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();
}
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org