Replaced deprecated osg::Geometry::set*Binding() usage.

This commit is contained in:
Robert Osfield
2013-06-27 09:54:12 +00:00
parent c1ebc3ac0c
commit 4b9aa1fd24
49 changed files with 1471 additions and 1559 deletions

View File

@@ -58,10 +58,10 @@ struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
// we'll pick out the center 1/2 of the whole image,
int column_start = _image->s()/4;
int column_end = 3*column_start;
int row_start = _image->t()/4;
int row_end = 3*row_start;
// and then halve their contribution
for(int r=row_start; r<row_end; ++r)
{
@@ -82,10 +82,10 @@ struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
// we'll pick out the center 1/2 of the whole image,
int column_start = _image->s()/4;
int column_end = 3*column_start;
int row_start = _image->t()/4;
int row_end = 3*row_start;
// and then halve their contribution
for(int r=row_start; r<row_end; ++r)
{
@@ -100,13 +100,13 @@ struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
}
_image->dirty();
//print out the first three values
float* data = (float*)_image->data(0, 0);
fprintf(stderr,"Float pixel data: r %e g %e b %e\n", data[0], data[1], data[2]);
}
}
osg::Image* _image;
};
@@ -116,7 +116,7 @@ struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool useHDR)
{
osg::Group *top_group = new osg::Group;
osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
@@ -141,16 +141,15 @@ osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool
quad_geom->setVertexArray(quad_coords.get());
quad_geom->setTexCoordArray(0, quad_tcoords.get());
quad_geom->addPrimitiveSet(quad_da.get());
quad_geom->setColorArray(quad_colors.get());
quad_geom->setColorBinding(osg::Geometry::BIND_OVERALL);
quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL);
osg::StateSet *stateset = quad_geom->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset->addUniform(new osg::Uniform("width", (int)tex_width));
// Attach shader, glFragData is used to create data for multiple render targets
if (useHDR) {
static const char *shaderSource = {
"uniform int width;"
@@ -162,7 +161,7 @@ osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool
" gl_FragData[3] = vec4(0,0,1e-12,1);\n"
"}\n"
};
osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT , shaderSource);
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(fshader.get());
@@ -178,7 +177,7 @@ osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool
" gl_FragData[3] = vec4(0,0,1,1);\n"
"}\n"
};
osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT , shaderSource);
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(fshader.get());
@@ -186,7 +185,7 @@ osg::Group* createRTTQuad(unsigned int tex_width, unsigned int tex_height, bool
}
quad_geode->addDrawable(quad_geom.get());
top_group->addChild(quad_geode.get());
return top_group;
@@ -203,7 +202,7 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
// textures to render to and to use for texturing of the final quad
osg::TextureRectangle* textureRect[NUM_TEXTURES] = {0,0,0,0};
for (int i=0;i<NUM_TEXTURES;i++) {
textureRect[i] = new osg::TextureRectangle;
textureRect[i]->setTextureSize(tex_width, tex_height);
@@ -219,24 +218,24 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
// GL_FLOAT_RGBA32_NV might be supported on pre 8-series GPUs
//textureRect[i]->setInternalFormat(GL_FLOAT_RGBA32_NV);
// GL_RGBA16F_ARB can be used with this example,
// GL_RGBA16F_ARB can be used with this example,
// but modify e-12 and e12 in the shaders accordingly
//textureRect[i]->setInternalFormat(GL_RGBA16F_ARB);
textureRect[i]->setSourceFormat(GL_RGBA);
textureRect[i]->setSourceType(GL_FLOAT);
}
}
// first create the geometry of the quad
{
{
osg::Geometry* polyGeom = new osg::Geometry();
polyGeom->setSupportsDisplayList(false);
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec2Array* texcoords = new osg::Vec2Array;
vertices->push_back(osg::Vec3d(0,0,0));
texcoords->push_back(osg::Vec2(0,0));
@@ -254,8 +253,7 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
polyGeom->setColorArray(colors);
polyGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
polyGeom->setColorArray(colors, osg::Array::BIND_OVERALL);
polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));
@@ -264,7 +262,7 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
for (int i=0;i<NUM_TEXTURES;i++){
stateset->setTextureAttributeAndModes(i, textureRect[i], osg::StateAttribute::ON);
}
polyGeom->setStateSet(stateset);
// Attach a shader to the final quad to combine the input textures.
@@ -308,24 +306,24 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader( fshader.get());
stateset->setAttributeAndModes( program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
}
stateset->addUniform(new osg::Uniform("textureID0", 0));
stateset->addUniform(new osg::Uniform("textureID1", 1));
stateset->addUniform(new osg::Uniform("textureID2", 2));
stateset->addUniform(new osg::Uniform("textureID3", 3));
//stateset->setDataVariance(osg::Object::DYNAMIC);
osg::Geode* geode = new osg::Geode();
geode->addDrawable(polyGeom);
parent->addChild(geode);
}
// now create the camera to do the multiple render to texture
{
{
osg::Camera* camera = new osg::Camera;
// set up the background color and clear mask.
@@ -353,14 +351,14 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
else
camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), textureRect[i]);
}
// we can also read back any of the targets as an image, modify this image and push it back
if (useImage) {
// which texture to get the image from
const int tex_to_get = 0;
osg::Image* image = new osg::Image;
if (useHDR) {
image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_FLOAT);
@@ -372,7 +370,7 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0 + tex_to_get), image);
camera->setPostDrawCallback(new MyCameraPostDrawCallback(image));
// push back the image to the texture
textureRect[tex_to_get]->setImage(0, image);
}
@@ -381,7 +379,7 @@ osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned
camera->addChild(cam_subgraph);
parent->addChild(camera);
}
}
return parent;
}