panda3d/panda/src/framework/windowFramework.cxx
2008-12-28 20:04:50 +00:00

1501 lines
50 KiB
C++

// Filename: windowFramework.cxx
// Created by: drose (02Apr02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "windowFramework.h"
#include "pandaFramework.h"
#include "displayRegion.h"
#include "buttonThrower.h"
#include "transform2sg.h"
#include "dSearchPath.h"
#include "filename.h"
#include "loader.h"
#include "keyboardButton.h"
#include "geom.h"
#include "geomTriangles.h"
#include "geomTristrips.h"
#include "geomVertexData.h"
#include "geomVertexFormat.h"
#include "geomVertexWriter.h"
#include "texturePool.h"
#include "textureAttrib.h"
#include "colorAttrib.h"
#include "perspectiveLens.h"
#include "orthographicLens.h"
#include "auto_bind.h"
#include "ambientLight.h"
#include "directionalLight.h"
#include "lightAttrib.h"
#include "boundingSphere.h"
#include "deg_2_rad.h"
#include "config_framework.h"
#include "cullFaceAttrib.h"
#include "rescaleNormalAttrib.h"
#include "shadeModelAttrib.h"
#include "pgTop.h"
#include "geomNode.h"
#include "texture.h"
#include "videoTexture.h"
#include "movieTexture.h"
#include "texturePool.h"
#include "loaderFileTypeRegistry.h"
#include "pnmImage.h"
#include "virtualFileSystem.h"
#include "string_utils.h"
#include "bamFile.h"
#include "staticTextFont.h"
#include "mouseButton.h"
// This is generated data for the standard texture we apply to the
// blue triangle.
#include "rock_floor.rgb.c"
// This is generated data for shuttle_controls.bam, a bamified version
// of shuttle_controls.egg (found in the models tree). It's
// compiled in shuttle_controls.bam.c.
#include "shuttle_controls.bam.c"
// This number is chosen arbitrarily to override any settings in model
// files.
static const int override_priority = 100;
PT(TextFont) WindowFramework::_shuttle_controls_font = NULL;
TypeHandle WindowFramework::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::Constructor
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
WindowFramework::
WindowFramework(PandaFramework *panda_framework) :
_panda_framework(panda_framework)
{
_alight = (AmbientLight *)NULL;
_dlight = (DirectionalLight *)NULL;
_got_keyboard = false;
_got_trackball = false;
_got_lights = false;
_anim_controls_enabled = false;
_anim_index = 0;
_wireframe_enabled = false;
_texture_enabled = true;
_two_sided_enabled = false;
_one_sided_reverse_enabled = false;
_lighting_enabled = false;
_perpixel_enabled = false;
_background_type = BT_default;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::Copy Constructor
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
WindowFramework::
WindowFramework(const WindowFramework &copy, DisplayRegion *display_region) :
_panda_framework(copy._panda_framework),
_window(copy._window),
_display_region_3d(display_region)
{
_alight = (AmbientLight *)NULL;
_dlight = (DirectionalLight *)NULL;
_got_keyboard = false;
_got_trackball = false;
_got_lights = false;
_anim_controls_enabled = false;
_anim_index = 0;
_wireframe_enabled = false;
_texture_enabled = true;
_two_sided_enabled = false;
_one_sided_reverse_enabled = false;
_lighting_enabled = false;
_perpixel_enabled = false;
_background_type = BT_default;
set_background_type(copy._background_type);
// Set up a 3-d camera for the window by default.
NodePath camera_np = make_camera();
_display_region_3d->set_camera(camera_np);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
WindowFramework::
~WindowFramework() {
close_window();
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::open_window
// Access: Protected
// Description: Opens the actual window. This is normally called
// only from PandaFramework::open_window().
////////////////////////////////////////////////////////////////////
GraphicsWindow *WindowFramework::
open_window(const WindowProperties &props, GraphicsEngine *engine,
GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
nassertr(_window == (GraphicsWindow *)NULL, _window);
static int next_window_index = 1;
ostringstream stream;
stream << "window" << next_window_index;
next_window_index++;
string name = stream.str();
_window = 0;
GraphicsOutput *winout =
engine->make_output(pipe, name, 0,
FrameBufferProperties::get_default(),
props, GraphicsPipe::BF_require_window,
gsg, NULL);
if (winout != (GraphicsOutput *)NULL) {
_window = DCAST(GraphicsWindow, winout);
_window->request_properties(props);
// Create a display region that covers the entire window.
_display_region_3d = _window->make_display_region();
// Make sure the DisplayRegion does the clearing, not the window,
// so we can have multiple DisplayRegions of different colors.
_window->set_clear_color_active(false);
_window->set_clear_depth_active(false);
_window->set_clear_stencil_active(false);
// Set up a 3-d camera for the window by default.
NodePath camera_np = make_camera();
_display_region_3d->set_camera(camera_np);
if (_window->is_stereo() && default_stereo_camera) {
// Actually, let's make a stereo DisplayRegion.
_display_region_3d->set_stereo_channel(Lens::SC_stereo);
}
set_background_type(_background_type);
if (show_frame_rate_meter) {
_frame_rate_meter = new FrameRateMeter("frame_rate_meter");
_frame_rate_meter->setup_window(_window);
}
}
return _window;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::close_window
// Access: Protected
// Description: Closes the window. This is normally called
// from PandaFramework::close_window().
