597 lines
23 KiB
C++
597 lines
23 KiB
C++
/* OpenSceneGraph example, osgbindlesstex.
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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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///\author David A Heitbrink
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/// This is an example implementation of the use of bindless textures.
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/// "bindless" textures are relatively simple concept, basically
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/// you get a texture handle, then ask the driver to keep said
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/// handle resident.
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///
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/// Once the texture has been made resident, we need to upload
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/// the handle (a 64 bit unsigned int) to the shader. This can
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/// be done in a number of ways, through attributes, uniform
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/// buffer objects, shader buffer objects or just plain uniforms.
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///
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/// The basic point of the bindless texture is to remove the need
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/// to bind a new texture every time we want to render something
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/// with a different texture. Generally speaking in broad terms
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/// driver overhead tends to be a huge bottle neck on modern
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/// hardware (as of late 2016). By using bindless textures
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/// we can remove alot of calls to the driver to switch active
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/// textures while rendering. What this also allows us to do
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/// is to consolidate more objects + draw states as we do
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/// not need to change textures, this save us alot of calls to
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/// the driver.
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///
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/// This example combines instancing with bindless textures
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/// to draw 1000 cubes, each with a unique texture. This is
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/// a pretty simplified example, where each instance ID is
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/// used as a index into the array of textures.
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///
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/// One of the powerfull things about bindless textures is it allows
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/// many more objects to be combined into a single drawable.
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/// However to do this you may need to add an attribute to
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/// use an index into the array of texture handles, and not
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/// just use the instance ID like in this example.
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#include <osg/Depth>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/Math>
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#include <osg/MatrixTransform>
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#include <osg/PolygonOffset>
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#include <osg/Projection>
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#include <osg/ShapeDrawable>
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#include <osg/StateSet>
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#include <osg/Switch>
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#include <osg/Texture2D>
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#include <osg/TextureBuffer>
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#include <osg/Image>
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#include <osg/TexEnv>
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#include <osg/VertexProgram>
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#include <osg/FragmentProgram>
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#include <osg/GLExtensions>
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#include <osg/ContextData>
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#include <osg/TextureBuffer>
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#include <osg/BufferIndexBinding>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <osgText/Text>
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#include <osgViewer/Viewer>
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#include <osgViewer/ViewerEventHandlers>
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#include <osgGA/StateSetManipulator>
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#include <iostream>
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#include <sstream>
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//Hard coded constant for number unique textures
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const int TextureCount = 1000;
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// To use bindless textures, we need to tell the GPU to
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// enable the use of 64 bit integers and bindless textures
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//
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//
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// At this time (late 2016) NVidia drivers seem to dislike
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// the ARB, GL_ARB_bindless_texture, if you do not have a
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// NVidia driver, you will most likely have to change:
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// GL_NV_gpu_shader5
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// to:
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// GL_ARB_gpu_shader5
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//the XXX is so we can replace it with a string from TextureCount
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std::string vertShader=
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"#version 450 compatibility \n"
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"#extension GL_ARB_bindless_texture : require \n"
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"#extension GL_NV_gpu_shader5 : require // uint64_t \n"
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"//#extension GL_ARB_gpu_shader5 : require // uint64_t \n"
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"//#extension GL_ARB_gpu_shader_int64: require // uint64_t \n"
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"in float osg_FrameTime; \n"
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"out vec2 TexCoord; \n"
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"flat out int textureIndex; \n"
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"void main() { \n"
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" mat4 scale =mat4(0.01, 0.00, 0.00, 0.00, \n"
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" 0.00, 0.01, 0.00, 0.00, \n"
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" 0.00, 0.00, 0.01, 0.00, \n"
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" 0.00, 0.00, 0.00, 1.00); \n"
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" vec4 pos = gl_Vertex*scale; \n"
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" pos.x += ((gl_InstanceID%100)/10)*0.015-0.075; \n"
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" pos.y += (gl_InstanceID/100)*0.015 - 0.075; \n"
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" pos.z += (gl_InstanceID%10)*0.015 - 0.075; \n"
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" pos.w = 1; \n"
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" gl_Position = gl_ModelViewProjectionMatrix*pos; \n"
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" TexCoord = gl_MultiTexCoord0.xy; \n"
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" textureIndex = gl_InstanceID%XXX; \n"
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"} \n"
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;
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//we could setup tex to be of type sampler2D, and not have to do
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//the type conversion, but I wanted to added code to test if tex
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//had a value set.
