Thanks Robert!!
I got it worked. There is some minor issue though .
The mouse interaction is not functional. I checked the simplegl3 example and
the mouse interaction is working fine there. What i could have missed again ?
Here goes the whole source so that you can try it in your end.
Code:
#include <osg/ref_ptr>
#include <osgDB/Registry>
#include <osgDB/WriteFile>
#include <osg/Notify>
#include <osg/Geode>
#include <osg/GraphicsContext>
#include <osg/Geometry>
#include <osg/Shader>
#include <osg/Program>
#include <osg/Camera>
#include <osgViewer/Viewer>
#include <iostream>
using std::endl;
osg::ref_ptr<osg::Node> createSceneGraph();
int main()
{
osg::ref_ptr<osg::Node> root = createSceneGraph();
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 = 800;
traits->height = 600;
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 );
}
osg::ref_ptr<osg::Camera> camera = new osg::Camera;
camera->setGraphicsContext(gc.get());
camera->setViewport(new osg::Viewport(0,0,traits->width,traits->height));
osgViewer::Viewer viewer;
viewer.setCamera(camera.get());
viewer.setSceneData(root.get());
return viewer.run() ;
}
osg::ref_ptr<osg::Node> createSceneGraph()
{
//create an object to store the geometry in
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
//create an array of four vertices
osg::ref_ptr<osg::Vec3Array> v = new osg::Vec3Array;
v->push_back(osg::Vec3(-0.8f, -0.8f, 0.0f));
v->push_back(osg::Vec3(0.8f, -0.8f, 0.0f));
v->push_back(osg::Vec3(0.0f, 0.8f, 0.0f));
// geom->setVertexArray(v.get());
//make sure that vertex array is used
geom->setUseDisplayList(false);
geom->setVertexAttribArray(0,v.get());
geom->setVertexAttribBinding(0,osg::Geometry::BIND_PER_VERTEX);
//create an array of three colors
osg::ref_ptr<osg::Vec3Array> c = new osg::Vec3Array;
c->push_back(osg::Vec3(1.0f, 0.0f, 0.0f));
c->push_back(osg::Vec3(0.0f, 1.0f, 0.0f));
c->push_back(osg::Vec3(0.0f, 0.0f, 1.0f));
// geom->setColorArray(c.get());
geom->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geom->setVertexAttribArray(1,c.get());
geom->setVertexAttribBinding(1,geom->getColorBinding());
//draw a three-vertex tringle from the stored data
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,3));
//add the geometry to the geode and return the geode
osg::ref_ptr<osg::Geode> geode = new osg::Geode;
geode->addDrawable(geom.get());
osg::ref_ptr<osg::StateSet> primitiveState = geode->getOrCreateStateSet();
osg::ref_ptr<osg::Program> basicPrimitiveShaderProg = new osg::Program;
osg::ref_ptr<osg::Shader>
primitiveVertexShader(osg::Shader::readShaderFile(osg::Shader::VERTEX,"shader/basic.vert"));
osg::ref_ptr<osg::Shader>
elephantFragmentShader(osg::Shader::readShaderFile(osg::Shader::FRAGMENT,"shader/basic.frag"));
basicPrimitiveShaderProg->addShader(primitiveVertexShader.get());
basicPrimitiveShaderProg->addShader(elephantFragmentShader.get());
basicPrimitiveShaderProg->addBindAttribLocation("VertexPosition",0);
basicPrimitiveShaderProg->addBindAttribLocation("VertexColor",1);
primitiveState->setAttributeAndModes(basicPrimitiveShaderProg.get(),osg::StateAttribute::ON);
return geode.get();
}
And the shaders are :
Code:
#version 400
in vec3 VertexPosition;
in vec3 VertexColor;
out vec3 Color;
void main()
{
Color = VertexColor;
gl_Position = vec4(VertexPosition,1.0);
}
And the fragment shader
Code:
#version 400
in vec3 Color;
out vec4 FragColor;
void main()
{
FragColor = vec4(Color,1.0);
}
Please try it on your end and let me know!!
Regards
Sajjadul
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56633#56633
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