////////////////////////////////////////////////////////////////////
void WindowFramework::
close_window() {
_window.clear();
_camera_group.remove_node();
_render.remove_node();
_render_2d.remove_node();
_mouse.remove_node();
_alight = (AmbientLight *)NULL;
_dlight = (DirectionalLight *)NULL;
_got_keyboard = false;
_got_trackball = false;
_got_lights = false;
_wireframe_enabled = false;
_texture_enabled = true;
_two_sided_enabled = false;
_one_sided_reverse_enabled = false;
_lighting_enabled = false;
_perpixel_enabled = false;
if (_frame_rate_meter != (FrameRateMeter *)NULL) {
_frame_rate_meter->clear_window();
_frame_rate_meter = (FrameRateMeter *)NULL;
}
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::get_camera_group
// Access: Public
// Description: Returns the node above the collection of 3-d cameras
// in the scene graph. This node may be moved around to
// represent the viewpoint.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
get_camera_group() {
if (_camera_group.is_empty()) {
_camera_group = get_render().attach_new_node("camera_group");
}
return _camera_group;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::get_render
// Access: Public
// Description: Returns the root of the 3-d scene graph.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
get_render() {
if (_render.is_empty()) {
_render = NodePath("render");
_render.node()->set_attrib(RescaleNormalAttrib::make_default());
_render.node()->set_attrib(ShadeModelAttrib::make(ShadeModelAttrib::M_smooth));
// This is maybe here temporarily, and maybe not.
_render.set_two_sided(0);
}
return _render;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::get_render_2d
// Access: Public
// Description: Returns the root of the 2-d scene graph.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
get_render_2d() {
if (_render_2d.is_empty()) {
_render_2d = NodePath("render_2d");
// Some standard properties for the 2-d display.
_render_2d.set_depth_write(0);
_render_2d.set_depth_test(0);
_render_2d.set_material_off(1);
_render_2d.set_two_sided(1);
// Now set up a 2-d camera to view render_2d.
// Create a display region that matches the size of the 3-d
// display region.
float l, r, b, t;
_display_region_3d->get_dimensions(l, r, b, t);
_display_region_2d = _window->make_display_region(l, r, b, t);
_display_region_2d->set_sort(10);
// Finally, we need a camera to associate with the display region.
PT(Camera) camera = new Camera("camera2d");
NodePath camera_np = _render_2d.attach_new_node(camera);
PT(Lens) lens = new OrthographicLens;
static const float left = -1.0f;
static const float right = 1.0f;
static const float bottom = -1.0f;
static const float top = 1.0f;
lens->set_film_size(right - left, top - bottom);
lens->set_film_offset((right + left) * 0.5, (top + bottom) * 0.5);
lens->set_near_far(-1000, 1000);
camera->set_lens(lens);
_display_region_2d->set_camera(camera_np);
}
return _render_2d;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::get_aspect_2d
// Access: Public
// Description: Returns the node under the 2-d scene graph that is
// scaled to suit the window's aspect ratio.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
get_aspect_2d() {
if (_aspect_2d.is_empty()) {
PGTop *top = new PGTop("aspect_2d");
_aspect_2d = get_render_2d().attach_new_node(top);
// Tell the PGTop about our MouseWatcher object, so the PGui
// system can operate.
PandaNode *mouse_node = get_mouse().node();
if (mouse_node->is_of_type(MouseWatcher::get_class_type())) {
top->set_mouse_watcher(DCAST(MouseWatcher, mouse_node));
}
float this_aspect_ratio = aspect_ratio;
if (this_aspect_ratio == 0.0f) {
// An aspect ratio of 0.0 means to try to infer it.
this_aspect_ratio = 1.0f;
WindowProperties properties = _window->get_properties();
if (!properties.has_size()) {
properties = _window->get_requested_properties();
}
if (properties.has_size() && properties.get_y_size() != 0.0f) {
this_aspect_ratio =
(float)properties.get_x_size() / (float)properties.get_y_size();
}
}
_aspect_2d.set_scale(1.0f / this_aspect_ratio, 1.0f, 1.0f);
}
return _aspect_2d;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::get_mouse
// Access: Public
// Description: Returns the node in the data graph corresponding to
// the mouse associated with this window.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
get_mouse() {
if (_mouse.is_empty()) {
NodePath mouse = _panda_framework->get_mouse(_window);
// Create a MouseWatcher to filter the mouse input. We do this
// mainly so we can constrain the mouse input to our particular
// display region, if we have one. This means the node we return
// from get_mouse() is actually a MouseWatcher, but since it
// presents the same interface as a Mouse, no one should mind.
// Another advantage to using a MouseWatcher is that the PGTop of
// aspect2d likes it better.
PT(MouseWatcher) mw = new MouseWatcher("watcher");
mw->set_display_region(_display_region_3d);
_mouse = mouse.attach_new_node(mw);
}
return _mouse;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::enable_keyboard
// Access: Public
// Description: Creates a ButtonThrower to listen to button presses
// and throw them as events.
////////////////////////////////////////////////////////////////////
void WindowFramework::
enable_keyboard() {
if (_got_keyboard) {
return;
}
if (_window->get_num_input_devices() > 0) {
NodePath mouse = get_mouse();
// Create a button thrower to listen for our keyboard events and
// associate this WindowFramework pointer with each one.
PT(ButtonThrower) bt = new ButtonThrower("kb-events");
bt->add_parameter(EventParameter(this));
ModifierButtons mods;
mods.add_button(KeyboardButton::shift());
mods.add_button(KeyboardButton::control());
mods.add_button(KeyboardButton::alt());
mods.add_button(KeyboardButton::meta());
bt->set_modifier_buttons(mods);
mouse.attach_new_node(bt);
}
_got_keyboard = true;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::setup_trackball
// Access: Public
// Description: Sets up the mouse to trackball around the camera.