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//If we get a red cube, we are not getting our handle from our UBO,
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//if we get a black cube, then we are having an issue with the
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//texture handle itself
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std::string fragShader =
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"#version 450 compatibility \n"
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"#extension GL_ARB_bindless_texture : require \n"
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"#extension GL_NV_gpu_shader5 : require // uint64_t \n"
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"//#extension GL_ARB_gpu_shader5 : require // uint64_t \n"
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"//#extension GL_ARB_gpu_shader_int64: require // uint64_t \n"
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"uniform sampler2D TextureId; \n"
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"in vec2 TexCoord; \n"
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"flat in int textureIndex; \n"
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"layout (binding = 0, std140) uniform TEXTURE_BLOCK \n"
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"{ \n"
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" uint64_t tex[XXX]; \n"
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"}; \n"
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"void main() { \n"
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" int tIndex = (int)(textureIndex); \n"
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" sampler2D myText = sampler2D(tex[tIndex]); \n"
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" gl_FragColor = texture2D(myText,TexCoord); \n"
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" if (tex[tIndex] == 0) gl_FragColor.r = 1.0; \n"
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"} \n"
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;
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///This class provides a basic wraper for a Uniform Buffer Object
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///or UBO, and provides the storage for the texture handles
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class BindlessBuffer: public osg::Referenced{
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public:
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typedef osg::ref_ptr<osg::UniformBufferObject> UniBufferObjRef;
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typedef osg::ref_ptr<osg::UniformBufferBinding> UniBufferBindingRef;
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typedef osg::ref_ptr<osg::UInt64Array> HandleArrayRef;
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typedef osg::ref_ptr<BindlessBuffer> BindlessBufferRef;
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static BindlessBufferRef Make(size_t count){
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BindlessBufferRef val = new BindlessBuffer();
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val->_count = count;
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val->_sbbo = new osg::UniformBufferObject;
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val->_handles = new osg::UInt64Array();
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val->_handles->resize(count*2,0);
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val->_handles->setBufferObject(val->_sbbo);
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val->_ssbb = new osg::UniformBufferBinding(0, val->_sbbo.get(), 0, sizeof(GLuint64)*count);
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return val;
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}
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BindlessBuffer& operator = (const BindlessBuffer& rhs){
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if (this != &rhs){
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_count=rhs._count;
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_sbbo =rhs._sbbo ;
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_ssbb =rhs._ssbb ;
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_handles = rhs._handles;
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}
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return *this;
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}
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BindlessBuffer(const BindlessBuffer& rhs):osg::Referenced(rhs){
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if (this != &rhs){
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_count=rhs._count;
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_sbbo =rhs._sbbo ;
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_ssbb =rhs._ssbb ;
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_handles = rhs._handles;
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}
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}
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UniBufferObjRef& Object(){return _sbbo;}
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UniBufferBindingRef& Binding(){return _ssbb;}
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HandleArrayRef& Handles(){return _handles;}
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int count(){return _count;}
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private:
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int _count;
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UniBufferObjRef _sbbo;
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UniBufferBindingRef _ssbb;
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HandleArrayRef _handles;
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BindlessBuffer():osg::Referenced(),_count(0){
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}
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};
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///This class extends a Texture, when this is texture is applied
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///the first time, it will setup all our texture handles, after that
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///it will not make any more GL calls until it gets released
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class BindlessTexture: public osg::Texture2D
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{
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public:
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typedef osg::ref_ptr<BindlessBuffer> BufferRef;
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typedef std::vector<osg::ref_ptr<osg::Image> > TextureList;
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typedef std::vector<GLuint64EXT> HandleList;
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typedef osg::ref_ptr< osg::Texture::TextureObject> TextureObjectRef;
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typedef std::vector<TextureObjectRef> TextureObjectList;
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typedef osg::buffered_object<TextureObjectList> TextureObjectBuffer;
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BindlessTexture();
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BindlessTexture(BufferRef, TextureList);
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BindlessTexture(const BindlessTexture& rhs, const osg::CopyOp& copy =osg::CopyOp::SHALLOW_COPY);
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void releaseGLObjects(osg::State* state) const;
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void resizeGLObjectBuffers(unsigned maxSize);
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void setBidlessIndex(unsigned int index);
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META_StateAttribute(osg, BindlessTexture, TEXTURE);
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void apply(osg::State& state) const;
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protected:
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void applyOnce(osg::State &state) const;
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mutable osg::buffered_object<HandleList> _handles;
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mutable TextureList _textureList;
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mutable osg::ref_ptr<BindlessBuffer> _buffer;
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mutable std::vector<bool> _isBound;
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mutable TextureObjectBuffer _textureBufferList;
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// array index = texture image unit.
