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cxgeorge 24 سال پیش
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  1. 1746 0
      panda/src/framework/framework_multimon.cxx

+ 1746 - 0
panda/src/framework/framework_multimon.cxx

@@ -0,0 +1,1746 @@
+// Filename: framework.cxx
+// Created by:  cary (25Mar99)
+//
+////////////////////////////////////////////////////////////////////
+//
+// PANDA 3D SOFTWARE
+// Copyright (c) 2001, Disney Enterprises, Inc.  All rights reserved
+//
+// All use of this software is subject to the terms of the Panda 3d
+// Software license.  You should have received a copy of this license
+// along with this source code; you will also find a current copy of
+// the license at http://www.panda3d.org/license.txt .
+//
+// To contact the maintainers of this program write to
+// [email protected] .
+//
+////////////////////////////////////////////////////////////////////
+
+// We need to include bitMask.h first to avoid a VC++ compiler bug
+// related to 2 parameter templates
+#include "bitMask.h"
+
+#include "framework.h"
+#include "config_framework.h"
+
+#include "pystub.h"
+#include "time.h"
+// Since framework.cxx includes pystub.h, no program that links with
+// framework needs to do so.  No Python code should attempt to link
+// with libframework.so.
+
+#include "cullTraverser.h"
+#include "appTraverser.h"
+#include "directRenderTraverser.h"
+#include "mouse.h"
+#include "mouseWatcher.h"
+#include "buttonThrower.h"
+#include "keyboardButton.h"
+#include "eventHandler.h"
+#include "throw_event.h"
+#include "camera.h"
+#include "geom.h"
+#include "geomprimitives.h"
+#include "renderRelation.h"
+#include "dataRelation.h"
+#include "geomNode.h"
+#include "namedNode.h"
+#include "pt_NamedNode.h"
+#include "colorTransition.h"
+#include "renderModeTransition.h"
+#include "materialTransition.h"
+#include "dataGraphTraversal.h"
+#include "trackball.h"
+#include "driveInterface.h"
+#include "transform2sg.h"
+#include "texture.h"
+#include "texturePool.h"
+#include "textureTransition.h"
+#include "interactiveGraphicsPipe.h"
+#include "noninteractiveGraphicsPipe.h"
+#include "graphicsWindow.h"
+#include "plist.h"
+#include "lightTransition.h"
+#include "materialTransition.h"
+#include "animControl.h"
+#include "animControlCollection.h"
+#include "auto_bind.h"
+#include "ambientLight.h"
+#include "directionalLight.h"
+#include "pointLight.h"
+#include "spotlight.h"
+#include "dconfig.h"
+#include "cullFaceTransition.h"
+#include "pruneTransition.h"
+#include "dftraverser.h"
+#include "renderBuffer.h"
+#include "loader.h"
+#include "fogTransition.h"
+#include "clockObject.h"
+#include "compose_matrix.h"
+#include "notify.h"
+#include "nullTransitionWrapper.h"
+#include "nullLevelState.h"
+#include "sceneGraphReducer.h"
+#include "textNode.h"
+#include "depthTestTransition.h"
+#include "depthWriteTransition.h"
+#include "orthographicLens.h"
+#include "transparencyTransition.h"
+#include "bamReader.h"
+#include "collisionRay.h"
+#include "collisionNode.h"
+#include "collisionTraverser.h"
+#include "collisionHandlerFloor.h"
+#include "nodePath.h"
+#include "multiplexStream.h"
+#include "dSearchPath.h"
+#include "camera.h"
+#include "perspectiveLens.h"
+#include "wdxGraphicsPipe.h"
+#include "wdxGraphicsWindow.h"
+
+#ifdef USE_IPC
+#include "ipc_file.h"
+#include "ipc_mutex.h"
+#include "ipc_thread.h"
+#endif
+
+Configure(framework);
+
+ConfigureFn(framework) {
+}
+
+int NumWindows=1;
+
+AppTraverser *app_traverser;
+PT_NamedNode data_root;
+PT_NamedNode root;
+PT(GeomNode) geomnode;
+PT_NamedNode render_top;
+PT_NamedNode render;
+NodeRelation *render_arc;
+PT(MouseAndKeyboard) mak;
+PT(MouseWatcher) mouse_watcher;
+PT(Trackball) trackball;
+PT(DriveInterface) drive_interface;
+PT_NamedNode camera_top;
+NodeRelation *camera_top_arc;
+
+static Node *current_trackball = NULL;
+static Node *alt_trackball = NULL;
+
+Texture* ttex;
+//PT(GraphicsPipe) main_pipe;
+PT(GraphicsPipe) rib_pipe;
+//PT(GraphicsWindow) main_win;
+PT(GraphicsWindow) rib_win;
+RenderRelation* first_arc;
+PT(wdxGraphicsWindow) main_window;
+wdxGraphicsWindowGroup *pWinGrp;
+
+PT_NamedNode lights;
+
+PT(AmbientLight) light;
+PT(DirectionalLight) dlight;
+bool have_dlight = false;
+PT(PointLight) plight;
+PT(Spotlight) slight;
+
+PT(Material) material;
+
+PT(Fog) fog;
+
+// Framerate vars
+
+PT_NamedNode framerate_top;
+RenderRelation *framerate_arc = (RenderRelation*)0L;
+PT_NamedNode framerate_node;
+
+PT(GraphicsLayer) framerate_layer;
+PT(TextFont) framerate_font;
+PT(TextNode) framerate_text;
+
+Loader loader;
+
+EventHandler event_handler(EventQueue::get_global_event_queue());
+
+std::string chan_config = "single";
+
+static double start_time = 0.0;
+static int start_frame_count = 0;
+
+void (*extra_display_func)() = NULL;
+void (*define_keys)(EventHandler&) = NULL;
+void (*extra_overrides_func)(ChanCfgOverrides&, std::string&) = NULL;
+void (*first_init)() = NULL;
+void (*additional_idle)() = NULL;
+
+#ifdef USE_IPC
+static bool forked_draw = framework.GetBool("fork-draw", false);
+static mutex run_render;
+static bool render_running = true;
+static bool quit_draw = false;
+static thread* draw_thread;
+#endif
+
+static CollisionTraverser *col_trans = NULL;
+static CollisionHandlerFloor *col_handler = NULL;
+static CollisionNode *ray_node = NULL;
+
+class GeomNorms : public GeomLine
+{
+public:
+  GeomNorms(void) : GeomLine() {}
+  virtual Geom *explode() const {
+    return new GeomNorms(*this);
+  }
+
+  static TypeHandle get_class_type(void) {
+    return _type_handle;
+  }
+  static void init_type(void) {
+    GeomLine::init_type();
+    register_type(_type_handle, "GeomNorms",
+                  GeomLine::get_class_type());
+  }
+  virtual TypeHandle get_type(void) const {
+    return get_class_type();
+  }
+private:
+  static TypeHandle _type_handle;
+};
+
+TypeHandle GeomNorms::_type_handle;
+
+// Since the Normal*Traversers don't care about state, we don't need
+// to accumulate the RenderTransitions, so it will template on
+// NullTransition.
+class NormalAddTraverser :
+  public TraverserVisitor<NullTransitionWrapper, NullLevelState> {
+public:
+  NormalAddTraverser(GraphicsStateGuardian *gsg) : _gsg(gsg) {}
+  bool reached_node(Node*, NullTransitionWrapper&, NullLevelState&);
+
+  // No need to declare a forward_arc() function that simply returns
+  // true; this is the default behavior.
