Beispiel #1
0
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());

}
Beispiel #2
0
    bool init(osgAnimation::RigGeometry& geom)
    {
        osg::Vec3Array* pos = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
        if (!pos) {
            osg::notify(osg::WARN) << "RigTransformHardware no vertex array in the geometry " << geom.getName() << std::endl;
            return false;
        }

        if (!geom.getSkeleton()) {
            osg::notify(osg::WARN) << "RigTransformHardware no skeleting set in geometry " << geom.getName() << std::endl;
            return false;
        }

        osgAnimation::BoneMapVisitor mapVisitor;
        geom.getSkeleton()->accept(mapVisitor);
        osgAnimation::BoneMap bm = mapVisitor.getBoneMap();

        if (!createPalette(pos->size(),bm, geom.getVertexInfluenceSet().getVertexToBoneList()))
            return false;

        int attribIndex = 11;
        int nbAttribs = getNumVertexAttrib();

        // use a global program for all avatar
        if (!program.valid()) {
            program = new osg::Program;
            program->setName("HardwareSkinning");
            if (!_shader.valid())
                _shader = osg::Shader::readShaderFile(osg::Shader::VERTEX,"shaders/skinning.vert");

            if (!_shader.valid()) {
                osg::notify(osg::WARN) << "RigTransformHardware can't load VertexShader" << std::endl;
                return false;
            }

            // replace max matrix by the value from uniform
            {
                std::string str = _shader->getShaderSource();
                std::string toreplace = std::string("MAX_MATRIX");
                std::size_t start = str.find(toreplace);
                std::stringstream ss;
                ss << getMatrixPaletteUniform()->getNumElements();
                str.replace(start, toreplace.size(), ss.str());
                _shader->setShaderSource(str);
                osg::notify(osg::INFO) << "Shader " << str << std::endl;
            }

            program->addShader(_shader.get());

            for (int i = 0; i < nbAttribs; i++)
            {
                std::stringstream ss;
                ss << "boneWeight" << i;
                program->addBindAttribLocation(ss.str(), attribIndex + i);

                osg::notify(osg::INFO) << "set vertex attrib " << ss.str() << std::endl;
            }
        }
        for (int i = 0; i < nbAttribs; i++)
        {
            std::stringstream ss;
            ss << "boneWeight" << i;
            geom.setVertexAttribArray(attribIndex + i, getVertexAttrib(i));
        }

        osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
        ss->addUniform(getMatrixPaletteUniform());
        ss->addUniform(new osg::Uniform("nbBonesPerVertex", getNumBonesPerVertex()));
        ss->setAttributeAndModes(program.get());
        geom.setStateSet(ss.get());
        _needInit = false;
        return true;
    }