errors if they have occured when parsing the program aguments.
|
||||
if (arguments.errors())
|
||||
args.reportRemainingOptionsAsUnrecognized();
|
||||
if( args.errors() )
|
||||
{
|
||||
arguments.writeErrorMessages(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
#ifdef GL2SCENE //(
|
||||
osg::ref_ptr<osg::Node> loadedModel = GL2Scene();
|
||||
#else //)(
|
||||
if (arguments.argc()<=1)
|
||||
{
|
||||
arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
|
||||
args.writeErrorMessages(std::cout);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// read the scene from the list of file specified commandline args.
|
||||
osg::ref_ptr<osg::Node> loadedModel = osgDB::readNodeFiles(arguments);
|
||||
// create the scene
|
||||
notify(NOTICE) << "osgGL2 version " << osgGL2GetVersion() << std::endl;
|
||||
GL2ScenePtr gl2Scene = new GL2Scene;
|
||||
|
||||
// if no model has been successfully loaded report failure.
|
||||
if (!loadedModel)
|
||||
{
|
||||
std::cout << arguments.getApplicationName() <<": No data loaded" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
// optimize the scene graph, remove rendundent nodes and state etc.
|
||||
osgUtil::Optimizer optimizer;
|
||||
optimizer.optimize(loadedModel.get());
|
||||
#endif //)
|
||||
|
||||
// set the scene to render
|
||||
viewer.setSceneData(loadedModel.get());
|
||||
|
||||
// create the windows and run the threads.
|
||||
viewer.setSceneData( gl2Scene->getRootNode().get() );
|
||||
viewer.getEventHandlerList().push_front( new KeyHandler(gl2Scene) );
|
||||
viewer.realize();
|
||||
|
||||
while( !viewer.done() )
|
||||
{
|
||||
// wait for all cull and draw threads to complete.
|
||||
viewer.sync();
|
||||
|
||||
// update the scene by traversing it with the the update visitor which will
|
||||
// call all node update callbacks and animations.
|
||||
viewer.update();
|
||||
#ifdef GL2SCENE //(
|
||||
GL2Update();
|
||||
#endif //)
|
||||
|
||||
// fire off the cull and draw traversals of the scene.
|
||||
viewer.frame();
|
||||
|
||||
}
|
||||
|
||||
// wait for all cull and draw threads to complete before exit.
|
||||
viewer.sync();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
||||
|
@ -11,7 +11,7 @@
|
||||
*/
|
||||
|
||||
/* file: include/osgGL2/Extensions
|
||||
* author: Mike Weiblen 2003-07-14
|
||||
* author: Mike Weiblen 2003-09-12
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
@ -152,17 +152,17 @@ class OSGGL2_EXPORT Extensions : public osg::Referenced
|
||||
void glUniform2i(GLint location, GLint v0, GLint v1) const;
|
||||
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
|
||||
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
|
||||
void glUniform1fv(GLint location, GLsizei count, GLfloat *value) const;
|
||||
void glUniform2fv(GLint location, GLsizei count, GLfloat *value) const;
|
||||
void glUniform3fv(GLint location, GLsizei count, GLfloat *value) const;
|
||||
void glUniform4fv(GLint location, GLsizei count, GLfloat *value) const;
|
||||
void glUniform1iv(GLint location, GLsizei count, GLint *value) const;
|
||||
void glUniform2iv(GLint location, GLsizei count, GLint *value) const;
|
||||
void glUniform3iv(GLint location, GLsizei count, GLint *value) const;
|
||||
void glUniform4iv(GLint location, GLsizei count, GLint *value) const;
|
||||
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
|
||||
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
|
||||
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const;
|
||||
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
|
||||
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
|
||||
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
|
||||
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
|
||||
void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
|
||||
void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
|
||||
void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
|
||||
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
|
||||
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
|
||||
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
|
||||
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
|
||||
GLint glGetUniformLocation(GLhandleARB programObject, const GLcharARB *name) const;
|
||||
GLint glGetAttribLocation(GLhandleARB programObj, const GLcharARB *name) const;
|
||||
void glGetActiveUniform(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name) const;
|
||||
|
@ -11,7 +11,7 @@
|
||||
*/
|
||||
|
||||
/* file: include/osgGL2/ProgramObject
|
||||
* author: Mike Weiblen 2003-07-14
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
@ -25,26 +25,32 @@
|
||||
#include <osg/StateAttribute>
|
||||
#include <osg/buffered_value>
|
||||
#include <osg/ref_ptr>
|
||||
#include <osg/Vec2>
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
|
||||
#include <osgGL2/Export>
|
||||
#include <osgGL2/Extensions>
|
||||
#include <osgGL2/UniformValue>
|
||||
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace osgGL2 {
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
class ProgramObject;
|
||||
typedef osg::ref_ptr<ProgramObject> ProgramObjectPtr;
|
||||
|
||||
class ShaderObject;
|
||||
typedef osg::ref_ptr<ShaderObject> ShaderObjectPtr;
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/** Encapsulates the OpenGL Shading Language ProgramObject */
|
||||
class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
|
||||
{
|
||||
public:
|
||||
|
||||
ProgramObject();
|
||||
|
||||
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
|
||||
@ -74,10 +80,29 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
|
||||
|
||||
// data access methods.
