Thanks a lot Dominik, it works perfect. :-)
It would be nice to have an example as part of the OpenSG tutorials that
shows a standard shader (phong, cook-torrance) with the tie fighter.
Is there any interest?
Dominik Rau wrote:
> 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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