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unsigned int _bindlessIndex;
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};
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BindlessTexture::BindlessTexture():osg::Texture2D(),_bindlessIndex(0)
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{
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_isBound.resize(5,false);
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}
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BindlessTexture::BindlessTexture(const BindlessTexture& rhs, const osg::CopyOp& copy)
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:osg::Texture2D( rhs, copy )
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{
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_isBound.resize(5,false);
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_buffer = rhs._buffer;
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_bindlessIndex = rhs._bindlessIndex;
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for(unsigned i=0; i<rhs._handles.size(); ++i)
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_handles[i] = rhs._handles[i];
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}
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BindlessTexture::BindlessTexture(BufferRef ref,TextureList textureList) :
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osg::Texture2D( textureList[0] ),_buffer(ref),_bindlessIndex(0),_textureList(textureList)
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{
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_isBound.resize(5,false);
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}
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void BindlessTexture::setBidlessIndex(unsigned int index){
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_bindlessIndex = index;
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}
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/// Just as the name suggest this should be called once per
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/// context, durring its lifetime. This basically
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/// just sets up our texture handles, and loads them
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/// into our UBO. A good portion of this was copied from
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/// Texture2D::apply, this is in no ways a general solution.
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void BindlessTexture::applyOnce(osg::State& state) const
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{
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if (!_buffer)
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return;
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TextureObject* textureObject;
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unsigned contextID = state.getContextID();
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osg::GLExtensions* extensions = osg::GLExtensions::Get( contextID, true );
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osg::ref_ptr<osg::Image> image = _image;
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if (_handles[contextID].size() < _textureList.size())
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_handles[contextID].resize( _textureList.size(),0);
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if (_textureBufferList[contextID].size() < _textureList.size())
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_textureBufferList[contextID].resize( _textureList.size());
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int txtcount = _textureList.size();
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if (_buffer->count() < txtcount)
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txtcount = _buffer->count();
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//for each actual texture we have, bind it, get the texture hande, assign the value to our UBO
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for (int i = 0; i <txtcount; i++){
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image = _textureList[i];
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if (_image.valid())
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computeInternalFormatWithImage(*image);
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else
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continue;
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// compute the dimensions of the texture.
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computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
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textureObject = generateAndAssignTextureObject(contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
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textureObject->bind(state);
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applyTexParameters(GL_TEXTURE_2D,state);
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applyTexImage2D_load(state,GL_TEXTURE_2D,image.get(),
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_textureWidth, _textureHeight, _numMipmapLevels);
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textureObject->setAllocated(true);
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_textureBufferList[contextID][i] = textureObject;
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//Here is where the "magic" happens, we get the texture handle for our texture, copy it to our UBO,
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//and then tell OpenGL to keep the handle resident
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_handles[contextID][i] = extensions->glGetTextureHandle( textureObject->id() );
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std::vector<GLuint64> &vec = _buffer->Handles()->asVector();
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vec[i*2] = _handles[contextID][i];
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_buffer->Object()->dirty();
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_buffer->Handles()->dirty();
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if ( _handles[contextID][i] != 0L || extensions->glIsTextureHandleResident( _handles[contextID][i]) == GL_FALSE)
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{
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extensions->glMakeTextureHandleResident( _handles[contextID][i] );
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}
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}
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// update the modified tag to show that it is up to date.
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getModifiedCount(contextID) = image->getModifiedCount();
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}
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void BindlessTexture::apply(osg::State& state) const
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{
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unsigned contextID = state.getContextID();
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if ( _isBound[contextID] == false )
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{
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applyOnce(state);
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_isBound[contextID] = true;
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}else{
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//we should mostly hit this durring the lifetime of this object,
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//note we basically do nothing......
