[osg-users] using modern shaders with osg - setting vertex attribute layout

Sebastian Messerschmidt sebastian.messerschmidt at gmx.de
Sat Sep 2 11:13:54 PDT 2017


Hi,

Unfortunately your example doesn't compile. If you provide a minimal 
(i.e. compileable ) example showing the problem we could take a look 
into it.
Due to copyright reasons I cannot give you an example from my code base.

Cheers
Sebastian
> Hi,
>
> I'm still struggling with getting setUseVertexAttributeAliasing(true) to combine rendering to textures.
>
> To this end, I made made a tiny change to the osgmultiplerendertargets example to see if I could adapt that example to work with setUseVertexAttributeAliasing(true).
>
> Aside from adding some lines to view the intermediate textures, my only change was enabling VertexAttributeAliasing as follows:
>
>
> Code:
> viewer.realize();
> viewer.getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);
>
>
>
>
> Given that the code only uses some fragment shaders, which use fixed colors and don't rely on things like gl_Vertex or gl_Normal I assumed no changes to them would be needed. Yet enabling VertexAttribute shaders breaks rendering, disabling it again fixes it.
>
> Maybe I'm completely misunderstanding the idea behind VertexAttributeAliasing, all I want is to reuse the shaders from my other project, which requires control over the vertex attribute layout...
> If anyone can tell me what I'm doing wrong or has a working example of MRT with setUseVertexAttributeAliasing(true), that would be highly appreciated.
>
> For reference, here is the entire modified code:
>
> Code:
>
> /* OpenSceneGraph example, osgmultiplerendertargets.
> *
> *  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.
> */
>
> #include <osg/GLExtensions>
> #include <osg/Node>
> #include <osg/Geometry>
> #include <osg/Notify>
> #include <osg/MatrixTransform>
> #include <osg/Texture2D>
> #include <osg/TextureRectangle>
> #include <osg/ColorMask>
> #include <osg/Material>
> #include <osg/Capability>
>
> #include <osgGA/TrackballManipulator>
> #include <osgGA/FlightManipulator>
> #include <osgGA/DriveManipulator>
>
> #include <osgViewer/Viewer>
>
> #include <iostream>
> #include <stdio.h>
>
> #include "RenderingUtility.h" //to easily view intermediate textures
> //
> // Below is relatively straight forward example of using the OpenGL multiple render targets (MRT) extension
> // to FrameBufferObjects/GLSL shaders.
> //
> // Another, more sophisticated MRT example can be found in the osgstereomatch example.
> //
>
>
> // The callback modifies an input image.
> struct MyCameraPostDrawCallback : public osg::Camera::DrawCallback
> {
>      MyCameraPostDrawCallback(osg::Image* image):
>          _image(image)
>      {
>      }
>
>      virtual void operator () (const osg::Camera& /*camera*/) const
>      {
>          if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_UNSIGNED_BYTE)
>          {
>              // 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)
>              {
>                  unsigned char* data = _image->data(column_start, r);
>                  for(int c=column_start; c<column_end; ++c)
>                  {
>                      (*data) = (*data)/2; ++data;
>                      (*data) = (*data)/2; ++data;
>                      (*data) = (*data)/2; ++data;
>                      (*data) = 255; ++data;
>                  }
>              }
>
>              _image->dirty();
>          }
>          else if (_image && _image->getPixelFormat()==GL_RGBA && _image->getDataType()==GL_FLOAT)
>          {
>              // 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)
>              {
>                  float* data = (float*)_image->data(column_start, r);
>                  for(int c=column_start; c<column_end; ++c)
>                  {
>                      (*data) = (*data)/2.0; ++data;
>                      (*data) = (*data)/2.0; ++data;
>                      (*data) = (*data)/2.0; ++data;
>                      (*data) = 1.0f; ++data;
>                  }
>              }
>
>              _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;
> };
>
> #define NUM_TEXTURES 4
>
> // The quad geometry is used by the render to texture camera to generate multiple textures.