////////////////////////////////////////////////////////////////////
void WindowFramework::
setup_trackball() {
if (_got_trackball) {
return;
}
if (_window->get_num_input_devices() > 0) {
NodePath mouse = get_mouse();
NodePath camera = get_camera_group();
_trackball = new Trackball("trackball");
_trackball->set_pos(LVector3f::forward() * 50.0);
mouse.attach_new_node(_trackball);
PT(Transform2SG) tball2cam = new Transform2SG("tball2cam");
tball2cam->set_node(camera.node());
_trackball->add_child(tball2cam);
}
_got_trackball = true;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::center_trackball
// Access: Public
// Description: Centers the trackball on the indicated object, and
// scales the trackball motion suitably.
////////////////////////////////////////////////////////////////////
void WindowFramework::
center_trackball(const NodePath &object) {
if (_trackball == (Trackball *)NULL) {
return;
}
PT(BoundingVolume) volume = object.get_bounds();
// We expect at least a geometric bounding volume around the world.
nassertv(volume != (BoundingVolume *)NULL);
nassertv(volume->is_of_type(GeometricBoundingVolume::get_class_type()));
CPT(GeometricBoundingVolume) gbv = DCAST(GeometricBoundingVolume, volume);
if (object.has_parent()) {
CPT(TransformState) net_transform = object.get_parent().get_net_transform();
PT(GeometricBoundingVolume) new_gbv = DCAST(GeometricBoundingVolume, gbv->make_copy());
new_gbv->xform(net_transform->get_mat());
gbv = new_gbv;
}
// Determine the bounding sphere around the object.
if (gbv->is_infinite()) {
framework_cat.warning()
<< "Infinite bounding volume for " << object << "\n";
return;
}
if (gbv->is_empty()) {
framework_cat.warning()
<< "Empty bounding volume for " << object << "\n";
return;
}
// The BoundingVolume might be a sphere (it's likely), but since it
// might not, we'll take no chances and make our own sphere.
PT(BoundingSphere) sphere = new BoundingSphere(gbv->get_approx_center(), 0.0f);
if (!sphere->extend_by(gbv)) {
framework_cat.warning()
<< "Cannot determine bounding volume of " << object << "\n";
return;
}
LPoint3f center = sphere->get_center();
float radius = sphere->get_radius();
float distance = 50.0f;
// Choose a suitable distance to view the whole volume in our frame.
// This is based on the camera lens in use. Determine the lens
// based on the first camera; this will be the default camera.
Lens *lens = (Lens *)NULL;
if (!_cameras.empty()) {
Cameras::const_iterator ci;
for (ci = _cameras.begin();
ci != _cameras.end() && lens == (Lens *)NULL;
++ci) {
lens = (*ci)->get_lens();
}
}
if (lens != (Lens *)NULL) {
LVecBase2f fov = lens->get_fov();
distance = radius / ctan(deg_2_rad(min(fov[0], fov[1]) / 2.0f));
// Ensure the far plane is far enough back to see the entire object.
float ideal_far_plane = distance + radius * 1.5;
lens->set_far(max(lens->get_default_far(), ideal_far_plane));
// And that the near plane is far enough forward.
float ideal_near_plane = distance - radius;
lens->set_near(min(lens->get_default_near(), ideal_near_plane));
}
_trackball->set_origin(center);
_trackball->set_pos(LVector3f::forward() * distance);
// Also set the movement scale on the trackball to be consistent
// with the size of the model and the lens field-of-view.
_trackball->set_forward_scale(distance * 0.006);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::load_models
// Access: Public
// Description: Loads up all the model files listed in the indicated
// argument list. If first_arg is supplied, it is the
// first argument in the list to consider.
//
// Returns true if all models loaded successfully, or
// false if at least one of them had an error.
////////////////////////////////////////////////////////////////////
bool WindowFramework::
load_models(const NodePath &parent, int argc, char *argv[], int first_arg) {
pvector<Filename> files;
for (int i = first_arg; i < argc && argv[i] != (char *)NULL; i++) {
files.push_back(Filename::from_os_specific(argv[i]));
}
return load_models(parent, files);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::load_models
// Access: Public
// Description: Loads up all the model files listed in the indicated
// argument list.
//
// Returns true if all models loaded successfully, or
// false if at least one of them had an error.
////////////////////////////////////////////////////////////////////
bool WindowFramework::
load_models(const NodePath &parent, const pvector<Filename> &files) {
bool all_ok = true;
pvector<Filename>::const_iterator fi;
for (fi = files.begin(); fi != files.end(); ++fi) {
const Filename &filename = (*fi);
NodePath model = load_model(parent, filename);
if (model.is_empty()) {
all_ok = false;
}
}
return all_ok;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::load_model
// Access: Public
// Description: Loads up the indicated model and returns the new
// NodePath, or the empty NodePath if the model could
// not be loaded.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
load_model(const NodePath &parent, Filename filename) {
nout << "Loading " << filename << "\n";
// If the filename already exists where it is, or if it is fully
// qualified, don't search along the model path for it.
