//info : osgSSBO example,testing ShaderStorageBufferObjects ,Markus Hein, 2014, osg-3.2.1 //required hardware and driver must support GL >= GL 4.3 or GL ES 3.1 (GL ES not tested, would be nice if someone will test it on a small device) //testing osg support for Shader Storage Buffer Objects //version: "first take" from last night session.. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace osg; //todo .. #define COMPUTATION_IN_SEPARATE_THREAD #define WORK_GROUP_SIZE 16 #define PRERENDER_ANTIALIASINGMULTISAMPLES 16 #define PRERENDER_HIGH_QUALITY_ANTIALIASING #define PRERENDER_WIDTH 1920 #define PRERENDER_HEIGHT 1080 #define SUB_PLACEMENT_OFFSET_HORIZONTAL 0.5 #define SUB_PLACEMENT_OFFSET_VERTICAL 0.5 enum BufferOffset { POSITION_NOW_OFFSET, POSITION_OLD_OFFSET, POSITION_INIT_OFFSET, VELOCITY_NOW_OFFSET, VELOCITY_OLD_OFFSET, VELOCITY_INIT_OFFSET, ACCELERATION_OFFSET, PROPERTIES_OFFSET, OFFSET_END }; const int __numDataValuesPerChannel = OFFSET_END; const int __numChannels = 4; //512x512x4x7 = 7.340.032 floats in SSBO on GPU const int NUM_ELEMENTS_X = 512; const int NUM_ELEMENTS_Y = 512; float random(float min, float max) { return min + (max - min)*(float)rand() / (float)RAND_MAX; } enum Channel { RED_CHANNEL, GREEN_CHANNEL, BLUE_CHANNEL, ALPHA_CHANNEL, RGB_CHANNEL, RGBA_CHANNEL }; class ShaderStorageBufferCallback : public osg::StateAttributeCallback { public: void operator() (osg::StateAttribute* /*attr*/, osg::NodeVisitor* /*nv*/) { //if you need to process the data in your app-code , better leaving it on GPU and processing there, uploading per frame will make it slow #if 0 osg::ShaderStorageBufferBinding* ssbb = static_cast(attr); osg::ShaderStorageBufferObject* ssbo = static_cast(ssbb->getBufferObject()); osg::FloatArray* array = static_cast(ssbo->getBufferData(0)); float someValue = array->at(0); //std::cout << "someValue now: " << someValue << std::endl; //data transfer performance test // array->dirty(); #endif } }; //do not forget to set OSG_FILE_PATH to default OSG-Data and make sure the new shaders are copied there under"shaders" class ComputeNode : public osg::PositionAttitudeTransform { public: osg::ref_ptr _computeDispatch; osg::ref_ptr _computeProgram; osg::ref_ptr _computeShader; //compute and write position data in SSBO osg::ref_ptr _vertexShader; //reading position data from SSBO (OBS!: make sure glMemoryBuffer() is syncing this) osg::ref_ptr _geometryShader; //building a quad looking to the camera osg::ref_ptr _fragmentShader; //use false-colors etc. for making your data visible osg::ref_ptr _helperNode; // coordinate system node ref_ptr _ssbo; ref_ptr _ssbb; GLfloat* _data; // some data we upload to GPU, initialised with random values osg::ref_ptr _dataArray; // osg::ref_ptr _computationResultsRenderGroup; osg::ref_ptr _computationResultsRenderProgram; osg::ref_ptr _computationResultsRenderStateSet; std::string _computeShaderSourcePath; std::string _vertexShaderSourcePath; std::string _geometryShaderSourcePath; std::string _fragmentShaderSourcePath; void addHelperGeometry(); void addDataMonitor(osg::Vec3 placement, osg::Vec3 relativePlacement, float scale, Channel channel, BufferOffset shaderBufferOffset, std::string labelcaption, float minDataRange, float maxDataRange); void addComputationResultsRenderTree(); void initComputingSetup(); ComputeNode() { _computeShaderSourcePath = "shaders/osgssboComputeShader.cs"; _vertexShaderSourcePath = "shaders/osgssboVertexShader.vs"; _geometryShaderSourcePath = "shaders/osgssboGeometryShader.gs"; _fragmentShaderSourcePath = "shaders/osgssboFragmentShader.fs"; _computeDispatch=new osg::ComputeDispatch(); addChild(_computeDispatch); } }; class ComputeNodeUpdateCallback : public osg::NodeCallback { public: ComputeNode* _computeNode; osg::Timer_t _prevShaderUpdateTime; osg::Timer _timer; ComputeNodeUpdateCallback(){} ComputeNodeUpdateCallback(ComputeNode* computeNode) { _computeNode = computeNode; _prevShaderUpdateTime = 0; } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osg::Timer_t currTime = _timer.tick(); if (_timer.delta_s(_prevShaderUpdateTime, currTime) > 1.0) //one second interval for shader-changed-do-reload check { osg::ref_ptr reloadedshader; std::string runningSource; std::string reloadedstring; if (_computeNode->_computeShader.valid()) { runningSource = _computeNode->_computeShader->getShaderSource(); reloadedshader = osgDB::readRefShaderFile(osg::Shader::COMPUTE, _computeNode->_computeShaderSourcePath); reloadedstring = reloadedshader->getShaderSource(); if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str())) { _computeNode->_computeProgram->removeShader(_computeNode->_computeShader.get()); _computeNode->_computeShader = reloadedshader.get(); _computeNode->_computeProgram->addShader(_computeNode->_computeShader.get()); } } if (_computeNode->_vertexShader.valid()) { runningSource = _computeNode->_vertexShader->getShaderSource(); reloadedshader = osgDB::readRefShaderFile(osg::Shader::VERTEX, _computeNode->_vertexShaderSourcePath); reloadedstring = reloadedshader->getShaderSource(); if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str())) { _computeNode->_computationResultsRenderProgram->removeShader(_computeNode->_vertexShader.get()); _computeNode->_vertexShader = reloadedshader.get(); _computeNode->_computationResultsRenderProgram->addShader(_computeNode->_vertexShader.get()); } } if (_computeNode->_geometryShader.valid()) { runningSource = _computeNode->_geometryShader->getShaderSource(); reloadedshader = osgDB::readRefShaderFile(osg::Shader::GEOMETRY, _computeNode->_geometryShaderSourcePath); reloadedstring = reloadedshader->getShaderSource(); if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str())) { _computeNode->_computationResultsRenderProgram->removeShader(_computeNode->_geometryShader.get()); _computeNode->_geometryShader = reloadedshader.get(); _computeNode->_computationResultsRenderProgram->addShader(_computeNode->_geometryShader.get()); } } if (_computeNode->_fragmentShader.valid()) { runningSource = _computeNode->_fragmentShader->getShaderSource(); reloadedshader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, _computeNode->_fragmentShaderSourcePath); reloadedstring = reloadedshader->getShaderSource(); if (!osgDB::equalCaseInsensitive(runningSource.c_str(), reloadedstring.c_str())) { _computeNode->_computationResultsRenderProgram->removeShader(_computeNode->_fragmentShader.get()); _computeNode->_fragmentShader = reloadedshader.get(); _computeNode->_computationResultsRenderProgram->addShader(_computeNode->_fragmentShader.get()); } } _prevShaderUpdateTime = _timer.tick(); } traverse(node, nv); } }; //set OSG_FILE_PATH for loading axes.osgt void ComputeNode::addHelperGeometry() { _helperNode = osgDB::readRefNodeFile("axes.osgt"); if (_helperNode.valid()) { addChild(_helperNode.get()); } //osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; //pat->setPosition(osg::Vec3(0.5, 0, 0.5)); //osg::Geode *sphereGeode = new osg::Geode; //float radius = 0.5f; //osg::TessellationHints* hints = new osg::TessellationHints; //hints->setDetailRatio(0.9f); //osg::ShapeDrawable* sphere = new osg::ShapeDrawable(new osg::Sphere(osg::Vec3(0.0f, 0.0f, 0.0f), radius), hints); //sphereGeode->addDrawable(sphere); //sphere->setColor(osg::Vec4(0, 1, 0, 0.1)); //osg::StateSet* stateset = sphereGeode->getOrCreateStateSet(); //osg::BlendFunc *blend = new osg::BlendFunc; //blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); //stateset->setAttributeAndModes(blend, osg::StateAttribute::ON); //pat->addChild(sphereGeode); //addChild(pat); } void ComputeNode::addDataMonitor(osg::Vec3 placement, osg::Vec3 relativePlacement, float scale, Channel colorchannel, BufferOffset shaderStorageBufferOffset, std::string labelCaption, float