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}
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}
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/// cleanup, we just need to tell OpenGL to release our texture handle
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void BindlessTexture::releaseGLObjects(osg::State* state) const
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{
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if ( state )
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{
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unsigned contextID = state->getContextID();
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osg::Texture2D::releaseGLObjects( state );
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osg::GLExtensions* ext = osg::GLExtensions::Get( contextID, true );
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for(unsigned i=0; i<_handles[contextID].size(); ++i)
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{
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ext->glMakeTextureHandleNonResident( _handles[contextID][i] );
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_handles[contextID][i] = 0;
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}
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}
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}
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void
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BindlessTexture::resizeGLObjectBuffers(unsigned maxSize)
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{
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osg::Texture2D::resizeGLObjectBuffers( maxSize );
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size_t handleSize = _handles.size();
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size_t txtSize = _textureList.size();
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size_t boundSize = _isBound.size();
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if ( handleSize < maxSize ) {
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_isBound.resize(maxSize,false);
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}
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if ( handleSize < maxSize ) {
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_handles.resize( maxSize );
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for(unsigned i=handleSize; i<_handles.size(); ++i){
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for(unsigned j=0; j<txtSize; ++j)
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_handles[i][j] = 0;
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}
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}
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}
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typedef osg::ref_ptr<osg::Image> ImageRef;
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///////////////////////////////////////////////////////
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///Create an array of images, with checkerboard
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///pattern with random color and size
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///
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void createImageArray(osg::StateSet* attachPnt){
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BindlessTexture::TextureList images;
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images.resize(TextureCount);
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BindlessBuffer::BindlessBufferRef buffer = BindlessBuffer::Make(TextureCount);
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srand (time(NULL));
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for (int i =0; i < TextureCount; i++){
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ImageRef tImage = new osg::Image();
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int powerOf2 = rand()%6+4;
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const unsigned int imageSize = 1<<powerOf2;
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tImage->allocateImage(imageSize,imageSize,1,GL_RGBA,GL_UNSIGNED_BYTE);
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unsigned char* buff = tImage->data();
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const int stride = 4;
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unsigned char primaryColor[4];
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int boxWidth = rand()%15+2;
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int boxLength = rand()%15+2;
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//light squares
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primaryColor[0] = rand()%128 + 128;
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primaryColor[1] = rand()%128 + 128;
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primaryColor[2] = rand()%128 + 128;
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//dark squares
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unsigned char secondaryColor[4];
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secondaryColor[0] = rand()%128;
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secondaryColor[1] = rand()%128;
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secondaryColor[2] = rand()%128;
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for (int x = 0; x < imageSize; x++){
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for (int y =0; y<imageSize; y++){
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unsigned char* pixel = &buff[(x*imageSize+y)*stride];
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int xSide = x/boxWidth;
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int ySide = y/boxLength;
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bool isPrimaryColor = (xSide+ySide)%2>0;
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if (isPrimaryColor){
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pixel[0] = primaryColor[0];
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pixel[1] = primaryColor[1];
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pixel[2] = primaryColor[2];
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}else{
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pixel[0] = secondaryColor[0];
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pixel[1] = secondaryColor[1];
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pixel[2] = secondaryColor[2];
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}
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pixel[3] = 255;
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}
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}
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images[i] = tImage;
