remove old app

This commit is contained in:
David Rose 2005-01-03 02:33:57 +00:00
parent 9e9cac826c
commit a0482c947f
1 changed files with 0 additions and 463 deletions

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@ -1,463 +0,0 @@
// Filename: panda.cxx
// Created by:
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#include "framework.h"
#include "eventHandler.h"
#include "chancfg.h"
#include "lightTransition.h"
#include "transformTransition.h"
#include "get_rel_pos.h"
#include "directionalLight.h"
#include "renderRelation.h"
#include "frustum.h"
#include "perspectiveLens.h"
#include "shaderTransition.h"
#include "texture.h"
#include "texturePool.h"
#include "spotlight.h"
#include "pt_Node.h"
#include "pt_NamedNode.h"
#include "loader.h"
#include "auto_bind.h"
#include "animControlCollection.h"
#include "trackball.h"
#include "planarSlider.h"
#include "transform2sg.h"
#include "projtexShader.h"
#include "spotlightShader.h"
#include "projtexShadower.h"
#include "spheretexHighlighter.h"
#include "spheretexReflector.h"
#include "plane.h"
#include "planeNode.h"
#include "planarReflector.h"
#include "outlineShader.h"
#include "geomLine.h"
#include "look_at.h"
#include "geomNode.h"
//From framework
extern PT(GeomNode) geomnode;
extern RenderRelation* first_arc;
extern Loader loader;
PT_NamedNode panda;
PT_NamedNode ball;
PT_NamedNode room;
PT_NamedNode hide_ball;
PT_NamedNode camera_model;
PT(RenderRelation) panda_arc;
PT(RenderRelation) panda_rot_arc;
PT(RenderRelation) room_arc;
PT(RenderRelation) ball_arc;
PT(RenderRelation) hide_ball_arc;
bool follow_ball;
PT(PlanarSlider) ball_slider;
PT(LensNode) tex_proj;
PT(ProjtexShader) proj_shader;
PT(GeomNode) proj_geom_node;
PT(Trackball) tex_proj_trackball;
PT(SpotlightShader) spot_shader;
PT_NamedNode spot_shaft;
PT(Spotlight) tex_proj_spot;
PT(Trackball) tex_spot_trackball;
PT(ProjtexShadower) proj_shadow;
PT(SpheretexHighlighter) highlight;
PT(SpheretexShader) spheretex;
PT(SpheretexReflector) sreflect;
PT(PlanarReflector) preflect;
PT(OutlineShader) outline_shader;
void panda_overrides_func(ChanCfgOverrides& override, std::string&) {
override.setField(ChanCfgOverrides::Mask,
((unsigned int)(W_DOUBLE|W_DEPTH|W_MULTISAMPLE|W_STENCIL)));
override.setField(ChanCfgOverrides::Title, "Panda Demo");
}
void panda_idle(void) {
static const double walk_speed = 4.0; // feet per second
if (follow_ball) {
LPoint3f bp = get_rel_pos(ball, panda);
LVector2f bv2(bp[0], bp[1]);
float dist = length(bv2);
if (dist > 0.0001) {
LMatrix4f mat;
look_at(mat, LPoint3f(-bp[0], -bp[1], 0.));
panda_rot_arc->set_transition(new TransformTransition(mat));
float stride = walk_speed * ClockObject::get_global_clock()->get_dt();
if (dist > stride) {
LVector2f step = bv2 / dist * stride;
const TransformTransition *tt;
if (!get_transition_into(tt, panda_arc)) {
panda_arc->set_transition
(new TransformTransition
(LMatrix4f::translate_mat(step[0], step[1], 0.)));
} else {
LMatrix4f mat = tt->get_matrix();
mat(3, 0) += step[0];
mat(3, 1) += step[1];