minDataRange, float maxDataRange) { osg::PositionAttitudeTransform* pat = new osg::PositionAttitudeTransform; pat->setPosition(relativePlacement); addChild(pat); osg::Geometry* geom; if (NUM_ELEMENTS_X >= NUM_ELEMENTS_Y) { float ratio = (float)((float)NUM_ELEMENTS_Y / (float)NUM_ELEMENTS_X); geom = osg::createTexturedQuadGeometry(placement, osg::Vec3(1.0f*scale, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, ratio*1.0f*scale)); } else { float ratio = (float)((float)NUM_ELEMENTS_X / (float)NUM_ELEMENTS_Y); geom = osg::createTexturedQuadGeometry(placement, osg::Vec3(ratio*1.0f*scale, 0.0f, 0.0f), osg::Vec3(0.0f, 0.0f, 1.0f*scale)); } geom->setVertexAttribArray(1, geom->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX); osg::ref_ptr quad = new osg::Geode; quad->addDrawable(geom); quad->setStateSet(getOrCreateStateSet()); pat->addChild(quad.get()); static const char* vertexShaderSrcChannelMonitor = { "#version 430 \n" "uniform int numRows;\n" "uniform int numCols;\n" "uniform float osg_FrameTime;\n" "uniform mat4 osg_ProjectionMatrix;\n" "uniform mat4 osg_ModelViewMatrix;\n" "out vec2 texCoordFromVertexShader;\n" "struct particle{ float x; float y; float z; float w;};" "layout (location = 0) in vec3 vertexpos;\n" "attribute vec2 tex_coords;\n" "void main() {\n" "texCoordFromVertexShader.xy = tex_coords.xy; gl_Position = ( osg_ProjectionMatrix * osg_ModelViewMatrix * vec4(vertexpos.x,vertexpos.y,vertexpos.z,1) ); \n" "}\n" }; std::stringstream fragmentshaderstringstreamChannelMonitor; fragmentshaderstringstreamChannelMonitor << "#version 430\n"; fragmentshaderstringstreamChannelMonitor << "uniform int numRows;\n"; fragmentshaderstringstreamChannelMonitor << "uniform int numCols;\n"; fragmentshaderstringstreamChannelMonitor << "uniform float dataRangeMin;\n"; fragmentshaderstringstreamChannelMonitor << "uniform float dataRangeMax;\n"; fragmentshaderstringstreamChannelMonitor << "in vec2 texCoordFromVertexShader;\n"; fragmentshaderstringstreamChannelMonitor << "struct particle{ float x; float y; float z; float w;};"; fragmentshaderstringstreamChannelMonitor << "layout(std140, binding=0) coherent buffer particles{particle p[];}; "; fragmentshaderstringstreamChannelMonitor << "\n"; fragmentshaderstringstreamChannelMonitor << "void main(void)\n"; fragmentshaderstringstreamChannelMonitor << "{\n"; fragmentshaderstringstreamChannelMonitor << "ivec2 storePos = ivec2(numRows*texCoordFromVertexShader.x, numCols*texCoordFromVertexShader.y); particle particleData = p[" << shaderStorageBufferOffset * NUM_ELEMENTS_X*NUM_ELEMENTS_Y << " + (storePos.x*numRows + storePos.y)]; "; //fragmentshaderstringstreamChannelMonitor << " memoryBarrierBuffer(); \n"; fragmentshaderstringstreamChannelMonitor << " float dataRangeMultiplier = 1.0 / abs(dataRangeMax - dataRangeMin); \n"; switch (colorchannel) { case RED_CHANNEL: { fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y =0.0; color.z = 0.0; color.w = 1.0; gl_FragColor = color;\n"; break; } case GREEN_CHANNEL: { fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.0; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.0; color.w = 1.0; gl_FragColor = color;\n"; break; } case BLUE_CHANNEL: { fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.0; color.y = 0.0; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 0.0 ; gl_FragColor = color;\n"; break; } case ALPHA_CHANNEL: { fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.w; color.y = 0.5+dataRangeMultiplier*particleData.w; color.z = 0.5+dataRangeMultiplier*particleData.w; color.w = 0.5+0.5*particleData.w; gl_FragColor = color;\n"; break; } case RGB_CHANNEL: { fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 1.0; gl_FragColor = color;\n"; break; } case RGBA_CHANNEL: { fragmentshaderstringstreamChannelMonitor << " vec4 color; color.x = 0.5+dataRangeMultiplier*particleData.x; color.y = 