Added support for osg_FrameNumber, osg_FrameTime, osg_ViewMatrix, osg_InverseViewMatrix
into SceneView, controlled via a setActiveUniforms(.) method.
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@@ -52,6 +52,8 @@ SceneView::SceneView(DisplaySettings* ds)
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_drawBufferValue = GL_BACK;
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_requiresFlush = true;
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_activeUniforms = DEFAULT_UNIFORMS;
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}
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@@ -163,11 +165,6 @@ void SceneView::init()
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void SceneView::update()
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{
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// comment out since the init traversal by default with do OpenGL calls,
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// which you definately don't want to call during update().
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// if (!_initCalled) init();
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if (_sceneData.valid() && _updateVisitor.valid())
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{
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_updateVisitor->reset();
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@@ -188,8 +185,41 @@ void SceneView::update()
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// multi-threaded.
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_sceneData->getBound();
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}
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}
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void SceneView::updateUniforms()
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{
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if (!_localStateSet)
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{
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_localStateSet = new osg::StateSet;
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}
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if (!_localStateSet) return;
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if ((_activeUniforms & FRAME_NUMBER_UNIFORM) && _frameStamp.valid())
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{
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osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_FrameNumber",osg::Uniform::INT);
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uniform->set(_frameStamp->getFrameNumber());
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}
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if ((_activeUniforms & FRAME_TIME_UNIFORM) && _frameStamp.valid())
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{
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osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_FrameTime",osg::Uniform::FLOAT);
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uniform->set(static_cast<float>(_frameStamp->getReferenceTime()));
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}
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if (_activeUniforms & VIEW_MATRIX_UNIFORM)
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{
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osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_ViewMatrix",osg::Uniform::FLOAT_MAT4);
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uniform->set(_viewMatrix);
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}
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if (_activeUniforms & INVERSE_VIEW_MATRIX_UNIFORM)
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{
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osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_InverseViewMatrix",osg::Uniform::FLOAT_MAT4);
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uniform->set(osg::Matrix::inverse(_viewMatrix));
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}
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}
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osg::Matrixd SceneView::computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const
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@@ -324,6 +354,8 @@ osg::Matrixd SceneView::computeRightEyeViewImplementation(const osg::Matrixd& vi
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void SceneView::cull()
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{
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// update the active uniforms
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updateUniforms();
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if (!_state)
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{
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