1117 lines
36 KiB
C++
1117 lines
36 KiB
C++
// Filename: windowFramework.cxx
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// Created by: drose (02Apr02)
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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 "windowFramework.h"
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#include "pandaFramework.h"
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#include "displayRegion.h"
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#include "buttonThrower.h"
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#include "transform2sg.h"
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#include "dSearchPath.h"
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#include "filename.h"
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#include "loader.h"
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#include "keyboardButton.h"
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#include "geomTri.h"
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#include "qpgeom.h"
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#include "qpgeomTriangles.h"
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#include "qpgeomTristrips.h"
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#include "qpgeomVertexData.h"
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#include "qpgeomVertexFormat.h"
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#include "qpgeomVertexWriter.h"
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#include "texturePool.h"
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#include "textureAttrib.h"
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#include "colorAttrib.h"
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#include "perspectiveLens.h"
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#include "orthographicLens.h"
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#include "auto_bind.h"
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#include "ambientLight.h"
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#include "directionalLight.h"
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#include "lightAttrib.h"
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#include "boundingSphere.h"
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#include "deg_2_rad.h"
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#include "config_framework.h"
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#include "depthTestAttrib.h"
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#include "depthWriteAttrib.h"
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#include "cullFaceAttrib.h"
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#include "rescaleNormalAttrib.h"
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#include "shadeModelAttrib.h"
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#include "pgTop.h"
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#include "geomNode.h"
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#include "geomTristrip.h"
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#include "texture.h"
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#include "pnmImage.h"
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#include "loaderFileTypeRegistry.h"
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#include "pnmFileTypeRegistry.h"
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#include "pnmImage.h"
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#include "virtualFileSystem.h"
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// This is generated data for the standard texture we apply to the
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// blue triangle.
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#include "rock_floor_src.cxx"
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// This number is chosen arbitrarily to override any settings in model
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// files.
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static const int override_priority = 100;
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TypeHandle WindowFramework::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::Constructor
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// Access: Protected
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// Description:
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////////////////////////////////////////////////////////////////////
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WindowFramework::
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WindowFramework(PandaFramework *panda_framework) :
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_panda_framework(panda_framework)
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{
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_alight = (AmbientLight *)NULL;
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_dlight = (DirectionalLight *)NULL;
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_got_keyboard = false;
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_got_trackball = false;
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_got_lights = false;
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_wireframe_enabled = false;
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_texture_enabled = true;
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_two_sided_enabled = false;
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_one_sided_reverse_enabled = false;
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_lighting_enabled = false;
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_background_type = BT_default;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::Copy Constructor
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// Access: Protected
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// Description:
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////////////////////////////////////////////////////////////////////
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WindowFramework::
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WindowFramework(const WindowFramework ©, DisplayRegion *display_region) :
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_panda_framework(copy._panda_framework),
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_window(copy._window),
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_display_region_3d(display_region)
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{
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_alight = (AmbientLight *)NULL;
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_dlight = (DirectionalLight *)NULL;
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_got_keyboard = false;
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_got_trackball = false;
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_got_lights = false;
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_wireframe_enabled = false;
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_texture_enabled = true;
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_two_sided_enabled = false;
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_one_sided_reverse_enabled = false;
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_lighting_enabled = false;
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_background_type = BT_default;
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set_background_type(copy._background_type);
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// Set up a 3-d camera for the window by default.
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make_camera();
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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WindowFramework::
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~WindowFramework() {
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close_window();
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::open_window
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// Access: Protected
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// Description: Opens the actual window. This is normally called
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// only from PandaFramework::open_window().
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////////////////////////////////////////////////////////////////////
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GraphicsWindow *WindowFramework::
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open_window(const WindowProperties &props, GraphicsEngine *engine,
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GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
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nassertr(_window == (GraphicsWindow *)NULL, _window);
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PT(GraphicsStateGuardian) ptgsg = gsg;
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// If we were not given a gsg in the arguments, create a new one
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// just for this window.
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if (ptgsg == (GraphicsStateGuardian *)NULL) {
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ptgsg = engine->make_gsg(pipe);
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if (ptgsg == (GraphicsStateGuardian *)NULL) {
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// No GSG, no window.