0.5+dataRangeMultiplier*particleData.y; color.z = 0.5+dataRangeMultiplier*particleData.z; color.w = 0.5+0.5*particleData.w; gl_FragColor = color;\n"; break; } } fragmentshaderstringstreamChannelMonitor << "}\n"; osg::Program * program = new osg::Program; program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSrcChannelMonitor)); program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentshaderstringstreamChannelMonitor.str().c_str())); program->addBindAttribLocation("tex_coords", 1); osg::StateSet* ss = geom->getOrCreateStateSet(); ss->setAttributeAndModes(program, osg::StateAttribute::ON); ss->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_X)); ss->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_Y)); ss->addUniform(new osg::Uniform("dataRangeMin", (float)minDataRange)); ss->addUniform(new osg::Uniform("dataRangeMax", (float)maxDataRange)); ss->setMode(GL_LIGHTING, osg::StateAttribute::OFF); //add a label osg::ref_ptr text = new osgText::Text; osg::ref_ptr font = osgText::readRefFontFile("fonts/arial.ttf"); text->setFont(font); text->setColor(osg::Vec4(1, 1, 1, 1)); text->setCharacterSize(0.1*scale); text->setPosition(placement + osg::Vec3(0.05, 0.05, 0)); pat->setName(labelCaption); text->setText(pat->getName()); text->setBackdropType(osgText::Text::OUTLINE); text->setBackdropOffset(0.05f); text->setBackdropColor(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); quad->addDrawable(text); pat->addChild(quad.get()); } //compute texture image , taken from osgspotlight osg::Image* createSpotLightImage(const osg::Vec4& centerColour, const osg::Vec4& backgroudColour, unsigned int size, float power) { osg::Image* image = new osg::Image; image->allocateImage(size, size, 1, GL_RGBA, GL_UNSIGNED_BYTE); float mid = (float(size) - 1)*0.5f; float div = 2.0f / float(size); for (unsigned int r = 0; r < size; ++r) { unsigned char* ptr = image->data(0, r, 0); for (unsigned int c = 0; c < size; ++c) { float dx = (float(c) - mid)*div; float dy = (float(r) - mid)*div; float pr = powf(1.0f - sqrtf(dx*dx + dy*dy), power); if (pr < 0.0f) pr = 0.0f; osg::Vec4 color = centerColour*pr + backgroudColour*(1.0f - pr); *ptr++ = (unsigned char)((color[0])*255.0f); *ptr++ = (unsigned char)((color[1])*255.0f); *ptr++ = (unsigned char)((color[2])*255.0f); *ptr++ = (unsigned char)((color[3])*255.0f); } } return image; } void ComputeNode::addComputationResultsRenderTree() { _computationResultsRenderProgram = new osg::Program; _vertexShader = osgDB::readRefShaderFile(osg::Shader::VERTEX, _vertexShaderSourcePath); _computationResultsRenderProgram->addShader(_vertexShader.get()); _geometryShader = osgDB::readRefShaderFile(osg::Shader::GEOMETRY, _geometryShaderSourcePath); _computationResultsRenderProgram->addShader(_geometryShader.get()); _fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, _fragmentShaderSourcePath); _computationResultsRenderProgram->addShader(_fragmentShader.get()); _computationResultsRenderProgram->addBindAttribLocation("tex_coords", 1); _computationResultsRenderGroup = new osg::Group; _computationResultsRenderGroup->setDataVariance(osg::Object::DYNAMIC); _computationResultsRenderStateSet = _computationResultsRenderGroup->getOrCreateStateSet(); _computationResultsRenderStateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); osg::PointSprite *sprite = new osg::PointSprite; int texture_unit = 0; _computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, sprite, osg::StateAttribute::ON); _computationResultsRenderStateSet->setAttributeAndModes(_computationResultsRenderProgram.get(), osg::StateAttribute::ON); _computationResultsRenderStateSet->addUniform(new