panda_arc->set_transition(new TransformTransition(mat));
}
}
}
}
}
void event_p(CPT_Event) {
static bool projtex_mode = false;
projtex_mode = !projtex_mode;
if (!projtex_mode) {
// disable the projtex shader
clear_shader(room_arc, proj_shader);
clear_shader(panda_arc, proj_shader);
clear_shader(ball_arc, proj_shader);
set_alt_trackball((Node*)0L);
remove_child(tex_proj, proj_geom_node, RenderRelation::get_class_type());
} else {
// enable the projtex shader
set_shader(room_arc, proj_shader);
set_shader(panda_arc, proj_shader);
set_shader(ball_arc, proj_shader);
set_alt_trackball(tex_proj_trackball);
// Display the texture projector frustum
RenderRelation *prr = new RenderRelation(tex_proj, proj_geom_node);
LightTransition *plt = new LightTransition(LightTransition::all_off());
prr->set_transition(plt);
}
}
void event_s(CPT_Event) {
static bool projtexspot_mode = false;
projtexspot_mode = !projtexspot_mode;
if (!projtexspot_mode) {
// disable the projtex spotlight shader
clear_shader(room_arc, spot_shader);
clear_shader(panda_arc, spot_shader);
clear_shader(ball_arc, spot_shader);
set_alt_trackball((Node*)0L);
remove_child(tex_proj_spot, spot_shaft, RenderRelation::get_class_type());
} else {
// enable the projtex spotlight shader
set_shader(room_arc, spot_shader);
set_shader(panda_arc, spot_shader);
set_shader(ball_arc, spot_shader);
set_alt_trackball(tex_spot_trackball);
new RenderRelation(tex_proj_spot, spot_shaft, 10);
}
}
void event_d(CPT_Event) {
static bool projtex_shadow_mode = false;
projtex_shadow_mode = !projtex_shadow_mode;
if (!projtex_shadow_mode) {
// disable projtex shadows
clear_shader(room_arc, proj_shadow);
set_alt_trackball((Node*)0L);
} else {
// enable projtex shadows
set_shader(room_arc, proj_shadow);
set_alt_trackball(tex_spot_trackball);
}
}
void event_h(CPT_Event) {
static bool highlight_mode = false;
highlight_mode = !highlight_mode;
if (!highlight_mode) {
// disable highlight shader
clear_shader(ball_arc, highlight);
} else {
// enable highlight shader
set_shader(ball_arc, highlight);
}
}
void event_e(CPT_Event) {
static bool spheretex_mode = false;
spheretex_mode = !spheretex_mode;
if (!spheretex_mode) {
// enable spheretex shader
clear_shader(ball_arc, spheretex);
} else {
// disable spheretex shader
set_shader(ball_arc, spheretex);
}
}
void event_m(CPT_Event) {
static bool sphere_reflect_mode = false;
sphere_reflect_mode = !sphere_reflect_mode;
if (!sphere_reflect_mode) {
// disable sphere reflections
clear_shader(ball_arc, sreflect);
} else {
// enable sphere reflections
set_shader(ball_arc, sreflect);
}
}
void event_r(CPT_Event) {
static bool plane_reflect_mode = false;
plane_reflect_mode = !plane_reflect_mode;
if (!plane_reflect_mode) {
// disable planar reflections
clear_shader(room_arc, preflect);
} else {
// enable planar reflections
set_shader(room_arc, preflect);
}
}
void event_z(CPT_Event) {
set_alt_trackball(ball_slider);
}
void event_Z(CPT_Event) {
follow_ball = !follow_ball;
if (follow_ball) {
// hide the ball while following it.
