1b9e1301cf
osg_ModeViewMatrix -> osg_ModelViewMatrix
475 lines
18 KiB
C++
475 lines
18 KiB
C++
/* OpenSceneGraph example, osgvertexattributes.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <osgUtil/ShaderGen>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgGA/TrackballManipulator>
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class ConvertToVertexAttibArrays : public osg::NodeVisitor
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{
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public:
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typedef std::pair<unsigned int, std::string> AttributeAlias;
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ConvertToVertexAttibArrays():
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
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{
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_manualVertexAliasing = false;
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// mappings taken from http://www.opengl.org/registry/specs/NV/vertex_program.txt
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_vertexAlias = AttributeAlias(0, "osg_Vertex");
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_normalAlias = AttributeAlias(2, "osg_Normal");
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_colorAlias = AttributeAlias(3, "osg_Color");
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_secondaryColorAlias = AttributeAlias(4, "osg_SecondaryColor");
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_fogCoordAlias = AttributeAlias(5, "osg_FogCoord");
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_texCoordAlias[0] = AttributeAlias(8, "osg_MultiTexCoord0");
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_texCoordAlias[1] = AttributeAlias(9, "osg_MultiTexCoord1");
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_texCoordAlias[2] = AttributeAlias(10, "osg_MultiTexCoord2");
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_texCoordAlias[3] = AttributeAlias(11, "osg_MultiTexCoord3");
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_texCoordAlias[4] = AttributeAlias(12, "osg_MultiTexCoord4");
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_texCoordAlias[5] = AttributeAlias(13, "osg_MultiTexCoord5");
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_texCoordAlias[6] = AttributeAlias(14, "osg_MultiTexCoord6");
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_texCoordAlias[7] = AttributeAlias(15, "osg_MultiTexCoord7");
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}
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void bindAttribute(osg::Program& program, const AttributeAlias& alias)
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{
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program.addBindAttribLocation(alias.second, alias.first);
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}
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void replaceAndBindAttrib(osg::Program& program, std::string& source, const std::string& originalStr, const AttributeAlias& alias, const std::string& declarationPrefix)
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{
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if (replace(source, originalStr, alias.second))
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{
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source.insert(0, declarationPrefix + alias.second + std::string(";\n"));
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if (_manualVertexAliasing) bindAttribute(program, alias);
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}
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}
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void replaceBuiltInUniform(std::string& source, const std::string& originalStr, const std::string& newStr, const std::string& declarationPrefix)
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{
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if (replace(source, originalStr, newStr))
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{
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source.insert(0, declarationPrefix + newStr + std::string(";\n"));
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}
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}
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void convertVertexShader(osg::Program& program, osg::Shader& shader)
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{
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std::string source = shader.getShaderSource();
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// replace ftransform as it only works with built-ins
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replace(source, "ftransform()", "gl_ModelViewProjectionMatrix * gl_Vertex");
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#if 1
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replaceAndBindAttrib(program, source, "gl_Normal", _normalAlias, "attribute vec3 ");
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replaceAndBindAttrib(program, source, "gl_Vertex", _vertexAlias, "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_Color", _colorAlias, "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_SecondaryColor", _secondaryColorAlias, "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_FogCoord", _fogCoordAlias, "attribute float ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord0", _texCoordAlias[0], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord1", _texCoordAlias[1], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord2", _texCoordAlias[2], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord3", _texCoordAlias[3], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord4", _texCoordAlias[4], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord5", _texCoordAlias[5], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord6", _texCoordAlias[6], "attribute vec4 ");
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replaceAndBindAttrib(program, source, "gl_MultiTexCoord7", _texCoordAlias[7], "attribute vec4 ");
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#endif
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#if 1
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// replace built in uniform
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replaceBuiltInUniform(source, "gl_ModelViewMatrix", "osg_ModelViewMatrix", "uniform mat4 ");
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replaceBuiltInUniform(source, "gl_ModelViewProjectionMatrix", "osg_ModelViewProjectionMatrix", "uniform mat4 ");
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replaceBuiltInUniform(source, "gl_ProjectionMatrix", "osg_ProjectionMatrix", "uniform mat4 ");
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#endif
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shader.setShaderSource(source);
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}
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void convertFragmentShader(osg::Program& program, osg::Shader& shader)
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{
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}
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virtual void reset()
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{
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_visited.clear();
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}
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void apply(osg::Node& node)
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{
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if (_visited.count(&node)!=0) return;
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_visited.insert(&node);
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if (node.getStateSet()) apply(*(node.getStateSet()));