+
+public:
+  GraphicsStateGuardian *_gsg;
+};
+
+bool NormalAddTraverser::
+reached_node(Node *node, NullTransitionWrapper &, NullLevelState &) {
+  if (node->is_of_type(GeomNode::get_class_type())) {
+    GeomNorms *gn = new GeomNorms;
+    GeomNode *geom = DCAST(GeomNode, node);
+    int vert_count = 0;
+    int i;
+    for (i = 0; i < geom->get_num_geoms(); i++) {
+      dDrawable *d = geom->get_geom(i);
+      if (d->is_of_type(Geom::get_class_type())) {
+        Geom *g = DCAST(Geom, d);
+        for (int j=0; j<g->get_num_prims(); ++j)
+          vert_count += g->get_length(j);
+      }
+    }
+    if (vert_count > 0) {
+      PTA_Vertexf verts=PTA_Vertexf::empty_array(2 * vert_count);
+      for (i = 0; i < geom->get_num_geoms(); i++) {
+        dDrawable *d = geom->get_geom(i);
+        if (d->is_of_type(Geom::get_class_type())) {
+          PTA_Vertexf lverts;
+          PTA_ushort iverts;
+          Geom *g = DCAST(Geom, d);
+          g->get_coords(lverts, iverts);
+          int vert_idx = 0;
+          if (g->get_binding(G_NORMAL) == G_OFF) {
+            for (int j=0; j<g->get_num_prims(); ++j) {
+              for (int k=0; k<g->get_length(j); ++k, ++vert_idx) {
+                verts[2 * vert_idx] = lverts[vert_idx];
+                verts[(2 * vert_idx) + 1] = lverts[vert_idx];
+              }
+            }
+          } else {
+            PTA_Normalf lnorms;
+            PTA_ushort inorms;
+            GeomBindType nbond;
+            g->get_normals(lnorms, nbond, inorms);
+            for (int j=0; j<g->get_num_prims(); ++j) {
+              for (int k=0; k<g->get_length(j); ++k, ++vert_idx) {
+                verts[2 * vert_idx] = lverts[vert_idx];
+                verts[(2 * vert_idx) + 1] = lverts[vert_idx]
+                  + lnorms[vert_idx];
+              }
+            }
+          }
+        }
+      }
+      gn->set_num_prims(vert_count);
+      gn->set_coords(verts);
+    }
+    geom->add_geom(gn);
+  }
+  return true;
+}
+
+class NormalDelTraverser :
+  public TraverserVisitor<NullTransitionWrapper, NullLevelState> {
+public:
+  NormalDelTraverser(GraphicsStateGuardian *gsg) : _gsg(gsg) {}
+  bool reached_node(Node*, NullTransitionWrapper&, NullLevelState&);
+public:
+  GraphicsStateGuardian *_gsg;
+};
+
+bool NormalDelTraverser::
+reached_node(Node *node, NullTransitionWrapper &, NullLevelState &) {
+  if (node->is_of_type(GeomNode::get_class_type())) {
+    GeomNode *geom = DCAST(GeomNode, node);
+    int i, j;
+    do {
+      for (i = 0, j = -1;
+           i < geom->get_num_geoms();
+           ++i) {
+        if (geom->get_geom(i)->is_of_type(GeomNorms::get_class_type())) {
+          j = i;
+        }
+      }
+      if (j != -1) {
+        geom->remove_geom(j);
+      }
+    } while (j != -1);
+  }
+  return true;
+}
+
+//hacks.  the callback architecture should be changed to make this more straightfwd
+static wdxGraphicsWindow *g_pCurRenderWin=NULL;
+static bool g_bDoAppTraversal=false;
+void render_frame(void){ //GraphicsPipe *pipe) {
+
+    // I think we want to traverse only once/frame, so use flag
+  if(g_bDoAppTraversal)
+      app_traverser->traverse(render_top); 
+  g_bDoAppTraversal=false;
+
+/*  int num_windows = pipe->get_num_windows();
+  for (int w = 0; w < num_windows; w++) {        ?????
+    GraphicsWindow *win = pipe->get_window(w);
+
+  }
+*/  
+
+  g_pCurRenderWin->get_gsg()->render_frame();
+}
+
+// to be used with new display callback system
+class DisplayCallback : public GraphicsWindow::Callback {
+  public:
+    virtual void draw(bool) {
+      render_frame(/*main_pipe*/);
+      if (extra_display_func != NULL)
+        extra_display_func();
+    }
+};
+
+// to be used with old GLUT callback system
+void display_func( void ) {
+  render_frame(/*main_pipe*/);
+  if (extra_display_func != NULL)
+    extra_display_func();
+}
+
+void set_lighting(bool enabled) {
+  if (enabled) {
+    // Enable the lights on the initial state.
+    PT(LightTransition) la = new LightTransition;
+    la->set_on(light.p());
+
+    if (have_dlight) {
+      la->set_on(dlight.p());
+    }
+    render_arc->set_transition(la);
+
+  } else {
+    // Remove the lights from the initial state.
+    render_arc->clear_transition(LightTransition::get_class_type());
+  }
+}
+
+// to be used with new display callback system
+class IdleCallback : public GraphicsWindow::Callback {
+  public:
+    virtual void idle(void) {
+      // Initiate the data traversal, to send device data down its
+      // respective pipelines.
+      traverse_data_graph(data_root);
+
+      // Perform the collision traversal, if we have a collision
+      // traverser standing by.
+      if (col_trans != (CollisionTraverser *)NULL) {
+        col_trans->traverse(render_top);
+      }
+
+      // Throw any events generated recently.
+      event_handler.process_events();
+
+      if (additional_idle != NULL) {
+        (*additional_idle)();
+      }
+    }
+};
+
+// to be used with old GLUT callback system
+void idle_func( void )
+{
+    // Initiate the data traversal, to send device data down its
+    // respective pipelines.
+    traverse_data_graph(data_root);
+
+    // Throw any events generated recently.
+    event_handler.process_events();
+}
+
+void unpause_draw(void);
+
+void event_esc(CPT_Event ev) {
+#ifdef USE_IPC
+  if (forked_draw) {
+    quit_draw = true;
+    unpause_draw();
+    mutex_lock m(run_render);
+  }
+#endif
+
+  double now = ClockObject::get_global_clock()->get_frame_time();
+  double delta = now - start_time;
+
+  int frame_count = ClockObject::get_global_clock()->get_frame_count();
+  int num_frames = frame_count - start_frame_count;
+  if (num_frames > 0) {
+    nout << endl << num_frames << " frames in " << delta << " seconds" << endl;
+    double x = ((double)num_frames) / delta;
+    nout << x << " fps average (" << 1000.0 / x << "ms)" << endl;
+  }
+
+  // The Escape key was pressed.  Exit the application.
+
+  rib_pipe = NULL;
+  rib_win = NULL;
+
+#ifdef DO_PSTATS
+  if (PStatClient::is_connected()) {
+    framework_cat.info() << "Disconnecting from stats host" << endl;
+    PStatClient::disconnect();
+  }
+#endif
+
+   if(ev->get_name()=="q") {
+     // if app ever exits using exit() without close_window, hopefully this will work
+     framework_cat.debug() << "Testing unsafe, no close_window(), direct exit() of framework\n";
+   } else {
+     delete pWinGrp;  // calls close_window
+     pWinGrp=NULL;
+     framework_cat.debug() << "Exiting framework\n";
+   }
+
+//   main_win = NULL;
+//   main_pipe = NULL;
+
+   exit(0);
+}
+
+void event_f(CPT_Event) {
+  double now = ClockObject::get_global_clock()->get_frame_time();
+  double delta = now - start_time;
+
+  int frame_count = ClockObject::get_global_clock()->get_frame_count();
+  int num_frames = frame_count - start_frame_count;
+  if (num_frames > 0) {
+    nout << endl << num_frames << " frames in " << delta << " seconds" << endl;
+    double x = ((double)num_frames) / delta;
+    nout << x << " fps average (" << 1000.0 / x << "ms)" << endl;
+
+    // Reset the frame rate counter for the next press of 'f'.
+    start_time = now;
+    start_frame_count = frame_count;
+  }
+}
+
+void event_S(CPT_Event) {
+#ifdef DO_PSTATS
+  framework_cat.info() << "Connecting to stats host" << endl;
+  PStatClient::connect();
+#else
+  framework_cat.error() << "Stats host not supported." << endl;
+#endif
+}
+
+void event_A(CPT_Event) {
+#ifdef DO_PSTATS
+  if (PStatClient::is_connected()) {
+    framework_cat.info() << "Disconnecting from stats host" << endl;
+    PStatClient::disconnect();
+  } else {
+    framework_cat.error() << "Stats host is already disconnected." << endl;
+  }
+#else
+  framework_cat.error() << "Stats host not supported." << endl;
+#endif
+}
+/*
+void setup_framerate(void) {
+  if (framerate_top != (NamedNode*)0L)
+    return;
+
+  framerate_top = new NamedNode("framerate_top");
+  framerate_node = new NamedNode("framerate");
+  framerate_arc = new RenderRelation(framerate_top, framerate_node);
+
+  // Setup some overrides to turn off certain properties which we probably
+  // won't need for 2-d objects.