|
||||
|
||||
/** Force a relink on next apply() of associated glProgramObject. */
|
||||
void dirtyProgramObject();
|
||||
/** Force a relink on next apply() of associated glProgramObject. */
|
||||
void dirtyProgramObject();
|
||||
|
||||
void addShader( ShaderObject* shader );
|
||||
/** Force a recompile of all ShaderObjects on next apply(). */
|
||||
void dirtyShaderObjects();
|
||||
|
||||
/** Set whether rendering of ProgramObject is enabled or disabled */
|
||||
void enable( bool enabled ) { _enabled = enabled; }
|
||||
|
||||
/** Attach a ShaderObject to this ProgramObject */
|
||||
void addShader( ShaderObject* shadObj );
|
||||
|
||||
void setUniform( const char* uniformName, int value );
|
||||
void setUniform( const char* uniformName, float value );
|
||||
void setUniform( const char* uniformName, osg::Vec2 value );
|
||||
void setUniform( const char* uniformName, osg::Vec3 value );
|
||||
void setUniform( const char* uniformName, osg::Vec4 value );
|
||||
|
||||
inline void setSampler( const char* uniformName, int value )
|
||||
{
|
||||
// emphatic alias for setUniform(int)
|
||||
setUniform( uniformName, static_cast<int>(value) );
|
||||
}
|
||||
|
||||
/** use deleteObject instead of glDeleteObject to allow
|
||||
* GL2 Objects to cached until they can be deleted
|
||||
@ -89,50 +114,52 @@ class OSGGL2_EXPORT ProgramObject : public osg::StateAttribute
|
||||
* in the OpenGL context related to contextID.*/
|
||||
static void flushDeletedGL2Objects(unsigned int contextID,double currentTime, double& availableTime);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~ProgramObject();
|
||||
|
||||
typedef std::vector< osg::ref_ptr<ShaderObject> > ShaderObjectList;
|
||||
ShaderObjectList _shaderObjectList;
|
||||
|
||||
|
||||
class OSGGL2_EXPORT PerContextProgObj : public osg::Referenced
|
||||
class PerContextProgObj : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
PerContextProgObj(const ProgramObject* parent, Extensions* extensions);
|
||||
PerContextProgObj(const ProgramObject* progObj, unsigned int contextID);
|
||||
PerContextProgObj(const PerContextProgObj& rhs);
|
||||
|
||||
GLhandleARB& getHandle() {return _handle;}
|
||||
GLhandleARB& getHandle() {return _glProgObjHandle;}
|
||||
|
||||
bool isDirty() const {return _dirty;}
|
||||
void markAsDirty() {_dirty = true; }
|
||||
void markAsClean() {_dirty = false;}
|
||||
bool build() const;
|
||||
void build();
|
||||
void use() const;
|
||||
|
||||
void markAsAttached() {_unattached = false;}
|
||||
bool isUnattached() const {return _unattached;}
|
||||
void updateUniforms( const UniformValueList& univalList );
|
||||
void applyUniformValues();
|
||||
|
||||
protected:
|
||||
PerContextProgObj() {};
|
||||
void printInfoLog(osg::NotifySeverity severity) const;
|
||||
|
||||
protected: /*methods*/
|
||||
PerContextProgObj();
|
||||
~PerContextProgObj();
|
||||
|
||||
const ProgramObject* _parent;
|
||||
protected: /*data*/
|
||||
const ProgramObject* _progObj;
|
||||
osg::ref_ptr<Extensions> _extensions;
|
||||
GLhandleARB _handle;
|
||||
GLhandleARB _glProgObjHandle;
|
||||
bool _dirty;
|
||||
bool _unattached;
|
||||
UniformValueList _univalList;
|
||||
const unsigned int _contextID;
|
||||
};
|
||||
|
||||
typedef osg::buffered_value< osg::ref_ptr<PerContextProgObj> > PCPOList;
|
||||
mutable PCPOList _pcpoList;
|
||||
|
||||
protected: /*methods*/
|
||||
virtual ~ProgramObject();
|
||||
PerContextProgObj* getPCPO(unsigned int contextID) const;
|
||||
void updateUniforms( int frameNumber ) const;
|
||||
|
||||
protected: /*data*/
|
||||
bool _enabled;
|
||||
std::vector< ShaderObjectPtr > _shaderObjectList;
|
||||
mutable osg::buffered_value< osg::ref_ptr<PerContextProgObj> > _pcpoList;
|
||||
mutable int _frameNumberOfLastPCPOUpdate;
|
||||
mutable UniformValueList _univalList;
|
||||
};
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/** Encapsulates the OpenGL Shading Language ShaderObject */
|
||||
@ -159,51 +186,57 @@ class OSGGL2_EXPORT ShaderObject : public osg::Object
|
||||
void setShaderSource( const char* sourceText );
|
||||
inline const std::string& getShaderSource() const {return _shaderSource; }
|
||||
bool loadShaderSourceFromFile( const char* fileName );
|
||||
Type getType() const { return _type; }
|
||||
inline Type getType() const { return _type; }
|
||||
const char* getTypename() const;
|
||||
|
||||
/** Force a recompile on next apply() of associated glShaderObject. */
|
||||
void dirtyShaderObject();
|
||||
|
||||
bool build(unsigned int contextID) const;
|
||||
void build(unsigned int contextID) const;
|
||||
void attach(unsigned int contextID, GLhandleARB progObj) const;
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
virtual ~ShaderObject();
|
||||
|
||||
std::string _shaderSource;
|
||||
Type _type;
|
||||
|
||||
class OSGGL2_EXPORT PerContextShaderObj : public osg::Referenced
|
||||
class PerContextShaderObj : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
PerContextShaderObj(const ShaderObject* parent, Extensions* extensions);
|
||||
PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID);
|
||||
PerContextShaderObj(const PerContextShaderObj& rhs);
|
||||
|
||||
GLhandleARB& getHandle() {return _handle;}
|
||||
GLhandleARB& getHandle() {return _glShaderObjHandle;}
|
||||
|
||||
bool isDirty() const {return _dirty;}
|
||||
void markAsDirty() {_dirty = true; }
|
||||
void markAsClean() {_dirty = false;}
|
||||
bool build();
|
||||
void build();
|
||||
|
||||
void attach(GLhandleARB progObj);
|
||||
void attach(GLhandleARB progObj) const;
|
||||
|
||||
protected:
|
||||
PerContextShaderObj() {};
|
||||
void printInfoLog(osg::NotifySeverity severity) const;
|
||||
|
||||
protected: /*methods*/
|
||||
PerContextShaderObj();
|
||||
~PerContextShaderObj();
|
||||
|
||||
const ShaderObject* _parent;
|
||||
protected: /*data*/
|
||||
const ShaderObject* _shadObj;
|
||||
osg::ref_ptr<Extensions> _extensions;
|
||||
GLhandleARB _handle;
|
||||
GLhandleARB _glShaderObjHandle;
|
||||
bool _dirty;
|
||||
const unsigned int _contextID;
|
||||
};
|
||||
|
||||
typedef osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > PCSOList;
|
||||
mutable PCSOList _pcsoList;
|
||||
|
||||
protected: /*methods*/
|
||||
virtual ~ShaderObject();
|
||||
PerContextShaderObj* getPCSO(unsigned int contextID) const;
|
||||
|
||||
friend void ProgramObject::addShader( ShaderObject* shadObj ); // to access addProgObjRef()
|
||||
void addProgObjRef( ProgramObject* progObj );
|
||||
|
||||
protected: /*data*/
|
||||
Type _type;
|
||||
std::string _shaderSource;
|
||||
std::vector< ProgramObjectPtr > _programObjectList;
|
||||
mutable osg::buffered_value< osg::ref_ptr<PerContextShaderObj> > _pcsoList;
|
||||
};
|
||||
|
||||
}
|
||||
|
88
include/osgGL2/UniformValue
Normal file
88
include/osgGL2/UniformValue
Normal file
@ -0,0 +1,88 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
||||
* Copyright (C) 2003 3Dlabs Inc. Ltd.
