Hi,
I am trying to attach additional per-vertex information to each vertex. For
each vertex, there are 3 sets of RGBA values I want to attach (each called
controlSetA, controlSetB, controlSetC) to. The controlSet values are from an
additional file in JSON format, and it is not embedded in the original 3D
model. So, my plan here is that I will load those controlSet values and keep
each controlSet in a Texture Buffer Object, and I will sample them in GLSL
vertex shader.
However I encounter an problem :
Just say my 3D model is a sphere consists of 382 vertices. So the JSON file has
1528 values ( 382 x 4 channels = 1528) for each Control Set. In total : 1528 x
3 sets = 4584 values). So, in "tboImage->allocateImage", I request a texture
with dimension 382 x 1 x 1 with RGBA float texels. During the runtime in this
initialization function, I see from Visual Studio watch that it has correct 382
x 1 x 1 dimension. However, when I check it using codeXL, the texture's
dimension is only 47 x 1 x 1 (if I am not wrong). Moreover, if I try to
visualize the value in rendering, I can see that the sphere is painted with the
value until about one quarter of the surface (from bottom) only.
I am using OpenSceneGraph version 3.5.6, 64-bit, Visual Studio 2013
The following is the relevant code
Code:
std::vector controlSetNames = { "controlSetA", "controlSetB",
"controlSetC" };
std::vector controlSetIDs = { 3, 4, 6 };
...
itrcontrolSet = 0
//for each control set
{
int vertexCount = 0;
std::vector values;
//just pseudocode here
//for each vertex
//{
// vertexCount++;
// for each channel
// {
// values.push_back(channel->GetFloat());
// }
//}
//create the texture image
osg::ref_ptr tboImage = new osg::Image;
tboImage->allocateImage(vertexCount, 1, 1, GL_RGBA, GL_FLOAT);
float *dataF = (float*)tboImage->data();
//copy the json data to it
//memcpy(dataF, texels, sizeof(GL_FLOAT) * values.size());
for (int i = 0; i < values.size(); i++)
*(dataF++) = values[i];
//create texture buffer object
osg::ref_ptr tbo = new osg::TextureBuffer;
tbo->setImage(tboImage.get());
tbo->setInternalFormat(GL_RGBA32F_ARB);
tbo->setTextureWidth(vertexCount);
tbo->dirtyTextureParameters();
//attach to the TBO
osg::ref_ptr stateset = foundNode->getOrCreateStateSet();
osg::Uniform* texControlSet = new
osg::Uniform(controlSetNames[itrcontrolSet].c_str(),
controlSetIDs[itrcontrolSet]);
stateset->addUniform(texControlSet);
stateset->setTextureAttributeAndModes(controlSetIDs[itrcontrolSet],
tbo.get());
itrcontrolSet++;
}
And here's the shader code
Code:
#version 330 compatibility
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_explicit_uniform_location : enable
layout( location = 3) uniform samplerBuffer controlSetA;
layout( location = 4) uniform samplerBuffer controlSetB;
layout( location = 6) uniform samplerBuffer controlSetC;
...
layout( location = 0 ) out vec4 out_vColor0;
layout( location = 1 ) out vec4 out_vColor1;
layout( location = 2 ) out vec4 out_vColor2;
layout( location = 3 ) out vec4 out_vColor3;
..
void main()
{
...
vec4 in_vColor0 = gl_Color;
out_vColor0 = saturate(in_vColor0);
out_vColor1 = texelFetch(controlSetA, gl_VertexID);
out_vColor2 = texelFetch(controlSetB, gl_VertexID);
out_vColor3 = texelFetch(controlSetC, gl_VertexID);
...
}
Thank you!
Cheers,
Eon
[/code]
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http://forum.openscenegraph.org/viewtopic.php?p=72984#72984
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