+  framerate_arc->set_transition(new DepthTestTransition(DepthTestProperty::M_none), 1);
+  framerate_arc->set_transition(new DepthWriteTransition(DepthWriteTransition::off()), 1);
+  framerate_arc->set_transition(new LightTransition(LightTransition::all_off()), 1);
+  framerate_arc->set_transition(new MaterialTransition(MaterialTransition::off()), 1);
+  framerate_arc->set_transition(new CullFaceTransition(CullFaceProperty::M_cull_none), 1);
+
+  // create a 2-d camera.
+  PT(Camera) cam2d = new Camera("framerate_cam");
+  new RenderRelation(framerate_node, cam2d);
+  cam2d->set_scene(framerate_top);
+  PT(Lens) lens = new OrthographicLens;
+  lens->set_film_size(2.0);
+  cam2d->set_lens(lens);
+
+  // Now create a new layer
+  // eventually this should be done through chanconfig'
+  GraphicsChannel *chan = main_win->get_channel(0);
+  nassertv(chan != (GraphicsChannel*)0L);
+
+  framerate_layer = chan->make_layer();
+  nassertv(framerate_layer != (GraphicsLayer *)0L);
+  framerate_layer->set_active(true);
+
+  DisplayRegion *dr = framerate_layer->make_display_region();
+  nassertv(dr != (DisplayRegion *)0L);
+  dr->set_camera(cam2d);
+
+  // load the font
+  PT_Node font_model = loader.load_sync("cmtt12");
+
+  if (font_model != (NamedNode *)0L) {
+    framerate_font = new TextFont(font_model);
+    framerate_text = new TextNode("framerate_text");
+    new RenderRelation(framerate_node, framerate_text);
+
+    LMatrix4f mat = LMatrix4f::scale_mat(0.05) *
+      LMatrix4f::translate_mat(-0.95, 0.0, 0.95);
+
+    framerate_text->set_transform(mat);
+    framerate_text->set_font(framerate_font);
+    framerate_text->set_card_color(0.5, 0.5, 0.5, 0.5);
+    framerate_text->set_card_as_margin(0.5, 0.5, 0.2, 0.2);
+    framerate_text->set_frame_color(1., 0., 0., 1.);
+    framerate_text->set_frame_as_margin(0.5, 0.5, 0.2, 0.2);
+    framerate_text->set_align(TM_ALIGN_LEFT);
+    framerate_text->set_text_color(1., 1., 1., 1.);
+    framerate_text->set_text("blah");
+  }
+}
+*/
+void handle_framerate(void) {
+  static bool first_time = true;
+  static int buffer_count;
+  static int buffer_size = framework.GetInt("framerate-buffer", 60);
+  static double *prev_times = (double*)0L;
+  static double *deltas = (double*)0L;
+
+  if (framerate_layer == (GraphicsLayer*)0L)
+    return;
+
+  if (!framerate_layer->is_active()) {
+    first_time = true;
+    return;
+  }
+
+  double now = ClockObject::get_global_clock()->get_frame_time();
+
+  if (first_time) {
+    if (prev_times == (double*)0L) {
+      prev_times = new double[buffer_size];
+      deltas = new double[buffer_size];
+    }
+    buffer_count = 0;
+    prev_times[buffer_count++] = now;
+    first_time = false;
+  } else if (buffer_count < buffer_size) {
+    deltas[buffer_count-1] = now - prev_times[buffer_count-1];
+    prev_times[buffer_count++] = now;
+  } else {
+    deltas[buffer_size-1] = now - prev_times[buffer_size-1];
+    double delta = 0.;
+    for (int i=0; i<buffer_size; ++i)
+      delta += deltas[i];
+    delta = delta / (double)buffer_size;
+    double fps = 1. / delta;
+
+    delta *= 1000.;
+
+    ostringstream os;
+    // I've decided that one digit to the right of the decimal should be
+    // enough for now.  If we need more, it's easy to extend.
+    int ifps = (int)fps;
+    fps = fps - (double)ifps;
+    fps *= 10.;
+    int rfps = (int)fps;
+    int idelta = (int)delta;
+    delta = delta - (double)idelta;
+    delta *= 10.;
+    int rdelta = (int)delta;
+    os << ifps << "." << rfps << " fps (" << idelta << "." << rdelta
+       << " ms)";
+    framerate_text->set_text(os.str());
+
+    // now roll everything down one
+    for (int j=0; j<buffer_size-1; ++j) {
+      prev_times[j] = prev_times[j+1];
+      deltas[j] = deltas[j+1];
+    }
+    prev_times[buffer_size-1] = now;
+  }
+}
+/*
+void event_f_full(CPT_Event) {
+  static bool is_on = true;
+  setup_framerate();
+  framerate_layer->set_active(is_on);
+  is_on = !is_on;
+}
+*/
+void event_t(CPT_Event) {
+  // The "t" key was pressed.  Toggle the showing of textures.
+  static bool textures_enabled = true;
+
+  textures_enabled = !textures_enabled;
+  if (textures_enabled) {
+    // Remove the override from the initial state.
+    render_arc->clear_transition(TextureTransition::get_class_type());
+  } else {
+    // Set an override on the initial state to disable texturing.
+    TextureTransition *ta = new TextureTransition;
+    ta->set_priority(100);
+    render_arc->set_transition(ta);
+  }
+}
+
+void event_l(CPT_Event) {
+  // The "l" key was pressed.  Toggle lighting.
+  static bool lighting_enabled = false;
+
+  lighting_enabled = !lighting_enabled;
+  set_lighting(lighting_enabled);
+}
+
+void event_w(CPT_Event) {
+  // The "w" key was pressed.  Toggle wireframe mode.
+  static bool wireframe_mode = false;
+
+  wireframe_mode = !wireframe_mode;
+  if (!wireframe_mode) {
+    // Set the normal, filled mode on the render arc.
+    RenderModeTransition *rma = new RenderModeTransition(RenderModeProperty::M_filled);
+    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_clockwise);
+    render_arc->set_transition(rma);
+    render_arc->set_transition(cfa);
+
+  } else {
+    // Set the initial state up for wireframe mode.
+    RenderModeTransition *rma = new RenderModeTransition(RenderModeProperty::M_wireframe);
+    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_none);
+    render_arc->set_transition(rma);
+    render_arc->set_transition(cfa);
+  }
+}
+
+void event_b(CPT_Event) {
+  // The 'b' key was pressed.  Toggle backface culling.
+  static bool backface_mode = false;
+
+  backface_mode = !backface_mode;
+  if (backface_mode) {
+    material->set_twoside(true);
+    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_none);
+    render_arc->set_transition(cfa);
+  } else {
+    material->set_twoside(false);
+    CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_clockwise);
+    render_arc->set_transition(cfa);
+  }
+}
+
+void event_R(CPT_Event) {
+  /* The "R" key was pressed.  Dump a RIB file.
+  if (rib_win == (GraphicsWindow*)0L)
+    return;
+  nout << "Writing RIB frame " << rib_win->get_frame_number() << "\n";
+  render_frame(rib_pipe);
+  */
+}
+
+void event_grave(CPT_Event) {
+  GraphicsStateGuardian *gsg = main_window->get_gsg();
+  const RenderBuffer &rb = gsg->get_render_buffer(RenderBuffer::T_front);
+
+  // We simply grab the first DisplayRegion on the first Layer on the
+  // window's main channel.
