本文整理汇总了C++中osg::ref_ptr::addBindAttribLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ ref_ptr::addBindAttribLocation方法的具体用法?C++ ref_ptr::addBindAttribLocation怎么用?C++ ref_ptr::addBindAttribLocation使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类osg::ref_ptr
的用法示例。
在下文中一共展示了ref_ptr::addBindAttribLocation方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: addComputationResultsRenderTree
void ComputeNode::addComputationResultsRenderTree()
{
_computationResultsRenderProgram = new osg::Program;
_vertexShader = osgDB::readRefShaderFile(osg::Shader::VERTEX, _vertexShaderSourcePath);
_computationResultsRenderProgram->addShader(_vertexShader.get());
_geometryShader = osgDB::readRefShaderFile(osg::Shader::GEOMETRY, _geometryShaderSourcePath);
_computationResultsRenderProgram->addShader(_geometryShader.get());
_fragmentShader = osgDB::readRefShaderFile(osg::Shader::FRAGMENT, _fragmentShaderSourcePath);
_computationResultsRenderProgram->addShader(_fragmentShader.get());
_computationResultsRenderProgram->addBindAttribLocation("tex_coords", 1);
_computationResultsRenderGroup = new osg::Group;
_computationResultsRenderGroup->setDataVariance(osg::Object::DYNAMIC);
_computationResultsRenderStateSet = _computationResultsRenderGroup->getOrCreateStateSet();
_computationResultsRenderStateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osg::PointSprite *sprite = new osg::PointSprite;
int texture_unit = 0;
_computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, sprite, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setAttributeAndModes(_computationResultsRenderProgram.get(), osg::StateAttribute::ON);
_computationResultsRenderStateSet->addUniform(new osg::Uniform("particleTexture", texture_unit));
_computationResultsRenderStateSet->addUniform(new osg::Uniform("numRows", (int)NUM_ELEMENTS_X));
_computationResultsRenderStateSet->addUniform(new osg::Uniform("numCols", (int)NUM_ELEMENTS_Y));
_computationResultsRenderStateSet->setMode(GL_POINT_SMOOTH, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setMode(GL_VERTEX_PROGRAM_POINT_SIZE_ARB, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
_computationResultsRenderStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osg::Texture2D *tex = new osg::Texture2D();
osg::Image* particleImage = createSpotLightImage(osg::Vec4(1, 0, 0, 1), osg::Vec4(0.5, 0, 0, 0.0), 32, 0.7);
if (particleImage)
{
tex->setImage(particleImage);
}
_computationResultsRenderStateSet->setTextureAttributeAndModes(texture_unit, tex, osg::StateAttribute::ON);
osg::BlendFunc *blend = new osg::BlendFunc;
if (false) //emissive particles
{
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
}
else
{
blend->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
}
_computationResultsRenderStateSet->setAttributeAndModes(blend, osg::StateAttribute::ON);
osg::Depth* depth = new osg::Depth;
depth->setRange(0.0f, 0.0f);
depth->setFunction(osg::Depth::ALWAYS);
depth->setWriteMask(false);
depth->setFunction(osg::Depth::ALWAYS);
_computationResultsRenderStateSet->setAttributeAndModes(depth, osg::StateAttribute::OFF);
osg::Geode* particleGeode = new osg::Geode;
unsigned int numVertices = NUM_ELEMENTS_X*NUM_ELEMENTS_Y;
osg::Geometry* particleGeometry = new osg::Geometry;
particleGeometry->setUseDisplayList(false);
particleGeometry->setUseVertexBufferObjects(true);
osg::Vec3Array* vertexarray = new osg::Vec3Array;
osg::Vec2Array* tcoords = new osg::Vec2Array;
osg::Vec2 bottom_texcoord(0.0f, 0.0f);
osg::Vec2 dx_texcoord(1.0f / (float)(NUM_ELEMENTS_X), 0.0f);
osg::Vec2 dy_texcoord(0.0f, 1.0f / (float)(NUM_ELEMENTS_Y));
for (int i = 0; i < NUM_ELEMENTS_X; i++)
{
osg::Vec2 texcoord = bottom_texcoord + dy_texcoord*(float)i;
for (int j = 0; j < NUM_ELEMENTS_Y; j++)
{
vertexarray->push_back(osg::Vec3(texcoord.x(), texcoord.y(), 0.0));
tcoords->push_back(osg::Vec2(texcoord.x(), texcoord.y()));
texcoord += dx_texcoord;
}
}
particleGeometry->setVertexArray(vertexarray);
particleGeometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, numVertices));
particleGeometry->setTexCoordArray(0, tcoords);
//.........这里部分代码省略.........
示例2: init
bool init(osgAnimation::RigGeometry& geom)
{
osg::Vec3Array* pos = dynamic_cast<osg::Vec3Array*>(geom.getVertexArray());
if (!pos) {
osg::notify(osg::WARN) << "RigTransformHardware no vertex array in the geometry " << geom.getName() << std::endl;
return false;
}
if (!geom.getSkeleton()) {
osg::notify(osg::WARN) << "RigTransformHardware no skeleting set in geometry " << geom.getName() << std::endl;
return false;
}
osgAnimation::BoneMapVisitor mapVisitor;
geom.getSkeleton()->accept(mapVisitor);
osgAnimation::BoneMap bm = mapVisitor.getBoneMap();
if (!createPalette(pos->size(),bm, geom.getVertexInfluenceSet().getVertexToBoneList()))
return false;
int attribIndex = 11;
int nbAttribs = getNumVertexAttrib();
// use a global program for all avatar
if (!program.valid()) {
program = new osg::Program;
program->setName("HardwareSkinning");
if (!_shader.valid())
_shader = osg::Shader::readShaderFile(osg::Shader::VERTEX,"shaders/skinning.vert");
if (!_shader.valid()) {
osg::notify(osg::WARN) << "RigTransformHardware can't load VertexShader" << std::endl;
return false;
}
// replace max matrix by the value from uniform
{
std::string str = _shader->getShaderSource();
std::string toreplace = std::string("MAX_MATRIX");
std::size_t start = str.find(toreplace);
std::stringstream ss;
ss << getMatrixPaletteUniform()->getNumElements();
str.replace(start, toreplace.size(), ss.str());
_shader->setShaderSource(str);
osg::notify(osg::INFO) << "Shader " << str << std::endl;
}
program->addShader(_shader.get());
for (int i = 0; i < nbAttribs; i++)
{
std::stringstream ss;
ss << "boneWeight" << i;
program->addBindAttribLocation(ss.str(), attribIndex + i);
osg::notify(osg::INFO) << "set vertex attrib " << ss.str() << std::endl;
}
}
for (int i = 0; i < nbAttribs; i++)
{
std::stringstream ss;
ss << "boneWeight" << i;
geom.setVertexAttribArray(attribIndex + i, getVertexAttrib(i));
}
osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
ss->addUniform(getMatrixPaletteUniform());
ss->addUniform(new osg::Uniform("nbBonesPerVertex", getNumBonesPerVertex()));
ss->setAttributeAndModes(program.get());
geom.setStateSet(ss.get());
_needInit = false;
return true;
}