OpenSceneGraph/examples/osgtransformfeedback/osgtransformfeedback.cpp
Robert Osfield 4a668d53c5 Fixed warning
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14670 16af8721-9629-0410-8352-f15c8da7e697
2015-01-22 15:07:50 +00:00

293 lines
8.5 KiB
C++

/* OpenSceneGraph example, osgtransformfeedback
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
/* file: examples/osgtransformfeedback/osgtransformfeedback.cpp
* author: Julien Valentin 2013-10-01
* copyright: (C) 2013
* license: OpenSceneGraph Public License (OSGPL)
*
* A demo of GLSL geometry shaders using OSG transform feedback
*
*/
#include <osg/GL2Extensions>
#include <osg/Notify>
#include <osg/ref_ptr>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Point>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Program>
#include <osg/Shader>
#include <osg/BlendFunc>
#include <osg/Uniform>
#include <osgViewer/Viewer>
#include <osg/BufferIndexBinding>
#include <iostream>
///////////////////////////////////////////////////////////////////////////
class SineAnimation: public osg::Uniform::Callback
{
public:
SineAnimation( float rate = 1.0f, float scale = 1.0f, float offset = 0.0f ) :
_rate(rate), _scale(scale), _offset(offset)
{}
void operator()( osg::Uniform* uniform, osg::NodeVisitor* nv )
{
float angle = _rate * nv->getFrameStamp()->getSimulationTime();
float value = sinf( angle ) * _scale + _offset;
uniform->set( value );
}
private:
const float _rate;
const float _scale;
const float _offset;
};
///////////////////////////////////////////////////////////////////////////
static const char* RendervertSource =
{
"#version 120\n"
"uniform float u_anim1;\n"
"//in vec4 Vertex;\n"
"varying vec4 v_color;\n"
"void main(void)\n"
"{\n"
" v_color = gl_Vertex;\n"
" gl_Position = gl_ModelViewProjectionMatrix *(gl_Vertex);\n"
"}\n"
};
static const char* vertSource =
{
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"uniform float u_anim1;\n"
" varying out vec4 v_color;\n"
"void main(void)\n"
"{\n"
" gl_Position = (gl_Vertex);\n"
" v_color = gl_Vertex;\n"
"}\n"
};
static const char* geomSource =
{
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"uniform float u_anim1;\n"
" varying in vec4 v_color[];\n"
" varying vec4 out1;\n"
"void main(void)\n"
"{\n"
" vec4 v =vec4( gl_PositionIn[0].xyz,1);\n"
" out1 = v + vec4(u_anim1,0.,0.,0.);// gl_Position = v + vec4(u_anim1,0.,0.,0.); \n"
" EmitVertex();\n"
" EndPrimitive();\n"
" out1 = v - vec4(u_anim1,0.,0.,0.); // gl_Position = v - vec4(u_anim1,0.,0.,0.); \n"
" EmitVertex();\n"
" EndPrimitive();\n"
"\n"
" out1= v + vec4(0.,1.0-u_anim1,0.,0.);// gl_Position = v + vec4(0.,1.0-u_anim1,0.,0.); \n"
" EmitVertex();\n"
" EndPrimitive();\n"
" out1 = v - vec4(0.,1.0-u_anim1,0.,0.); //gl_Position = v - vec4(0.,1.0-u_anim1,0.,0.); \n"
" EmitVertex();\n"
" EndPrimitive();\n"
"}\n"
};
static const char* fragSource =
{
"#version 120\n"
"#extension GL_EXT_geometry_shader4 : enable\n"
"uniform float u_anim1;\n"
"varying vec4 v_color_out;\n"
"void main(void)\n"
"{\n"
" gl_FragColor = vec4(1,0,0,1);//v_color_out;\n"
"}\n"
};
osg::Program* createGeneratorShader()
{
osg::Program* pgm = new osg::Program;
pgm->setName( "osg transformfeedback demo" );
pgm->addShader( new osg::Shader( osg::Shader::VERTEX, vertSource ) );
pgm->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, 4 );
pgm->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_POINTS );
pgm->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_POINTS );
pgm->addShader( new osg::Shader( osg::Shader::GEOMETRY, geomSource ) );
pgm->addTransformFeedBackVarying(std::string("out1"));
pgm->setTransformFeedBackMode(GL_INTERLEAVED_ATTRIBS);
return pgm;