> 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
>      // counter-clockwise
>      quad_coords->push_back(osg::Vec3d(0, 0, -1));
>      quad_coords->push_back(osg::Vec3d(1, 0, -1));
>      quad_coords->push_back(osg::Vec3d(1, 1, -1));
>      quad_coords->push_back(osg::Vec3d(0, 1, -1));
>
>      osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
>      quad_tcoords->push_back(osg::Vec2(0, 0));
>      quad_tcoords->push_back(osg::Vec2(tex_width, 0));
>      quad_tcoords->push_back(osg::Vec2(tex_width, tex_height));
>      quad_tcoords->push_back(osg::Vec2(0, tex_height));
>
>      osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
>      osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
>
>      osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
>      quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
>
>      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(), 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;"
>              "void main(void)\n"
>              "{\n"
>              "    gl_FragData[0] = vec4(-1e-12,0,0,1);\n"
>              "    gl_FragData[1] = vec4(0,1e-12,0,1);\n"
>              "    gl_FragData[2] = vec4(0,0,1e-12,1);\n"
>              "    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());
>          stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
>      } else {
> 				static const char *shaderSource = {
>              "uniform int width;"
>              "void main(void)\n"
>              "{\n"
>              "    gl_FragData[0] = vec4(1,0,0,1);\n"
>              "    gl_FragData[1] = vec4(0,1,0,1);\n"
>              "    gl_FragData[2] = vec4(0,0,1,1);\n"
>              "    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());
>          stateset->setAttributeAndModes(program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
>      }
>
>      quad_geode->addDrawable(quad_geom.get());
>
>      top_group->addChild(quad_geode.get());
>
>      return top_group;
> }
>
>
> 		osg::TextureRectangle* textureRect[NUM_TEXTURES] = {0,0,0,0}; //moved to global scope to easily view intermediate textures
> // Here a scene consisting of a single quad is created. This scene is viewed by the screen camera.
> // The quad is textured using a shader and the multiple textures generated in the RTT stage.
> osg::Node* createScene(osg::Node* cam_subgraph, unsigned int tex_width, unsigned int tex_height, bool useHDR, bool useImage, bool useMultiSample)
> {
>      if (!cam_subgraph) return 0;
>
>      // create a group to contain the quad and the pre render camera.
>      osg::Group* parent = new osg::Group;
>
>      // 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);
>          textureRect[i]->setInternalFormat(GL_RGBA);
>          textureRect[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR);
>          textureRect[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
>
>          if (useHDR)
>          {
>              // Default HDR format
>              textureRect[i]->setInternalFormat(GL_RGBA32F_ARB);
>
>              // 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,
>              // 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));
>
>          vertices->push_back(osg::Vec3d(1,0,0));
>          texcoords->push_back(osg::Vec2(tex_width,0));
>
>          vertices->push_back(osg::Vec3d(1,0,1));
>          texcoords->push_back(osg::Vec2(tex_width,tex_height));
>
>          vertices->push_back(osg::Vec3d(0,0,1));
>          texcoords->push_back(osg::Vec2(0,tex_height));
>
>          polyGeom->setVertexArray(vertices);
>          polyGeom->setTexCoordArray(0,texcoords);
>
>          osg::Vec4Array* colors = new osg::Vec4Array;
>          colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
>          polyGeom->setColorArray(colors, osg::Array::BIND_OVERALL);
>
>          polyGeom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,vertices->size()));
>
>          // now we need to add the textures (generated by RTT) to the Drawable.
>          osg::StateSet* stateset = new osg::StateSet;
>          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.
>          if (useHDR) {
>              static const char *shaderSource = {
>                  "uniform sampler2DRect textureID0;\n"
>                  "uniform sampler2DRect textureID1;\n"
>                  "uniform sampler2DRect textureID2;\n"
>                  "uniform sampler2DRect textureID3;\n"
>                  "uniform float width;\n"
>                  "uniform float height; \n"
>                  "void main(void)\n"
>                  "{\n"
>                  "    gl_FragData[0] = \n"
>                  "     vec4(  -1e12 * texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1) + \n"
>                  "     vec4(   1e12 * texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + \n"
>                  "     vec4(   1e12 * texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + \n"
>                  "     vec4(-0.5e12 * texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 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());
>              stateset->setAttributeAndModes( program.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
>          } else {
>              static const char *shaderSource = {
>                  "uniform sampler2DRect textureID0;\n"
>                  "uniform sampler2DRect textureID1;\n"
>                  "uniform sampler2DRect textureID2;\n"
>                  "uniform sampler2DRect textureID3;\n"
>                  "void main(void)\n"
>                  "{\n"
>                  "    gl_FragData[0] = \n"
>                  "          vec4(texture2DRect( textureID0, gl_TexCoord[0].st ).rgb, 1) + \n"
>                  "          vec4(texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + \n"
>                  "          vec4(texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + \n"
>                  "     -0.5*vec4(texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 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());
>              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.
>          camera->setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
>          camera->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>
>          // the camera is going to look at our input quad
>          camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
>          camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>          camera->setViewMatrix(osg::Matrix::identity());
>
>          // set viewport
>          camera->setViewport(0, 0, tex_width, tex_height);
>
>          // set the camera to render before the main camera.