+  GraphicsChannel *channel = main_window->get_channel(0);
+  nassertv(channel != (GraphicsChannel *)NULL);
+
+  if (channel->get_num_layers() == 0) {
+    nout << "Channel has no layers!\n";
+    return;
+  }
+  GraphicsLayer *layer = channel->get_layer(0);
+  nassertv(layer != (GraphicsLayer *)NULL);
+
+  if (layer->get_num_drs() == 0) {
+    nout << "Layer has no display regions!\n";
+    return;
+  }
+  DisplayRegion *dr = layer->get_dr(0);
+  nassertv(dr != (DisplayRegion *)NULL);
+
+  int width = dr->get_pixel_width();
+  int height = dr->get_pixel_height();
+
+  PixelBuffer p(width, height, 3, 1, PixelBuffer::T_unsigned_byte,
+                PixelBuffer::F_rgb);
+
+  nout << "Capturing frame.\n";
+
+  p.copy(gsg, dr, rb);
+  ostringstream s;
+  s << "frame" << ClockObject::get_global_clock()->get_frame_count() << ".pnm";
+  Filename filename = s.str();
+  p.write(filename);
+
+  cerr << "Wrote " << filename << "\n";
+}
+
+void event_n(CPT_Event) {
+  static bool normals_on = false;
+
+  normals_on = !normals_on;
+
+  // do i do this for every window??  bugbug
+  for(int j=0;j<pWinGrp->_windows.size();j++) 
+      if (normals_on) {
+          NormalAddTraverser trav(pWinGrp->_windows[j]->get_gsg());
+          df_traverse(render, trav, NullTransitionWrapper(), NullLevelState(),
+                RenderRelation::get_class_type());
+      } else {
+          NormalDelTraverser trav(pWinGrp->_windows[j]->get_gsg());
+          df_traverse(render, trav, NullTransitionWrapper(), NullLevelState(),
+              RenderRelation::get_class_type());
+      }
+
+}
+
+void event_C(CPT_Event) {
+  static bool showing_collision_solids = false;
+
+  showing_collision_solids = !showing_collision_solids;
+  if (showing_collision_solids) {
+    // So we'll break down and use the NodePath interface in
+    // framework.  We haven't used it here before, but it's such a
+    // splendid interface; why not use it?
+    NodePath render_path(render);
+    render_path.show_collision_solids();
+
+  } else {
+    NodePath render_path(render);
+    render_path.hide_collision_solids();
+  }
+}
+
+void event_N(CPT_Event) {
+  nout << "Reducing scene graph.\n";
+  SceneGraphReducer gr(RenderRelation::get_class_type());
+  gr.apply_transitions(first_arc);
+  int num_reduced = gr.flatten(root, true);
+  nout << "Removed " << num_reduced << " arcs.\n";
+}
+
+// switch_trackball() is a local function to fiddle with the dgraph
+// arcs to make a different trackball be in control of the mouse.
+static void
+switch_trackball(Node *trackball) {
+  if (current_trackball != NULL) {
+    remove_child(mouse_watcher, current_trackball,
+                 DataRelation::get_class_type());
+  }
+  current_trackball = trackball;
+  if (current_trackball != NULL) {
+    new DataRelation(mouse_watcher, current_trackball);
+  }
+}
+
+// set_alt_trackball() should be called by user code to change the
+// alternate trackball that is in effect when the user presses "c".
+void
+set_alt_trackball(Node *tb) {
+  if (tb == NULL) {
+    switch_trackball(trackball);
+  } else {
+    alt_trackball = tb;
+    switch_trackball(alt_trackball);
+  }
+}
+
+
+static void
+start_drive() {
+  // Extract the current position from the trackball.
+  LMatrix4f mat = trackball->get_trans_mat();
+  LPoint3f scale, hpr, xyz;
+  decompose_matrix(mat, scale, hpr, xyz);
+  if (hpr[2] > 90) {
+    hpr[0] += 180.0;
+  }
+  hpr[1] = 0.0;
+  hpr[2] = 0.0;
+
+  drive_interface->set_pos(xyz);
+  drive_interface->set_hpr(hpr);
+
+  // Make sure the ray-downcaster is set, so we maintain a constant
+  // height above the ground.
+  if (col_trans == (CollisionTraverser *)NULL) {
+    ray_node = new CollisionNode("ray");
+    ray_node->set_into_collide_mask(0);
+    ray_node->set_from_collide_mask(drive_mask);
+
+    NodeRelation *arc = new RenderRelation(camera_top, ray_node);
+
+    ray_node->add_solid(new CollisionRay(LPoint3f(0.0, 0.0, 0.0),
+                                         LVector3f::down()));
+    arc->set_transition(new PruneTransition);
+
+    col_trans = new CollisionTraverser;
+    col_handler = new CollisionHandlerFloor;
+    col_handler->set_offset(drive_height);
+    col_trans->add_collider(ray_node, col_handler);
+    col_handler->add_collider(ray_node, drive_interface);
+  }
+}
+
+static void
+stop_drive() {
+  // Extract the current position from the drive interface and
+  // restore it to the trackball.
+  LPoint3f xyz = drive_interface->get_pos();
+  LPoint3f hpr = drive_interface->get_hpr();
+  LPoint3f scale(1.0, 1.0, 1.0);
+  LMatrix4f mat;
+  compose_matrix(mat, scale, hpr, xyz);
+  trackball->set_mat(invert(mat));
+  trackball->reset_origin_here();
+}
+
+void event_c(CPT_Event) {
+  // "c" key pressed: change to alternate controls.
+
+  if (current_trackball == trackball) {
+    if (alt_trackball != NULL) {
+      switch_trackball(alt_trackball);
+    }
+  } else {
+    if (current_trackball == drive_interface) {
+      stop_drive();
+    }
+    switch_trackball(trackball);
+  }
+}
+
+void event_D(CPT_Event) {
+  // "D" key pressed: toggle drive controls.
+  if (current_trackball == drive_interface) {
+    stop_drive();
+    switch_trackball(trackball);
+
+  } else {
+    start_drive();
+    set_alt_trackball(drive_interface);
+  }
+}
+
+//  sample code to verify and pick a new fullscreen size dynamically
+#define NUMWINDOWSIZES 5
+static int cur_winsize_idx=0;
+static unsigned int window_sizearr[NUMWINDOWSIZES*2] = 
+      {640,480, 1024,768, 800,600, 454,656, 1280,1024};
+
+void event_3(CPT_Event) {
+  do {
+    cur_winsize_idx++;
+    cur_winsize_idx %= NUMWINDOWSIZES;
+    // skip over the ones marked as bad (0)
+  } while(window_sizearr[cur_winsize_idx*2]==0);
+
+  for(int j=0;j<pWinGrp->_windows.size();j++) 
+      pWinGrp->_windows[j]->resize(window_sizearr[cur_winsize_idx*2],window_sizearr[cur_winsize_idx*2+1]);
+}
+
+void event_p(CPT_Event) {
+  // "p" key pressed: print pos, hpr
+  LPoint3f xyz;
+  LPoint3f hpr;
+
+  if (current_trackball == trackball) {
+          xyz = trackball->get_pos();
+          hpr = trackball->get_hpr();
+  } else if (current_trackball == drive_interface) {
+                xyz = drive_interface->get_pos();
+                hpr = drive_interface->get_hpr();
+  }
+
+  printf("current pos, hpr:  %f %f %f    %f %f %f\n",xyz[0],xyz[1],xyz[2],hpr[0],hpr[1],hpr[2]);
+}
+
+void event_P(CPT_Event) {
+  // "P" key pressed: set pos, hpr
+  LPoint3f xyz;
+  LPoint3f hpr;
+
+  printf("input new pos, hpr in fmt:   f f f  f f f\n");
+  scanf("%f %f %f %f %f %f",&xyz[0],&xyz[1],&xyz[2],&hpr[0],&hpr[1],&hpr[2]);
+
+  if (current_trackball == trackball) {
+          trackball->set_pos(xyz);
+          trackball->set_hpr(hpr);
+  } else if (current_trackball == drive_interface) {
+                drive_interface->set_pos(xyz);
+                drive_interface->set_hpr(hpr);
+
+  }
+}
+
+void event_g(CPT_Event) {
+  // "g" key pressed: toggle fog.
