204 lines
6.6 KiB
C++
204 lines
6.6 KiB
C++
/* OpenSceneGraph example, osggameoflife.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include "GameOfLifePass.h"
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#include <osgDB/FileUtils>
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#include <iostream>
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ProcessPass::ProcessPass(osg::TextureRectangle *in_tex,
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osg::TextureRectangle *out_tex,
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int width, int height):
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_TextureWidth(width),
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_TextureHeight(height)
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{
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_RootGroup = new osg::Group;
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_InTexture = in_tex;
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_OutTexture = out_tex;
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_Camera = new osg::Camera;
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setupCamera();
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_Camera->addChild(createTexturedQuad().get());
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_RootGroup->addChild(_Camera.get());
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setShader("shaders/gameoflife.frag");
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}
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ProcessPass::~ProcessPass()
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{
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}
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osg::ref_ptr<osg::Group> ProcessPass::createTexturedQuad()
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{
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osg::ref_ptr<osg::Group> top_group = new osg::Group;
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osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
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osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
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// counter-clockwise
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quad_coords->push_back(osg::Vec3d(0, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 0, -1));
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quad_coords->push_back(osg::Vec3d(1, 1, -1));
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quad_coords->push_back(osg::Vec3d(0, 1, -1));
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osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
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quad_tcoords->push_back(osg::Vec2(0, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0));
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quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
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quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
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osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
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osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
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osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
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quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
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quad_geom->setVertexArray(quad_coords.get());
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quad_geom->setTexCoordArray(0, quad_tcoords.get());
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quad_geom->addPrimitiveSet(quad_da.get());
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quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL);
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_StateSet = quad_geom->getOrCreateStateSet();
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_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
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_StateSet->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
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_StateSet->setTextureAttributeAndModes(0, _InTexture.get(), osg::StateAttribute::ON);
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_StateSet->addUniform(new osg::Uniform("textureIn", 0));
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quad_geode->addDrawable(quad_geom.get());
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top_group->addChild(quad_geode.get());
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return top_group;
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}
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void ProcessPass::setupCamera()
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{
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// clearing
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_Camera->setClearMask(GL_DEPTH_BUFFER_BIT);
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// projection and view
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_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
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_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
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_Camera->setViewMatrix(osg::Matrix::identity());
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// viewport
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_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
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_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
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_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
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_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _OutTexture.get());
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}
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void ProcessPass::setShader(std::string filename)
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{
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std::string foundFile = osgDB::findDataFile(filename);
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if (foundFile.empty())
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{
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osg::notify(osg::NOTICE)<<"Could not file shader file: "<<filename<<std::endl;
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return;
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}
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osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
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fshader->loadShaderSourceFromFile(foundFile);
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_FragmentProgram = 0;
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_FragmentProgram = new osg::Program;
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_FragmentProgram->addShader(fshader.get());
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_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
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}
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////////////////////////////////////////////////////////////////////////
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GameOfLifePass::GameOfLifePass(osg::Image *in_image)
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{
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_TextureWidth = in_image->s();
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_TextureHeight = in_image->t();
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_RootGroup = new osg::Group;
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_BranchSwith[0] = new osg::Switch;
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_BranchSwith[1] = new osg::Switch;
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_RootGroup->addChild(_BranchSwith[0].get());
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_RootGroup->addChild(_BranchSwith[1].get());
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_ActiveBranch = 0;
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activateBranch();
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createOutputTextures();
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_InOutTextureLife[0]->setImage(in_image);
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_ProcessPass[0] = new ProcessPass(_InOutTextureLife[0].get(),
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_InOutTextureLife[1].get(),
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_TextureWidth, _TextureHeight);
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// For the other pass, the input/output textures are flipped
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_ProcessPass[1] = new ProcessPass(_InOutTextureLife[1].get(),
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_InOutTextureLife[0].get(),
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_TextureWidth, _TextureHeight);
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_BranchSwith[0]->addChild(_ProcessPass[0]->getRoot().get());
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_BranchSwith[1]->addChild(_ProcessPass[1]->getRoot().get());
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}
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GameOfLifePass::~GameOfLifePass()
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{
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delete _ProcessPass[0];
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delete _ProcessPass[1];
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}
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osg::ref_ptr<osg::TextureRectangle> GameOfLifePass::getOutputTexture()
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{
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int out_tex = (_ActiveBranch == 0) ? 1 : 0;
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return _ProcessPass[out_tex]->getOutputTexture();
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}
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void GameOfLifePass::activateBranch()
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{
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int onb = _ActiveBranch;
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int offb = (onb == 1) ? 0 : 1;
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_BranchSwith[onb]->setAllChildrenOn();
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_BranchSwith[offb]->setAllChildrenOff();
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}
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void GameOfLifePass::flip()
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{
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_ActiveBranch = (_ActiveBranch == 1) ? 0 : 1;
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activateBranch();
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}
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void GameOfLifePass::createOutputTextures()
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{
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for (int i=0; i<2; i++) {
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_InOutTextureLife[i] = new osg::TextureRectangle;
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_InOutTextureLife[i]->setTextureSize(_TextureWidth, _TextureHeight);
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_InOutTextureLife[i]->setInternalFormat(GL_RGBA);
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_InOutTextureLife[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
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_InOutTextureLife[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
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}
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}
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