OpenSceneGraph/examples/osggameoflife/GameOfLifePass.cpp

204 lines
6.6 KiB
C++

/* 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 "GameOfLifePass.h"
#include <osgDB/FileUtils>
#include <iostream>
ProcessPass::ProcessPass(osg::TextureRectangle *in_tex,
osg::TextureRectangle *out_tex,
int width, int height):
_TextureWidth(width),
_TextureHeight(height)
{
_RootGroup = new osg::Group;
_InTexture = in_tex;
_OutTexture = out_tex;
_Camera = new osg::Camera;
setupCamera();
_Camera->addChild(createTexturedQuad().get());
_RootGroup->addChild(_Camera.get());
setShader("shaders/gameoflife.frag");
}
ProcessPass::~ProcessPass()
{
}
osg::ref_ptr<osg::Group> ProcessPass::createTexturedQuad()
{
osg::ref_ptr<osg::Group> top_group = new osg::Group;
osg::ref_ptr<osg::Geode> quad_geode = new osg::Geode;
osg::ref_ptr<osg::Vec3Array> quad_coords = new osg::Vec3Array; // vertex coords
// counter-clockwise
quad_coords->push_back(osg::Vec3d(0, 0, -1));
quad_coords->push_back(osg::Vec3d(1, 0, -1));
quad_coords->push_back(osg::Vec3d(1, 1, -1));
quad_coords->push_back(osg::Vec3d(0, 1, -1));
osg::ref_ptr<osg::Vec2Array> quad_tcoords = new osg::Vec2Array; // texture coords
quad_tcoords->push_back(osg::Vec2(0, 0));
quad_tcoords->push_back(osg::Vec2(_TextureWidth, 0));
quad_tcoords->push_back(osg::Vec2(_TextureWidth, _TextureHeight));
quad_tcoords->push_back(osg::Vec2(0, _TextureHeight));
osg::ref_ptr<osg::Geometry> quad_geom = new osg::Geometry;
osg::ref_ptr<osg::DrawArrays> quad_da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
osg::ref_ptr<osg::Vec4Array> quad_colors = new osg::Vec4Array;
quad_colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
quad_geom->setVertexArray(quad_coords.get());
quad_geom->setTexCoordArray(0, quad_tcoords.get());
quad_geom->addPrimitiveSet(quad_da.get());
quad_geom->setColorArray(quad_colors.get(), osg::Array::BIND_OVERALL);
_StateSet = quad_geom->getOrCreateStateSet();
_StateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
_StateSet->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
_StateSet->setTextureAttributeAndModes(0, _InTexture.get(), osg::StateAttribute::ON);
_StateSet->addUniform(new osg::Uniform("textureIn", 0));
quad_geode->addDrawable(quad_geom.get());
top_group->addChild(quad_geode.get());
return top_group;
}
void ProcessPass::setupCamera()
{
// clearing
_Camera->setClearMask(GL_DEPTH_BUFFER_BIT);
// projection and view
_Camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
_Camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
_Camera->setViewMatrix(osg::Matrix::identity());
// viewport
_Camera->setViewport(0, 0, _TextureWidth, _TextureHeight);
_Camera->setRenderOrder(osg::Camera::PRE_RENDER);
_Camera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
_Camera->attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER), _OutTexture.get());
}
void ProcessPass::setShader(std::string filename)
{
std::string foundFile = osgDB::findDataFile(filename);
if (foundFile.empty())
{
osg::notify(osg::NOTICE)<<"Could not file shader file: "<<filename<<std::endl;
return;
}
osg::ref_ptr<osg::Shader> fshader = new osg::Shader( osg::Shader::FRAGMENT );
fshader->loadShaderSourceFromFile(foundFile);
_FragmentProgram = 0;
_FragmentProgram = new osg::Program;
_FragmentProgram->addShader(fshader.get());
_StateSet->setAttributeAndModes(_FragmentProgram.get(), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE );
}
////////////////////////////////////////////////////////////////////////
GameOfLifePass::GameOfLifePass(osg::Image *in_image)
{
_TextureWidth = in_image->s();
_TextureHeight = in_image->t();
_RootGroup = new osg::Group;
_BranchSwith[0] = new osg::Switch;
_BranchSwith[1] = new osg::Switch;
_RootGroup->addChild(_BranchSwith[0].get());
_RootGroup->addChild(_BranchSwith[1].get());
_ActiveBranch = 0;
activateBranch();
createOutputTextures();
_InOutTextureLife[0]->setImage(in_image);
_ProcessPass[0] = new ProcessPass(_InOutTextureLife[0].get(),
_InOutTextureLife[1].get(),
_TextureWidth, _TextureHeight);
// For the other pass, the input/output textures are flipped
_ProcessPass[1] = new ProcessPass(_InOutTextureLife[1].get(),
_InOutTextureLife[0].get(),
_TextureWidth, _TextureHeight);
_BranchSwith[0]->addChild(_ProcessPass[0]->getRoot().get());
_BranchSwith[1]->addChild(_ProcessPass[1]->getRoot().get());
}
GameOfLifePass::~GameOfLifePass()
{
delete _ProcessPass[0];
delete _ProcessPass[1];
}
osg::ref_ptr<osg::TextureRectangle> GameOfLifePass::getOutputTexture()
{
int out_tex = (_ActiveBranch == 0) ? 1 : 0;
return _ProcessPass[out_tex]->getOutputTexture();
}
void GameOfLifePass::activateBranch()
{
int onb = _ActiveBranch;
int offb = (onb == 1) ? 0 : 1;
_BranchSwith[onb]->setAllChildrenOn();
_BranchSwith[offb]->setAllChildrenOff();
}
void GameOfLifePass::flip()
{
_ActiveBranch = (_ActiveBranch == 1) ? 0 : 1;
activateBranch();
}
void GameOfLifePass::createOutputTextures()
{
for (int i=0; i<2; i++) {
_InOutTextureLife[i] = new osg::TextureRectangle;
_InOutTextureLife[i]->setTextureSize(_TextureWidth, _TextureHeight);
_InOutTextureLife[i]->setInternalFormat(GL_RGBA);
_InOutTextureLife[i]->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
_InOutTextureLife[i]->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
}
}