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
bool search = !(filename.is_fully_qualified() || vfs->exists(filename));
// We allow loading image files here. Check to see if it might be
// an image file, based on the filename extension.
bool is_image = false;
string extension = filename.get_extension();
#ifdef HAVE_ZLIB
if (extension == "pz") {
extension = Filename(filename.get_basename_wo_extension()).get_extension();
}
#endif // HAVE_ZLIB
if (!extension.empty()) {
LoaderFileTypeRegistry *reg = LoaderFileTypeRegistry::get_global_ptr();
LoaderFileType *model_type =
reg->get_type_from_extension(extension);
if (model_type == (LoaderFileType *)NULL) {
// The extension isn't a known model file type; is it a known
// image file extension?
if (extension == "txo" || downcase(extension) == "dds") {
// A texture object. Not exactly an image, but certainly a
// texture.
is_image = true;
} else {
TexturePool *texture_pool = TexturePool::get_global_ptr();
if (texture_pool->get_texture_type(extension) != NULL) {
// It is a known image file extension.
is_image = true;
}
}
}
}
LoaderOptions options = PandaFramework::_loader_options;
if (search) {
options.set_flags(options.get_flags() | LoaderOptions::LF_search);
} else {
options.set_flags(options.get_flags() & ~LoaderOptions::LF_search);
}
Loader loader;
PT(PandaNode) node;
if (is_image) {
node = load_image_as_model(filename);
} else {
node = loader.load_sync(filename, options);
}
if (node == (PandaNode *)NULL) {
nout << "Unable to load " << filename << "\n";
return NodePath::not_found();
}
return parent.attach_new_node(node);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::load_default_model
// Access: Public
// Description: Loads our favorite blue triangle. This is intended
// to provide some default geometry to have *something*
// to look at for testing, when no other models are
// provided.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
load_default_model(const NodePath &parent) {
CPT(RenderState) state = RenderState::make_empty();
state = state->add_attrib(ColorAttrib::make_flat(Colorf(0.5, 0.5, 1.0, 1.0)));
// Get the default texture to apply to the triangle; it's compiled
// into the code these days.
string rock_floor_string((const char *)rock_floor, rock_floor_len);
istringstream rock_floor_strm(rock_floor_string);
PNMImage rock_floor_pnm;
if (rock_floor_pnm.read(rock_floor_strm, "rock-floor.rgb")) {
PT(Texture) tex = new Texture;
tex->set_name("rock-floor.rgb");
tex->load(rock_floor_pnm);
tex->set_minfilter(Texture::FT_linear);
tex->set_magfilter(Texture::FT_linear);
state = state->add_attrib(TextureAttrib::make(tex));
}
GeomNode *geomnode = new GeomNode("tri");
PT(GeomVertexData) vdata = new GeomVertexData
("tri", GeomVertexFormat::get_v3n3cpt2(),
Geom::UH_static);
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
GeomVertexWriter normal(vdata, InternalName::get_normal());
GeomVertexWriter texcoord(vdata, InternalName::get_texcoord());
vertex.add_data3f(Vertexf::rfu(0.0, 0.0, 0.0));
vertex.add_data3f(Vertexf::rfu(1.0, 0.0, 0.0));
vertex.add_data3f(Vertexf::rfu(0.0, 0.0, 1.0));
normal.add_data3f(Normalf::back());
normal.add_data3f(Normalf::back());
normal.add_data3f(Normalf::back());
texcoord.add_data2f(0.0, 0.0);
texcoord.add_data2f(1.0, 0.0);
texcoord.add_data2f(0.0, 1.0);
PT(GeomTriangles) tri = new GeomTriangles(Geom::UH_static);
tri->add_consecutive_vertices(0, 3);
tri->close_primitive();
PT(Geom) geom = new Geom(vdata);
geom->add_primitive(tri);
geomnode->add_geom(geom, state);
return parent.attach_new_node(geomnode);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::loop_animations
// Access: Public
// Description: Looks for characters and their matching animation
// files in the scene graph; binds and loops any
// matching animations found.
////////////////////////////////////////////////////////////////////
void WindowFramework::
loop_animations(int hierarchy_match_flags) {
// If we happened to load up both a character file and its matching
// animation file, attempt to bind them together now and start the
// animations looping.
auto_bind(get_render().node(), _anim_controls, hierarchy_match_flags);
_anim_controls.loop_all(true);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::stagger_animations
// Access: Public
// Description: Walks through all the animations that were bound by
// loop_animations() and staggers their play rate
// slightly so that they will not remain perfectly in
// sync.
////////////////////////////////////////////////////////////////////
void WindowFramework::
stagger_animations() {
for (int i = 0; i < _anim_controls.get_num_anims(); ++i) {
AnimControl *control = _anim_controls.get_anim(i);
double r = (double)rand() / (double)RAND_MAX;
r = r * 0.2 + 0.9;
control->set_play_rate(r);
}
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::next_anim_control
// Access: Public
// Description: Rotates the animation controls through all of the
// available animations. If the animation controls are
// not already enabled, enables them at sets to the
// first animation; if they are already enabled, steps
// to the next animation; if that is the last animation,
// disables the animation controls.
////////////////////////////////////////////////////////////////////
void WindowFramework::
next_anim_control() {
if (_anim_controls_enabled) {
destroy_anim_controls();
++_anim_index;
if (_anim_index >= _anim_controls.get_num_anims()) {
set_anim_controls(false);
} else {
create_anim_controls();
}
} else {
_anim_index = 0;
set_anim_controls(true);
}
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_anim_controls
// Access: Public
// Description: Creates an onscreen animation slider for
// frame-stepping through the animations.
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_anim_controls(bool enable) {
_anim_controls_enabled = enable;
if (_anim_controls_enabled) {
create_anim_controls();
} else {
destroy_anim_controls();
}
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::split_window
// Access: Public
// Description: Divides the window into two display regions, each of
// which gets its own trackball and keyboard events.
