/* 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 #include #include #include #include #include #include #include class ProcessPass { public: ProcessPass(osg::TextureRectangle *in_tex, osg::TextureRectangle *out_tex, int width, int height); ~ProcessPass(); osg::ref_ptr getRoot() { return _RootGroup; } osg::ref_ptr getOutputTexture() { return _OutTexture; } void setShader(std::string filename); private: osg::ref_ptr createTexturedQuad(); void setupCamera(); osg::ref_ptr _RootGroup; osg::ref_ptr _Camera; osg::ref_ptr _InTexture; osg::ref_ptr _OutTexture; int _TextureWidth; int _TextureHeight; osg::ref_ptr _FragmentProgram; osg::ref_ptr _StateSet; }; class GameOfLifePass { public: GameOfLifePass(osg::Image *in_image); ~GameOfLifePass(); osg::ref_ptr getRoot() { return _RootGroup; } osg::ref_ptr getOutputTexture(); void setShader(std::string filename); // Switch branches so we flip textures void flip(); private: osg::ref_ptr createTexturedQuad(); void setupCamera(); void createOutputTextures(); void activateBranch(); osg::ref_ptr _RootGroup; osg::ref_ptr _Camera; osg::ref_ptr _InOutTextureLife[2]; int _TextureWidth; int _TextureHeight; int _ActiveBranch; osg::ref_ptr _FragmentProgram; osg::ref_ptr _StateSet; osg::ref_ptr _BranchSwith[2]; ProcessPass *_ProcessPass[2]; }; #endif //GAMEOFLIFEPASS_H