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traverse(node);
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}
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void apply(osg::Geode& geode)
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{
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if (_visited.count(&geode)!=0) return;
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_visited.insert(&geode);
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if (geode.getStateSet()) apply(*(geode.getStateSet()));
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for(unsigned int i=0; i<geode.getNumDrawables(); ++i)
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{
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if (geode.getDrawable(i)->getStateSet()) apply(*(geode.getDrawable(i)->getStateSet()));
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osg::Geometry* geom = geode.getDrawable(i)->asGeometry();
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if (geom) apply(*geom);
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}
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}
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bool replace(std::string& str, const std::string& original_phrase, const std::string& new_phrase)
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{
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bool replacedStr = false;
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std::string::size_type pos = 0;
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while((pos=str.find(original_phrase, pos))!=std::string::npos)
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{
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std::string::size_type endOfPhrasePos = pos+original_phrase.size();
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if (endOfPhrasePos<str.size())
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{
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char c = str[endOfPhrasePos];
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if ((c>='0' && c<='9') ||
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(c>='a' && c<='z') ||
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(c>='A' && c<='Z'))
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{
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pos = endOfPhrasePos;
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continue;
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}
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}
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replacedStr = true;
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str.replace(pos, original_phrase.size(), new_phrase);
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}
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return replacedStr;
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}
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void apply(osg::Program& program, osg::Shader& shader)
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{
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if (_visited.count(&shader)!=0) return;
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_visited.insert(&shader);
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osg::notify(osg::NOTICE)<<"Shader "<<shader.getTypename()<<" ----before-----------"<<std::endl;
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osg::notify(osg::NOTICE)<<shader.getShaderSource()<<std::endl;
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if (shader.getType()==osg::Shader::VERTEX) convertVertexShader(program, shader);
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else if (shader.getType()==osg::Shader::FRAGMENT) convertFragmentShader(program, shader);
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osg::notify(osg::NOTICE)<<"--after-----------"<<std::endl;
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osg::notify(osg::NOTICE)<<shader.getShaderSource()<<std::endl;
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osg::notify(osg::NOTICE)<<"---------------------"<<std::endl;
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}
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void apply(osg::StateSet& stateset)
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{
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if (_visited.count(&stateset)!=0) return;
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_visited.insert(&stateset);
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return;
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osg::notify(osg::NOTICE)<<"Found stateset "<<&stateset<<std::endl;
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osg::Program* program = dynamic_cast<osg::Program*>(stateset.getAttribute(osg::StateAttribute::PROGRAM));
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if (program)
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{
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osg::notify(osg::NOTICE)<<" Found Program "<<program<<std::endl;
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for(unsigned int i=0; i<program->getNumShaders(); ++i)
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{
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apply(*program, *(program->getShader(i)));
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}
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}
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}
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void apply(osg::Geometry& geom)
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{
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geom.setUseDisplayList(false);
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if (!_manualVertexAliasing) return;
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osg::notify(osg::NOTICE)<<"Found geometry "<<&geom<<std::endl;
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if (geom.getVertexArray())
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{
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setVertexAttrib(geom, _vertexAlias, geom.getVertexArray(), false, osg::Array::BIND_PER_VERTEX);
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geom.setVertexArray(0);
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}
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if (geom.getNormalArray())
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{
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setVertexAttrib(geom, _normalAlias, geom.getNormalArray(), true);
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geom.setNormalArray(0);
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}
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if (geom.getColorArray())
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{
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setVertexAttrib(geom, _colorAlias, geom.getColorArray(), false);
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geom.setColorArray(0);
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}
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if (geom.getSecondaryColorArray())
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{
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setVertexAttrib(geom, _secondaryColorAlias, geom.getSecondaryColorArray(), false);
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geom.setSecondaryColorArray(0);
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}
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if (geom.getFogCoordArray())
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{
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// should we normalize the FogCoord array? Don't think so...