// The new window pointer is returned.
//
// There is not an interface for recombining divided
// windows.
////////////////////////////////////////////////////////////////////
WindowFramework *WindowFramework::
split_window(SplitType split_type) {
DisplayRegion *new_region = NULL;
if (split_type == ST_default) {
// Choose either horizontal or vertical according to the largest
// dimension.
if (_display_region_3d->get_pixel_width() >
_display_region_3d->get_pixel_height()) {
split_type = ST_horizontal;
} else {
split_type = ST_vertical;
}
}
float left, right, bottom, top;
_display_region_3d->get_dimensions(left, right, bottom, top);
new_region = _display_region_3d->get_window()->make_display_region();
if (split_type == ST_vertical) {
_display_region_3d->set_dimensions(left, right, bottom, (top + bottom) / 2.0f);
if (_display_region_2d != (DisplayRegion *)NULL) {
_display_region_2d->set_dimensions(left, right, bottom, (top + bottom) / 2.0f);
}
new_region->set_dimensions(left, right, (top + bottom) / 2.0f, top);
} else {
_display_region_3d->set_dimensions(left, (left + right) / 2.0f, bottom, top);
if (_display_region_2d != (DisplayRegion *)NULL) {
_display_region_2d->set_dimensions(left, (left + right) / 2.0f, bottom, top);
}
new_region->set_dimensions((left + right) / 2.0f, right, bottom, top);
}
PT(WindowFramework) wf = new WindowFramework(*this, new_region);
_panda_framework->_windows.push_back(wf);
return wf;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_wireframe
// Access: Public
// Description: Forces wireframe state (true) or restores default
// rendering (false).
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_wireframe(bool enable) {
if (enable == _wireframe_enabled) {
return;
}
NodePath render = get_render();
if (enable) {
render.set_render_mode_wireframe(override_priority);
render.set_two_sided(true, override_priority);
} else {
render.clear_render_mode();
if (!_two_sided_enabled) {
render.clear_two_sided();
}
if (_one_sided_reverse_enabled) {
CPT(RenderAttrib) attrib = CullFaceAttrib::make_reverse();
render.node()->set_attrib(attrib);
}
}
_wireframe_enabled = enable;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_texture
// Access: Public
// Description: Forces textures off (false) or restores default
// rendering (true).
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_texture(bool enable) {
if (enable == _texture_enabled) {
return;
}
NodePath render = get_render();
if (!enable) {
render.set_texture_off(override_priority);
} else {
render.clear_texture();
}
_texture_enabled = enable;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_two_sided
// Access: Public
// Description: Forces two-sided rendering (true) or restores default
// rendering (false).
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_two_sided(bool enable) {
if (enable == _two_sided_enabled) {
return;
}
NodePath render = get_render();
if (enable) {
render.set_two_sided(true, override_priority);
} else {
if (!_wireframe_enabled) {
render.clear_two_sided();
}
}
_two_sided_enabled = enable;
_one_sided_reverse_enabled = false;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_one_sided_reverse
// Access: Public
// Description: Toggles one-sided reverse mode. In this mode, the
// front sides of one-sided polygons are culled instead
// of the back side.
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_one_sided_reverse(bool enable) {
if (enable == _one_sided_reverse_enabled) {
return;
}
NodePath render = get_render();
if (!_wireframe_enabled) {
if (enable) {
CPT(RenderAttrib) attrib = CullFaceAttrib::make_reverse();
render.node()->set_attrib(attrib);
} else {
render.clear_two_sided();
}
}
_two_sided_enabled = false;
_one_sided_reverse_enabled = enable;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_lighting
// Access: Public
// Description: Turns lighting on (true) or off (false).
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_lighting(bool enable) {
if (enable == _lighting_enabled) {
return;
}
NodePath render = get_render();
if (enable) {
if (!_got_lights) {
setup_lights();
}
render.set_light(_alight);
render.set_light(_dlight);
} else {
render.clear_light();
}
_lighting_enabled = enable;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_perpixel
// Access: Public
// Description: Turns per-pixel lighting on (true) or off (false).
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_perpixel(bool enable) {
if (enable == _perpixel_enabled) {
return;
}
NodePath render = get_render();
if (enable) {
render.set_shader_auto();
} else {
render.set_shader_off();
}
_perpixel_enabled = enable;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::set_background_type
// Access: Public
// Description: Sets the background of the window to one of the
// pre-canned background types (or to BT_other, which
// indicates the user intends to set up his own special
// background mode).