+  static bool fog_mode = false;
+
+  fog_mode = !fog_mode;
+  if (fog_mode) {
+    FogTransition *fa = new FogTransition(fog);
+    render_arc->set_transition(fa);
+  } else {
+    FogTransition *fa = new FogTransition;
+    render_arc->set_transition(fa);
+  }
+}
+
+#ifdef USE_IPC
+/*
+void pause_draw(void) {
+  if (!render_running)
+    return;
+  run_render.lock();
+  render_running = false;
+  framework_cat.info() << "draw thread paused" << endl;
+}
+
+void unpause_draw(void) {
+  if (render_running)
+    return;
+  run_render.unlock();
+  render_running = true;
+  framework_cat.info() << "draw thread continuing" << endl;
+}
+
+void draw_loop(void*) {
+  for (;!quit_draw;) {
+    mutex_lock m(run_render);
+    main_win->update();
+    handle_framerate();
+  }
+  framework_cat.info() << "draw thread exiting" << endl;
+}
+
+void event_x(CPT_Event) {
+  // "x" key pressed: pause/unpause draw
+  if (!forked_draw)
+    return;
+  if (render_running)
+    pause_draw();
+  else
+    unpause_draw();
+}
+*/
+#endif
+
+#define RANDFRAC (rand()/(float)(RAND_MAX))
+
+typedef struct {
+        // for rot moving
+        float xcenter,ycenter;
+        float xoffset,yoffset;
+        float ang1,ang1_vel;
+        float ang2,ang2_vel;
+
+        float radius;
+
+        // for moving
+        float xstart,ystart;
+        float xend,yend;
+        float xdel,ydel,timedel;
+        double starttime,endtime;
+    double vel;
+        LMatrix4f rotmat;
+} gridded_file_info;
+
+typedef enum {None,Rotation,LinearMotion} GriddedMotionType;
+
+#define GRIDCELLSIZE 5.0
+static int gridwidth;  // cells/side
+
+#define MIN_WANDERAREA_DIMENSION 120.0
+
+static float grid_pos_offset;  // origin of grid
+static float wander_area_pos_offset;
+
+// making these fns to get around ridiculous VC++ matrix inlining bugs at Opt2
+static void move_gridded_stuff(GriddedMotionType gridmotiontype,gridded_file_info *InfoArr, RenderRelation **pRRptrArr, int size) {
+
+  double now = ClockObject::get_global_clock()->get_frame_time();
+
+  LMatrix4f tmat1,tmat2,xfm_mat;
+
+  for(int i = 0; i < size; i++) {
+  double time_delta = (now-InfoArr[i].starttime);
+  #define DO_FP_MODULUS(VAL,MAXVAL)  \
+    {if(VAL > MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL);  VAL=VAL-idivresult*MAXVAL;} else  \
+    if(VAL < -MAXVAL) {int idivresult = (int)(VAL / (float)MAXVAL);  VAL=VAL+idivresult*MAXVAL;}}
+  
+  // probably should use panda lerps for this stuff, but I dont understand how
+
+    if(gridmotiontype==Rotation) {
+
+                InfoArr[i].ang1=time_delta*InfoArr[i].ang1_vel;
+                DO_FP_MODULUS(InfoArr[i].ang1,360.0);
+                InfoArr[i].ang2=time_delta*InfoArr[i].ang2_vel;
+                DO_FP_MODULUS(InfoArr[i].ang2,360.0);
+
+                // xforms happen left to right
+                LVector2f new_center = LVector2f(InfoArr[i].radius,0.0) *
+                  LMatrix3f::rotate_mat(InfoArr[i].ang1);
+
+                LVector3f translate_vec(InfoArr[i].xcenter+new_center._v.v._0,
+                                                                InfoArr[i].ycenter+new_center._v.v._1,
+                                                                0.0);
+
+                const LVector3f rotation_axis(0.0, 0.0, 1.0);
+
+                tmat1 = LMatrix4f::rotate_mat_normaxis(InfoArr[i].ang2,rotation_axis);
+                tmat2 = LMatrix4f::translate_mat(translate_vec);
+                xfm_mat = tmat1 * tmat2;
+        } else {
+
+                  float xpos,ypos;
+
+                  if(now>InfoArr[i].endtime) {
+                          InfoArr[i].starttime = now;
+
+                          xpos = InfoArr[i].xstart = InfoArr[i].xend;
+                          ypos = InfoArr[i].ystart = InfoArr[i].yend;
+
+                          InfoArr[i].xend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
+                          InfoArr[i].yend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
+
+                          float xdel = InfoArr[i].xdel = InfoArr[i].xend-InfoArr[i].xstart;
+                          float ydel = InfoArr[i].ydel = InfoArr[i].yend-InfoArr[i].ystart;
+
+                          InfoArr[i].endtime = now + csqrt(xdel*xdel+ydel*ydel)/InfoArr[i].vel;
+                          InfoArr[i].timedel = InfoArr[i].endtime - InfoArr[i].starttime;
+
+                          const LVector3f rotate_axis(0.0, 0.0, 1.0);
+
+                          float ang = rad_2_deg(atan2(-xdel,ydel));
+
+              InfoArr[i].rotmat= LMatrix4f::rotate_mat_normaxis(ang,rotate_axis);
+                  } else {
+                          float timefrac= time_delta/InfoArr[i].timedel;
+
+                          xpos = InfoArr[i].xdel*timefrac+InfoArr[i].xstart;
+                          ypos = InfoArr[i].ydel*timefrac+InfoArr[i].ystart;
+                  }
+
+                  LVector3f translate_vec(xpos, ypos, 0.0);
+                  LMatrix4f tmat2 = LMatrix4f::translate_mat(translate_vec);
+
+                  xfm_mat = InfoArr[i].rotmat * tmat2;
+        }
+    pRRptrArr[i]->set_transition(new TransformTransition(xfm_mat));
+  }
+}
+
+int framework_main(int argc, char *argv[]) {
+  pystub();
+
+  /*
+  // The first thing we should do is to set up a multiplexing Notify.
+  MultiplexStream *mstream = new MultiplexStream;
+  Notify::ptr()->set_ostream_ptr(mstream, true);
+  mstream->add_standard_output();
+  mstream->add_system_debug();
+
+  string framework_notify_output = framework.GetString("framework-notify-output", "");
+  if (!framework_notify_output.empty()) {
+    if (!mstream->add_file(framework_notify_output)) {
+      framework_cat.error()
+        << "Unable to open " << framework_notify_output << " for output.\n";
+    } else {
+      framework_cat.info()
+        << "Sending Notify output to " << framework_notify_output << "\n";
+    }
+  }
+  */
+
+  GeomNorms::init_type();
+
+#ifndef DEBUG
+  // This just makes sure that no one changed the value of a
+  // _type_handle member after the type was registered.  It shouldn't
+  // ever happen.  If it did, most likely two classes are sharing the
+  // same _type_handle variable for some reason.
+  TypeRegistry::reregister_types();
+#endif
+
+  app_traverser = new AppTraverser(RenderRelation::get_class_type());
+
+  // Allow the specification of multiple files on the command
+  // line.  This is handy, for instance, to load up both a character
+  // and its animation file.
+
+  typedef pvector<Filename> Files;
+  Files files;
+  Files gridded_files;
+
+  if (first_init != NULL)
+    first_init();
+
+  Files *pFileCollection = &files;
+
+  int gridrepeats=1;
+  GriddedMotionType gridmotiontype = None;
+
+  //  bool bRotateGriddedObjs = false;
+  //  bool bMoveGriddedObjs = false;
+
+  for (int a = 1; a < argc; a++) {
+    if ((argv[a] != (char*)0L) && ((argv[a])[0] != '-') &&
+        ((argv[a])[0] != '+') && ((argv[a])[0] != '#'))
+      pFileCollection->push_back(Filename::from_os_specific(argv[a]));
+        else switch((argv[a])[1]) {
+                         case 'r':
+                                 gridmotiontype = Rotation;
+                                 break;
+
+                         case 'm':
+                                 gridmotiontype = LinearMotion;
+                                 break;
+
+                          case 'g': {
+                                 pFileCollection = &gridded_files;
+
+                                 char *pStr=(argv[a])+2;
+                                 if (*pStr != '\0') {
+                                         gridrepeats=atoi(pStr);
+                                         if(gridrepeats<1)
+                                                 gridrepeats=1;
+
+                                 }
+                                 break;
+                          }
+        }
+  }
+
+#if 0
+  // load display modules
+  GraphicsPipe::resolve_modules();
+
+  framework_cat.info() << "Known pipe types:" << endl;
+  GraphicsPipe::get_factory().write_types(framework_cat.info(false), 2);
+
+  // Create a window
+  main_pipe = GraphicsPipe::get_factory().
