/usr/share/openscenegraph/examples/osggameoflife/osggameoflife.cpp is in openscenegraph-examples 3.2.0~rc1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 | /* 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 <osg/Vec3>
#include <osg/Vec4>
#include <osg/Geometry>
#include <osg/Geode>
#include <osg/TextureRectangle>
#include <osgDB/FileUtils>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/ViewerEventHandlers>
#include <osgGA/TrackballManipulator>
#include <iostream>
#include "GameOfLifePass.h"
GameOfLifePass *golpass;
osg::ref_ptr<osg::StateSet> geomss; // stateset where we can attach textures
osg::Node* createScene(osg::Image *start_im)
{
int width = start_im->s();
int height = start_im->t();
osg::Group* topnode = new osg::Group;
// create quad to display image on
osg::ref_ptr<osg::Geode> geode = new osg::Geode();
// each geom will contain a quad
osg::ref_ptr<osg::DrawArrays> da = new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4);
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
osg::ref_ptr<osg::Vec2Array> tcoords = new osg::Vec2Array; // texture coords
tcoords->push_back(osg::Vec2(0, 0));
tcoords->push_back(osg::Vec2(width, 0));
tcoords->push_back(osg::Vec2(width, height));
tcoords->push_back(osg::Vec2(0, height));
osg::ref_ptr<osg::Vec3Array> vcoords = new osg::Vec3Array; // vertex coords
osg::ref_ptr<osg::Geometry> geom = new osg::Geometry;
// initial viewer camera looks along y
vcoords->push_back(osg::Vec3d(0, 0, 0));
vcoords->push_back(osg::Vec3d(width, 0, 0));
vcoords->push_back(osg::Vec3d(width, 0, height));
vcoords->push_back(osg::Vec3d(0, 0, height));
geom->setVertexArray(vcoords.get());
geom->setTexCoordArray(0,tcoords.get());
geom->addPrimitiveSet(da.get());
geom->setColorArray(colors.get(), osg::Array::BIND_OVERALL);
geomss = geom->getOrCreateStateSet();
geomss->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
geode->addDrawable(geom.get());
topnode->addChild(geode.get());
// create the ping pong processing passes
golpass = new GameOfLifePass(start_im);
topnode->addChild(golpass->getRoot().get());
// attach the output of the processing to the geom
geomss->setTextureAttributeAndModes(0,
golpass->getOutputTexture().get(),
osg::StateAttribute::ON);
return topnode;
}
int main(int argc, char *argv[])
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// set up the usage document, in case we need to print out how to use this program.
arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates ping pong rendering with FBOs and mutliple rendering branches. It uses Conway's Game of Life to illustrate the concept.");
arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] --startim start_image");
arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
arguments.getApplicationUsage()->addCommandLineOption("--startim","The initial image to seed the game of life with.");
// if user request help write it out to cout.
if (arguments.read("-h") || arguments.read("--help"))
{
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
std::string startName("");
while(arguments.read("--startim", startName)) {}
if (startName == "") {
arguments.getApplicationUsage()->write(std::cout);
return 1;
}
// load the image
osg::ref_ptr<osg::Image> startIm = osgDB::readImageFile(startName);
if (!startIm) {
std::cout << "Could not load start image.\n";
return(1);
}
osg::Node* scene = createScene(startIm.get());
// construct the viewer.
osgViewer::Viewer viewer;
viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
// add the stats handler
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.setSceneData(scene);
viewer.realize();
viewer.setCameraManipulator( new osgGA::TrackballManipulator );
while(!viewer.done())
{
viewer.frame();
// flip the textures after we've completed a frame
golpass->flip();
// attach the proper output to view
geomss->setTextureAttributeAndModes(0,
golpass->getOutputTexture().get(),
osg::StateAttribute::ON);
}
return 0;
}
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