////////////////////////////////////////////////////////////////////
void WindowFramework::
set_background_type(WindowFramework::BackgroundType type) {
_background_type = type;
if (_display_region_3d == (DisplayRegion *)NULL) {
return;
}
switch (_background_type) {
case BT_other:
break;
case BT_default:
_display_region_3d->set_clear_color_active(true);
_display_region_3d->set_clear_depth_active(true);
_display_region_3d->set_clear_stencil_active(true);
_display_region_3d->set_clear_color(_window->get_clear_color());
_display_region_3d->set_clear_depth(_window->get_clear_depth());
_display_region_3d->set_clear_stencil(_window->get_clear_stencil());
break;
case BT_black:
_display_region_3d->set_clear_color_active(true);
_display_region_3d->set_clear_depth_active(true);
_display_region_3d->set_clear_stencil_active(true);
_display_region_3d->set_clear_color(Colorf(0.0f, 0.0f, 0.0f, 0.0f));
_display_region_3d->set_clear_depth(1.0f);
_display_region_3d->set_clear_stencil(0);
break;
case BT_gray:
_display_region_3d->set_clear_color_active(true);
_display_region_3d->set_clear_depth_active(true);
_display_region_3d->set_clear_stencil_active(true);
_display_region_3d->set_clear_color(Colorf(0.3f, 0.3f, 0.3f, 0.0f));
_display_region_3d->set_clear_depth(1.0f);
_display_region_3d->set_clear_stencil(0);
break;
case BT_white:
_display_region_3d->set_clear_color_active(true);
_display_region_3d->set_clear_depth_active(true);
_display_region_3d->set_clear_stencil_active(true);
_display_region_3d->set_clear_color(Colorf(1.0f, 1.0f, 1.0f, 0.0f));
_display_region_3d->set_clear_depth(1.0f);
_display_region_3d->set_clear_stencil(0);
break;
case BT_none:
_display_region_3d->set_clear_color_active(false);
_display_region_3d->set_clear_depth_active(false);
_display_region_3d->set_clear_stencil_active(false);
break;
}
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::get_shuttle_controls_font
// Access: Public, Static
// Description: Returns a font that contains the shuttle controls
// icons.
////////////////////////////////////////////////////////////////////
TextFont *WindowFramework::
get_shuttle_controls_font() {
if (_shuttle_controls_font == (TextFont *)NULL) {
PT(TextFont) font;
string shuttle_controls_string((const char *)shuttle_controls, shuttle_controls_len);
istringstream in(shuttle_controls_string);
BamFile bam_file;
if (bam_file.open_read(in, "shuttle_controls font stream")) {
PT(PandaNode) node = bam_file.read_node();
if (node != (PandaNode *)NULL) {
_shuttle_controls_font = new StaticTextFont(node);
}
}
}
return _shuttle_controls_font;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::make_camera
// Access: Protected
// Description: Makes a new 3-d camera for the window.
////////////////////////////////////////////////////////////////////
NodePath WindowFramework::
make_camera() {
// Finally, we need a camera to associate with the display region.
PT(Camera) camera = new Camera("camera");
NodePath camera_np = get_camera_group().attach_new_node(camera);
_cameras.push_back(camera);
PT(Lens) lens = new PerspectiveLens;
if (aspect_ratio != 0.0) {
// If we're given an explict aspect ratio, use it
lens->set_aspect_ratio(aspect_ratio);
} else {
// Otherwise, infer the aspect ratio from the window size. This
// does assume we have square pixels on our output device.
WindowProperties properties = _window->get_properties();
if (!properties.has_size()) {
properties = _window->get_requested_properties();
}
if (properties.has_size()) {
lens->set_film_size(properties.get_x_size(), properties.get_y_size());
}
}
camera->set_lens(lens);
return camera_np;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::setup_lights
// Access: Protected
// Description: Makes light nodes and attaches them to the camera for
// viewing the scene.
////////////////////////////////////////////////////////////////////
void WindowFramework::
setup_lights() {
if (_got_lights) {
return;
}
NodePath camera_group = get_camera_group();
NodePath light_group = camera_group.attach_new_node("lights");
AmbientLight *alight = new AmbientLight("ambient");
alight->set_color(Colorf(0.2f, 0.2f, 0.2f, 1.0f));
DirectionalLight *dlight = new DirectionalLight("directional");
dlight->set_color(Colorf(0.8f, 0.8f, 0.8f, 1.0f));
_alight = light_group.attach_new_node(alight);
_dlight = light_group.attach_new_node(dlight);
_dlight.set_hpr(-10, -20, 0);
_got_lights = true;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::load_image_as_model
// Access: Private
// Description: Loads the indicated image file as a texture, and
// creates a polygon to render it. Returns the new
// model.
////////////////////////////////////////////////////////////////////
PT(PandaNode) WindowFramework::
load_image_as_model(const Filename &filename) {
PT(Texture) tex = TexturePool::load_texture(filename);
if (tex == NULL) {
return NULL;
}
int x_size = tex->get_x_size() - tex->get_pad_x_size();
int y_size = tex->get_y_size() - tex->get_pad_y_size();
int full_x = tex->get_x_size();
int full_y = tex->get_y_size();
bool has_alpha = true;
LVecBase2f tex_scale((x_size)*1.0f/full_x, (y_size*1.0f)/full_y);
if (tex->is_of_type(VideoTexture::get_class_type())) {
// Get the size from the video stream.
VideoTexture *vtex = DCAST(VideoTexture, tex);
x_size = vtex->get_video_width();
y_size = vtex->get_video_height();
tex_scale = vtex->get_tex_scale();
} else {
// Get the size from the original image (the texture may have
// scaled it to make a power of 2).
x_size = tex->get_orig_file_x_size();
y_size = tex->get_orig_file_y_size();
}
// Yes, it is an image file; make a texture out of it.
tex->set_minfilter(Texture::FT_linear_mipmap_linear);
tex->set_magfilter(Texture::FT_linear);
// Ok, now make a polygon to show the texture.