+    make_instance(InteractiveGraphicsPipe::get_class_type());
+
+  if (main_pipe == (GraphicsPipe*)0L) {
+    framework_cat.error()
+      << "No interactive pipe is available!  Check your Configrc!\n";
+    exit(1);
+  }
+
+  framework_cat.info()
+    << "Opened a '" << main_pipe->get_type().get_name() << "' interactive graphics pipe." << endl;
+
+  rib_pipe = NULL;
+#endif
+#if 0
+  rib_pipe = GraphicsPipe::get_factory().
+    make_instance(NoninteractiveGraphicsPipe::get_class_type());
+
+  if (rib_pipe == (GraphicsPipe*)0L)
+    framework_cat.info()
+      << "Did not open a non-interactive graphics pipe, features related"
+      << " to that will\nbe disabled." << endl;
+  else
+    framework_cat.info()
+      << "Opened a '" << rib_pipe->get_type().get_name()
+      << "' non-interactive graphics pipe." << endl;
+#endif
+
+  // Create the render node
+  render_top = new NamedNode("render_top");
+  render = new NamedNode("render");
+  render_arc = new RenderRelation(render_top, render);
+
+  camera_top = new NamedNode("camera_top");
+  camera_top_arc = new RenderRelation(render, camera_top);
+
+  // bypass chancfg stuff and do this directly
+
+  int NumWindows=framework.GetInt("num-windows", 1);
+
+  GraphicsWindow::Properties *pWinProps = new GraphicsWindow::Properties[NumWindows];
+  memset(pWinProps,0,NumWindows*sizeof(GraphicsWindow::Properties));
+  
+  pWinProps[0]._title=framework.GetString("win-title", "PandaWin");
+  pWinProps[0]._xsize=framework.GetInt("win-width", 640);
+  pWinProps[0]._ysize=framework.GetInt("win-height", 480);
+  pWinProps[0]._fullscreen=framework.GetBool("fullscreen", true);
+  pWinProps[0]._border=!framework.GetBool("no-border", false);
+  pWinProps[0]._want_depth_bits=1;
+  pWinProps[0]._want_color_bits=1;
+  pWinProps[0]._mask = W_RGBA | W_DOUBLE | W_DEPTH;
+
+  int jjj;
+  for(jjj=1;jjj<NumWindows;jjj++) {
+    memcpy(&pWinProps[jjj],&pWinProps[0],sizeof(GraphicsWindow::Properties));
+    pWinProps[0]._xorg=jjj*pWinProps[0]._xsize;  // assumes horiz layout
+  }
+
+  for(jjj=0;jjj<NumWindows;jjj++) {
+    char numstr[5];
+    sprintf(numstr,"(%d)",jjj);
+    pWinProps[jjj]._title += std::string(numstr);
+  }
+
+  PipeSpecifier pipe_spec;
+//  PT(GraphicsPipe) pipe;
+  wdxGraphicsPipe *pWDXpipe = new wdxGraphicsPipe(pipe_spec);
+
+  pWinGrp = new wdxGraphicsWindowGroup(pWDXpipe,NumWindows,pWinProps);
+
+  assert(pWinGrp!=NULL);
+
+  //make channels,layers,disply regions
+  for(jjj=0;jjj<NumWindows;jjj++) {
+      PT(GraphicsChannel) channel = pWinGrp->_windows[jjj]->get_channel(0);
+      // Make a layer on the channel to hold our display region.
+      PT(GraphicsLayer) layer = channel->make_layer();
+
+      // And create a display region that covers the entire window.
+      PT(DisplayRegion) dr = layer->make_display_region();
+
+      // Finally, we need a camera to associate with the display region.
+      PT(Camera) camera = new Camera;
+      PT(Lens) lens = new PerspectiveLens;
+      lens->set_film_size(pWinProps->_xsize,pWinProps->_ysize);
+      camera->set_lens(lens);
+      dr->set_camera(camera);
+
+      // Window setup is complete.  Now we just need to make a scene graph
+      // for the camera to render.
+      camera->set_scene(render_top);
+      new RenderRelation(camera_top,camera);
+  }
+
+  main_window=pWinGrp->_windows[0];
+
+  delete [] pWinProps;  // dont need these anymore
+  pWinProps=NULL;
+
+#if 0
+  ChanCfgOverrides override;
+
+  // need to find a better way to differentiate unsigned int from regular
+  override.setField(ChanCfgOverrides::Mask,
+                    ((unsigned int)(W_DOUBLE|W_DEPTH|W_MULTISAMPLE)));
+  override.setField(ChanCfgOverrides::Title, "Demo");
+
+  std::string conf = framework.GetString("chan-config", chan_config);
+  if (extra_overrides_func != NULL)
+    extra_overrides_func(override, conf);
+
+  ChanConfig chanConfig = ChanConfig(main_pipe, conf, render_top, override);
+  main_win = chanConfig.get_win();
+  assert(main_win != (GraphicsWindow*)0L);
+  camera_top = chanConfig.get_group_node(0);
+
+  camera_top->set_name("camera_top");
+  for(int group_node_index=1;group_node_index<chanConfig.get_num_groups();
+      group_node_index++) {
+    new RenderRelation(render, chanConfig.get_group_node(group_node_index));
+  }
+  RenderRelation* arc1 = new RenderRelation(render, camera_top);
+#endif
+
+
+#if 0
+  // is ok if this doesn't work or returns NULL
+  if (rib_pipe != (GraphicsPipe*)0L) { 
+    ChanConfig chanConfig = ChanConfig(rib_pipe, "single", render_top, override);
+    rib_win = chanConfig.get_win();
+    NamedNode *rib_cameras = chanConfig.get_group_node(0);
+    rib_cameras->set_name("rib_cameras");
+    for(int rib_group_node_index=1;
+        rib_group_node_index<chanConfig.get_num_groups();
+        rib_group_node_index++) {
+      new RenderRelation(render, 
+                         chanConfig.get_group_node(rib_group_node_index));
+    }
+    new RenderRelation(render, rib_cameras);
+  }
+#endif
+
+  // Make a node for the lights to live under.  We put the lights in
+  // with the camera_top, so they'll stay locked to our point-of-view.
+
+  lights = new NamedNode("lights");
+  new RenderRelation(camera_top, lights);
+
+  light = new AmbientLight( "ambient" );
+  dlight = new DirectionalLight( "directional" );
+  plight = new PointLight( "point" );
+  plight->set_constant_attenuation( 2.0 );
+  plight->set_linear_attenuation( 1.0 );
+  plight->set_quadratic_attenuation( 0.5 );
+  slight = new Spotlight( "spot" );
+  new RenderRelation( lights, light );
+#if 0
+  new RenderRelation( lights, dlight );
+  new RenderRelation( lights, plight );
+  new RenderRelation( lights, slight );
+#endif
+
+  // Turn on culling.
+  CullFaceTransition *cfa = new CullFaceTransition(CullFaceProperty::M_cull_clockwise);
+  render_arc->set_transition(cfa);
+
+  // Set up a default material.
+  material = new Material;
+  material->set_ambient( Colorf( 1, 1, 1, 1 ) );
+  MaterialTransition *ma = new MaterialTransition(material);
+  render_arc->set_transition(ma);
+
+  // Set up a default fog
+  fog = new Fog;
+
+  // Create the data graph root.
