/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * Copyright (C) 2003-2005 3Dlabs Inc. Ltd. * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commericial and non commericial applications, * as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ /* file: examples/osgglsl/osgshaders.cpp * author: Mike Weiblen 2005-04-05 * * A demo of the OpenGL Shading Language shaders using core OSG. * * See http://www.3dlabs.com/opengl2/ for more information regarding * the OpenGL Shading Language. */ #include #include #include #include #include #include #include "GL2Scene.h" using namespace osg; /////////////////////////////////////////////////////////////////////////// class KeyHandler: public osgGA::GUIEventHandler { public: KeyHandler( GL2ScenePtr gl2Scene ) : _gl2Scene(gl2Scene) {} bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& ) { if( ea.getEventType() != osgGA::GUIEventAdapter::KEYDOWN ) return false; switch( ea.getKey() ) { case 'x': _gl2Scene->reloadShaderSource(); return true; case 'y': _gl2Scene->toggleShaderEnable(); return true; } return false; } private: GL2ScenePtr _gl2Scene; }; /////////////////////////////////////////////////////////////////////////// int main( int argc, char **argv ) { // use an ArgumentParser object to manage the program arguments. osg::ArgumentParser args(&argc,argv); // set up the usage document args.getApplicationUsage()->setApplicationName(args.getApplicationName()); args.getApplicationUsage()->setDescription(args.getApplicationName() + " demonstrates the OpenGL Shading Language using core OSG"); args.getApplicationUsage()->setCommandLineUsage(args.getApplicationName()); args.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information"); args.getApplicationUsage()->addKeyboardMouseBinding( "x", "Reload and recompile shader source files." ); args.getApplicationUsage()->addKeyboardMouseBinding( "y", "Toggle shader enable" ); // construct the viewer. osgProducer::Viewer viewer(args); viewer.setUpViewer( osgProducer::Viewer::STANDARD_SETTINGS ); viewer.getUsage( *args.getApplicationUsage() ); if( args.read("-h") || args.read("--help") ) { args.getApplicationUsage()->write(std::cout); return 1; } // any option left unread are converted into errors to write out later. args.reportRemainingOptionsAsUnrecognized(); if( args.errors() ) { args.writeErrorMessages(std::cout); return 1; } // create the scene GL2ScenePtr gl2Scene = new GL2Scene; viewer.setSceneData( gl2Scene->getRootNode().get() ); viewer.getEventHandlerList().push_front( new KeyHandler(gl2Scene) ); viewer.realize(); while( !viewer.done() ) { viewer.sync(); viewer.update(); viewer.frame(); } viewer.sync(); return 0; } /*EOF*/