0b291e60bb
From Robert Osfield, changed tabs to spaces.
117 lines
3.5 KiB
C++
117 lines
3.5 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commericial and non commericial applications,
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* as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: examples/osgglsl/osgshaders.cpp
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* author: Mike Weiblen 2005-04-05
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*
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* A demo of the OpenGL Shading Language shaders using core OSG.
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*
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* See http://www.3dlabs.com/opengl2/ for more information regarding
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* the OpenGL Shading Language.
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*/
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#include <osg/Notify>
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#include <osgGA/GUIEventAdapter>
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#include <osgGA/GUIActionAdapter>
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#include <osgDB/ReadFile>
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#include <osgUtil/Optimizer>
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#include <osgProducer/Viewer>
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#include "GL2Scene.h"
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using namespace osg;
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///////////////////////////////////////////////////////////////////////////
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class KeyHandler: public osgGA::GUIEventHandler
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{
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public:
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KeyHandler( GL2ScenePtr gl2Scene ) :
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_gl2Scene(gl2Scene)
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{}
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bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& )
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{
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if( ea.getEventType() != osgGA::GUIEventAdapter::KEYDOWN )
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return false;
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switch( ea.getKey() )
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{
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case 'x':
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_gl2Scene->reloadShaderSource();
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return true;
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case 'y':
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_gl2Scene->toggleShaderEnable();
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return true;
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}
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return false;
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}
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private:
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GL2ScenePtr _gl2Scene;
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};
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///////////////////////////////////////////////////////////////////////////
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser args(&argc,argv);
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// set up the usage document
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args.getApplicationUsage()->setApplicationName(args.getApplicationName());
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args.getApplicationUsage()->setDescription(args.getApplicationName() +
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" demonstrates the OpenGL Shading Language using core OSG");
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args.getApplicationUsage()->setCommandLineUsage(args.getApplicationName());
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args.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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args.getApplicationUsage()->addKeyboardMouseBinding( "x", "Reload and recompile shader source files." );
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args.getApplicationUsage()->addKeyboardMouseBinding( "y", "Toggle shader enable" );
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// construct the viewer.
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osgProducer::Viewer viewer(args);
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viewer.setUpViewer( osgProducer::Viewer::STANDARD_SETTINGS );
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viewer.getUsage( *args.getApplicationUsage() );
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if( args.read("-h") || args.read("--help") )
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{
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args.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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args.reportRemainingOptionsAsUnrecognized();
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if( args.errors() )
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{
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args.writeErrorMessages(std::cout);
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return 1;
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}
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// create the scene
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GL2ScenePtr gl2Scene = new GL2Scene;
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viewer.setSceneData( gl2Scene->getRootNode().get() );
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viewer.getEventHandlerList().push_front( new KeyHandler(gl2Scene) );
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viewer.realize();
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while( !viewer.done() )
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{
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viewer.sync();
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viewer.update();
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viewer.frame();
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}
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viewer.sync();
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return 0;
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}
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/*EOF*/
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