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framework_cat.fatal() << "open_window: failed to create gsg object!\n";
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return NULL;
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}
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}
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static int next_window_index = 1;
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ostringstream stream;
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stream << "window" << next_window_index;
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next_window_index++;
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string name = stream.str();
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_window = engine->make_window(ptgsg, name, 0);
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if (_window != (GraphicsWindow *)NULL) {
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_window->request_properties(props);
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// Create a display region that covers the entire window.
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_display_region_3d = _window->make_display_region();
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// Make sure the DisplayRegion does the clearing, not the window,
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// so we can have multiple DisplayRegions of different colors.
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_window->set_clear_color_active(false);
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_window->set_clear_depth_active(false);
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set_background_type(_background_type);
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// Set up a 3-d camera for the window by default.
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make_camera();
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if (show_frame_rate_meter) {
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_frame_rate_meter = new FrameRateMeter("frame_rate_meter");
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_frame_rate_meter->setup_window(_window);
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}
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}
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return _window;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::close_window
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// Access: Protected
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// Description: Closes the window. This is normally called
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// from PandaFramework::close_window().
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////////////////////////////////////////////////////////////////////
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void WindowFramework::
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close_window() {
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_window.clear();
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_camera_group.remove_node();
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_render.remove_node();
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_render_2d.remove_node();
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_mouse.remove_node();
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_alight = (AmbientLight *)NULL;
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_dlight = (DirectionalLight *)NULL;
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_got_keyboard = false;
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_got_trackball = false;
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_got_lights = false;
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_wireframe_enabled = false;
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_texture_enabled = true;
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_two_sided_enabled = false;
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_one_sided_reverse_enabled = false;
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_lighting_enabled = false;
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_frame_rate_meter = (FrameRateMeter *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::get_camera_group
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// Access: Public
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// Description: Returns the node above the collection of 3-d cameras
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// in the scene graph. This node may be moved around to
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// represent the viewpoint.
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////////////////////////////////////////////////////////////////////
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const NodePath &WindowFramework::
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get_camera_group() {
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if (_camera_group.is_empty()) {
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_camera_group = get_render().attach_new_node("camera_group");
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}
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return _camera_group;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::get_render
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// Access: Public
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// Description: Returns the root of the 3-d scene graph.
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////////////////////////////////////////////////////////////////////
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const NodePath &WindowFramework::
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get_render() {
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if (_render.is_empty()) {
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_render = NodePath("render");
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_render.node()->set_attrib(RescaleNormalAttrib::make_default());
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_render.node()->set_attrib(ShadeModelAttrib::make(ShadeModelAttrib::M_smooth));
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// This is maybe here temporarily, and maybe not.
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_render.set_two_sided(0);
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}
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return _render;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::get_render_2d
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// Access: Public
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// Description: Returns the root of the 2-d scene graph.
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////////////////////////////////////////////////////////////////////
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const NodePath &WindowFramework::
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get_render_2d() {
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if (_render_2d.is_empty()) {
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_render_2d = NodePath("render_2d");
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// Some standard properties for the 2-d display.
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// It's particularly important to turn off the depth test,
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// since we'll be keeping the same depth buffer already filled
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// by the previously-drawn 3-d scene--we don't want to pay for
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// a clear operation, but we also don't want to collide with
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// that depth buffer.
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CPT(RenderAttrib) dt = DepthTestAttrib::make(DepthTestAttrib::M_none);
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CPT(RenderAttrib) dw = DepthWriteAttrib::make(DepthWriteAttrib::M_off);
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_render_2d.node()->set_attrib(dt, 1);
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_render_2d.node()->set_attrib(dw, 1);
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_render_2d.set_material_off(1);
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_render_2d.set_two_sided(1, 1);
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// Now set up a 2-d camera to view render_2d.
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// Create a display region that matches the size of the 3-d
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// display region.
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float l, r, b, t;
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_display_region_3d->get_dimensions(l, r, b, t);
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_display_region_2d = _window->make_display_region(l, r, b, t);
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// Finally, we need a camera to associate with the display region.
