Replaced macro based selection of which shaders to use by default with DisplaySettings::setShaderHint() and OSG_SHADER=HINT=GL2|GL3|GLES2|GLES3|NONE controls
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@@ -32,16 +32,10 @@
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using namespace osgText;
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using namespace std;
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#define SHADERS_GL3 (defined(OSG_GL3_AVAILABLE) || defined(OSG_GLES3_AVAILABLE))
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#define SHADERS_GL2 (!defined(OSG_GL_FIXED_FUNCTION_AVAILABLE) && !defined(OSG_GL3_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
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#define IS_ES (defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE))
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#if SHADERS_GL3
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#if !IS_ES
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#if (!defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE))
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#define GLSL_VERSION_STR "330 core"
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#define GLYPH_CMP "r"
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#else
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#else
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#define GLSL_VERSION_STR "300 es"
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#define GLYPH_CMP "a"
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#endif
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@@ -83,10 +77,6 @@ static const char* gl3_TextFragmentShader = {
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"}\n"
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};
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#endif
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#if SHADERS_GL2
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static const char* gl2_TextVertexShader = {
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"// gl2_TextVertexShader\n"
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"#ifdef GL_ES\n"
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@@ -116,7 +106,6 @@ static const char* gl2_TextFragmentShader = {
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" else gl_FragColor = vertexColor;\n"
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"}\n"
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};
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#endif
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osg::ref_ptr<Font>& Font::getDefaultFont()
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{
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@@ -335,27 +324,32 @@ Font::Font(FontImplementation* implementation):
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_stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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#endif
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#if SHADERS_GL3
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osg::DisplaySettings::ShaderHint shaderHint = osg::DisplaySettings::instance()->getShaderHint();
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if (shaderHint==osg::DisplaySettings::SHADER_GL3 || shaderHint==osg::DisplaySettings::SHADER_GLES3)
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{
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OSG_INFO<<"Font::Font() Setting up GL3 compatible shaders"<<std::endl;
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OSG_INFO<<"Font::Font() Setting up GL3 compatible shaders"<<std::endl;
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3_TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3_TextFragmentShader));
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_stateset->setAttributeAndModes(program.get());
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_stateset->addUniform(new osg::Uniform("glyphTexture", 0));
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3_TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3_TextFragmentShader));
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_stateset->setAttributeAndModes(program.get());
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_stateset->addUniform(new osg::Uniform("glyphTexture", 0));
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#elif SHADERS_GL2
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}
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else if (shaderHint==osg::DisplaySettings::SHADER_GL2 || shaderHint==osg::DisplaySettings::SHADER_GLES2)
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{
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OSG_INFO<<"Font::Font() Setting up GL2 compatible shaders"<<std::endl;
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl2_TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl2_TextFragmentShader));
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_stateset->setAttributeAndModes(program.get());
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_stateset->addUniform(new osg::Uniform("glyphTexture", 0));
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OSG_INFO<<"Font::Font() Setting up GL2 compatible shaders"<<std::endl;
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#endif
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osg::ref_ptr<osg::Program> program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl2_TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl2_TextFragmentShader));
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_stateset->setAttributeAndModes(program.get());
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_stateset->addUniform(new osg::Uniform("glyphTexture", 0));
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}
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char *ptr;
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if( (ptr = getenv("OSG_MAX_TEXTURE_SIZE")) != 0)
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