Hi Robert and Nick,

It does very much look like a missing cleanup after compilation.

The following things need to be present:
- a geometry shader
- a uniform
- rendering the node using the above after an object that is not compatible 
with the shader program.

I have attached a modified version of osgshape.cpp that causes the failure.

Thank you for looking into it!

Cheers,
Michael

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57961#57961



/* OpenSceneGraph example, osgshape.
*
*  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/Geode>
#include <osg/ShapeDrawable>
#include <osg/Material>
#include <osg/Texture2D>
#include <osgUtil/ShaderGen>

#include <osgViewer/Viewer>

#include <osgDB/ReadFile>
#include <osgDB/WriteFile>

#include <osg/Math>

#include <GL/glext.h>

// for the grid data..
#include "../osghangglide/terrain_coords.h"

osg::Geode* createShapes()
{
    osg::Geode* geode = new osg::Geode();

    
    // ---------------------------------------
    // Set up a StateSet to texture the objects
    // ---------------------------------------
    osg::StateSet* stateset = new osg::StateSet();

    osg::Image* image = osgDB::readImageFile( "Images/lz.rgb" );
    if (image)
    {
        osg::Texture2D* texture = new osg::Texture2D;
        texture->setImage(image);
        texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
        stateset->setTextureAttributeAndModes(0,texture, 
osg::StateAttribute::ON);
    }
    
    stateset->setMode(GL_LIGHTING, osg::StateAttribute::ON);
    
    geode->setStateSet( stateset );

    
    float radius = 0.8f;
    float height = 1.0f;
    
    osg::TessellationHints* hints = new osg::TessellationHints;
    hints->setDetailRatio(0.5f);
    
    geode->addDrawable(new osg::ShapeDrawable(new 
osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),radius),hints));
    geode->addDrawable(new osg::ShapeDrawable(new 
osg::Box(osg::Vec3(2.0f,0.0f,0.0f),2*radius),hints));
    geode->addDrawable(new osg::ShapeDrawable(new 
osg::Cone(osg::Vec3(4.0f,0.0f,0.0f),radius,height),hints));
    geode->addDrawable(new osg::ShapeDrawable(new 
osg::Cylinder(osg::Vec3(6.0f,0.0f,0.0f),radius,height),hints));
    geode->addDrawable(new osg::ShapeDrawable(new 
osg::Capsule(osg::Vec3(8.0f,0.0f,0.0f),radius,height),hints));

    osg::HeightField* grid = new osg::HeightField;
    grid->allocate(38,39);
    grid->setXInterval(0.28f);
    grid->setYInterval(0.28f);
    
    for(unsigned int r=0;r<39;++r)
    {
        for(unsigned int c=0;c<38;++c)
        {
            grid->setHeight(c,r,vertex[r+c*39][2]);
        }
    }
    geode->addDrawable(new osg::ShapeDrawable(grid));
    
    osg::ConvexHull* mesh = new osg::ConvexHull;
    osg::Vec3Array* vertices = new osg::Vec3Array(4);
    (*vertices)[0].set(9.0+0.0f,-1.0f+2.0f,-1.0f+0.0f);
    (*vertices)[1].set(9.0+1.0f,-1.0f+0.0f,-1.0f+0.0f);
    (*vertices)[2].set(9.0+2.0f,-1.0f+2.0f,-1.0f+0.0f);
    (*vertices)[3].set(9.0+1.0f,-1.0f+1.0f,-1.0f+2.0f);
    osg::UByteArray* indices = new osg::UByteArray(12);
    (*indices)[0]=0;
    (*indices)[1]=2;
    (*indices)[2]=1;
    (*indices)[3]=0;
    (*indices)[4]=1;
    (*indices)[5]=3;
    (*indices)[6]=1;
    (*indices)[7]=2;
    (*indices)[8]=3;
    (*indices)[9]=2;
    (*indices)[10]=0;
    (*indices)[11]=3;
    mesh->setVertices(vertices);
    mesh->setIndices(indices);
    geode->addDrawable(new osg::ShapeDrawable(mesh));

    return geode;
}

static const GLuint PIXELSIZE_BINDATTRIB_LOCATION = osg::Drawable::ATTRIBUTE_6;

osg::Program* createPointShader()
{
    static const char* vertSource =
    {
        "#version 120\n"
        "\n"
        "varying vec4 color;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
        "    gl_PointSize = 30.0;\n"
        "    color = gl_Color;\n"
        "}\n"
    };

    static const char* geomSource =
    {
        "#version 330 core\n"
        "\n"
        "uniform float minPixelSize;\n"
        "\n"
        "layout (points) in;\n"
        "in vec4 color[];\n"
        "\n"
        "layout (points, max_vertices = 1) out;\n"
        "out vec4 pointColor;\n"
        "\n"
        "void main(void)\n"
        "{\n"
        "    float pixelSize = gl_in[0].gl_PointSize;\n"
        "    pointColor = color[0];\n"
        "    \n"
        "    if (pixelSize < minPixelSize) pixelSize = minPixelSize;\n"
        "    \n"
        "     gl_Position = gl_in[0].gl_Position; gl_PointSize = pixelSize; 
EmitVertex();\n"
        "     EndPrimitive();\n"
        "}\n"
    };

    static const char* fragSource =
    {
        "#version 330 core\n"
        "\n"
        "in vec4 pointColor;\n"
        "out vec4 fColor;\n"
        "\n"
        "void main(void) \n"
        "{ \n"
        "    fColor = pointColor;\n"
        "}\n"
    };

    static osg::ref_ptr<osg::Program> pgm;

    if(!pgm)
    {
        pgm = new osg::Program;
        pgm->setName( "point shader" );
        pgm->addShader( new osg::Shader( osg::Shader::VERTEX,   vertSource ) );
        pgm->addShader( new osg::Shader( osg::Shader::FRAGMENT, fragSource ) );

        pgm->addShader( new osg::Shader( osg::Shader::GEOMETRY, geomSource ) );
        pgm->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, 2 );
        pgm->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, GL_POINTS );
        pgm->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_POINTS);
    }

    return pgm;
}

osg::Node* createPointRenderingNodeWithShader()
{
    osg::Geometry* geometry = new osg::Geometry;
    geometry->setUseVertexBufferObjects(true); // required for OpenGL 4 contexts

    osg::Vec3Array* positions = new osg::Vec3Array;
    positions->push_back(osg::Vec3(0,0,0));
    positions->push_back(osg::Vec3(1,1,0));
    geometry->setVertexArray(positions);

    osg::Vec4Array* colors = new osg::Vec4Array;
    colors->push_back(osg::Vec4(1,1,1,1));
    geometry->setColorArray(colors);
    geometry->setColorBinding(osg::Geometry::BIND_OVERALL);

    geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, 2));

    osg::StateSet* ss = new osg::StateSet;
    ss->setAttributeAndModes(createPointShader());
    ss->setMode(GL_VERTEX_PROGRAM_POINT_SIZE_ARB, osg::StateAttribute::ON);
    ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
    ss->addUniform(new osg::Uniform("minPixelSize", 3.f));
    geometry->setStateSet(ss);

    osg::Geode* geode = new osg::Geode;
    geode->addDrawable(geometry);
    return geode;
}

int main(int, char **)
{
    // construct the viewer.
    osgViewer::Viewer viewer;

    osg::Group* scene = new osg::Group;
    scene->addChild(createShapes());
    scene->addChild(createPointRenderingNodeWithShader());

    // add model to viewer.
    viewer.setSceneData(scene);

    return viewer.run();
}
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