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std::stringstream sstr;
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sstr<<"Image"<<i;
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tImage->setName(sstr.str());
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}
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BindlessTexture* tex = new BindlessTexture(buffer,images);
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attachPnt->setTextureAttribute(0,tex,osg::StateAttribute::ON);
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attachPnt->setAttributeAndModes(buffer->Binding(), osg::StateAttribute::ON);
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}
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///Create a cube centered at the origin, with given by size
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///
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osg::Geometry* createCube(float scale, osg::Vec3 origin = osg::Vec3(0.0f,0.0f,0.0f) )
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{
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osg::Geometry* geometry = new osg::Geometry;
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geometry->setName("TexturedCubeArray");
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osg::Vec3Array* vertices = new osg::Vec3Array;
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geometry->setVertexArray(vertices);
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osg::Vec2Array* tcoords = new osg::Vec2Array();
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geometry->setTexCoordArray(0,tcoords);
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origin -= osg::Vec3(scale/2.0f,scale/2.0f,scale/2.0f);
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osg::Vec3 dx(scale,0.0f,0.0f);
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osg::Vec3 dy(0.0f,scale,0.0f);
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osg::Vec3 dz(0.0f,0.0f,scale);
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{
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// front face
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vertices->push_back(origin);
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vertices->push_back(origin+dx);
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vertices->push_back(origin+dx+dz);
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vertices->push_back(origin+dz);
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tcoords->push_back(osg::Vec2(0.0f,0.0f));
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tcoords->push_back(osg::Vec2(1.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,1.0f));
|
|
tcoords->push_back(osg::Vec2(0.0f,1.0f));
|
|
}
|
|
|
|
{
|
|
// back face
|
|
vertices->push_back(origin+dy);
|
|
vertices->push_back(origin+dy+dz);
|
|
vertices->push_back(origin+dy+dx+dz);
|
|
vertices->push_back(origin+dy+dx);
|
|
|
|
tcoords->push_back(osg::Vec2(0.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,1.0f));
|
|
tcoords->push_back(osg::Vec2(0.0f,1.0f));
|
|
}
|
|
|
|
{
|
|
// left face
|
|
vertices->push_back(origin+dy);
|
|
vertices->push_back(origin);
|
|
vertices->push_back(origin+dz);
|
|
vertices->push_back(origin+dy+dz);
|
|
|
|
tcoords->push_back(osg::Vec2(0.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,1.0f));
|
|
tcoords->push_back(osg::Vec2(0.0f,1.0f));
|
|
}
|
|
|
|
{
|
|
// right face
|
|
vertices->push_back(origin+dx+dy);
|
|
vertices->push_back(origin+dx+dy+dz);
|
|
vertices->push_back(origin+dx+dz);
|
|
vertices->push_back(origin+dx);
|
|
|
|
tcoords->push_back(osg::Vec2(0.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,1.0f));
|
|
tcoords->push_back(osg::Vec2(0.0f,1.0f));
|
|
}
|
|
|
|
{
|
|
// top face
|
|
vertices->push_back(origin+dz);
|
|
vertices->push_back(origin+dz+dx);
|
|
vertices->push_back(origin+dz+dx+dy);
|
|
vertices->push_back(origin+dz+dy);
|
|
|
|
tcoords->push_back(osg::Vec2(0.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,1.0f));
|
|
tcoords->push_back(osg::Vec2(0.0f,1.0f));
|
|
}
|
|
|
|
{
|
|
// bottom face
|
|
vertices->push_back(origin);
|
|
vertices->push_back(origin+dy);
|
|
vertices->push_back(origin+dx+dy);
|
|
vertices->push_back(origin+dx);
|
|
|
|
tcoords->push_back(osg::Vec2(0.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,0.0f));
|
|
tcoords->push_back(osg::Vec2(1.0f,1.0f));
|
|
tcoords->push_back(osg::Vec2(0.0f,1.0f));
|
|
}
|
|
osg::DrawArrays* primSet = new osg::DrawArrays(GL_QUADS, 0, vertices->size());
|
|
geometry->addPrimitiveSet(primSet);
|
|
|
|
return geometry;
|
|
}
|
|
///
|
|
///Here we are going to create our scene, basically we need to make sure our
|
|
///Bindless texture gets applied before our shader programs.
|
|
///
|
|
///
|
|
osg::Group* CreateScene(){
|
|
osg::Group* sceneRoot= new osg::Group();
|
|
sceneRoot->setName("Root");
|
|
osg::Geode *geo = new osg::Geode();
|
|
geo->setName("Geo");
|
|
sceneRoot->addChild(geo);
|
|
float size = 1.0f;
|
|
osg::StateSet* scene_ss = sceneRoot->getOrCreateStateSet();
|
|
createImageArray(scene_ss);
|
|
scene_ss->setMode(GL_DEPTH_TEST,osg::StateAttribute::ON);
|
|
|
|
osg::ref_ptr<osg::Geometry> geom = createCube(0.9f);
|
|
osg::PrimitiveSet *prim = geom->getPrimitiveSet(0);
|
|
//instanced elements must use VBOs
|
|
geom->setUseDisplayList(false);
|
|
geom->setUseVertexBufferObjects(true);
|
|
geom->setCullingActive(false);
|
|
prim->setNumInstances(1000);
|
|
prim->dirty();
|
|
sceneRoot->addChild(geo);
|
|
geo->addDrawable(geom.get());
|
|
|
|
osg::StateSet* ss = geo->getOrCreateStateSet();
|
|
|
|
std::string strTextureCount;
|
|
std::stringstream ssconv;
|
|
ssconv<<TextureCount;
|
|
ssconv>>strTextureCount;
|
|
std::string::size_type pos = vertShader.find("XXX");
|
|
vertShader.replace(pos,size_t(3),strTextureCount);
|
|
|
|
pos = fragShader.find("XXX");
|
|
fragShader.replace(pos,size_t(3),strTextureCount);
|
|
|
|
osg::Program* program = new osg::Program;
|
|
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertShader);
|
|
program->addShader(vertex_shader);
|
|
|
|
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragShader);
|
|
program->addShader(fragment_shader);
|
|
|
|
ss->setAttributeAndModes(program, osg::StateAttribute::ON);
|
|
|
|
|
|
return sceneRoot;
|
|
}
|
|
int main(int argc, char** argv)
|
|
{
|
|
// set command line options
|
|
osg::ArgumentParser arguments(&argc,argv);
|
|
|
|
// construct the viewer.
|
|
osgViewer::Viewer viewer(arguments);
|
|
|
|
// add the stats handler
|
|
viewer.addEventHandler(new osgViewer::StatsHandler);
|
|
|
|
// add model to viewer.
|
|
viewer.setSceneData( CreateScene() );
|
|
|
|
viewer.getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
|
|
|
|
return viewer.run();
|
|
}
|
|
|