// 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 class DrawMeshTasks : public osg::Drawable { public: DrawMeshTasks() : first(0), count(0) { } DrawMeshTasks(GLuint in_first, GLuint in_count) : first(in_first), count(in_count) { } GLuint first; GLuint count; virtual void drawImplementation(osg::RenderInfo& renderInfo) const { const osg::GLExtensions* extensions = renderInfo.getState()->get(); if (extensions->isMeshShaderSupported && extensions->glDrawMeshTasksNV) { extensions->glDrawMeshTasksNV(first, count); } else { OSG_NOTICE<<"glDrawMeshTasksNV not supported. "< 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 drawMesh = new DrawMeshTasks(0, 1); drawMesh->getOrCreateStateSet()->setAttribute( program.get() ); const int width( 800 ), height( 450 ); const std::string version( "4.6" ); osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits(); traits->x = 20; traits->y = 30; traits->width = width; traits->height = height; traits->windowDecoration = true; traits->doubleBuffer = true; traits->glContextVersion = version; traits->readDISPLAY(); traits->setUndefinedScreenDetailsToDefaultScreen(); osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() ); if( !gc.valid() ) { osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl; return( 1 ); } osgViewer::Viewer viewer; // Create a Camera that uses the above OpenGL context. osg::Camera* cam = viewer.getCamera(); cam->setGraphicsContext( gc.get() ); // Must set perspective projection for fovy and aspect. cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) ); // Unlike OpenGL, OSG viewport does *not* default to window dimensions. cam->setViewport( new osg::Viewport( 0, 0, width, height ) ); viewer.setSceneData( drawMesh ); viewer.setLight( 0 ); viewer.setLightingMode( osg::View::NO_LIGHT ); // for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use, // you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default. gc->getState()->setUseModelViewAndProjectionUniforms(true); gc->getState()->setUseVertexAttributeAliasing(true); return( viewer.run() ); } /* Building OSG for OpenGL 3.x OSG currently support OpenGL 3.x on Windows. This comment block describes the necessary configuration steps. Get the draft gl3.h header file from OpenGL.org and put it in a folder called “GL3” somewhere on your hard drive. OSG includes this header as . Get gl3.h from here: http://www.opengl.org/registry/ Open the cmake-gui and load OSG's top-level CmakeLists.txt. You'll need to make several changes. * Add the path to to the CMake compiler flags, CMAKE_CXX_FLAGS and CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other build configurations). The text to add should look something like this: /I “C:\GLHeader” The folder GLHeader should contain a subfolder GL3, which in turn contains gl3.h. * Enable the following CMake variable: OSG_GL3_AVAILABLE * Disable the following CMake variables: OSG_GL1_AVAILABLE OSG_GL2_AVAILABLE OSG_GLES1_AVAILABLE OSG_GLES2_AVAILABLE OSG_GL_DISPLAYLISTS_AVAILABLE OSG_GL_FIXED_FUNCTION_AVAILABLE OSG_GL_MATRICES_AVAILABLE OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE OSG_GL_VERTEX_FUNCS_AVAILABLE Create your project files in cmake-gui as usual, and build OSG as usual. If you have an external project that will depend on OSG built for OpenGL 3.x, you'll need to ensure your external project also uses the compiler include directives to find . To verify your application is using a pure OpenGL 3.x context, set OSG_NOTIFY_LEVEL=INFO in the environment and check the console output. Context creation displays output such as the following: GL3: Attempting to create OpenGL3 context. GL3: version: 3.1 GL3: context flags: 0 GL3: profile: 0 GL3: context created successfully. When your app begins rendering, it displays information about the actual context it is using: glVersion=3.1, isGlslSupported=YES, glslLanguageVersion=1.4 -- Under Linux the follow is sufficient to configure the OSG build for a GL3 core profile build: cmake . -DOSG_GL3_AVAILABLE=ON \ -DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=OFF \ -DOSG_GL_DISPLAYLISTS_AVAILABLE=OFF -DOSG_GL_FIXED_FUNCTION_AVAILABLE=OFF -DOSG_GL_MATRICES_AVAILABLE=OFF \ -DOSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE=OFF -DOSG_GL_VERTEX_FUNCS_AVAILABLE=OFF */