osg::Uniform("particleTexture", texture_unit)); _computationResultsRenderStateSet->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_X)); _computationResultsRenderStateSet->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_Y)); _computationResultsRenderStateSet->setMode(GL_POINT_SMOOTH, osg::StateAttribute::ON); _computationResultsRenderStateSet->setMode(GL_VERTEX_PROGRAM_POINT_SIZE_ARB, osg::StateAttribute::ON); _computationResultsRenderStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON); _computationResultsRenderStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::Texture2D *tex = new osg::Texture2D(); osg::Image* particleImage = createSpotLightImage(osg::Vec4(1, 0, 0, 1), osg::Vec4(0.5, 0, 0, 0.0), 32, 0.7); if (particleImage) { tex->setImage(particleImage); } _computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, tex, osg::StateAttribute::ON); osg::BlendFunc *blend = new osg::BlendFunc; if (false) //emissive particles { blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE); } else { blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); } _computationResultsRenderStateSet->setAttributeAndModes(blend, osg::StateAttribute::ON); osg::Depth* depth = new osg::Depth; depth->setRange(0.0f, 0.0f); depth->setFunction(osg::Depth::ALWAYS); depth->setWriteMask(false); depth->setFunction(osg::Depth::ALWAYS); _computationResultsRenderStateSet->setAttributeAndModes(depth, osg::StateAttribute::OFF); osg::Geode* particleGeode = new osg::Geode; unsigned int numVertices = NUM_ELEMENTS_X*NUM_ELEMENTS_Y; osg::Geometry* particleGeometry = new osg::Geometry; particleGeometry->setUseDisplayList(false); particleGeometry->setUseVertexBufferObjects(true); osg::Vec3Array* vertexarray = new osg::Vec3Array; osg::Vec2Array* tcoords = new osg::Vec2Array; osg::Vec2 bottom_texcoord(0.0f, 0.0f); osg::Vec2 dx_texcoord(1.0f / (float)(NUM_ELEMENTS_X), 0.0f); osg::Vec2 dy_texcoord(0.0f, 1.0f / (float)(NUM_ELEMENTS_Y)); for (int i = 0; i < NUM_ELEMENTS_X; i++) { osg::Vec2 texcoord = bottom_texcoord + dy_texcoord*(float)i; for (int j = 0; j < NUM_ELEMENTS_Y; j++) { vertexarray->push_back(osg::Vec3(texcoord.x(), texcoord.y(), 0.0)); tcoords->push_back(osg::Vec2(texcoord.x(), texcoord.y())); texcoord += dx_texcoord; } } particleGeometry->setVertexArray(vertexarray); particleGeometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numVertices)); particleGeometry->setTexCoordArray(0, tcoords); //this glMemoryBarrier thing... not sure if we could better do instanced drawing? all the data is in Shader Storage Buffer.. particleGeometry->setVertexAttribArray(1, particleGeometry->getTexCoordArray(0), osg::Array::BIND_PER_VERTEX); _computationResultsRenderGroup->addChild(particleGeode); particleGeode->addDrawable(particleGeometry); addChild(_computationResultsRenderGroup.get()); } void ComputeNode::initComputingSetup() { _computeProgram = new osg::Program; _computeDispatch->setComputeGroups((NUM_ELEMENTS_X / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_X / WORK_GROUP_SIZE), (NUM_ELEMENTS_Y / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_Y / WORK_GROUP_SIZE), 1); _computeShader = osgDB::readRefShaderFile(osg::Shader::COMPUTE, _computeShaderSourcePath); _computeProgram->addShader(_computeShader.get()); setDataVariance(osg::Object::DYNAMIC); osg::StateSet* statesetComputation = getOrCreateStateSet(); statesetComputation->setAttributeAndModes(_computeProgram.get()); statesetComputation->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_X)); statesetComputation->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_Y)); statesetComputation->setMode(GL_LIGHTING, osg::StateAttribute::OFF); //blocksize int numParticles = NUM_ELEMENTS_X * NUM_ELEMENTS_Y; const unsigned blockSize = numParticles * __numChannels * __numDataValuesPerChannel* sizeof(GLfloat); //init all the particle data array int idx = 0; _data = new GLfloat[NUM_ELEMENTS_X * NUM_ELEMENTS_Y * __numChannels * __numDataValuesPerChannel]; _dataArray = new FloatArray; //init the data array somehow, this way all is stored in one BufferObject. maybe better using multiple buffers instead? not sure what