/* 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 #include #include #include #include #include #include #include #include #include #include #include "GameOfLifePass.h" GameOfLifePass *golpass; osg::ref_ptr 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 geode = new osg::Geode(); // each geom will contain a quad osg::ref_ptr da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4); osg::ref_ptr colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); osg::ref_ptr 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)); osg::ref_ptr vcoords = new osg::Vec3Array; // vertex coords osg::ref_ptr 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)); geom->setVertexArray(vcoords.get()); geom->setTexCoordArray(0,tcoords.get()); geom->addPrimitiveSet(da.get()); geom->setColorArray(colors.get()); geom->setColorBinding(osg::Geometry::BIND_OVERALL); geomss = geom->getOrCreateStateSet(); geomss->setMode(GL_LIGHTING, osg::StateAttribute::OFF); geode->addDrawable(geom.get()); topnode->addChild(geode.get()); // 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 geomss->setTextureAttributeAndModes(0, 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 osg::ref_ptr startIm = osgDB::readImageFile(startName); if (!startIm) { std::cout << "Could not load start image.\n"; return(1); } osg::Node* scene = createScene(startIm.get()); // 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 geomss->setTextureAttributeAndModes(0, golpass->getOutputTexture().get(), osg::StateAttribute::ON); } return 0; }