>          camera->setRenderOrder(osg::Camera::PRE_RENDER);
>
>          // tell the camera to use OpenGL frame buffer objects
>          camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
>
>          // attach the textures to use
>          for (int i=0; i<NUM_TEXTURES; i++) {
>              if (useMultiSample)
>                  camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), textureRect[i], 0, 0, false, 4, 4);
>              else
>                  camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0+i), textureRect[i]);
>
>
>          }
>
> #if 0
>          // test for new glEnablei/glDisablei functionality.
>          camera->getOrCreateStateSet()->setAttribute(new osg::Enablei(GL_BLEND, 0));
>          camera->getOrCreateStateSet()->setAttribute(new osg::Disablei(GL_BLEND, 1));
> #endif
>
>          // 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);
>              } else {
>                  image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
>              }
>
>              // attach the image so its copied on each frame.
>              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);
>          }
>
>          // add the subgraph to render
>          camera->addChild(cam_subgraph);
>
>          parent->addChild(camera);
>      }
>
>      return parent;
> }
>
> int main( int argc, char **argv )
> {
>      // use an ArgumentParser object to manage the program arguments.
>      osg::ArgumentParser arguments(&argc,argv);
>
>      // set up the usage document, in case we need to print out how to use this program.
>      arguments.getApplicationUsage()->setDescription(arguments.getApplicationName() + " demonstrates the use of multiple render targets (MRT) with frame buffer objects (FBOs). A render to texture (RTT) camera is used to render to four textures using a single shader. The four textures are then combined to texture the viewed geometry.");
>      arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] ...");
>      arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information.");
>      arguments.getApplicationUsage()->addCommandLineOption("--width","Set the width of the render to texture.");
>      arguments.getApplicationUsage()->addCommandLineOption("--height","Set the height of the render to texture.");
>      arguments.getApplicationUsage()->addCommandLineOption("--image","Render one of the targets to an image, then apply a post draw callback to modify it and use this image to update the final texture. Print some texture values when using HDR.");
>      arguments.getApplicationUsage()->addCommandLineOption("--hdr","Use high dynamic range (HDR). Create floating point textures to render to.");
>
>      // construct the viewer.
>      osgViewer::Viewer viewer(arguments);
>
>      // if user request help write it out to cout.
>      if (arguments.read("-h") || arguments.read("--help"))
>      {
>          arguments.getApplicationUsage()->write(std::cout);
>          return 1;
>      }
>
>      unsigned tex_width = 512;
>      unsigned tex_height = 512;
>      while (arguments.read("--width", tex_width)) {}
>      while (arguments.read("--height", tex_height)) {}
>
>      bool useHDR = false;
>      while (arguments.read("--hdr")) { useHDR = true; }
>
>      bool useImage = false;
>      while (arguments.read("--image")) { useImage = true; }
>
>      bool useMultiSample = false;
>      while (arguments.read("--ms")) { useMultiSample = true; }
>
>      osg::Group* subGraph = createRTTQuad(tex_width, tex_height, useHDR);
>
>      osg::Group* rootNode = new osg::Group();
>      rootNode->addChild(createScene(subGraph, tex_width, tex_height, useHDR, useImage, useMultiSample));
>
> 		rootNode->addChild(createScene(subGraph, tex_width, tex_height, useHDR, useImage, useMultiSample));
>
>
> 		//added some code to view the intermediate textures, removing this does not influence the final rendering
> 		 osg::ref_ptr<osg::Camera> testTex =
> 				Game::Graphics::createTextureDisplayQuad(osg::Vec3(0, 0.7, 0),
> 																 textureRect[0],
> 																 tex_width);
> osg::ref_ptr<osg::Camera> testTex2 =
> 				Game::Graphics::createTextureDisplayQuad(osg::Vec3(0, 0.35, 0),
> 																 textureRect[1],
> 																 tex_width);
> osg::ref_ptr<osg::Camera> testTex3 =
> 				Game::Graphics::createTextureDisplayQuad(osg::Vec3(0.1, 0.0, 0),
> 																 textureRect[2],
> 																 tex_width);
> osg::ref_ptr<osg::Camera> testTex4 =
> 				Game::Graphics::createTextureDisplayQuad(osg::Vec3(0.7, 0.7, 0),
> 																 textureRect[3],
> 																 tex_width);
>
> rootNode->addChild(testTex);
> rootNode->addChild(testTex2);
> rootNode->addChild(testTex3);
> rootNode->addChild(testTex4);
>
> 		// add model to the viewer.
> 		viewer.setSceneData( rootNode );
> 		viewer.realize();
> 		viewer.getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);
>
> 		return viewer.run();
> }
>
>
>
> Cheers,
> antiro
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71604#71604
>
>
>
>
>
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> osg-users at lists.openscenegraph.org
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