|
||||
*
|
||||
* This application is open source and may be redistributed and/or modified
|
||||
* freely and without restriction, both in commericial and non commericial
|
||||
* applications, as long as this copyright notice is maintained.
|
||||
*
|
||||
* This application is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/* file: include/osgGL2/UniformValue
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
*/
|
||||
|
||||
#ifndef OSGGL2_UNIFORMVALUE
|
||||
#define OSGGL2_UNIFORMVALUE 1
|
||||
|
||||
#include <osg/ref_ptr>
|
||||
#include <osg/Vec2>
|
||||
#include <osg/Vec3>
|
||||
#include <osg/Vec4>
|
||||
#include <osg/Referenced>
|
||||
|
||||
#include <osgGL2/Extensions>
|
||||
|
||||
#include <vector>
|
||||
|
||||
|
||||
namespace osgGL2 {
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
/** An abstract class to encapsulate a new value for a glUniform.
|
||||
* osgGL2::ProgramObject.setUniform() constructs and sends a UniformValue
|
||||
* to all its PCPOs (per-context glProgramObjects) to set the value of a
|
||||
* glUniform; that value is propogated to the glProgramObjects during the
|
||||
* next osgGL2::ProgramObject.apply().
|
||||
* This class is for internal use by osgGL2::ProgramObject.
|
||||
*/
|
||||
|
||||
class UniformValue : public osg::Referenced
|
||||
{
|
||||
public:
|
||||
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const = 0;
|
||||
|
||||
protected:
|
||||
UniformValue( const char* uniformName ) : _name( uniformName ) {};
|
||||
virtual ~UniformValue() {};
|
||||
|
||||
int getLocation( Extensions *ext, const GLhandleARB progObj ) const;
|
||||
|
||||
std::string _name;
|
||||
};
|
||||
|
||||
typedef std::vector< osg::ref_ptr<UniformValue> > UniformValueList;
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define META_UniformValue( typeName ) \
|
||||
class UniformValue_##typeName : public UniformValue \
|
||||
{ \
|
||||
public: \
|
||||
UniformValue_##typeName( const char* uniformName, typeName value ); \
|
||||
virtual void apply( Extensions *ext, const GLhandleARB progObj ) const; \
|
||||
protected: \
|
||||
typeName _value; \
|
||||
}
|
||||
|
||||
META_UniformValue( int );
|
||||
META_UniformValue( float );
|
||||
|
||||
using namespace osg;
|
||||
META_UniformValue( Vec2 );
|
||||
META_UniformValue( Vec3 );
|
||||
META_UniformValue( Vec4 );
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*EOF*/
|
||||
|
@ -11,7 +11,7 @@
|
||||
*/
|
||||
|
||||
/* file: src/osgGL2/Extensions.cpp
|
||||
* author: Mike Weiblen 2003-07-14
|
||||
* author: Mike Weiblen 2003-09-12
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
@ -477,11 +477,11 @@ void Extensions::glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform1fv(GLint location, GLsizei count, GLfloat *value) const
|
||||
void Extensions::glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniform1fv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform1fvProc) (GLint location, GLsizei count, GLfloat *value);
|
||||
typedef void (APIENTRY * Uniform1fvProc) (GLint location, GLsizei count, const GLfloat *value);
|
||||
((Uniform1fvProc)_glUniform1fv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -490,11 +490,11 @@ void Extensions::glUniform1fv(GLint location, GLsizei count, GLfloat *value) con
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform2fv(GLint location, GLsizei count, GLfloat *value) const
|
||||
void Extensions::glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniform2fv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform2fvProc) (GLint location, GLsizei count, GLfloat *value);
|
||||
typedef void (APIENTRY * Uniform2fvProc) (GLint location, GLsizei count, const GLfloat *value);
|
||||
((Uniform2fvProc)_glUniform2fv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -503,11 +503,11 @@ void Extensions::glUniform2fv(GLint location, GLsizei count, GLfloat *value) con
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform3fv(GLint location, GLsizei count, GLfloat *value) const
|
||||
void Extensions::glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniform3fv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform3fvProc) (GLint location, GLsizei count, GLfloat *value);
|
||||
typedef void (APIENTRY * Uniform3fvProc) (GLint location, GLsizei count, const GLfloat *value);
|
||||
((Uniform3fvProc)_glUniform3fv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -516,11 +516,11 @@ void Extensions::glUniform3fv(GLint location, GLsizei count, GLfloat *value) con
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform4fv(GLint location, GLsizei count, GLfloat *value) const
|
||||
void Extensions::glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniform4fv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform4fvProc) (GLint location, GLsizei count, GLfloat *value);
|
||||
typedef void (APIENTRY * Uniform4fvProc) (GLint location, GLsizei count, const GLfloat *value);
|
||||
((Uniform4fvProc)_glUniform4fv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -529,11 +529,11 @@ void Extensions::glUniform4fv(GLint location, GLsizei count, GLfloat *value) con
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform1iv(GLint location, GLsizei count, GLint *value) const