is faster and better for threading for (int d = 0; d < __numDataValuesPerChannel; ++d) { for (int i = 0; i < NUM_ELEMENTS_X; ++i) { for (int j = 0; j < NUM_ELEMENTS_Y; ++j) { for (int k = 0; k < __numChannels; ++k) { switch (k) { case (RED_CHANNEL) : { if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position { *_data = random(0.25, 0.75); } if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity { *_data = random(-2.4, 2.4); } if (d == ACCELERATION_OFFSET) //acceleration { *_data = random(-3.0, 3.0); } if (d == PROPERTIES_OFFSET) //property particle mass (compute shader is computing sphere mass from radius instead) { *_data = random(0.2, 15.0); } break; } case (GREEN_CHANNEL) : { if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position { *_data = random(0.25, 0.75); } if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity { *_data = random(-2.4, 2.4); } if (d == ACCELERATION_OFFSET)//acceleration { *_data = random(-3.0, 3.0); } if (d == PROPERTIES_OFFSET) //property particle radius { *_data = random(0.07, 0.219); } break; } case (BLUE_CHANNEL) : { if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position { *_data = random(0.25, 0.75); } if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity { *_data = random(-2.4, 2.4); } if (d == ACCELERATION_OFFSET)//acceleration { *_data = random(-3.0, 3.0); } if (d == PROPERTIES_OFFSET) //place for some other property { *_data = random(0.0, 0.0); } break; } case (ALPHA_CHANNEL) : { if ((d == POSITION_NOW_OFFSET) || (d == POSITION_OLD_OFFSET) || (d == POSITION_INIT_OFFSET))//position { *_data = random(1.0, 1.0); } if ((d == VELOCITY_NOW_OFFSET) || (d == VELOCITY_OLD_OFFSET) || (d == VELOCITY_INIT_OFFSET))//velocity { *_data = random(-2.4, 2.4); } if (d == ACCELERATION_OFFSET) //acceleration { //*_data = random(1.0, 1.0); *_data = random(0.0, 0.0); } if (d == PROPERTIES_OFFSET) //place for some other property { *_data = random(0.3, 0.3); } break; } } _dataArray->push_back(*_data); _data++; idx++; } } } } _ssbo = new osg::ShaderStorageBufferObject; _dataArray->setBufferObject(_ssbo.get()); _ssbb = new osg::ShaderStorageBufferBinding(0, _dataArray.get(), 0, blockSize); statesetComputation->setAttributeAndModes(_ssbb.get(), osg::StateAttribute::ON); //option, do something useful with data or test the transfer speed //_ssbb->setUpdateCallback(new ShaderStorageBufferCallback); //adding a quad , visualizing data in buffer addDataMonitor(osg::Vec3(0, -1, 0), osg::Vec3(SUB_PLACEMENT_OFFSET_HORIZONTAL * 0, -SUB_PLACEMENT_OFFSET_VERTICAL * -2.0, SUB_PLACEMENT_OFFSET_HORIZONTAL * 0), 1.0, RGB_CHANNEL, POSITION_NOW_OFFSET, "X,Y,Z - PositionNow", -1.0, 1.0); //the coord from default dataset addHelperGeometry(); addComputationResultsRenderTree(); } //taken from osgdistorsion example for getting it nice on screen with antialiasing osg::Node* createPrerenderSubgraph(osg::Node* subgraph, const osg::Vec4& clearColour) { osg::Group* prerenderNode = new osg::Group; unsigned int tex_width = PRERENDER_WIDTH; unsigned int tex_height = PRERENDER_HEIGHT; osg::Texture2D* texture = new osg::Texture2D; texture->setTextureSize(tex_width, tex_height); texture->setInternalFormat(GL_RGBA); texture->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); texture->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); { osg::Camera* prerenderCamera = new osg::Camera; prerenderCamera->setClearColor(clearColour); prerenderCamera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); prerenderCamera->setReferenceFrame(osg::Transform::RELATIVE_RF); prerenderCamera->setProjectionMatrix(osg::Matrixd::identity()); prerenderCamera->setViewMatrix(osg::Matrixd::identity()); prerenderCamera->setViewport(0, 0, tex_width, tex_height); prerenderCamera->setRenderOrder(osg::Camera::PRE_RENDER); prerenderCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); prerenderCamera->attach(osg::Camera::COLOR_BUFFER0, texture, 