// Choose the dimensions of the polygon appropriately.
float left,right,top,bottom;
if (x_size > y_size) {
float scale = 10.0;
left = -scale;
right = scale;
top = (scale * y_size) / x_size;
bottom = -(scale * y_size) / x_size;
} else {
float scale = 10.0;
left = -(scale * x_size) / y_size;
right = (scale * x_size) / y_size;
top = scale;
bottom = -scale;
}
PT(GeomNode) card_node = new GeomNode("card");
card_node->set_attrib(TextureAttrib::make(tex));
if (has_alpha) {
card_node->set_attrib(TransparencyAttrib::make(TransparencyAttrib::M_alpha));
}
PT(GeomVertexData) vdata = new GeomVertexData
("card", GeomVertexFormat::get_v3t2(),
Geom::UH_static);
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
GeomVertexWriter texcoord(vdata, InternalName::get_texcoord());
vertex.add_data3f(Vertexf::rfu(left, 0.02f, top));
vertex.add_data3f(Vertexf::rfu(left, 0.02f, bottom));
vertex.add_data3f(Vertexf::rfu(right, 0.02f, top));
vertex.add_data3f(Vertexf::rfu(right, 0.02f, bottom));
texcoord.add_data2f(0.0f, tex_scale[1]);
texcoord.add_data2f(0.0f, 0.0f);
texcoord.add_data2f(tex_scale[0], tex_scale[1]);
texcoord.add_data2f(tex_scale[0], 0.0f);
PT(GeomTristrips) strip = new GeomTristrips(Geom::UH_static);
strip->add_consecutive_vertices(0, 4);
strip->close_primitive();
PT(Geom) geom = new Geom(vdata);
geom->add_primitive(strip);
card_node->add_geom(geom);
return card_node.p();
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::create_anim_controls
// Access: Private
// Description: Creates an onscreen animation slider for
// frame-stepping through the animations.
////////////////////////////////////////////////////////////////////
void WindowFramework::
create_anim_controls() {
destroy_anim_controls();
PT(PGItem) group = new PGItem("anim_controls_group");
PGFrameStyle style;
style.set_type(PGFrameStyle::T_flat);
style.set_color(0.0f, 0.0f, 0.0f, 0.3f);
group->set_frame(-1.0f, 1.0f, 0.0f, 0.2f);
group->set_frame_style(0, style);
group->set_suppress_flags(MouseWatcherRegion::SF_mouse_button);
group->set_active(true);
_anim_controls_group = get_aspect_2d().attach_new_node(group);
_anim_controls_group.set_pos(0.0f, 0.0f, -0.9f);
if (_anim_index >= _anim_controls.get_num_anims()) {
PT(TextNode) label = new TextNode("label");
label->set_align(TextNode::A_center);
label->set_text("No animation.");
NodePath tnp = _anim_controls_group.attach_new_node(label);
tnp.set_pos(0.0f, 0.0f, 0.07f);
tnp.set_scale(0.1f);
return;
}
AnimControl *control = _anim_controls.get_anim(_anim_index);
nassertv(control != (AnimControl *)NULL);
PT(TextNode) label = new TextNode("anim_name");
label->set_align(TextNode::A_left);
label->set_text(_anim_controls.get_anim_name(_anim_index));
NodePath tnp = _anim_controls_group.attach_new_node(label);
tnp.set_pos(-0.95f, 0.0f, 0.15f);
tnp.set_scale(0.05f);
_anim_slider = new PGSliderBar("anim_slider");
_anim_slider->setup_slider(false, 1.9f, 0.1f, 0.005f);
_anim_slider->set_suppress_flags(MouseWatcherRegion::SF_mouse_button);
_anim_slider->get_thumb_button()->set_suppress_flags(MouseWatcherRegion::SF_mouse_button);
_anim_slider->set_range(0.0f, (float)(control->get_num_frames() - 1));
_anim_slider->set_scroll_size(0.0f);
_anim_slider->set_page_size(1.0f);
NodePath snp = _anim_controls_group.attach_new_node(_anim_slider);
snp.set_pos(0.0f, 0.0f, 0.06f);
_frame_number = new TextNode("frame_number");
_frame_number->set_text_color(0.0f, 0.0f, 0.0f, 1.0f);
_frame_number->set_align(TextNode::A_center);
_frame_number->set_text(format_string(control->get_frame()));
NodePath fnp = NodePath(_anim_slider->get_thumb_button()).attach_new_node(_frame_number);
fnp.set_scale(0.05f);
fnp.set_pos(0.0f, 0.0f, -0.01f);
_play_rate_slider = new PGSliderBar("play_rate_slider");
_play_rate_slider->setup_slider(false, 0.4f, 0.05f, 0.005f);
_play_rate_slider->set_suppress_flags(MouseWatcherRegion::SF_mouse_button);
_play_rate_slider->get_thumb_button()->set_suppress_flags(MouseWatcherRegion::SF_mouse_button);
_play_rate_slider->set_value(control->get_play_rate());
NodePath pnp = _anim_controls_group.attach_new_node(_play_rate_slider);
pnp.set_pos(0.75f, 0.0f, 0.15f);
// Set up the jog/shuttle buttons. These use symbols from the
// shuttle_controls_font file.
setup_shuttle_button("9", 0, st_back_button);
setup_shuttle_button(";", 1, st_pause_button);
setup_shuttle_button("4", 2, st_play_button);
setup_shuttle_button(":", 3, st_forward_button);
_update_anim_controls_task = new GenericAsyncTask("controls", st_update_anim_controls, (void *)this);
_panda_framework->get_task_mgr().add(_update_anim_controls_task);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::destroy_anim_controls
// Access: Private
// Description: Removes the previously-created anim controls, if any.
