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