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setVertexAttrib(geom, _fogCoordAlias, geom.getFogCoordArray(), false);
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geom.setFogCoordArray(0);
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}
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unsigned int maxNumTexCoords = geom.getNumTexCoordArrays();
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if (maxNumTexCoords>8)
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{
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osg::notify(osg::NOTICE)<<"Warning: Ignoring "<<maxNumTexCoords-8<<" texture coordinate arrays, only 8 are currently supported in vertex attribute conversion code."<<std::endl;
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maxNumTexCoords = 8;
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}
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for(unsigned int i=0; i<maxNumTexCoords; ++i)
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{
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if (geom.getTexCoordArray(i))
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{
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setVertexAttrib(geom, _texCoordAlias[i], geom.getTexCoordArray(i), false, osg::Array::BIND_PER_VERTEX);
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geom.setTexCoordArray(i,0);
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}
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else
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{
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osg::notify(osg::NOTICE)<<"Found empty TexCoordArray("<<i<<")"<<std::endl;
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}
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}
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}
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void setVertexAttrib(osg::Geometry& geom, const AttributeAlias& alias, osg::Array* array, bool normalize, osg::Array::Binding binding = osg::Array::BIND_UNDEFINED)
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{
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unsigned int index = alias.first;
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const std::string& name = alias.second;
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array->setName(name);
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if (binding!=osg::Array::BIND_UNDEFINED) array->setBinding(binding);
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array->setNormalize(normalize);
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geom.setVertexAttribArray(index, array);
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osg::notify(osg::NOTICE)<<" vertex attrib("<<name<<", index="<<index<<", normalize="<<normalize<<" binding="<<binding<<")"<<std::endl;
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}
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typedef std::set<osg::Object*> Visited;
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Visited _visited;
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bool _manualVertexAliasing;
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AttributeAlias _vertexAlias;
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AttributeAlias _normalAlias;
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AttributeAlias _colorAlias;
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AttributeAlias _secondaryColorAlias;
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AttributeAlias _fogCoordAlias;
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AttributeAlias _texCoordAlias[8];
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};
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osg::Node* createSimpleTestModel()
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{
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osg::Group* group = new osg::Group;
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osg::Geode* geode = new osg::Geode;
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group->addChild(geode);
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osg::Geometry* geometry = new osg::Geometry;
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geode->addDrawable(geometry);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(0.0,0.0,0.0));
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vertices->push_back(osg::Vec3(0.0,0.0,1.0));
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vertices->push_back(osg::Vec3(1.0,0.0,0.0));
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vertices->push_back(osg::Vec3(1.0,0.0,1.0));
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geometry->setVertexArray(vertices);
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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char vertexShaderSource[] =
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"void main(void)\n"
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"{\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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char fragmentShaderSource[] =
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"void main(void)\n"
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"{\n"
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" gl_FragColor = vec4(1.0,1.0,0.0,1.0); \n"
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"}\n";
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osg::Program* program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
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geometry->getOrCreateStateSet()->setAttribute(program);
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return group;
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}
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osg::Node* createSimpleTextureTestModel()
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{
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osg::Group* group = new osg::Group;
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osg::Geode* geode = new osg::Geode;
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group->addChild(geode);
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osg::Geometry* geometry = new osg::Geometry;
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geode->addDrawable(geometry);
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osg::Vec3Array* vertices = new osg::Vec3Array;
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vertices->push_back(osg::Vec3(0.0,0.0,0.0));
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vertices->push_back(osg::Vec3(0.0,0.0,1.0));
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vertices->push_back(osg::Vec3(1.0,0.0,0.0));
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vertices->push_back(osg::Vec3(1.0,0.0,1.0));
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geometry->setVertexArray(vertices);
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osg::Vec2Array* texcoords = new osg::Vec2Array;
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texcoords->push_back(osg::Vec2(0.0,0.0));
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texcoords->push_back(osg::Vec2(0.0,1.0));
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texcoords->push_back(osg::Vec2(1.0,0.0));
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texcoords->push_back(osg::Vec2(1.0,1.0));
