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+// Filename: pview.cxx
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+// Created by: drose (25Feb02)
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+//
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+////////////////////////////////////////////////////////////////////
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+//
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+// PANDA 3D SOFTWARE
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+// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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+//
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+// All use of this software is subject to the terms of the Panda 3d
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+// Software license. You should have received a copy of this license
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+// along with this source code; you will also find a current copy of
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+// the license at http://www.panda3d.org/license.txt .
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+//
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+// To contact the maintainers of this program write to
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+// [email protected] .
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+//
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+////////////////////////////////////////////////////////////////////
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+
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+#include "graphicsWindow.h"
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+#include "graphicsChannel.h"
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+#include "graphicsLayer.h"
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+#include "graphicsEngine.h"
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+#include "graphicsPipe.h"
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+#include "interactiveGraphicsPipe.h"
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+#include "displayRegion.h"
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+#include "camera.h"
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+#include "perspectiveLens.h"
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+#include "pandaNode.h"
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+#include "textureAttrib.h"
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+#include "clockObject.h"
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+#include "qpgeomNode.h"
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+#include "geomTri.h"
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+#include "texture.h"
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+#include "texturePool.h"
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+
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+PT(GraphicsPipe)
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+make_pipe() {
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+ // We use the GraphicsPipe factory to make us a renderable pipe
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+ // without knowing exactly what kind of pipes we have available. We
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+ // don't care, so long as we can render to it interactively.
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+
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+ // This depends on the shared library or libraries (DLL's to you
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+ // Windows folks) that have been loaded in at runtime from the
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+ // load-display Configrc variable.
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+ GraphicsPipe::resolve_modules();
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+
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+ cerr << "Known pipe types:" << endl;
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+ GraphicsPipe::get_factory().write_types(cerr, 2);
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+
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+ PT(GraphicsPipe) pipe;
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+ pipe = GraphicsPipe::get_factory().
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+ make_instance(InteractiveGraphicsPipe::get_class_type());
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+
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+ if (pipe == (GraphicsPipe*)0L) {
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+ cerr << "No interactive pipe is available! Check your Configrc!\n";
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+ exit(1);
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+ }
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+
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+ return pipe;
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+}
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+
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+PT(Camera)
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+setup_window(GraphicsPipe *pipe, GraphicsEngine *engine) {
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+ // Now create a window on that pipe.
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+ GraphicsWindow::Properties window_prop;
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+ window_prop._xorg = 0;
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+ window_prop._yorg = 0;
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+ window_prop._xsize = 640;
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+ window_prop._ysize = 480;
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+ window_prop._title = "Panda Viewer";
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+ // window_prop._fullscreen = true;
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+
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+ PT(GraphicsWindow) window = pipe->make_window(window_prop);
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+ engine->add_window(window);
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+
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+ // Get the first channel on the window. This will be the only
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+ // channel on non-SGI hardware.
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+ PT(GraphicsChannel) channel = window->get_channel(0);
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+
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+ // Make a layer on the channel to hold our display region.
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+ PT(GraphicsLayer) layer = channel->make_layer();
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+
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+ // And create a display region that covers the entire window.
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+ PT(DisplayRegion) dr = layer->make_display_region();
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+
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+ // Finally, we need a camera to associate with the display region.
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+ PT(Camera) camera = new Camera;
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+ PT(Lens) lens = new PerspectiveLens;
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+ lens->set_film_size(640, 480);
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+ camera->set_lens(lens);
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+ dr->set_camera(camera);
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+
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+ return camera;
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+}
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+
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+
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+void
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+make_default_geometry(PandaNode *parent) {
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+ PTA_Vertexf coords;
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+ PTA_TexCoordf uvs;
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+ PTA_Normalf norms;
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+ PTA_Colorf colors;
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+ PTA_ushort cindex;
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+
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+ coords.push_back(Vertexf::rfu(0.0, 20.0, 0.0));
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+ coords.push_back(Vertexf::rfu(1.0, 20.0, 0.0));
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+ coords.push_back(Vertexf::rfu(0.0, 20.0, 1.0));
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+ uvs.push_back(TexCoordf(0.0, 0.0));
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+ uvs.push_back(TexCoordf(1.0, 0.0));
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+ uvs.push_back(TexCoordf(0.0, 1.0));
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+ norms.push_back(Normalf::back());
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+ colors.push_back(Colorf(0.5, 0.5, 1.0, 1.0));
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+ cindex.push_back(0);
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+ cindex.push_back(0);
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+ cindex.push_back(0);
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+
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+ PT(GeomTri) geom = new GeomTri;
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+ geom->set_num_prims(1);
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+ geom->set_coords(coords);
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+ geom->set_texcoords(uvs, G_PER_VERTEX);
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+ geom->set_normals(norms, G_PER_PRIM);
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+ geom->set_colors(colors, G_PER_VERTEX, cindex);
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+
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+ qpGeomNode *geomnode = new qpGeomNode("tri");
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+ parent->add_child(geomnode);
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+ geomnode->add_geom(geom, RenderState::make_empty());
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+
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+ Texture *tex = TexturePool::load_texture("rock-floor.rgb");
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+ if (tex != (Texture *)NULL) {
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+ tex->set_minfilter(Texture::FT_linear);
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+ tex->set_magfilter(Texture::FT_linear);
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+ geomnode->set_attrib(TextureAttrib::make(tex));
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+ }
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+}
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+
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+void
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+get_models(PandaNode *parent, int argc, char *argv[]) {
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+ make_default_geometry(parent);
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+ /*
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+ Loader loader;
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+
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+ for (int i = 1; i < argc; i++) {
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+ Filename filename = argv[i];
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+
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+ cerr << "Loading " << filename << "\n";
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+ PT_Node node = loader.load_sync(filename);
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+ if (node == (Node *)NULL) {
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+ cerr << "Unable to load " << filename << "\n";
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+ } else {
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+ new RenderRelation(parent, node);
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+ }
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+ }
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+ */
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+}
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+
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+
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+int
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+main(int argc, char *argv[]) {
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+ // First, we need a GraphicsPipe, before we can open a window.
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+ PT(GraphicsPipe) pipe = make_pipe();
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+
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+ // We also need a GraphicsEngine to manage the rendering process.
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+ GraphicsEngine *engine = new GraphicsEngine;
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+
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+ // Now open a window and get a camera.
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+ PT(Camera) camera = setup_window(pipe, engine);
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+
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+ // Now we just need to make a scene graph for the camera to render.
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+ PT(PandaNode) render = new PandaNode("render");
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+ camera->set_qpscene(render);
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+
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+ // Put something in the scene graph to look at.
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+ get_models(render, argc, argv);
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+
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+ /*
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+ // Put the scene a distance in front of our face so we can see it.
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+ LMatrix4f mat = LMatrix4f::translate_mat(0, 20, 0);
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+ TransformTransition *tt = new TransformTransition(mat);
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+ render_arc->set_transition(tt);
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+ */
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+
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+
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+ // This is our main update loop. Run for 5 seconds, then shut down.
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+ ClockObject *clock = ClockObject::get_global_clock();
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+ clock->tick();
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+ double now = clock->get_frame_time();
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+ while (clock->get_frame_time() - now < 5.0) {
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+ clock->tick();
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+ engine->render_frame();
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+ }
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+
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+ cerr << "Exiting.\n";
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+ delete engine;
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+ return (0);
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+}
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