|
||||
void Extensions::glUniform1iv(GLint location, GLsizei count, const GLint *value) const
|
||||
{
|
||||
if (_glUniform1iv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform1ivProc) (GLint location, GLsizei count, GLint *value);
|
||||
typedef void (APIENTRY * Uniform1ivProc) (GLint location, GLsizei count, const GLint *value);
|
||||
((Uniform1ivProc)_glUniform1iv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -542,11 +542,11 @@ void Extensions::glUniform1iv(GLint location, GLsizei count, GLint *value) const
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform2iv(GLint location, GLsizei count, GLint *value) const
|
||||
void Extensions::glUniform2iv(GLint location, GLsizei count, const GLint *value) const
|
||||
{
|
||||
if (_glUniform2iv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform2ivProc) (GLint location, GLsizei count, GLint *value);
|
||||
typedef void (APIENTRY * Uniform2ivProc) (GLint location, GLsizei count, const GLint *value);
|
||||
((Uniform2ivProc)_glUniform2iv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -555,11 +555,11 @@ void Extensions::glUniform2iv(GLint location, GLsizei count, GLint *value) const
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform3iv(GLint location, GLsizei count, GLint *value) const
|
||||
void Extensions::glUniform3iv(GLint location, GLsizei count, const GLint *value) const
|
||||
{
|
||||
if (_glUniform3iv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform3ivProc) (GLint location, GLsizei count, GLint *value);
|
||||
typedef void (APIENTRY * Uniform3ivProc) (GLint location, GLsizei count, const GLint *value);
|
||||
((Uniform3ivProc)_glUniform3iv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -568,11 +568,11 @@ void Extensions::glUniform3iv(GLint location, GLsizei count, GLint *value) const
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniform4iv(GLint location, GLsizei count, GLint *value) const
|
||||
void Extensions::glUniform4iv(GLint location, GLsizei count, const GLint *value) const
|
||||
{
|
||||
if (_glUniform4iv)
|
||||
{
|
||||
typedef void (APIENTRY * Uniform4ivProc) (GLint location, GLsizei count, GLint *value);
|
||||
typedef void (APIENTRY * Uniform4ivProc) (GLint location, GLsizei count, const GLint *value);
|
||||
((Uniform4ivProc)_glUniform4iv)(location, count, value);
|
||||
}
|
||||
else
|
||||
@ -581,11 +581,11 @@ void Extensions::glUniform4iv(GLint location, GLsizei count, GLint *value) const
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const
|
||||
void Extensions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniformMatrix2fv)
|
||||
{
|
||||
typedef void (APIENTRY * UniformMatrix2fvProc) (GLint location, GLsizei count, GLboolean transpose, GLfloat *value);
|
||||
typedef void (APIENTRY * UniformMatrix2fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
((UniformMatrix2fvProc)_glUniformMatrix2fv)(location, count, transpose, value);
|
||||
}
|
||||
else
|
||||
@ -594,11 +594,11 @@ void Extensions::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean tra
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const
|
||||
void Extensions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniformMatrix3fv)
|
||||
{
|
||||
typedef void (APIENTRY * UniformMatrix3fvProc) (GLint location, GLsizei count, GLboolean transpose, GLfloat *value);
|
||||
typedef void (APIENTRY * UniformMatrix3fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
((UniformMatrix3fvProc)_glUniformMatrix3fv)(location, count, transpose, value);
|
||||
}
|
||||
else
|
||||
@ -607,11 +607,11 @@ void Extensions::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean tra
|
||||
}
|
||||
}
|
||||
|
||||
void Extensions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *value) const
|
||||
void Extensions::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const
|
||||
{
|
||||
if (_glUniformMatrix4fv)
|
||||
{
|
||||
typedef void (APIENTRY * UniformMatrix4fvProc) (GLint location, GLsizei count, GLboolean transpose, GLfloat *value);
|
||||
typedef void (APIENTRY * UniformMatrix4fvProc) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
|
||||
((UniformMatrix4fvProc)_glUniformMatrix4fv)(location, count, transpose, value);
|
||||
}
|
||||
else
|
||||
|
@ -5,7 +5,8 @@ include $(TOPDIR)/Make/makedefs
|
||||
CXXFILES = \
|
||||
Extensions.cpp \
|
||||
Version.cpp \
|
||||
ProgramObject.cpp
|
||||
ProgramObject.cpp\
|
||||
UniformValue.cpp
|
||||
|
||||
|
||||
DEF += -DOSGGL2_LIBRARY
|
||||
|
@ -12,7 +12,7 @@
|
||||
*/
|
||||
|
||||
/* file: src/osgGL2/ProgramObject.cpp
|
||||
* author: Mike Weiblen 2003-07-14
|
||||
* author: Mike Weiblen 2003-09-18
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
@ -22,16 +22,18 @@
|
||||
|
||||
#include <osg/Notify>
|
||||
#include <osg/State>
|
||||
#include <osg/ref_ptr>
|
||||
#include <osg/Timer>
|
||||
#include <osg/FrameStamp>
|
||||
|
||||
#include <osgGL2/ProgramObject>
|
||||
#include <osgGL2/UniformValue>
|
||||
#include <osgGL2/Extensions>
|
||||
|
||||
#include <list>
|
||||
|
||||
using namespace osgGL2;
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// static cache of deleted GL2 objects which may only
|
||||
// by actually deleted in the correct GL context.
