// This is public domain software and comes with // absolutely no warranty. Use of public domain software // may vary between counties, but in general you are free // to use and distribute this software for any purpose. // Example: OSG using an OpenGL 3.1 context. // The comment block at the end of the source describes building OSG // for use with OpenGL 3.x. #include #include #include #include #include #include #include #include #include #include #include #include #include int main( int argc, char** argv ) { osg::ArgumentParser arguments( &argc, argv ); static const char* meshSource = \ "#version 450 \n" "#extension GL_NV_mesh_shader : enable\n" "layout(local_size_x = 3) in;" "layout(max_vertices = 64) out;" "layout(max_primitives = 126) out;" "layout(triangles) out;" "const vec3 vertices[3] = {vec3(-1,-1,0), vec3(1,-1,0), vec3(0,1,0)};" "void main()" "{" "uint id = gl_LocalInvocationID.x;" "gl_MeshVerticesNV[id].gl_Position = vec4(vertices[id], 2);" "gl_PrimitiveIndicesNV[id] = id;" "gl_PrimitiveCountNV = 1;" "}"; static const char* fragmentSource = \ "#version 450 \n" "#extension GL_NV_fragment_shader_barycentric : enable\n" "out vec4 color;" "void main()" "{" "color = vec4(gl_BaryCoordNV, 1.0);" "}"; osg::ref_ptr vShader = new osg::Shader( osg::Shader::MESH, meshSource ); osg::ref_ptr fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource ); osg::ref_ptr program = new osg::Program; program->addShader( vShader.get() ); program->addShader( fShader.get() ); osg::ref_ptr group = new osg::Group; group->getOrCreateStateSet()->setAttribute( program.get() ); group->addChild( new osg::DrawMeshTasks(0, 1) ); // group->addChild( new osg::MultiDrawMeshTasksIndirect(0, 0, 0) ); // will require a buffer to be bound. // group->addChild( new osg::DrawMeshTasksIndirect(0) ); // will require a buffer to be bound. osgDB::writeNodeFile(*group, "test.osgt"); osgViewer::Viewer viewer(arguments); viewer.setSceneData( group ); // for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use, // you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default. //gc->getState()->setUseModelViewAndProjectionUniforms(true); //gc->getState()->setUseVertexAttributeAliasing(true); return( viewer.run() ); }