Hi again.
As I have a look at it again (quite old code...): It might be a good
idea to use a set instead of a vector to avoid multiple occurences of
the same material (->shared cores), but I'm working on something
completely different at this very moment (C#/.NET, *sigh*), so you're on
your own here.
Yours,
Dominik
Dominik Rau schrieb:
> Hi Sebastian.
>
> Sebastian Knödel schrieb:
>> (...)
>> Is there a simple possibility or do I have to traverse all the
>> subnodes and check them for theire Materials to add my Shader??
>>
>
> I think the latter. But to save some of your time, you can just use
> these two methods (I use them static in a OSGTools class)
>
> OSG::ChunkMaterialPtr OSGTools::getChunkMaterial(OSG::NodePtr node){
> OSG::NodeCorePtr pCore = node->getCore();
> OSG::ChunkMaterialPtr cm=OSG::NullFC;
> if ( pCore != OSG::NullFC &&
>
> pCore->getType().isDerivedFrom(OSG::MaterialGroup::getClassType()) ){
> OSG::MaterialGroupPtr g=OSG::MaterialGroupPtr::dcast(pCore);
> cm=OSG::ChunkMaterialPtr::dcast(g->getMaterial());
> }
> else if ( pCore != OSG::NullFC &&
> pCore->getType().isDerivedFrom(OSG::Geometry::getClassType()) ){
> OSG::GeometryPtr g=OSG::GeometryPtr::dcast(pCore);
> cm=OSG::ChunkMaterialPtr::dcast(g->getMaterial());
> }
> return cm;
> }
>
> void OSGTools::getAllMaterials(OSG::NodePtr
> node,std::vector<OSG::ChunkMaterialPtr> &mats){
> OSG::ChunkMaterialPtr cm=getChunkMaterial(node);
> if(cm!=OSG::NullFC){
> mats.push_back(cm);
> }
> for (int i=0; i<node->getNChildren(); i++)
> getAllMaterials(node->getChild(i),mats);
> }
>
> Just call getAllMaterials with an empty vector<OSG::ChunkMaterialPtr>
> on any node and you should get what you need.
>
> HTH,
> Dominik
>
>
>> Actually I'm a bit lost. I thought it wouldn't be that difficult.
>>
>> I hope somebody has an idea.
>>
>> Thanks
>>
>> Carsten Neumann wrote:
>>
>>> Hello Sebastian,
>>>
>>> Sebastian Knödel wrote:
>>>
>>>> Thanks for the fast reply.
>>>> But this doesn't work.
>>>> The materialgroup contains no material at that point.
>>>> So if I use mg->getMaterial() I receive always a NullFC.
>>>> But I unerstand the problem.
>>>> Somehow I have to add the shaderchunk to the OSGMaterial that holds
>>>> the original materialdata.
>>>>
>>> exactly.
>>>
>>>
>>>> But how can I access the Material of any loaded geometry and add my
>>>> shader chunk???
>>>>
>>> that depends a bit on what type of file your model is stored in.
>>> AFAIK the vrml loader uses material groups, but other loaders
>>> probably add the material directly to the geometry, i.e. you can get
>>> it by:
>>>
>>> GeometryPtr geo = Geometry::dcast(model->getCore());
>>> MaterialPtr mat = geo->getMaterial();
>>>
>>>
>>>> I tried something like
>>>>
>>>> if(model->getCore()->getType().isDerivedFrom(
>>>> ChunkMaterial::getClassType())){
>>>> mat = model->getCore();
>>>>
>>> mat = ChunkMaterial::dcast(model->getCore());
>>>
>>>
>>>> mat->addChunk(shaderchunk);
>>>> }
>>>>
>>>> any comment?
>>>>
>>> Material and hence ChunkMaterial is not derived from NodeCore, so
>>> the above test is always false.
>>>
>>> Hope it helps,
>>> Carsten
>>>
>>>
>>>> thanks
>>>>
>>>> Andreas Zieringer wrote:
>>>>
>>>>> Hi Sebastian,
>>>>>
>>>>> you are replacing the original material with your own shader
>>>>> material.
>>>>>
>>>>> replace this line:
>>>>>
>>>>> mg->setMaterial(createSimpleShaderMaterial());
>>>>>
>>>>> with something like this:
>>>>>
>>>>> ChunkMaterialPtr mat = ChunkMaterialPtr::dcast(mg->getMaterial());
>>>>>
>>>>> if(mat != NullFC)
>>>>> {
>>>>> beginEditCP(mat);
>>>>> mat->addChunk(_shl);
>>>>> endEditCP(mat);
>>>>> }
>>>>>
>>>>> Andreas
>>>>>
>>>>>
>>>>>> Hi there,
>>>>>>
>>>>>> I'm using different glsl shader (phong, etc.) to create different
>>>>>> visualizations of my models in my scene.
>>>>>> In my shaders I would like to use the original material
>>>>>> properties resp. textures that belong to the model and were
>>>>>> loaded with the geometry from file.
>>>>>>
>>>>>> When I load the tie fighter model I would like to use the
>>>>>> original material colors in my shader.
>>>>>> I tried to do so by using the built-in gl_FrontColor.diffuse in
>>>>>> the Vertex Shader and pass it through to the Fragment Shader.
>>>>>> But the gl_FrontColor (diffuse/ambient/specular) is all the time
>>>>>> (0.0,0.0,0.0,0.0)/black, meaning that its not available.
>>>>>> It seems that the OpenGL material isn't anymore valid for any
>>>>>> reason when I use a shader.
>>>>>>
>>>>>> Afterwards I tried to use the textures of the model in my shader.
>>>>>> In Performer the corresponding texture of the currently rendered
>>>>>> geometry was bind to texture unit 0. Thus it was easy to use the
>>>>>> textures in the shader. It seams that OpenSG binds the textures
>>>>>> to different textures units. Because when I used texture unit 0
>>>>>> in my shader, the wrong textures were visualized with wrong parts
>>>>>> of my model.
>>>>>> So my question is how to acces the textures in my shader, which
>>>>>> were loaded with the model? Because I don't know the exact
>>>>>> texture units OpenSG binds them to.
>>>>>>
>>>>>> Perhaps I don't set up the shader corrctly and the OpenGL State
>>>>>> isn't anymore available.
>>>>>>
>>>>>> I attached an example to show the problem.
>>>>>>
>>>>>> thanks for any comment.
>>>>>>
>>>>>> Sebastian Knödel
>>>>>>
>>>>>
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