////////////////////////////////////////////////////////////////////
void WindowFramework::
destroy_anim_controls() {
if (!_anim_controls_group.is_empty()) {
_anim_controls_group.remove_node();
_panda_framework->get_event_handler().remove_hooks_with((void *)this);
_panda_framework->get_task_mgr().remove(_update_anim_controls_task);
_update_anim_controls_task.clear();
}
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::update_anim_controls
// Access: Private
// Description: A per-frame callback to update the anim slider for
// the current frame.
////////////////////////////////////////////////////////////////////
void WindowFramework::
update_anim_controls() {
AnimControl *control = _anim_controls.get_anim(_anim_index);
nassertv(control != (AnimControl *)NULL);
if (_anim_slider->is_button_down()) {
control->pose((int)(_anim_slider->get_value() + 0.5));
} else {
_anim_slider->set_value((float)control->get_frame());
}
_frame_number->set_text(format_string(control->get_frame()));
control->set_play_rate(_play_rate_slider->get_value());
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::setup_shuttle_button
// Access: Private
// Description: Creates a PGButton to implement the indicated shuttle
// event (play, pause, etc.).
////////////////////////////////////////////////////////////////////
void WindowFramework::
setup_shuttle_button(const string &label, int index,
EventHandler::EventCallbackFunction *func) {
PT(PGButton) button = new PGButton(label);
button->set_frame(-0.05f, 0.05f, 0.0f, 0.07f);
float bevel = 0.005f;
PGFrameStyle style;
style.set_color(0.8f, 0.8f, 0.8f, 1.0f);
style.set_width(bevel, bevel);
style.set_type(PGFrameStyle::T_bevel_out);
button->set_frame_style(PGButton::S_ready, style);
style.set_type(PGFrameStyle::T_bevel_in);
button->set_frame_style(PGButton::S_depressed, style);
style.set_color(0.9f, 0.9f, 0.9f, 1.0f);
style.set_type(PGFrameStyle::T_bevel_out);
button->set_frame_style(PGButton::S_rollover, style);
if (get_shuttle_controls_font() != (TextFont *)NULL) {
PT(TextNode) tn = new TextNode("label");
tn->set_align(TextNode::A_center);
tn->set_font(get_shuttle_controls_font());
tn->set_text(label);
tn->set_text_color(0.0f, 0.0f, 0.0f, 1.0f);
LMatrix4f xform = LMatrix4f::scale_mat(0.07f);
xform.set_row(3, LVecBase3f(0.0f, 0.0f, 0.016f));
tn->set_transform(xform);
button->get_state_def(PGButton::S_ready).attach_new_node(tn);
button->get_state_def(PGButton::S_depressed).attach_new_node(tn);
button->get_state_def(PGButton::S_rollover).attach_new_node(tn);
}
NodePath np = _anim_controls_group.attach_new_node(button);
np.set_pos(0.1f * index - 0.15f, 0.0f, 0.12f);
_panda_framework->get_event_handler().add_hook(button->get_click_event(MouseButton::one()), func, (void *)this);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::back_button
// Access: Private, Static
// Description: Handler for a shuttle button.
////////////////////////////////////////////////////////////////////
void WindowFramework::
back_button() {
AnimControl *control = _anim_controls.get_anim(_anim_index);
nassertv(control != (AnimControl *)NULL);
control->pose(control->get_frame() - 1);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::pause_button
// Access: Private, Static
// Description: Handler for a shuttle button.
////////////////////////////////////////////////////////////////////
void WindowFramework::
pause_button() {
AnimControl *control = _anim_controls.get_anim(_anim_index);
nassertv(control != (AnimControl *)NULL);
control->stop();
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::play_button
// Access: Private, Static
// Description: Handler for a shuttle button.
////////////////////////////////////////////////////////////////////
void WindowFramework::
play_button() {
AnimControl *control = _anim_controls.get_anim(_anim_index);
nassertv(control != (AnimControl *)NULL);
control->loop(false);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::forward_button
// Access: Private, Static
// Description: Handler for a shuttle button.
////////////////////////////////////////////////////////////////////
void WindowFramework::
forward_button() {
AnimControl *control = _anim_controls.get_anim(_anim_index);
nassertv(control != (AnimControl *)NULL);
control->pose(control->get_frame() + 1);
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::st_update_anim_controls
// Access: Private, Static
// Description: The static task function.
////////////////////////////////////////////////////////////////////
AsyncTask::DoneStatus WindowFramework::
st_update_anim_controls(GenericAsyncTask *, void *data) {
WindowFramework *self = (WindowFramework *)data;
self->update_anim_controls();
return AsyncTask::DS_cont;
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::st_back_button
// Access: Private, Static
// Description: The static event handler function.
////////////////////////////////////////////////////////////////////
void WindowFramework::
st_back_button(const Event *, void *data) {
WindowFramework *self = (WindowFramework *)data;
self->back_button();
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::st_pause_button
// Access: Private, Static
// Description: The static event handler function.
////////////////////////////////////////////////////////////////////
void WindowFramework::
st_pause_button(const Event *, void *data) {
WindowFramework *self = (WindowFramework *)data;
self->pause_button();
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::st_play_button
// Access: Private, Static
// Description: The static event handler function.
////////////////////////////////////////////////////////////////////
void WindowFramework::
st_play_button(const Event *, void *data) {
WindowFramework *self = (WindowFramework *)data;
self->play_button();
}
////////////////////////////////////////////////////////////////////
// Function: WindowFramework::st_forward_button
// Access: Private, Static
// Description: The static event handler function.
////////////////////////////////////////////////////////////////////
void WindowFramework::
st_forward_button(const Event *, void *data) {
WindowFramework *self = (WindowFramework *)data;
self->forward_button();
}