}
osg::Program* createRenderShader()
{
osg::Program* pgm = new osg::Program;
pgm->setName( "osg transformfeedback renderer demo" );
pgm->addShader( new osg::Shader( osg::Shader::VERTEX, RendervertSource ) );
pgm->addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) );
return pgm;
}
//////////////////////////////////////////////////////////////////////////////////////
class SomePointsRenderer;
class SomePointsGenerator:public osg::Geometry
{
public:
SomePointsGenerator();
void setRenderer(osg::Geometry*renderer);
GLuint getNumPrimitivesGenerated()const;
protected:
osg::Program * _program;
osg::ref_ptr<osg::VertexBufferObject> genbuffer;//Renderer buffer
osg::Vec4Array* vAry;
virtual void drawImplementation( osg::RenderInfo& renderInfo ) const;
};
/////////////////////////////////////////////////////////////////////////////////////
class SomePointsRenderer : public osg::Geometry
{
public:
SomePointsRenderer(SomePointsGenerator*_generator)
{
setUseVertexBufferObjects(true);
osg::Vec4Array* vAry2 = new osg::Vec4Array;
vAry2->resize(_generator->getNumPrimitivesGenerated());
setVertexArray(vAry2);
addPrimitiveSet( new osg::DrawArrays( GL_LINES, 0,_generator->getNumPrimitivesGenerated()));
osg::StateSet* sset = getOrCreateStateSet();
///hacking rendering order
/*osg::BlendFunc* bf = new
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA,
osg::BlendFunc::ONE_MINUS_SRC_ALPHA );
sset->setAttributeAndModes(bf);*/
sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
getOrCreateVertexBufferObject();
sset->setAttribute( createRenderShader() );
}
};
///////////////////////////////////////////////////////////////////////////
GLuint SomePointsGenerator::getNumPrimitivesGenerated()const
{
return vAry->size()*4;
}
void SomePointsGenerator::drawImplementation( osg::RenderInfo& renderInfo ) const
{
//get output buffer
unsigned int contextID = renderInfo.getState()->getContextID();
GLuint ubuff= genbuffer->getOrCreateGLBufferObject(contextID)->getGLObjectID();
osg::GLExtensions* ext = renderInfo.getState()->get<osg::GLExtensions>();
ext->glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0,ubuff);
glEnable(GL_RASTERIZER_DISCARD);
ext->glBeginTransformFeedback(GL_POINTS);
osg::Geometry::drawImplementation( renderInfo );
ext->glEndTransformFeedback();
glDisable(GL_RASTERIZER_DISCARD);
ext->glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
}
SomePointsGenerator::SomePointsGenerator():osg::Geometry()
{
setUseVertexBufferObjects(true);
osg::StateSet* sset = getOrCreateStateSet();
sset->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
vAry = new osg::Vec4Array;;
vAry->push_back( osg::Vec4(0,0,0,1) );
vAry->push_back( osg::Vec4(0,1,0,1) );
vAry->push_back( osg::Vec4(1,0,0,1) );
vAry->push_back( osg::Vec4(1,1,0,1 ));
addPrimitiveSet( new osg::DrawArrays( GL_POINTS, 0, vAry->size() ) );
setVertexArray( vAry );
_program=createGeneratorShader() ;
sset->setAttribute(_program );
// a generic cyclic animation value
osg::Uniform* u_anim1( new osg::Uniform( "u_anim1", 0.9f ) );
u_anim1->setUpdateCallback( new SineAnimation( 4, 0.5, 0.5 ) );
sset->addUniform( u_anim1 );
}
void SomePointsGenerator::setRenderer(osg::Geometry* renderer)
{
genbuffer = renderer->getOrCreateVertexBufferObject();
}
///////////////////////////////////////////////////////////////////////////
int main( int , char** )
{
osg::Geode* root( new osg::Geode );
SomePointsGenerator * pate = new SomePointsGenerator();
SomePointsRenderer* pate2 = new SomePointsRenderer(pate);
pate->setRenderer( pate2);
root->addDrawable( pate );
root->addDrawable( pate2 );
osgViewer::Viewer viewer;
viewer.setSceneData( root );
return viewer.run();
}