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PT(Camera) camera = new Camera("camera2d");
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NodePath camera_np = _render_2d.attach_new_node(camera);
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PT(Lens) lens = new OrthographicLens;
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static const float left = -1.0f;
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static const float right = 1.0f;
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static const float bottom = -1.0f;
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static const float top = 1.0f;
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lens->set_film_size(right - left, top - bottom);
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lens->set_film_offset((right + left) * 0.5, (top + bottom) * 0.5);
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lens->set_near_far(-1000, 1000);
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camera->set_lens(lens);
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_display_region_2d->set_camera(camera_np);
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}
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return _render_2d;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::get_aspect_2d
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// Access: Public
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// Description: Returns the node under the 2-d scene graph that is
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// scaled to suit the window's aspect ratio.
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////////////////////////////////////////////////////////////////////
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const NodePath &WindowFramework::
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get_aspect_2d() {
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if (_aspect_2d.is_empty()) {
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PGTop *top = new PGTop("aspect_2d");
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_aspect_2d = get_render_2d().attach_new_node(top);
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// Tell the PGTop about our MouseWatcher object, so the PGui
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// system can operate.
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PandaNode *mouse_node = get_mouse().node();
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if (mouse_node->is_of_type(MouseWatcher::get_class_type())) {
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top->set_mouse_watcher(DCAST(MouseWatcher, mouse_node));
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}
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float this_aspect_ratio = aspect_ratio;
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if (this_aspect_ratio == 0.0f) {
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// An aspect ratio of 0.0 means to try to infer it.
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this_aspect_ratio = 1.0f;
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WindowProperties properties = _window->get_properties();
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if (!properties.has_size()) {
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properties = _window->get_requested_properties();
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}
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if (properties.has_size() && properties.get_y_size() != 0.0f) {
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this_aspect_ratio =
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(float)properties.get_x_size() / (float)properties.get_y_size();
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}
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}
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_aspect_2d.set_scale(1.0f / this_aspect_ratio, 1.0f, 1.0f);
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}
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return _aspect_2d;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::get_mouse
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// Access: Public
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// Description: Returns the node in the data graph corresponding to
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// the mouse associated with this window.
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////////////////////////////////////////////////////////////////////
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const NodePath &WindowFramework::
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get_mouse() {
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if (_mouse.is_empty()) {
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NodePath mouse = _panda_framework->get_mouse(_window);
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// Create a MouseWatcher to filter the mouse input. We do this
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// mainly so we can constrain the mouse input to our particular
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// display region, if we have one. This means the node we return
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// from get_mouse() is actually a MouseWatcher, but since it
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// presents the same interface as a Mouse, no one should mind.
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// Another advantage to using a MouseWatcher is that it the PGTop
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// of aspect2d likes it better.
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PT(MouseWatcher) mw = new MouseWatcher("watcher");
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mw->set_display_region(_display_region_3d);
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_mouse = mouse.attach_new_node(mw);
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}
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return _mouse;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::enable_keyboard
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// Access: Public
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// Description: Creates a ButtonThrower to listen to button presses
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// and throw them as events.
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////////////////////////////////////////////////////////////////////
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void WindowFramework::
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enable_keyboard() {
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if (_got_keyboard) {
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return;
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}
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if (_window->get_num_input_devices() > 0) {
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NodePath mouse = get_mouse();
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// Create a button thrower to listen for our keyboard events and
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// associate this WindowFramework pointer with each one.
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PT(ButtonThrower) bt = new ButtonThrower("kb-events");
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bt->add_parameter(EventParameter(this));
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ModifierButtons mods;
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mods.add_button(KeyboardButton::shift());
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mods.add_button(KeyboardButton::control());
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mods.add_button(KeyboardButton::alt());
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bt->set_modifier_buttons(mods);
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mouse.attach_new_node(bt);
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}
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_got_keyboard = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::setup_trackball
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// Access: Public
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// Description: Sets up the mouse to trackball around the camera.