remove_arc(hide_ball_arc);
} else {
// reveal the ball when we're done following it
hide_ball_arc = new RenderRelation(render, hide_ball);
}
}
void event_o(CPT_Event) {
static bool outline_mode = false;
outline_mode = !outline_mode;
if (!outline_mode) {
// disable outline shader
clear_shader(panda_arc, outline_shader);
} else {
// enable outline shader
set_shader(panda_arc, outline_shader);
}
}
void load_our_models(void) {
// load the room
PT_Node rroom = loader.load_sync("lfloor.egg");
assert(rroom != (Node*)0L);
room = new NamedNode("The_room");
new RenderRelation(room, rroom);
room_arc = new RenderRelation(root, room);
// load the ball
PT_Node rball = loader.load_sync("marble_ball.egg");
assert(rball != (Node*)0L);
ball = new NamedNode("scaled_ball");
PT(RenderRelation) ball_arc1 = new RenderRelation(ball, rball);
ball_arc1->set_transition
(new TransformTransition(LMatrix4f::scale_mat(0.2)));
hide_ball = new NamedNode("hide_ball");
ball_arc = new RenderRelation(hide_ball, ball);
ball_arc->set_transition
(new TransformTransition(LMatrix4f::translate_mat(4., 2., 1.)));
hide_ball_arc = new RenderRelation(root, hide_ball);
// load a camera model to visualize our eyepoint
PT_Node rcamera_model = loader.load_sync("camera.egg");
assert(rcamera_model != (Node*)0L);
camera_model = new NamedNode("camera_model");
new RenderRelation(camera_model, rcamera_model);
new RenderRelation(cameras, camera_model);
// load the panda
PT_Node pmodel = loader.load_sync("panda-3k.egg");
assert(pmodel != (Node*)0L);
PT_Node panim = loader.load_sync("panda-walk.egg");
assert(panim != (Node*)0L);
PT_NamedNode pparent = new NamedNode("panda_parent");
new RenderRelation(pparent, pmodel);
new RenderRelation(pparent, panim);
PT_NamedNode prot = new NamedNode("panda_rot");
PT(RenderRelation) p_arc1 = new RenderRelation(prot, pparent);
p_arc1->set_transition
(new TransformTransition(LMatrix4f::scale_mat(0.35)));
panda = new NamedNode("Panda");
panda_rot_arc = new RenderRelation(panda, prot);
panda_arc = new RenderRelation(root, panda);
AnimControlCollection anim_controls;
auto_bind(pparent, anim_controls, ~0);
anim_controls.loop_all(true);
// control the ball using a PlanarSlider tform
ball_slider = new PlanarSlider("ball_slider");
ball_slider->set_transform(LMatrix4f::translate_mat(0., 0., 1.) *
LMatrix4f::scale_mat(7., -7., 1.));
ball_slider->set_mouse_pos(LPoint2f(4. / 7., 2. / -7.));
Transform2SG* slider2ball = new Transform2SG("slider2ball");
slider2ball->set_arc(ball_arc);
new RenderRelation(ball_slider, slider2ball);
follow_ball = false;
}
void setup_shaders(void) {
// Projected texture shader
Texture* tex = TexturePool::load_texture("smiley.rgba");
assert(tex != (Texture*)0L);
tex_proj = new LensNode("texture_projector");
RenderRelation* proj_arc = new RenderRelation(root, tex_proj);
tex_proj_trackball = new Trackball("tex_proj_trackball");
tex_proj_trackball->set_invert(false);
tex_proj_trackball->set_rel_to(cameras);
Transform2SG* tball2cam = new Transform2SG("tball2cam");
tball2cam->set_arc(proj_arc);
new RenderRelation(tex_proj_trackball, tball2cam);
LMatrix4f proj_mat;
LPoint3f proj_pos = LPoint3f::rfu(2., 3., 8.);
LVector3f fwd_vec = proj_pos - LPoint3f::origin();
look_at(proj_mat, -fwd_vec);
proj_mat.set_row(3, proj_pos);
tex_proj_trackball->set_mat(proj_mat);
proj_arc->set_transition(new TransformTransition(proj_mat));
proj_shader = new ProjtexShader(tex);
proj_shader->add_frustum(tex_proj);
PT(Geom) proj_geom =
tex_proj->get_lens()->make_geometry();
proj_geom_node = new GeomNode("proj_geometry");