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geometry->setTexCoordArray(0, texcoords);
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geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, 4));
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char vertexShaderSource[] =
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"varying vec2 texCoord;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" texCoord = gl_MultiTexCoord0.xy;\n"
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"}\n";
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char fragmentShaderSource[] =
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"varying vec2 texCoord;\n"
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"uniform sampler2D baseTexture;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(baseTexture, texCoord); \n"
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"}\n";
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osg::Program* program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, vertexShaderSource));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource));
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osg::StateSet* stateset = geometry->getOrCreateStateSet();
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stateset->setAttribute(program);
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osg::ref_ptr<osg::Image> image = osgDB::readRefImageFile("Images/lz.rgb");
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osg::Texture2D* texture = new osg::Texture2D(image);
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texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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stateset->setTextureAttribute(0, texture);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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return group;
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}
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int main(int argc, char *argv[])
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// construct the viewer.
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osgViewer::Viewer viewer(arguments);
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std::string outputFileName;
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while (arguments.read("-o",outputFileName)) {}
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osg::ref_ptr<osg::Node> loadedModel;
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bool runConvertToVertexAttributes = false;
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if (arguments.read("--simple") || arguments.read("--s"))
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{
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loadedModel = createSimpleTestModel();
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}
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else if (arguments.read("--texture") || arguments.read("-t"))
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{
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loadedModel = createSimpleTextureTestModel();
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}
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else
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{
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bool runShaderGen = true;
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while (arguments.read("--shader-gen")) { runShaderGen = true; }
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while (arguments.read("--no-shader-gen")) { runShaderGen = false; }
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while (arguments.read("--vertex-attrib")) { runConvertToVertexAttributes = true; }
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while (arguments.read("--no-vertex-attrib")) { runConvertToVertexAttributes = false; }
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loadedModel = osgDB::readRefNodeFiles(arguments);
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if (!loadedModel.get())
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{
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osg::notify(osg::NOTICE)<<"No model loaded, please specify a model filename."<<std::endl;
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return 1;
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}
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if (runShaderGen)
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{
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// convert fixed function pipeline to shaders
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osgUtil::ShaderGenVisitor sgv;
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loadedModel->accept(sgv);
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}
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if (runConvertToVertexAttributes)
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{
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// find any conventional vertex, colour, normal and tex coords arrays and convert to vertex attributes
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ConvertToVertexAttibArrays ctvaa;
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loadedModel->accept(ctvaa);
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}
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}
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if (!loadedModel) return 1;
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if (!outputFileName.empty())
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{
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osgDB::writeNodeFile(*loadedModel, outputFileName);
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return 0;
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}
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// add a viewport to the viewer and attach the scene graph.
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viewer.setSceneData(loadedModel);
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viewer.setCameraManipulator(new osgGA::TrackballManipulator());
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// add the stats handler
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viewer.addEventHandler(new osgViewer::StatsHandler);
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viewer.realize();
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if (runConvertToVertexAttributes)
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{
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// switch on the uniforms that track the modelview and projection matrices
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osgViewer::Viewer::Windows windows;
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viewer.getWindows(windows);
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for(osgViewer::Viewer::Windows::iterator itr = windows.begin();
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itr != windows.end();
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++itr)
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{
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(*itr)->getState()->setUseModelViewAndProjectionUniforms(true);
|
|
(*itr)->getState()->setUseVertexAttributeAliasing(true);
|
|
}
|
|
}
|
|
|
|
return viewer.run();
|
|
}
|