Am 2/24/2017 um 12:57 PM schrieb Werner Modenbach:
Dear all,

my project needs gl3 features and so I use the following methods:


camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(useGL3);

camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(useGL3);

Of course I need my own shaders then.
But I also like having built-in functionality like StatsHandler.
To set a simple shader for the StatsHandlers camera I do like that:

osgViewer::StatsHandler*sthd=newosgViewer::StatsHandler;

view->addEventHandler(sthd);

if(useGL3){
stateSet=sthd->getCamera()->getOrCreateStateSet();

stateSet->getOrCreateUniform(BASE_TEXTURE_UNIFORM,osg::Uniform::INT_SAMPLER_2D)->set(BASE_TEXTURE_UNIT);

stateSet->setTextureAttributeAndModes(BASE_TEXTURE_UNIT,textur_weiss.get(),osg::StateAttribute::ON);

installDefaultShader(stateSet);

}

The shaders are really simple:
VERTEX

uniformmat4osg_ModelViewProjectionMatrix;
uniformmat4osg_ModelViewMatrix;

uniformmat3osg_NormalMatrix;

uniformvec3lightPosition0=vec3(0.0f,0.0f,1.0f);

invec4osg_Vertex;

invec4osg_Normal;

invec4osg_Color;

invec4osg_MultiTexCoord0;

outvec3normal;

outvec3lightDir;

outvec4vertexColor;

outvec2textureCoord;

voidmain(){

normal=normalize(osg_NormalMatrix*osg_Normal.xyz);

vec3vertexPos=vec3(osg_ModelViewMatrix*osg_Vertex);

lightDir=normalize(lightPosition0-vertexPos);

vertexColor=osg_Color;

textureCoord=osg_MultiTexCoord0.xy;

gl_Position=osg_ModelViewProjectionMatrix*osg_Vertex;

}


FRAGMENT

uniformsampler2DbaseTexture;

invec3normal;
invec3lightDir;

invec4vertexColor;

invec2textureCoord;

outvec4fragData;

voidmain(){

    vec4textureColor=texture2D(baseTexture,textureCoord);
fragData=vertexColor*textureColor;

}


That works fine for the graphics but all text is black. Obviously text
does not set osg_Color .

osg_Color is an alias for the color-vertex attribute. Colors are set in
void Text::drawForegroundText ~line 1628. So there should be colors.

My fragment shader looks like this:

#version 440
#extension GL_ARB_enhanced_layouts : enable
#extension GL_ARB_separate_shader_objects : enable

layout (location=0) out vec4 FragmentData;

layout(location=1) in block
{
        mediump vec2 tex_coord;
        mediump vec4 color;
} In;


uniform sampler2D osg_Texture;

void main()
{

        vec4 diffuse_color = In.color;

        diffuse_color *=  texture2D(osg_Texture, In.tex_coord).a;

        FragmentData = diffuse_color;
}

which seems to work. As you can see I'm using the alpha channel only.

Cheers
Sebastian


Unfortunately I failed discovering the reason in the sources of osg.

Can anyone give me a hint on how to solve this?

Many thanks in advance

- Werner -



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