175 lines
6.0 KiB
C++
175 lines
6.0 KiB
C++
// 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 <osgViewer/Viewer>
|
||
#include <osgDB/ReadFile>
|
||
#include <osg/GraphicsContext>
|
||
#include <osg/Camera>
|
||
#include <osg/Viewport>
|
||
#include <osg/StateSet>
|
||
#include <osg/Program>
|
||
#include <osg/Shader>
|
||
#include <osgUtil/Optimizer>
|
||
|
||
void configureShaders( osg::StateSet* stateSet )
|
||
{
|
||
const std::string vertexSource =
|
||
"#version 140 \n"
|
||
" \n"
|
||
"uniform mat4 osg_ModelViewProjectionMatrix; \n"
|
||
"uniform mat3 osg_NormalMatrix; \n"
|
||
"uniform vec3 ecLightDir; \n"
|
||
" \n"
|
||
"in vec4 osg_Vertex; \n"
|
||
"in vec3 osg_Normal; \n"
|
||
"out vec4 color; \n"
|
||
" \n"
|
||
"void main() \n"
|
||
"{ \n"
|
||
" vec3 ecNormal = normalize( osg_NormalMatrix * osg_Normal ); \n"
|
||
" float diffuse = max( dot( ecLightDir, ecNormal ), 0. ); \n"
|
||
" color = vec4( vec3( diffuse ), 1. ); \n"
|
||
" \n"
|
||
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n"
|
||
"} \n";
|
||
osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource );
|
||
|
||
const std::string fragmentSource =
|
||
"#version 140 \n"
|
||
" \n"
|
||
"in vec4 color; \n"
|
||
"out vec4 fragData; \n"
|
||
" \n"
|
||
"void main() \n"
|
||
"{ \n"
|
||
" fragData = color; \n"
|
||
"} \n";
|
||
osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource );
|
||
|
||
osg::Program* program = new osg::Program;
|
||
program->addShader( vShader );
|
||
program->addShader( fShader );
|
||
stateSet->setAttribute( program );
|
||
|
||
osg::Vec3f lightDir( 0., 0.5, 1. );
|
||
lightDir.normalize();
|
||
stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );
|
||
}
|
||
|
||
int main( int argc, char** argv )
|
||
{
|
||
osg::ArgumentParser arguments( &argc, argv );
|
||
|
||
osg::ref_ptr<osg::Node> root = osgDB::readRefNodeFiles( arguments );
|
||
if( root == NULL )
|
||
{
|
||
osg::notify( osg::FATAL ) << "Unable to load model from command line." << std::endl;
|
||
return( 1 );
|
||
}
|
||
|
||
osgUtil::Optimizer optimizer;
|
||
optimizer.optimize(root.get(), osgUtil::Optimizer::ALL_OPTIMIZATIONS | osgUtil::Optimizer::TESSELLATE_GEOMETRY);
|
||
|
||
configureShaders( root->getOrCreateStateSet() );
|
||
|
||
const int width( 800 ), height( 450 );
|
||
const std::string version( "3.1" );
|
||
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( root );
|
||
|
||
// 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
|
||
<EFBFBD>GL3<EFBFBD> somewhere on your hard drive. OSG includes this header as <GL3/gl3.h>. 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 <GL3/gl3.h> 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 <20>C:\GLHeader<65>
|
||
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 <GL3/gl3.h>.
|
||
|
||
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
|
||
|
||
*/
|