OpenSceneGraph/examples/osgdepthpeeling/Utility.h

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/*
Steffen Frey
Fachpraktikum Graphik-Programmierung 2007
Institut fuer Visualisierung und Interaktive Systeme
Universitaet Stuttgart
*/
#ifndef _UTILITY_H_
#define _UTILITY_H_
#include <string>
#include <sstream>
#include <osg/Program>
#include <osg/Texture2D>
namespace Utility
{
/*!
Reads a file and returns a string
*/
bool readFile(char* fName, std::string& s);
/*!
Converts a number to a string
*/
std::string toString(double d);
/*!
Create a osg shader program consisting of a vertex shader and a
fragment shader
*/
osg::Program* createProgram(std::string vs, std::string fs);
/*!
This is a random generator to generate noise patterns.
The returned values range from -1 to 1
*/
double getNoise(unsigned x, unsigned y, unsigned random);
/*!
Returns a smoothed noise version of the value that is read from the noise
texture
*/
double smoothNoise(unsigned width, unsigned height, unsigned x, unsigned y, unsigned char* noise);
/*!
Creates a two dimensional color texture and apply some standard settings
*/
osg::Texture2D* newColorTexture2D(unsigned width, unsigned height, unsigned accuracy);
/*!
Get a quad with screen size in order to show a texture full screen
*/
osg::Geode* getCanvasQuad(unsigned width, unsigned height, double depth=-1);
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}
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#endif