|
||||
@ -63,8 +65,12 @@ void ProgramObject::flushDeletedGL2Objects(unsigned int contextID,double /*curre
|
||||
{
|
||||
const Extensions* extensions = Extensions::Get(contextID,true);
|
||||
|
||||
if (!extensions->isShaderObjectsSupported())
|
||||
return;
|
||||
if (!extensions->isShaderObjectsSupported())
|
||||
{
|
||||
// can we really get here?
|
||||
osg::notify(osg::WARN) << "flushDeletedGL2Objects not supported by OpenGL driver" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
GL2ObjectList& vpObjectList = citr->second;
|
||||
|
||||
@ -81,25 +87,33 @@ void ProgramObject::flushDeletedGL2Objects(unsigned int contextID,double /*curre
|
||||
availableTime -= elapsedTime;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// osgGL2::ProgramObject
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
ProgramObject::ProgramObject()
|
||||
{
|
||||
// To ensure all PCPOs consistently get the same values, we must
|
||||
// postpone updates until all PCPOs have been created.
|
||||
// They are created during ProgramObject::apply(), so let a frame
|
||||
// go by before sending the updates.
|
||||
_frameNumberOfLastPCPOUpdate = 1;
|
||||
_enabled = true;
|
||||
}
|
||||
|
||||
|
||||
ProgramObject::ProgramObject(const ProgramObject& rhs, const osg::CopyOp& copyop):
|
||||
osg::StateAttribute(rhs, copyop)
|
||||
{
|
||||
osg::notify(osg::FATAL) << "how got here?" << std::endl;
|
||||
}
|
||||
|
||||
|
||||
// virtual
|
||||
ProgramObject::~ProgramObject()
|
||||
{
|
||||
for( unsigned int cxt=0; cxt<_pcpoList.size(); ++cxt )
|
||||
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
|
||||
{
|
||||
if( ! _pcpoList[cxt] ) continue;
|
||||
|
||||
@ -112,10 +126,10 @@ ProgramObject::~ProgramObject()
|
||||
}
|
||||
|
||||
|
||||
// mark each PCPO (per-context ProgramObject) as needing a relink
|
||||
// mark all PCPOs as needing a relink
|
||||
void ProgramObject::dirtyProgramObject()
|
||||
{
|
||||
for( unsigned int cxt=0; cxt<_pcpoList.size(); ++cxt )
|
||||
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
|
||||
{
|
||||
if( ! _pcpoList[cxt] ) continue;
|
||||
|
||||
@ -124,58 +138,95 @@ void ProgramObject::dirtyProgramObject()
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramObject::addShader( ShaderObject* shader )
|
||||
|
||||
// mark all attached ShaderObjects as needing a rebuild
|
||||
void ProgramObject::dirtyShaderObjects()
|
||||
{
|
||||
_shaderObjectList.push_back(shader);
|
||||
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
|
||||
{
|
||||
_shaderObjectList[i]->dirtyShaderObject();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProgramObject::addShader( ShaderObject* shadObj )
|
||||
{
|
||||
_shaderObjectList.push_back( shadObj );
|
||||
shadObj->addProgObjRef( this );
|
||||
dirtyProgramObject();
|
||||
}
|
||||
|
||||
|
||||
void ProgramObject::setUniform( const char* uniformName, int value )
|
||||
{
|
||||
_univalList.push_back( new UniformValue_int( uniformName, value ) );
|
||||
}
|
||||
|
||||
void ProgramObject::setUniform( const char* uniformName, float value )
|
||||
{
|
||||
_univalList.push_back( new UniformValue_float( uniformName, value ) );
|
||||
}
|
||||
|
||||
void ProgramObject::setUniform( const char* uniformName, osg::Vec2 value )
|
||||
{
|
||||
_univalList.push_back( new UniformValue_Vec2( uniformName, value ) );
|
||||
}
|
||||
|
||||
void ProgramObject::setUniform( const char* uniformName, osg::Vec3 value )
|
||||
{
|
||||
_univalList.push_back( new UniformValue_Vec3( uniformName, value ) );
|
||||
}
|
||||
|
||||
void ProgramObject::setUniform( const char* uniformName, osg::Vec4 value )
|
||||
{
|
||||
_univalList.push_back( new UniformValue_Vec4( uniformName, value ) );
|
||||
}
|
||||
|
||||
|
||||
void ProgramObject::apply(osg::State& state) const
|
||||
{
|
||||
const unsigned int contextID = state.getContextID();
|
||||
const Extensions* extensions = Extensions::Get(contextID,true);
|
||||
|
||||
if (!extensions->isShaderObjectsSupported())
|
||||
return;
|
||||
|
||||
// if there are no ShaderObjects attached (ie it is "empty"),
|
||||
// indicates to use GL 1.x "fixed functionality" rendering.
|
||||
if( _shaderObjectList.size() == 0 )
|
||||
// if there are no ShaderObjects on this ProgramObject,
|
||||
// use GL 1.x "fixed functionality" rendering.
