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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 .
*/
# include <osg/Vec3>
# include <osg/Vec4>
# include <osg/Geometry>
# include <osg/Geode>
# include <osg/TextureRectangle>
# include <osgDB/FileUtils>
# include <osgDB/ReadFile>
# include <osgViewer/Viewer>
# include <osgViewer/ViewerEventHandlers>
# include <osgGA/TrackballManipulator>
# include <iostream>
# include "GameOfLifePass.h"
GameOfLifePass * golpass ;
osg : : ref_ptr < osg : : StateSet > geomss ; // stateset where we can attach textures
osg : : Node * createScene ( osg : : Image * start_im )
{
int width = start_im - > s ( ) ;
int height = start_im - > t ( ) ;
osg : : Group * topnode = new osg : : Group ;
// create quad to display image on
osg : : ref_ptr < osg : : Geode > geode = new osg : : Geode ( ) ;
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// each geom will contain a quad
osg : : ref_ptr < osg : : DrawArrays > da = new osg : : DrawArrays ( osg : : PrimitiveSet : : QUADS , 0 , 4 ) ;
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osg : : ref_ptr < osg : : Vec4Array > colors = new osg : : Vec4Array ;
colors - > push_back ( osg : : Vec4 ( 1.0f , 1.0f , 1.0f , 1.0f ) ) ;
osg : : ref_ptr < osg : : Vec2Array > tcoords = new osg : : Vec2Array ; // texture coords
tcoords - > push_back ( osg : : Vec2 ( 0 , 0 ) ) ;
tcoords - > push_back ( osg : : Vec2 ( width , 0 ) ) ;
tcoords - > push_back ( osg : : Vec2 ( width , height ) ) ;
tcoords - > push_back ( osg : : Vec2 ( 0 , height ) ) ;
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osg : : ref_ptr < osg : : Vec3Array > vcoords = new osg : : Vec3Array ; // vertex coords
osg : : ref_ptr < osg : : Geometry > geom = new osg : : Geometry ;
// initial viewer camera looks along y
vcoords - > push_back ( osg : : Vec3d ( 0 , 0 , 0 ) ) ;
vcoords - > push_back ( osg : : Vec3d ( width , 0 , 0 ) ) ;
vcoords - > push_back ( osg : : Vec3d ( width , 0 , height ) ) ;
vcoords - > push_back ( osg : : Vec3d ( 0 , 0 , height ) ) ;
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geom - > setVertexArray ( vcoords . get ( ) ) ;
geom - > setTexCoordArray ( 0 , tcoords . get ( ) ) ;
geom - > addPrimitiveSet ( da . get ( ) ) ;
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geom - > setColorArray ( colors . get ( ) , osg : : Array : : BIND_OVERALL ) ;
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geomss = geom - > getOrCreateStateSet ( ) ;
geomss - > setMode ( GL_LIGHTING , osg : : StateAttribute : : OFF ) ;
geode - > addDrawable ( geom . get ( ) ) ;
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topnode - > addChild ( geode . get ( ) ) ;
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// create the ping pong processing passes
golpass = new GameOfLifePass ( start_im ) ;
topnode - > addChild ( golpass - > getRoot ( ) . get ( ) ) ;
// attach the output of the processing to the geom
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geomss - > setTextureAttributeAndModes ( 0 ,
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golpass - > getOutputTexture ( ) . get ( ) ,
osg : : StateAttribute : : ON ) ;
return topnode ;
}
int main ( int argc , char * argv [ ] )
{
// use an ArgumentParser object to manage the program arguments.
osg : : ArgumentParser arguments ( & argc , argv ) ;
// set up the usage document, in case we need to print out how to use this program.
arguments . getApplicationUsage ( ) - > setDescription ( arguments . getApplicationName ( ) + " is the example which demonstrates ping pong rendering with FBOs and mutliple rendering branches. It uses Conway's Game of Life to illustrate the concept. " ) ;
arguments . getApplicationUsage ( ) - > setCommandLineUsage ( arguments . getApplicationName ( ) + " [options] --startim start_image " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " -h or --help " , " Display this information " ) ;
arguments . getApplicationUsage ( ) - > addCommandLineOption ( " --startim " , " The initial image to seed the game of life with. " ) ;
// if user request help write it out to cout.
if ( arguments . read ( " -h " ) | | arguments . read ( " --help " ) )
{
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
std : : string startName ( " " ) ;
while ( arguments . read ( " --startim " , startName ) ) { }
if ( startName = = " " ) {
arguments . getApplicationUsage ( ) - > write ( std : : cout ) ;
return 1 ;
}
// load the image
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osg : : ref_ptr < osg : : Image > startIm = osgDB : : readRefImageFile ( startName ) ;
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if ( ! startIm ) {
std : : cout < < " Could not load start image. \n " ;
return ( 1 ) ;
}
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osg : : ref_ptr < osg : : Node > scene = createScene ( startIm . get ( ) ) ;
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// construct the viewer.
osgViewer : : Viewer viewer ;
viewer . setThreadingModel ( osgViewer : : Viewer : : SingleThreaded ) ;
// add the stats handler
viewer . addEventHandler ( new osgViewer : : StatsHandler ) ;
viewer . setSceneData ( scene ) ;
viewer . realize ( ) ;
viewer . setCameraManipulator ( new osgGA : : TrackballManipulator ) ;
while ( ! viewer . done ( ) )
{
viewer . frame ( ) ;
// flip the textures after we've completed a frame
golpass - > flip ( ) ;
// attach the proper output to view
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geomss - > setTextureAttributeAndModes ( 0 ,
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golpass - > getOutputTexture ( ) . get ( ) ,
osg : : StateAttribute : : ON ) ;
}
return 0 ;
}