add pview

This commit is contained in:
David Rose 2002-02-26 01:02:37 +00:00
parent c775c7bfab
commit 95f127c407

195
panda/src/testbed/pview.cxx Normal file
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// Filename: pview.cxx
// Created by: drose (25Feb02)
//
////////////////////////////////////////////////////////////////////
//
// 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
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "graphicsWindow.h"
#include "graphicsChannel.h"
#include "graphicsLayer.h"
#include "graphicsEngine.h"
#include "graphicsPipe.h"
#include "interactiveGraphicsPipe.h"
#include "displayRegion.h"
#include "camera.h"
#include "perspectiveLens.h"
#include "pandaNode.h"
#include "textureAttrib.h"
#include "clockObject.h"
#include "qpgeomNode.h"
#include "geomTri.h"
#include "texture.h"
#include "texturePool.h"
PT(GraphicsPipe)
make_pipe() {
// We use the GraphicsPipe factory to make us a renderable pipe
// without knowing exactly what kind of pipes we have available. We
// don't care, so long as we can render to it interactively.
// This depends on the shared library or libraries (DLL's to you
// Windows folks) that have been loaded in at runtime from the
// load-display Configrc variable.
GraphicsPipe::resolve_modules();
cerr << "Known pipe types:" << endl;
GraphicsPipe::get_factory().write_types(cerr, 2);
PT(GraphicsPipe) pipe;
pipe = GraphicsPipe::get_factory().
make_instance(InteractiveGraphicsPipe::get_class_type());
if (pipe == (GraphicsPipe*)0L) {
cerr << "No interactive pipe is available! Check your Configrc!\n";
exit(1);
}
return pipe;
}
PT(Camera)
setup_window(GraphicsPipe *pipe, GraphicsEngine *engine) {
// Now create a window on that pipe.
GraphicsWindow::Properties window_prop;
window_prop._xorg = 0;
window_prop._yorg = 0;
window_prop._xsize = 640;
window_prop._ysize = 480;
window_prop._title = "Panda Viewer";
// window_prop._fullscreen = true;
PT(GraphicsWindow) window = pipe->make_window(window_prop);
engine->add_window(window);
// Get the first channel on the window. This will be the only
// channel on non-SGI hardware.
PT(GraphicsChannel) channel = window->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(640, 480);
camera->set_lens(lens);
dr->set_camera(camera);
return camera;
}
void
make_default_geometry(PandaNode *parent) {
PTA_Vertexf coords;
PTA_TexCoordf uvs;
PTA_Normalf norms;
PTA_Colorf colors;
PTA_ushort cindex;
coords.push_back(Vertexf::rfu(0.0, 20.0, 0.0));
coords.push_back(Vertexf::rfu(1.0, 20.0, 0.0));
coords.push_back(Vertexf::rfu(0.0, 20.0, 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);
qpGeomNode *geomnode = new qpGeomNode("tri");
parent->add_child(geomnode);
geomnode->add_geom(geom, RenderState::make_empty());
Texture *tex = TexturePool::load_texture("rock-floor.rgb");
if (tex != (Texture *)NULL) {
tex->set_minfilter(Texture::FT_linear);
tex->set_magfilter(Texture::FT_linear);
geomnode->set_attrib(TextureAttrib::make(tex));
}
}
void
get_models(PandaNode *parent, int argc, char *argv[]) {
make_default_geometry(parent);
/*
Loader loader;
for (int i = 1; i < argc; i++) {
Filename filename = argv[i];
cerr << "Loading " << filename << "\n";
PT_Node node = loader.load_sync(filename);
if (node == (Node *)NULL) {
cerr << "Unable to load " << filename << "\n";
} else {
new RenderRelation(parent, node);
}
}
*/
}
int
main(int argc, char *argv[]) {
// First, we need a GraphicsPipe, before we can open a window.
PT(GraphicsPipe) pipe = make_pipe();
// We also need a GraphicsEngine to manage the rendering process.
GraphicsEngine *engine = new GraphicsEngine;
// Now open a window and get a camera.
PT(Camera) camera = setup_window(pipe, engine);
// Now we just need to make a scene graph for the camera to render.
PT(PandaNode) render = new PandaNode("render");
camera->set_qpscene(render);
// Put something in the scene graph to look at.
get_models(render, argc, argv);
/*
// Put the scene a distance in front of our face so we can see it.
LMatrix4f mat = LMatrix4f::translate_mat(0, 20, 0);
TransformTransition *tt = new TransformTransition(mat);
render_arc->set_transition(tt);
*/
// This is our main update loop. Run for 5 seconds, then shut down.
ClockObject *clock = ClockObject::get_global_clock();
clock->tick();
double now = clock->get_frame_time();
while (clock->get_frame_time() - now < 5.0) {
clock->tick();
engine->render_frame();
}
cerr << "Exiting.\n";
delete engine;
return (0);
}