/usr/share/openscenegraph/examples/osgsimplegl3/osgsimplegl3.cpp is in openscenegraph-examples 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 | // This is public domain software and comes with
// absolutely no warranty. Use of public domain software
// may vary between counties, but in general you are free
// to use and distribute this software for any purpose.
// Example: OSG using an OpenGL 3.1 context.
// The comment block at the end of the source describes building OSG
// for use with OpenGL 3.x.
#include <osgViewer/Viewer>
#include <osgDB/ReadFile>
#include <osg/GraphicsContext>
#include <osg/Camera>
#include <osg/Viewport>
#include <osg/StateSet>
#include <osg/Program>
#include <osg/Shader>
void configureShaders( osg::StateSet* stateSet )
{
const std::string vertexSource =
"#version 140 \n"
" \n"
"uniform mat4 osg_ModelViewProjectionMatrix; \n"
"uniform mat3 osg_NormalMatrix; \n"
"uniform vec3 ecLightDir; \n"
" \n"
"in vec4 osg_Vertex; \n"
"in vec3 osg_Normal; \n"
"out vec4 color; \n"
" \n"
"void main() \n"
"{ \n"
" vec3 ecNormal = normalize( osg_NormalMatrix * osg_Normal ); \n"
" float diffuse = max( dot( ecLightDir, ecNormal ), 0. ); \n"
" color = vec4( vec3( diffuse ), 1. ); \n"
" \n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n"
"} \n";
osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, vertexSource );
const std::string fragmentSource =
"#version 140 \n"
" \n"
"in vec4 color; \n"
"out vec4 fragData; \n"
" \n"
"void main() \n"
"{ \n"
" fragData = color; \n"
"} \n";
osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, fragmentSource );
osg::Program* program = new osg::Program;
program->addShader( vShader );
program->addShader( fShader );
stateSet->setAttribute( program );
osg::Vec3f lightDir( 0., 0.5, 1. );
lightDir.normalize();
stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );
}
int main( int argc, char** argv )
{
osg::ArgumentParser arguments( &argc, argv );
osg::Node* root = osgDB::readNodeFiles( arguments );
if( root == NULL )
{
osg::notify( osg::FATAL ) << "Unable to load model from command line." << std::endl;
return( 1 );
}
configureShaders( root->getOrCreateStateSet() );
const int width( 800 ), height( 450 );
const std::string version( "3.1" );
osg::ref_ptr< osg::GraphicsContext::Traits > traits = new osg::GraphicsContext::Traits();
traits->x = 20; traits->y = 30;
traits->width = width; traits->height = height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->glContextVersion = version;
osg::ref_ptr< osg::GraphicsContext > gc = osg::GraphicsContext::createGraphicsContext( traits.get() );
if( !gc.valid() )
{
osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " context." << std::endl;
return( 1 );
}
// Create a Camera that uses the above OpenGL context.
osg::Camera* cam = new osg::Camera;
cam->setGraphicsContext( gc.get() );
// Must set perspective projection for fovy and aspect.
cam->setProjectionMatrix( osg::Matrix::perspective( 30., (double)width/(double)height, 1., 100. ) );
// Unlike OpenGL, OSG viewport does *not* default to window dimensions.
cam->setViewport( new osg::Viewport( 0, 0, width, height ) );
osgViewer::Viewer viewer;
viewer.setCamera( cam );
viewer.setSceneData( root );
// for non GL3/GL4 and non GLES2 platforms we need enable the osg_ uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds as these will be enable by default.
gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);
return( viewer.run() );
}
/*
Building OSG for OpenGL 3.x
OSG currently support OpenGL 3.x on Windows. This comment block describes the
necessary configuration steps.
Get the draft gl3.h header file from OpenGL.org and put it in a folder called
�GL3� somewhere on your hard drive. OSG includes this header as <GL3/gl3.h>. Get
gl3.h from here:
http://www.opengl.org/registry/
Open the cmake-gui and load OSG's top-level CmakeLists.txt. You'll need to make
several changes.
* Add the path to <GL3/gl3.h> to the CMake compiler flags, CMAKE_CXX_FLAGS and
CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
build configurations). The text to add should look something like this:
/I �C:\GLHeader�
The folder GLHeader should contain a subfolder GL3, which in turn contains
gl3.h.
* Enable the following CMake variable:
OSG_GL3_AVAILABLE
* Disable the following CMake variables:
OSG_GL1_AVAILABLE
OSG_GL2_AVAILABLE
OSG_GLES1_AVAILABLE
OSG_GLES2_AVAILABLE
OSG_GL_DISPLAYLISTS_AVAILABLE
OSG_GL_FIXED_FUNCTION_AVAILABLE
OSG_GL_MATRICES_AVAILABLE
OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
OSG_GL_VERTEX_FUNCS_AVAILABLE
Create your project files in cmake-gui as usual, and build OSG as usual.
If you have an external project that will depend on OSG built for OpenGL 3.x,
you'll need to ensure your external project also uses the compiler include
directives to find <GL3/gl3.h>.
To berify your application is using a pure OpenGL 3.x context, set
OSG_NOTIFY_LEVEL=INFO in the environment and check the console output. Context
creation displays output such as the following:
GL3: Attempting to create OpenGL3 context.
GL3: version: 3.1
GL3: context flags: 0
GL3: profile: 0
GL3: context created successfully.
When your app begins rendering, it displays information about the actual context
it is using:
glVersion=3.1, isGlslSupported=YES, glslLanguageVersion=1.4
*/
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