|
||||
if( !_enabled || _shaderObjectList.empty() )
|
||||
{
|
||||
// glProgramObject handle 0 == GL 1.x fixed functionality
|
||||
extensions->glUseProgramObject( 0 );
|
||||
if( extensions->isShaderObjectsSupported() )
|
||||
{
|
||||
extensions->glUseProgramObject( 0 );
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
PerContextProgObj* pcpo = getPCPO( contextID );
|
||||
|
||||
// if the first apply(), attach glShaderObjects to the glProgramObject
|
||||
if( pcpo->isUnattached() )
|
||||
if( ! extensions->isShaderObjectsSupported() )
|
||||
{
|
||||
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
|
||||
{
|
||||
if( ! _shaderObjectList[i] ) continue;
|
||||
_shaderObjectList[i]->attach( contextID, pcpo->getHandle() );
|
||||
}
|
||||
pcpo->markAsAttached();
|
||||
osg::notify(osg::WARN) << "ARB_shader_objects not supported by OpenGL driver" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// if we're dirty, build all attached objects, then build ourself
|
||||
const osg::FrameStamp* frameStamp = state.getFrameStamp();
|
||||
const int frameNumber = (frameStamp) ? frameStamp->getFrameNumber() : -1;
|
||||
|
||||
updateUniforms( frameNumber );
|
||||
|
||||
PerContextProgObj* pcpo = getPCPO( contextID );
|
||||
|
||||
if( pcpo->isDirty() )
|
||||
{
|
||||
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
|
||||
{
|
||||
if( ! _shaderObjectList[i] ) continue;
|
||||
_shaderObjectList[i]->build( contextID );
|
||||
}
|
||||
|
||||
if( pcpo->build() )
|
||||
pcpo->markAsClean();
|
||||
pcpo->build();
|
||||
}
|
||||
|
||||
|
||||
// make this glProgramObject part of current GL state
|
||||
pcpo->use();
|
||||
|
||||
// consume any pending setUniform messages
|
||||
pcpo->applyUniformValues();
|
||||
}
|
||||
|
||||
|
||||
@ -183,49 +234,121 @@ ProgramObject::PerContextProgObj* ProgramObject::getPCPO(unsigned int contextID)
|
||||
{
|
||||
if( ! _pcpoList[contextID].valid() )
|
||||
{
|
||||
_pcpoList[contextID] = new PerContextProgObj( this, Extensions::Get(contextID,true) );
|
||||
_pcpoList[contextID] = new PerContextProgObj( this, contextID );
|
||||
|
||||
// attach all PCSOs to this new PCPO
|
||||
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
|
||||
{
|
||||
_shaderObjectList[i]->attach( contextID, _pcpoList[contextID]->getHandle() );
|
||||
}
|
||||
}
|
||||
return _pcpoList[contextID].get();
|
||||
}
|
||||
|
||||
|
||||
void ProgramObject::updateUniforms( int frameNumber ) const
|
||||
{
|
||||
if( frameNumber <= _frameNumberOfLastPCPOUpdate )
|
||||
return;
|
||||
|
||||
_frameNumberOfLastPCPOUpdate = frameNumber;
|
||||
|
||||
if( _univalList.empty() )
|
||||
return;
|
||||
|
||||
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
|
||||
{
|
||||
if( ! _pcpoList[cxt] ) continue;
|
||||
|
||||
PerContextProgObj* pcpo = _pcpoList[cxt].get();
|
||||
pcpo->updateUniforms( _univalList );
|
||||
}
|
||||
_univalList.clear();
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// PCPO : OSG abstraction of the per-context Program Object
|
||||
|
||||
ProgramObject::PerContextProgObj::PerContextProgObj(const ProgramObject* parent, Extensions* extensions) :
|
||||
osg::Referenced()
|
||||
ProgramObject::PerContextProgObj::PerContextProgObj(const ProgramObject* progObj, unsigned int contextID ) :
|
||||
osg::Referenced(),
|
||||
_contextID( contextID )
|
||||
{
|
||||
_parent = parent;
|
||||
_extensions = extensions;
|
||||
_handle= _extensions->glCreateProgramObject();
|
||||
_progObj = progObj;
|
||||
_extensions = Extensions::Get( _contextID, true );
|
||||
_glProgObjHandle = _extensions->glCreateProgramObject();
|
||||
markAsDirty();
|
||||
_unattached = true;
|
||||
}
|
||||
|
||||
ProgramObject::PerContextProgObj::PerContextProgObj(const PerContextProgObj& rhs) :
|
||||
osg::Referenced()
|
||||
osg::Referenced(),
|
||||
_contextID( rhs._contextID )
|
||||
{
|
||||
_parent = rhs._parent;
|
||||
_progObj = rhs._progObj;
|
||||
_extensions = rhs._extensions;
|
||||
_handle= rhs._handle;
|
||||
_glProgObjHandle = rhs._glProgObjHandle ;
|
||||
_dirty = rhs._dirty;
|
||||
_unattached = rhs._unattached;
|
||||
}
|
||||
|
||||
ProgramObject::PerContextProgObj::~PerContextProgObj()
|
||||
{
|
||||
}
|
||||
|
||||
bool ProgramObject::PerContextProgObj::build() const
|
||||
void ProgramObject::PerContextProgObj::build()
|
||||
{
|
||||
_extensions->glLinkProgram(_handle);
|
||||
return true;
|
||||
int linked;
|
||||
|
||||
_extensions->glLinkProgram( _glProgObjHandle );
|
||||
_extensions->glGetObjectParameteriv(_glProgObjHandle,
|
||||
GL_OBJECT_LINK_STATUS_ARB, &linked);
|
||||
|
||||
_dirty = (linked == 0);
|
||||
if( _dirty )
|
||||
{
|
||||
osg::notify(osg::WARN) << "glLinkProgram FAILED:" << std::endl;
|
||||
printInfoLog(osg::WARN);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProgramObject::PerContextProgObj::use() const
|
||||
{
|
||||
_extensions->glUseProgramObject( _handle );
|
||||
_extensions->glUseProgramObject( _glProgObjHandle );
|
||||
}
|
||||
|
||||
void ProgramObject::PerContextProgObj::updateUniforms( const UniformValueList& univalList )
|
||||
{
|
||||
// TODO: should the incoming list be appended rather than assigned?
