OpenSceneGraph/examples/osgshaders/osgshaders.cpp
2006-08-02 19:55:03 +00:00

125 lines
3.7 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial applications,
* as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: examples/osgglsl/osgshaders.cpp
* author: Mike Weiblen 2005-04-05
*
* A demo of the OpenGL Shading Language shaders using core OSG.
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <osg/Notify>
#include <osgGA/GUIEventAdapter>
#include <osgGA/GUIActionAdapter>
#include <osgDB/ReadFile>
#include <osgUtil/Optimizer>
#include <osgProducer/Viewer>
#include "GL2Scene.h"
using namespace osg;
///////////////////////////////////////////////////////////////////////////
class KeyHandler: public osgGA::GUIEventHandler
{
public:
KeyHandler( GL2ScenePtr gl2Scene ) :
_gl2Scene(gl2Scene)
{}
bool handle( const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& )
{
if( ea.getEventType() != osgGA::GUIEventAdapter::KEYDOWN )
return false;
switch( ea.getKey() )
{
case 'x':
_gl2Scene->reloadShaderSource();
return true;
case 'y':
_gl2Scene->toggleShaderEnable();
return true;
}
return false;
}
private:
GL2ScenePtr _gl2Scene;
};
///////////////////////////////////////////////////////////////////////////
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser args(&argc,argv);
// set up the usage document
args.getApplicationUsage()->setApplicationName(args.getApplicationName());
args.getApplicationUsage()->setDescription(args.getApplicationName() +
" demonstrates the OpenGL Shading Language using core OSG");
args.getApplicationUsage()->setCommandLineUsage(args.getApplicationName());
args.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
args.getApplicationUsage()->addKeyboardMouseBinding( "x", "Reload and recompile shader source files." );
args.getApplicationUsage()->addKeyboardMouseBinding( "y", "Toggle shader enable" );
// construct the viewer.
osgProducer::Viewer viewer(args);
viewer.setUpViewer( osgProducer::Viewer::STANDARD_SETTINGS );
viewer.getUsage( *args.getApplicationUsage() );
if( args.read("-h") || args.read("--help") )
{
args.getApplicationUsage()->write(std::cout);
return 1;
}
// any option left unread are converted into errors to write out later.
args.reportRemainingOptionsAsUnrecognized();
if( args.errors() )
{
args.writeErrorMessages(std::cout);
return 1;
}
// create the scene
GL2ScenePtr gl2Scene = new GL2Scene;
viewer.setSceneData( gl2Scene->getRootNode().get() );
viewer.getEventHandlerList().push_front( new KeyHandler(gl2Scene) );
viewer.realize();
while( !viewer.done() )
{
viewer.sync();
viewer.update();
viewer.frame();
}
// wait for all cull and draw threads to complete.
viewer.sync();
// run a clean up frame to delete all OpenGL objects.
viewer.cleanup_frame();
// wait for all the clean up frame to complete.
viewer.sync();
return 0;
}
/*EOF*/