+  data_root = new NamedNode( "data" );
+
+  // Create a mouse and put it in the data graph.
+  mak = new MouseAndKeyboard( main_window, 0 );
+  new DataRelation(data_root, mak);
+
+  // Create a MouseWatcher underneath the mouse, so we can have some
+  // 2-d control effects.
+  mouse_watcher = new MouseWatcher("mouse_watcher");
+  new DataRelation(mak, mouse_watcher);
+  mouse_watcher->set_button_down_pattern("mw-%r-%b");
+  mouse_watcher->set_button_up_pattern("mw-%r-%b-up");
+  mouse_watcher->set_enter_pattern("mw-in-%r");
+  mouse_watcher->set_leave_pattern("mw-out-%r");
+
+  // Create a trackball to handle the mouse input.
+  trackball = new Trackball("trackball");
+  trackball->set_pos(LVector3f::forward() * 50.0);
+
+  // Also create a drive interface.  The user might switch to this
+  // later.
+  drive_interface = new DriveInterface("drive_interface");
+
+  new DataRelation(mouse_watcher, trackball);
+  current_trackball = trackball;
+
+  // Connect the trackball output to the camera's transform.
+  PT(Transform2SG) tball2cam = new Transform2SG("tball2cam");
+//  tball2cam->set_arc(arc1);
+  tball2cam->set_arc(camera_top_arc);
+  new DataRelation(trackball, tball2cam);
+
+  PT(Transform2SG) drive2cam = new Transform2SG("drive2cam");
+//  drive2cam->set_arc(arc1);
+  drive2cam->set_arc(camera_top_arc);
+  new DataRelation(drive_interface, drive2cam);
+
+  // Create a ButtonThrower to throw events from the keyboard.
+  PT(ButtonThrower) et = new ButtonThrower("kb-events");
+  ModifierButtons mods;
+  mods.add_button(KeyboardButton::shift());
+  mods.add_button(KeyboardButton::control());
+  mods.add_button(KeyboardButton::alt());
+  et->set_modifier_buttons(mods);
+  new DataRelation(mouse_watcher, et);
+
+  root = new NamedNode("root");
+  first_arc = new RenderRelation(render, root, 100);
+
+  ////// for gridded stuff
+  PT_Node *pNodeArr=NULL;
+  RenderRelation **pRRptrArr=NULL;
+  gridded_file_info *InfoArr=NULL;
+  int gridded_files_size=0;
+  //////////////////
+
+  if (files.empty() && gridded_files.empty() && framework.GetBool("have-omnitriangle", true)) {
+    // The user did not specify a model file to load.  Create some
+    // default geometry.
+
+    PTA_Vertexf coords;
+    PTA_TexCoordf uvs;
+    PTA_Normalf norms;
+    PTA_Colorf colors;
+    PTA_ushort cindex;
+
+    coords.push_back(Vertexf::rfu(0.0, 0.0, 0.0));
+    coords.push_back(Vertexf::rfu(1.0, 0.0, 0.0));
+    coords.push_back(Vertexf::rfu(0.0, 0.0, 1.0));
+    uvs.push_back(TexCoordf(0.0, 0.0));
+    uvs.push_back(TexCoordf(1.0, 0.0));
+    uvs.push_back(TexCoordf(0.0, 1.0));
+    norms.push_back(Normalf::back());
+    colors.push_back(Colorf(0.5, 0.5, 1.0, 1.0));
+    cindex.push_back(0);
+    cindex.push_back(0);
+    cindex.push_back(0);
+
+    PT(GeomTri) geom = new GeomTri;
+    geom->set_num_prims(1);
+    geom->set_coords(coords);
+    geom->set_texcoords(uvs, G_PER_VERTEX);
+    geom->set_normals(norms, G_PER_PRIM);
+    geom->set_colors(colors, G_PER_VERTEX, cindex);
+
+    geomnode = new GeomNode;
+    geomnode->add_geom(geom.p());
+    RenderRelation *arc = new RenderRelation(root, geomnode, 10);
+    first_arc = arc;
+
+    Texture *tex = TexturePool::load_texture("rock-floor.rgb");
+    if (tex != (Texture *)NULL) {
+      tex->set_minfilter(Texture::FT_linear);
+      tex->set_magfilter(Texture::FT_linear);
+      arc->set_transition(new TextureTransition(tex));
+    }
+
+  } else {
+    // Load up some geometry from one or more files.
+    DSearchPath local_path(".");
+
+
+    Files::const_iterator fi;
+    for (fi = files.begin(); fi != files.end(); ++fi) {
+      Filename filename = (*fi);
+
+      // First, we always try to resolve a filename from the current
+      // directory.  This means a local filename will always be found
+      // before the model path is searched.
+      filename.resolve_filename(local_path);
+
+      PT_Node node = loader.load_sync(filename);
+      
+      if (node == (Node *)NULL) {
+        framework_cat.error() << "Unable to load file " << filename << "\n";
+        continue;
+      }
+      
+      new RenderRelation(root, node);
+    }
+
+    if(!gridded_files.empty()) {
+      
+      typedef RenderRelation *RenderRelationPtr;
+      
+      gridded_files_size= gridded_files.size();
+      pNodeArr = new PT_Node[gridded_files.size()*gridrepeats];
+      pRRptrArr = new RenderRelationPtr[gridded_files.size()*gridrepeats];
+      InfoArr = new gridded_file_info[gridded_files.size()*gridrepeats];
+      
+      int j=0;
+      
+      for (fi = gridded_files.begin(); fi != gridded_files.end(); (++fi),j++) {
+        Filename filename = (*fi);
+        
+        filename.resolve_filename(local_path);
+        
+        pNodeArr[j] = loader.load_sync(filename);
+        
+        if (pNodeArr[j] == (Node *)NULL) {
+          framework_cat.error() << "Unable to load file " << filename << "\n";
+          j--;
+          gridded_files_size--;
+          continue;
+        }
+      }
+      
+      gridwidth=1;
+      while(gridwidth*gridwidth < gridded_files_size*gridrepeats) {
+        gridwidth++;
+      }
+      
+      grid_pos_offset = -gridwidth*GRIDCELLSIZE/2.0;
+      wander_area_pos_offset = -max(fabs(grid_pos_offset),MIN_WANDERAREA_DIMENSION/2.0);
+      
+      float xpos = grid_pos_offset;
+      float ypos = grid_pos_offset;
+      int filenum=0;
+      
+      srand( (unsigned)time( NULL ) );
+      
+      double now = ClockObject::get_global_clock()->get_frame_time();
+
+      for(int passnum=0;passnum<gridrepeats;passnum++) {
+        for (j = 0; j < gridded_files_size; j++,filenum++) {
+
+          if(passnum>0) {
+                                // cant directly instance characters due to LOD problems,
+                                // must copy using copy_subgraph for now
+
+            pNodeArr[filenum] = pNodeArr[j]->copy_subgraph(RenderRelation::get_class_type());
+          }
+
+          pRRptrArr[filenum] = new RenderRelation(root, pNodeArr[filenum]);
+
+          LMatrix4f xfm_mat,tmat1,tmat2;
+
+          if(gridmotiontype==Rotation) {
+
+#define MIN_REVOLUTION_ANGVEL 30
+#define MAX_REVOLUTION_ANGVEL 60
+
+#define MIN_ROTATION_ANGVEL 30
+#define MAX_ROTATION_ANGVEL 600
+
+#define MAX_RADIUS 4.0*GRIDCELLSIZE
+#define MIN_RADIUS 0.1*GRIDCELLSIZE
+
+            InfoArr[filenum].starttime = now;
+
+            InfoArr[filenum].xcenter=xpos;
+            InfoArr[filenum].ycenter=ypos;
+            InfoArr[filenum].ang1=RANDFRAC * 360.0;
+            InfoArr[filenum].ang1_vel=((MAX_REVOLUTION_ANGVEL-MIN_REVOLUTION_ANGVEL) * RANDFRAC) + MIN_REVOLUTION_ANGVEL;
+
+            InfoArr[filenum].ang2=RANDFRAC * 360.0;