|
||||
_univalList = univalList;
|
||||
}
|
||||
|
||||
void ProgramObject::PerContextProgObj::applyUniformValues()
|
||||
{
|
||||
Extensions *ext = _extensions.get();
|
||||
for( unsigned int i=0; i < _univalList.size() ; ++i )
|
||||
{
|
||||
_univalList[i]->apply( ext, _glProgObjHandle );
|
||||
}
|
||||
_univalList.clear();
|
||||
}
|
||||
|
||||
|
||||
void ProgramObject::PerContextProgObj::printInfoLog(osg::NotifySeverity severity) const
|
||||
{
|
||||
int blen = 0; // length of buffer to allocate
|
||||
int slen = 0; // strlen GL actually wrote to buffer
|
||||
|
||||
_extensions->glGetObjectParameteriv(_glProgObjHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
|
||||
if (blen > 1)
|
||||
{
|
||||
GLcharARB* infoLog = new GLcharARB[blen];
|
||||
_extensions->glGetInfoLog(_glProgObjHandle, blen, &slen, infoLog);
|
||||
osg::notify(severity) << infoLog << std::endl;
|
||||
delete infoLog;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// osgGL2::ShaderObject
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
@ -260,13 +383,19 @@ ShaderObject::~ShaderObject()
|
||||
// mark each PCSO (per-context Shader Object) as needing a recompile
|
||||
void ShaderObject::dirtyShaderObject()
|
||||
{
|
||||
for( unsigned int cxt=0; cxt<_pcsoList.size(); ++cxt )
|
||||
for( unsigned int cxt=0; cxt < _pcsoList.size(); ++cxt )
|
||||
{
|
||||
if( ! _pcsoList[cxt] ) continue;
|
||||
|
||||
PerContextShaderObj* pcso = _pcsoList[cxt].get();
|
||||
pcso->markAsDirty();
|
||||
}
|
||||
|
||||
// mark attached ProgramObjects dirty as well
|
||||
for( unsigned int i=0; i < _programObjectList.size(); ++i )
|
||||
{
|
||||
_programObjectList[i]->dirtyProgramObject();
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderObject::setShaderSource( const char* sourceText )
|
||||
@ -302,17 +431,25 @@ bool ShaderObject::loadShaderSourceFromFile( const char* fileName )
|
||||
}
|
||||
|
||||
|
||||
const char* ShaderObject::getTypename() const
|
||||
{
|
||||
switch( getType() )
|
||||
{
|
||||
case VERTEX: return "Vertex";
|
||||
case FRAGMENT: return "Fragment";
|
||||
default: return "UNKNOWN";
|
||||
}
|
||||
}
|
||||
|
||||
bool ShaderObject::build(unsigned int contextID ) const
|
||||
|
||||
void ShaderObject::build(unsigned int contextID ) const
|
||||
{
|
||||
PerContextShaderObj* pcso = getPCSO( contextID );
|
||||
|
||||
if( pcso->isDirty() )
|
||||
{
|
||||
if( pcso->build() )
|
||||
pcso->markAsClean();
|
||||
pcso->build();
|
||||
}
|
||||
return true; /*TODO*/
|
||||
}
|
||||
|
||||
|
||||
@ -320,34 +457,44 @@ ShaderObject::PerContextShaderObj* ShaderObject::getPCSO(unsigned int contextID)
|
||||
{
|
||||
if( ! _pcsoList[contextID].valid() )
|
||||
{
|
||||
_pcsoList[contextID] = new PerContextShaderObj( this, Extensions::Get(contextID,true) );
|
||||
_pcsoList[contextID] = new PerContextShaderObj( this, contextID );
|
||||
}
|
||||
return _pcsoList[contextID].get();
|
||||
}
|
||||
|
||||
|
||||
void ShaderObject::attach(unsigned int contextID, GLhandleARB progObj) const
|
||||
{
|
||||
getPCSO( contextID )->attach( progObj );
|
||||
}
|
||||
|
||||
|
||||
void ShaderObject::addProgObjRef( ProgramObject* progObj )
|
||||
{
|
||||
_programObjectList.push_back( progObj );
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
// PCSO : OSG abstraction of the per-context Shader Object
|
||||
|
||||
ShaderObject::PerContextShaderObj::PerContextShaderObj(const ShaderObject* parent, Extensions* extensions) :
|
||||
osg::Referenced()
|
||||
ShaderObject::PerContextShaderObj::PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID) :
|
||||
osg::Referenced(),
|
||||
_contextID( contextID )
|
||||
{
|
||||
_parent = parent;
|
||||
_extensions = extensions;
|
||||
_handle = _extensions->glCreateShaderObject( parent->getType() );
|
||||
_shadObj = shadObj;
|
||||
_extensions = Extensions::Get( _contextID, true );
|
||||
_glShaderObjHandle = _extensions->glCreateShaderObject( shadObj->getType() );
|
||||
markAsDirty();
|
||||
}
|
||||
|
||||
ShaderObject::PerContextShaderObj::PerContextShaderObj(const PerContextShaderObj& rhs) :
|
||||
osg::Referenced()
|
||||
osg::Referenced(),
|
||||
_contextID( rhs._contextID )
|
||||
{
|
||||
_parent = rhs._parent;
|
||||
_shadObj = rhs._shadObj;
|
||||
_extensions = rhs._extensions;
|
||||
_handle = rhs._handle;
|
||||
_glShaderObjHandle = rhs._glShaderObjHandle;
|
||||
_dirty = rhs._dirty;
|
||||
}
|
||||
|
||||
@ -355,21 +502,42 @@ ShaderObject::PerContextShaderObj::~PerContextShaderObj()
|
||||
{
|
||||
}
|
||||
|
||||
bool ShaderObject::PerContextShaderObj::build()
|
||||
void ShaderObject::PerContextShaderObj::build()
|
||||
{
|
||||
const char* sourceText = _parent->getShaderSource().c_str();
|
||||
int compiled;
|
||||
const char* sourceText = _shadObj->getShaderSource().c_str();
|
||||
|
||||
_extensions->glShaderSource( _handle, 1, &sourceText, NULL );
|
||||