0, 0, false, PRERENDER_ANTIALIASINGMULTISAMPLES, PRERENDER_ANTIALIASINGMULTISAMPLES); prerenderCamera->addChild(subgraph); prerenderNode->addChild(prerenderCamera); } { osg::Geometry* polyGeom = new osg::Geometry(); polyGeom->setSupportsDisplayList(false); osg::Vec3 origin(0.0f, 0.0f, 0.0f); osg::Vec3 xAxis(1.0f, 0.0f, 0.0f); osg::Vec3 yAxis(0.0f, 1.0f, 0.0f); float height = 1024.0f; float width = 1280.0f; int noSteps = 3; osg::Vec3Array* vertices = new osg::Vec3Array; osg::Vec2Array* texcoords = new osg::Vec2Array; osg::Vec4Array* colors = new osg::Vec4Array; osg::Vec3 bottom = origin; osg::Vec3 dx = xAxis*(width / ((float)(noSteps - 1))); osg::Vec3 dy = yAxis*(height / ((float)(noSteps - 1))); osg::Vec2 bottom_texcoord(0.0f, 0.0f); osg::Vec2 dx_texcoord(1.0f / (float)(noSteps - 1), 0.0f); osg::Vec2 dy_texcoord(0.0f, 1.0f / (float)(noSteps - 1)); int i, j; for (i = 0; i < noSteps; ++i) { osg::Vec3 cursor = bottom + dy*(float)i; osg::Vec2 texcoord = bottom_texcoord + dy_texcoord*(float)i; for (j = 0; j < noSteps; ++j) { vertices->push_back(cursor); texcoords->push_back(osg::Vec2((sin(texcoord.x()*osg::PI - osg::PI*0.5) + 1.0f)*0.5f, (sin(texcoord.y()*osg::PI - osg::PI*0.5) + 1.0f)*0.5f)); colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); cursor += dx; texcoord += dx_texcoord; } } polyGeom->setVertexArray(vertices); polyGeom->setColorArray(colors, osg::Array::BIND_PER_VERTEX); polyGeom->setTexCoordArray(0, texcoords); for (i = 0; i < noSteps - 1; ++i) { osg::DrawElementsUShort* elements = new osg::DrawElementsUShort(osg::PrimitiveSet::QUAD_STRIP); for (j = 0; j < noSteps; ++j) { elements->push_back(j + (i + 1)*noSteps); elements->push_back(j + (i)*noSteps); } polyGeom->addPrimitiveSet(elements); } osg::StateSet* stateset = polyGeom->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); stateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF); osg::Geode* geode = new osg::Geode(); geode->addDrawable(polyGeom); osg::Camera* nestedRenderCamera = new osg::Camera; nestedRenderCamera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); nestedRenderCamera->setViewMatrix(osg::Matrix::identity()); nestedRenderCamera->setProjectionMatrixAsOrtho2D(0, 1280, 0, 1024); nestedRenderCamera->setRenderOrder(osg::Camera::NESTED_RENDER); nestedRenderCamera->addChild(geode); prerenderNode->addChild(nestedRenderCamera); } return prerenderNode; } int main(int argc, char** argv) { osg::ArgumentParser arguments(&argc, argv); osgViewer::Viewer viewer; osg::ref_ptr scene = new osg::Group; viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera()->getOrCreateStateSet())); viewer.addEventHandler(new osgViewer::StatsHandler); viewer.addEventHandler(new osgViewer::WindowSizeHandler); viewer.addEventHandler(new osgViewer::ThreadingHandler); viewer.getCamera()->setProjectionMatrixAsPerspective(60.0f, 1.33333, 0.01, 100.0); viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.setUpViewInWindow(11, 11, 800 + 11, 600 + 11); //viewer.setUpViewOnSingleScreen(0); // !! viewer.getCamera()->setClearColor(osg::Vec4(0.3, 0.3, 0.3, 1.0)); viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);// we can play with threading models later osg::ref_ptr computeNode = new ComputeNode(); computeNode->setPosition(osg::Vec3(0, 0, 0)); computeNode->setUpdateCallback(new ComputeNodeUpdateCallback(computeNode.get())); // on-the-fly reloading the shaders if shader source on disk is changed computeNode->initComputingSetup(); scene->addChild(computeNode.get()); scene->addChild(computeNode->_computationResultsRenderGroup.get()); #ifdef PRERENDER_HIGH_QUALITY_ANTIALIASING viewer.setSceneData(createPrerenderSubgraph(scene.get(), osg::Vec4(0.3, 0.4, 0.6, 1))); #else viewer.setSceneData(scene.get()); #endif viewer.realize(); viewer.getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true); viewer.run(); return 1; }