84 lines
2.8 KiB
C++
84 lines
2.8 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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#ifndef GAMEOFLIFEPASS_H
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#define GAMEOFLIFEPASS_H 1
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#include <osg/ref_ptr>
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#include <osg/Group>
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#include <osg/Switch>
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#include <osg/Camera>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/TextureRectangle>
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class ProcessPass {
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public:
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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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~ProcessPass();
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osg::ref_ptr<osg::Group> getRoot() { return _RootGroup; }
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osg::ref_ptr<osg::TextureRectangle> getOutputTexture() { return _OutTexture; }
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void setShader(std::string filename);
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private:
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osg::ref_ptr<osg::Group> createTexturedQuad();
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void setupCamera();
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osg::ref_ptr<osg::Group> _RootGroup;
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osg::ref_ptr<osg::Camera> _Camera;
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osg::ref_ptr<osg::TextureRectangle> _InTexture;
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osg::ref_ptr<osg::TextureRectangle> _OutTexture;
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int _TextureWidth;
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int _TextureHeight;
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osg::ref_ptr<osg::Program> _FragmentProgram;
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osg::ref_ptr<osg::StateSet> _StateSet;
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};
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class GameOfLifePass {
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public:
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GameOfLifePass(osg::Image *in_image);
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~GameOfLifePass();
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osg::ref_ptr<osg::Group> getRoot() { return _RootGroup; }
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osg::ref_ptr<osg::TextureRectangle> getOutputTexture();
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void setShader(std::string filename);
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// Switch branches so we flip textures
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void flip();
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private:
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osg::ref_ptr<osg::Group> createTexturedQuad();
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void setupCamera();
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void createOutputTextures();
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void activateBranch();
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osg::ref_ptr<osg::Group> _RootGroup;
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osg::ref_ptr<osg::Camera> _Camera;
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osg::ref_ptr<osg::TextureRectangle> _InOutTextureLife[2];
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int _TextureWidth;
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int _TextureHeight;
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int _ActiveBranch;
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osg::ref_ptr<osg::Program> _FragmentProgram;
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osg::ref_ptr<osg::StateSet> _StateSet;
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osg::ref_ptr<osg::Switch> _BranchSwith[2];
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ProcessPass *_ProcessPass[2];
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};
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#endif //GAMEOFLIFEPASS_H
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