osg中的 Uniforms主要存在两个地方,一个是SceneView中,void SceneView::updateUniforms()
void SceneView::updateUniforms() { if (!_localStateSet) { _localStateSet = new osg::StateSet; } if (!_localStateSet) return; if ((_activeUniforms & FRAME_NUMBER_UNIFORM) && _frameStamp.valid()) { osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_FrameNumber",osg::Uniform::UNSIGNED_INT); uniform->set(_frameStamp->getFrameNumber()); } if ((_activeUniforms & FRAME_TIME_UNIFORM) && _frameStamp.valid()) { osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_FrameTime",osg::Uniform::FLOAT); uniform->set(static_cast<float>(_frameStamp->getReferenceTime())); } if ((_activeUniforms & DELTA_FRAME_TIME_UNIFORM) && _frameStamp.valid()) { float delta_frame_time = (_previousFrameTime != 0.0) ? static_cast<float>(_frameStamp->getReferenceTime()-_previousFrameTime) : 0.0f; _previousFrameTime = _frameStamp->getReferenceTime(); osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_DeltaFrameTime",osg::Uniform::FLOAT); uniform->set(delta_frame_time); } if ((_activeUniforms & SIMULATION_TIME_UNIFORM) && _frameStamp.valid()) { osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_SimulationTime",osg::Uniform::FLOAT); uniform->set(static_cast<float>(_frameStamp->getSimulationTime())); } if ((_activeUniforms & DELTA_SIMULATION_TIME_UNIFORM) && _frameStamp.valid()) { float delta_simulation_time = (_previousSimulationTime != 0.0) ? static_cast<float>(_frameStamp->getSimulationTime()-_previousSimulationTime) : 0.0f; _previousSimulationTime = _frameStamp->getSimulationTime(); osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_DeltaSimulationTime",osg::Uniform::FLOAT); uniform->set(delta_simulation_time); } if (_activeUniforms & VIEW_MATRIX_UNIFORM) { osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_ViewMatrix",osg::Uniform::FLOAT_MAT4); uniform->set(getViewMatrix()); } if (_activeUniforms & VIEW_MATRIX_INVERSE_UNIFORM) { osg::Uniform* uniform = _localStateSet->getOrCreateUniform("osg_ViewMatrixInverse",osg::Uniform::FLOAT_MAT4); uniform->set(osg::Matrix::inverse(getViewMatrix())); } }
不过默认的是: DEFAULT_UNIFORMS
enum ActiveUniforms { FRAME_NUMBER_UNIFORM = 1, FRAME_TIME_UNIFORM = 2, DELTA_FRAME_TIME_UNIFORM = 4, SIMULATION_TIME_UNIFORM = 8, DELTA_SIMULATION_TIME_UNIFORM = 16, VIEW_MATRIX_UNIFORM = 32, VIEW_MATRIX_INVERSE_UNIFORM = 64, DEFAULT_UNIFORMS = FRAME_NUMBER_UNIFORM | FRAME_TIME_UNIFORM | DELTA_FRAME_TIME_UNIFORM | SIMULATION_TIME_UNIFORM | DELTA_SIMULATION_TIME_UNIFORM | VIEW_MATRIX_UNIFORM | VIEW_MATRIX_INVERSE_UNIFORM, ALL_UNIFORMS = 0x7FFFFFFF };
另一个是在osg::State中,
_modelViewMatrixUniform = new Uniform(Uniform::FLOAT_MAT4,"osg_ModelViewMatrix"); _projectionMatrixUniform = new Uniform(Uniform::FLOAT_MAT4,"osg_ProjectionMatrix"); _modelViewProjectionMatrixUniform = new Uniform(Uniform::FLOAT_MAT4,"osg_ModelViewProjectionMatrix"); _normalMatrixUniform = new Uniform(Uniform::FLOAT_MAT3,"osg_NormalMatrix");
要使用这些Uniforms,需要:
viewer->realize(); osg::State* state = viewer->getCamera()->getGraphicsContext()->getState(); state->setUseModelViewAndProjectionUniforms(true);
原文地址:http://blog.csdn.net/zhuyingqingfen/article/details/45933457