+            InfoArr[filenum].ang2_vel=((MAX_ROTATION_ANGVEL-MIN_ROTATION_ANGVEL) * RANDFRAC) + MIN_ROTATION_ANGVEL;
+
+            InfoArr[filenum].radius = (RANDFRAC * (MAX_RADIUS-MIN_RADIUS)) + MIN_RADIUS;
+
+            if(RANDFRAC>0.5) {
+              InfoArr[filenum].ang1_vel=-InfoArr[filenum].ang1_vel;
+            }
+
+            if(RANDFRAC>0.5) {
+              InfoArr[filenum].ang2_vel=-InfoArr[filenum].ang2_vel;
+            }
+
+            // xforms happen left to right
+            LVector2f new_center = LVector2f(InfoArr[filenum].radius,0.0) *
+              LMatrix3f::rotate_mat(InfoArr[filenum].ang1);
+
+            const LVector3f rotate_axis(0.0, 0.0, 1.0);
+
+            LVector3f translate_vec(xpos+new_center._v.v._0,
+                                    ypos+new_center._v.v._1,
+                                    0.0);
+
+            LMatrix4f::rotate_mat_normaxis(InfoArr[filenum].ang2,rotate_axis,tmat1);
+            tmat2 = LMatrix4f::translate_mat(translate_vec);
+            xfm_mat = tmat1 * tmat2;
+          } else if(gridmotiontype==LinearMotion) {
+
+#define MIN_VEL 2.0
+#define MAX_VEL (fabs(wander_area_pos_offset))
+
+            InfoArr[filenum].vel=((MAX_VEL-MIN_VEL) * RANDFRAC) + MIN_VEL;
+
+            InfoArr[filenum].xstart=xpos;
+            InfoArr[filenum].ystart=ypos;
+
+            InfoArr[filenum].xend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
+            InfoArr[filenum].yend = RANDFRAC*fabs(2.0*wander_area_pos_offset) + wander_area_pos_offset;
+
+            InfoArr[filenum].starttime = now;
+
+            float xdel = InfoArr[filenum].xdel = InfoArr[filenum].xend-InfoArr[filenum].xstart;
+            float ydel = InfoArr[filenum].ydel = InfoArr[filenum].yend-InfoArr[filenum].ystart;
+
+            InfoArr[filenum].endtime = csqrt(xdel*xdel+ydel*ydel)/InfoArr[filenum].vel;
+
+            InfoArr[filenum].timedel = InfoArr[filenum].endtime - InfoArr[filenum].starttime;
+
+            const LVector3f rotate_axis(0.0, 0.0, 1.0);
+            float ang = rad_2_deg(atan2(-xdel,ydel));
+
+            LMatrix4f::rotate_mat_normaxis(ang,rotate_axis,InfoArr[filenum].rotmat);
+
+            LVector3f translate_vec(xpos, ypos, 0.0);
+            LMatrix4f tmat2 = LMatrix4f::translate_mat(translate_vec);
+
+            xfm_mat = InfoArr[filenum].rotmat * tmat2;
+          } else {
+            LVector3f translate_vec(xpos, ypos, 0.0);
+            xfm_mat = LMatrix4f::translate_mat(translate_vec);
+          }
+
+          pRRptrArr[filenum]->set_transition(new TransformTransition(xfm_mat));
+
+          if(((filenum+1) % gridwidth) == 0) {
+            xpos= -gridwidth*GRIDCELLSIZE/2.0;
+            ypos+=GRIDCELLSIZE;
+          } else {
+            xpos+=GRIDCELLSIZE;
+          }
+        }
+      }
+
+    }
+
+    // If we happened to load up both a character file and its
+    // matching animation file, attempt to bind them together now.
+    AnimControlCollection anim_controls;
+    auto_bind(root, anim_controls, ~0);
+    anim_controls.loop_all(true);
+  }
+
+  // Now prepare all the textures with the GSG.
+  NodePath render_path(render);
+
+  for(jjj=0;jjj<NumWindows;jjj++) {
+      wdxGraphicsWindow *pWin=pWinGrp->_windows[jjj];
+      render_path.prepare_scene(pWin->get_gsg());
+
+      //  sample code to verify and pick a new fullscreen size dynamically
+      if(pWin->verify_window_sizes(NUMWINDOWSIZES,window_sizearr)==0) {
+          framework_cat.error() << "None of the potential new fullscreen sizes are valid\n";
+          exit(1);
+      }
+
+      if (framework.Defined("clear-value")) {
+        float cf = framework.GetFloat("clear-value", 0.0f);
+        Colorf c(cf, cf, cf, 1.0f);
+        pWin->get_gsg()->set_color_clear_value(c);
+      }
+  }
+
+  // Set up keyboard events.
+  event_handler.add_hook("escape", event_esc);
+  event_handler.add_hook("q", event_esc);
+  event_handler.add_hook("3", event_3);
+  event_handler.add_hook("f", event_f);
+//  event_handler.add_hook("shift-F", event_f_full);
+  event_handler.add_hook("t", event_t);
+  event_handler.add_hook("l", event_l);
+  event_handler.add_hook("w", event_w);
+  event_handler.add_hook("b", event_b);
+  event_handler.add_hook("shift-R", event_R);
+  event_handler.add_hook("`", event_grave);
+  event_handler.add_hook("n", event_n);
+  event_handler.add_hook("c", event_c);
+  event_handler.add_hook("shift-D", event_D);
+  event_handler.add_hook("g", event_g);
+  event_handler.add_hook("shift-C", event_C);
+  event_handler.add_hook("shift-N", event_N);
+  event_handler.add_hook("shift-S", event_S);
+  event_handler.add_hook("shift-A", event_A);
+  event_handler.add_hook("p", event_p);
+  event_handler.add_hook("shift-P", event_P);
+
+#ifdef USE_IPC
+  event_handler.add_hook("x", event_x);
+#endif
+
+  if (define_keys != NULL)
+    define_keys(event_handler);
+
+  // Now that we've called define_keys() (which might or might not
+  // set have_dlight), we can turn on lighting.
+  set_lighting(false);
+
+  // Tick the clock once so we won't count the time spent loading up
+  // files, above, in our frame rate average.
+  ClockObject::get_global_clock()->tick();
+  start_time = ClockObject::get_global_clock()->get_frame_time();
+  start_frame_count = ClockObject::get_global_clock()->get_frame_count();
+
+  DisplayCallback dcb;
+  IdleCallback icb;
+
+  for(jjj=0;jjj<NumWindows;jjj++) {
+      wdxGraphicsWindow *pWin=pWinGrp->_windows[jjj];
+      pWin->set_draw_callback(&dcb);
+      pWin->set_idle_callback(&icb);
+  }
+
+#if 0
+  if (!pWinGrp->_windows[jjj]->supports_update()) {
+      framework_cat.info()
+        << "Window type " << main_win->get_type()
+      << " supports only the glut-style main loop interface.\n";
+
+    pWin->register_draw_function(display_func);
+    pWin->register_idle_function(idle_func);
+    pWin->main_loop();
+
+  } else 
+#endif
+
+  {
+#ifdef USE_IPC
+    if (forked_draw) {
+      framework_cat.info() << "forking draw thread" << endl;
+      draw_thread = thread::create(draw_loop);
+      for (;;)
+        icb.idle();
+    } else
+#endif
+     {
+       while(1) {
+         g_bDoAppTraversal=true;
+         for(jjj=0;jjj<NumWindows;jjj++) {
+               g_pCurRenderWin=pWinGrp->_windows[jjj];
+               g_pCurRenderWin->update();
+         }
+         ClockObject::get_global_clock()->tick();
+         throw_event("NewFrame");
+
+         handle_framerate();
+
+         if((!gridded_files.empty()) && gridmotiontype) {
+           move_gridded_stuff(gridmotiontype,InfoArr, pRRptrArr, gridded_files_size*gridrepeats);
+         }
+       }
+     }
+  }
+
+  if(!gridded_files.empty()) {
+    delete [] pNodeArr;
+    delete [] pRRptrArr;
+    delete [] InfoArr;
+  }
+  return 1;
+}