OpenSceneGraph/examples/osggameoflife/GameOfLifePass.h

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/* OpenSceneGraph example, osggameoflife.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef GAMEOFLIFEPASS_H
#define GAMEOFLIFEPASS_H 1
#include <osg/ref_ptr>
#include <osg/Group>
#include <osg/Switch>
#include <osg/Camera>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
class ProcessPass {
public:
ProcessPass(osg::TextureRectangle *in_tex,
osg::TextureRectangle *out_tex,
int width, int height);
~ProcessPass();
osg::ref_ptr<osg::Group> getRoot() { return _RootGroup; }
osg::ref_ptr<osg::TextureRectangle> getOutputTexture() { return _OutTexture; }
void setShader(std::string filename);
private:
osg::ref_ptr<osg::Group> createTexturedQuad();
void setupCamera();
osg::ref_ptr<osg::Group> _RootGroup;
osg::ref_ptr<osg::Camera> _Camera;
osg::ref_ptr<osg::TextureRectangle> _InTexture;
osg::ref_ptr<osg::TextureRectangle> _OutTexture;
int _TextureWidth;
int _TextureHeight;
osg::ref_ptr<osg::Program> _FragmentProgram;
osg::ref_ptr<osg::StateSet> _StateSet;
};
class GameOfLifePass {
public:
GameOfLifePass(osg::Image *in_image);
~GameOfLifePass();
osg::ref_ptr<osg::Group> getRoot() { return _RootGroup; }
osg::ref_ptr<osg::TextureRectangle> getOutputTexture();
void setShader(std::string filename);
// Switch branches so we flip textures
void flip();
private:
osg::ref_ptr<osg::Group> createTexturedQuad();
void setupCamera();
void createOutputTextures();
void activateBranch();
osg::ref_ptr<osg::Group> _RootGroup;
osg::ref_ptr<osg::Camera> _Camera;
osg::ref_ptr<osg::TextureRectangle> _InOutTextureLife[2];
int _TextureWidth;
int _TextureHeight;
int _ActiveBranch;
osg::ref_ptr<osg::Program> _FragmentProgram;
osg::ref_ptr<osg::StateSet> _StateSet;
osg::ref_ptr<osg::Switch> _BranchSwith[2];
ProcessPass *_ProcessPass[2];
};
#endif //GAMEOFLIFEPASS_H