proj_geom_node->add_geom(proj_geom);
proj_shader->set_priority(150);
cerr << "done with projected texture setup" << endl;
// projected texture spotlight shader
tex_proj_spot = new Spotlight("tex_proj_spotlight");
PT(Lens) lens = new PerspectiveLens;
lens->set_fov(45.0f);
lens->set_near(f._fnear);
lens->set_far(13.0f);
tex_proj_spot->set_lens(lens);
RenderRelation* spot_arc = new RenderRelation(root, tex_proj_spot, 10);
tex_spot_trackball = new Trackball("tex_spot_trackball");
tex_spot_trackball->set_invert(false);
tex_spot_trackball->set_rel_to(cameras);
tball2cam = new Transform2SG("tball2cam");
tball2cam->set_arc(spot_arc);
new RenderRelation(tex_spot_trackball, tball2cam);
LMatrix4f spot_mat;
LPoint3f spot_pos = LPoint3f::rfu(-4., -3., 8.);
LVector3f spot_vec = spot_pos - LPoint3f::origin();
look_at(spot_mat, -spot_vec);
spot_mat.set_row(3, spot_pos);
tex_spot_trackball->set_mat(spot_mat);
spot_arc->set_transition(new TransformTransition(spot_mat));
spot_shader = new SpotlightShader;
spot_shader->add_frustum(tex_proj_spot);
spot_shaft = tex_proj_spot->make_geometry(0.05, 8., 36);
spot_shader->set_priority(150);
cerr << "done with projected texture spotlight setup" << endl;
// projected texture shadower
proj_shadow = new ProjtexShadower;
proj_shadow->add_frustum(tex_proj_spot);
proj_shadow->add_caster(panda);
proj_shadow->add_caster(ball);
proj_shadow->add_caster(camera_model);
proj_shadow->set_priority(150);
cerr << "done with projected texture shadower setup" << endl;
// sphere texture shader
spheretex = new SpheretexShader(tex);
spheretex->set_priority(150);
cerr << "done with sphere texture shader" << endl;
// sphere texture highlighter
highlight = new SpheretexHighlighter;
highlight->add_frustum(tex_proj_spot);
highlight->set_priority(150);
cerr << "done with sphere texture highlighter setup" << endl;
// sphere texture reflector
sreflect = new SpheretexReflector;
sreflect->add_frustum(tex_proj_spot);
sreflect->add_caster(room);
sreflect->add_caster(panda);
sreflect->add_caster(camera_model);
sreflect->set_priority(150);
cerr << "done with sphere texture reflector setup" << endl;
// planar reflector
Planef p(LVector3f::up(), LPoint3f::origin());
PlaneNode* plane_node = new PlaneNode;
plane_node->set_plane(p);
new RenderRelation(room, plane_node);
preflect = new PlanarReflector(plane_node);
preflect->add_caster(ball);
preflect->add_caster(panda);
preflect->add_caster(camera_model);
preflect->set_priority(150);
cerr << "done with planar reflector setup" << endl;
// outline shader
outline_shader = new OutlineShader;
outline_shader->set_priority(150);
cerr << "done with outline shader setup" << endl;
}
void panda_keys(EventHandler& eh) {
new RenderRelation( lights, dlight );
have_dlight = true;
eh.add_hook("p", event_p); // projected texture shader
eh.add_hook("s", event_s); // projected texture spotlight shader
eh.add_hook("d", event_d); // projected texture shadow shader
eh.add_hook("h", event_h); // fake phong highlight
eh.add_hook("e", event_e); // sphere texture shader
eh.add_hook("m", event_m); // sphere reflection shader
eh.add_hook("r", event_r); // planar reflection shader
eh.add_hook("o", event_o); // outline shader
eh.add_hook("z", event_z); // user controls the ball
eh.add_hook("Z", event_Z); // follow the ball around
load_our_models();
setup_shaders();
}
int main(int argc, char *argv[]) {
define_keys = &panda_keys;
additional_idle = &panda_idle;
extra_overrides_func = &panda_overrides_func;
return framework_main(argc, argv);
}