_extensions->glCompileShader( _handle );
|
||||
_extensions->glShaderSource( _glShaderObjHandle, 1, &sourceText, NULL );
|
||||
_extensions->glCompileShader( _glShaderObjHandle );
|
||||
_extensions->glGetObjectParameteriv(_glShaderObjHandle,
|
||||
GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
|
||||
|
||||
// _extensions->glAttachObject( _handle, vertShaderObject );
|
||||
|
||||
return true;
|
||||
_dirty = (compiled == 0);
|
||||
if( _dirty )
|
||||
{
|
||||
osg::notify(osg::WARN) << _shadObj->getTypename() << " glCompileShader FAILED:" << std::endl;
|
||||
printInfoLog(osg::WARN);
|
||||
}
|
||||
}
|
||||
|
||||
void ShaderObject::PerContextShaderObj::attach(GLhandleARB progObj)
|
||||
void ShaderObject::PerContextShaderObj::attach(GLhandleARB progObj) const
|
||||
{
|
||||
_extensions->glAttachObject(progObj, _handle);
|
||||
_extensions->glAttachObject( progObj, _glShaderObjHandle );
|
||||
}
|
||||
|
||||
void ShaderObject::PerContextShaderObj::printInfoLog(osg::NotifySeverity severity) const
|
||||
{
|
||||
int blen = 0; // length of buffer to allocate
|
||||
int slen = 0; // strlen GL actually wrote to buffer
|
||||
|
||||
_extensions->glGetObjectParameteriv(_glShaderObjHandle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
|
||||
if (blen > 1)
|
||||
{
|
||||
GLcharARB* infoLog = new GLcharARB[blen];
|
||||
_extensions->glGetInfoLog(_glShaderObjHandle, blen, &slen, infoLog);
|
||||
osg::notify(severity) << infoLog << std::endl;
|
||||
delete infoLog;
|
||||
}
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
98
src/osgGL2/UniformValue.cpp
Normal file
98
src/osgGL2/UniformValue.cpp
Normal file
@ -0,0 +1,98 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
||||
* Copyright (C) 2003 3Dlabs Inc. Ltd.
|
||||
*
|
||||
* This application is open source and may be redistributed and/or modified
|
||||
* freely and without restriction, both in commericial and non commericial
|
||||
* applications, as long as this copyright notice is maintained.
|
||||
*
|
||||
* This application is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
*/
|
||||
|
||||
/* file: src/osgGL2/UniformValue
|
||||
* author: Mike Weiblen 2003-09-12
|
||||
*
|
||||
* See http://www.3dlabs.com/opengl2/ for more information regarding
|
||||
* the OpenGL Shading Language.
|
||||
*/
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <osg/Notify>
|
||||
#include <osgGL2/UniformValue>
|
||||
|
||||
using namespace osgGL2;
|
||||
using namespace osg;
|
||||
|
||||
int UniformValue::getLocation( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
GLint loc = ext->glGetUniformLocation( progObj, _name.c_str() );
|
||||
if( loc == -1 )
|
||||
{
|
||||
osg::notify(osg::INFO) << "Uniform \"" << _name <<
|
||||
"\" not found in ProgramObject" << std::endl;
|
||||
}
|
||||
return loc;
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#define META_UniformValueCtor( typeName ) \
|
||||
UniformValue_##typeName::UniformValue_##typeName( const char* uniformName, typeName value ) : \
|
||||
UniformValue( uniformName ) \
|
||||
{ _value = value; } \
|
||||
|
||||
|
||||
META_UniformValueCtor( int );
|
||||
void UniformValue_int::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
if( loc != -1 )
|
||||
{
|
||||
ext->glUniform1i( loc, _value );
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( float );
|
||||
void UniformValue_float::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
if( loc != -1 )
|
||||
{
|
||||
ext->glUniform1f( loc, _value );
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( Vec2 );
|
||||
void UniformValue_Vec2::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
if( loc != -1 )
|
||||
{
|
||||
ext->glUniform2fv( loc, 1, _value.ptr() );
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( Vec3 );
|
||||
void UniformValue_Vec3::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
if( loc != -1 )
|
||||
{
|
||||
ext->glUniform3fv( loc, 1, _value.ptr() );
|
||||
}
|
||||
}
|
||||
|
||||
META_UniformValueCtor( Vec4 );
|
||||
void UniformValue_Vec4::apply( Extensions *ext, const GLhandleARB progObj ) const
|
||||
{
|
||||
int loc = getLocation( ext, progObj );
|
||||
if( loc != -1 )
|
||||
{
|
||||
ext->glUniform4fv( loc, 1, _value.ptr() );
|
||||
}
|
||||
}
|
||||
|
||||
/*EOF*/
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
const char* osgGL2GetVersion()
|
||||
{
|
||||
return "0.1.0";
|
||||
return "0.2.3";
|
||||
}
|
||||
|
||||
|
||||
|
@ -581,10 +581,12 @@ osg::Drawable* ReaderWriterOBJ::makeDrawable_useSeperateIndices(GLMmodel* obj, G
|
||||
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,ntris*3));
|
||||
|
||||
}
|
||||
|
||||
osgUtil::SmoothingVisitor tsv;
|
||||
tsv.smooth(*geom);
|
||||
|
||||
if (obj->numnormals==0)
|
||||
{
|
||||
osgUtil::SmoothingVisitor tsv;
|
||||
tsv.smooth(*geom);
|
||||
}
|
||||
|
||||
return geom;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user