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////////////////////////////////////////////////////////////////////
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void WindowFramework::
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setup_trackball() {
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if (_got_trackball) {
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return;
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}
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if (_window->get_num_input_devices() > 0) {
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NodePath mouse = get_mouse();
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NodePath camera = get_camera_group();
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_trackball = new Trackball("trackball");
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_trackball->set_pos(LVector3f::forward() * 50.0);
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mouse.attach_new_node(_trackball);
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PT(Transform2SG) tball2cam = new Transform2SG("tball2cam");
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tball2cam->set_node(camera.node());
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_trackball->add_child(tball2cam);
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}
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_got_trackball = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::center_trackball
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// Access: Public
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// Description: Centers the trackball on the indicated object, and
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// scales the trackball motion suitably.
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////////////////////////////////////////////////////////////////////
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void WindowFramework::
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center_trackball(const NodePath &object) {
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if (_trackball == (Trackball *)NULL) {
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return;
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}
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PT(BoundingVolume) volume = object.get_bounds();
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// We expect at least a geometric bounding volume around the world.
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nassertv(volume != (BoundingVolume *)NULL);
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nassertv(volume->is_of_type(GeometricBoundingVolume::get_class_type()));
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GeometricBoundingVolume *gbv = DCAST(GeometricBoundingVolume, volume);
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// Determine the bounding sphere around the world. The topmost
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// BoundingVolume might itself be a sphere (it's likely), but since
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// it might not, we'll take no chances and make our own sphere.
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PT(BoundingSphere) sphere = new BoundingSphere;
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if (!sphere->extend_by(gbv)) {
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framework_cat.warning()
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<< "Cannot determine bounding volume of " << object << "\n";
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return;
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}
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if (sphere->is_infinite()) {
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framework_cat.warning()
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<< "Infinite bounding volume for " << object << "\n";
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return;
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}
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if (sphere->is_empty()) {
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framework_cat.warning()
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<< "Empty bounding volume for " << object << "\n";
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return;
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}
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LPoint3f center = sphere->get_center();
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float radius = sphere->get_radius();
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float distance = 50.0f;
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// Choose a suitable distance to view the whole volume in our frame.
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// This is based on the camera lens in use. Determine the lens
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// based on the first camera; this will be the default camera.
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Lens *lens = (Lens *)NULL;
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if (!_cameras.empty()) {
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Cameras::const_iterator ci;
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for (ci = _cameras.begin();
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ci != _cameras.end() && lens == (Lens *)NULL;
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++ci) {
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lens = (*ci)->get_lens();
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}
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}
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if (lens != (Lens *)NULL) {
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LVecBase2f fov = lens->get_fov();
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distance = radius / ctan(deg_2_rad(min(fov[0], fov[1]) / 2.0f));
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// Ensure the far plane is far enough back to see the entire object.
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float ideal_far_plane = distance + radius;
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lens->set_far(max(lens->get_default_far(), ideal_far_plane));
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// And that the near plane is far enough forward.
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float ideal_near_plane = distance - radius;
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lens->set_near(min(lens->get_default_near(), ideal_near_plane));
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}
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_trackball->set_origin(center);
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_trackball->set_pos(LVector3f::forward() * distance);
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// Also set the movement scale on the trackball to be consistent
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// with the size of the model and the lens field-of-view.
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_trackball->set_forward_scale(distance * 0.006);
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}
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////////////////////////////////////////////////////////////////////
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// Function: WindowFramework::load_models
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// Access: Public
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// Description: Loads up all the model files listed in the indicated
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// argument list. If first_arg is supplied, it is the
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// first argument in the list to consider.
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//
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// Returns true if all models loaded successfully, or
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// false if at least one of them had an error.
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////////////////////////////////////////////////////////////////////
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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();
|
|
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 extension?
|
|
PNMFileTypeRegistry *reg = PNMFileTypeRegistry::get_global_ptr();
|
|
PNMFileType *image_type =
|
|
reg->get_type_from_extension(extension);
|
|
if (image_type != (PNMFileType *)NULL) {
|
|
// It is a known image extension.
|
|
is_image = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
Loader loader;
|
|
PT(PandaNode) node;
|
|
if (is_image) {
|
|
node = load_image_as_model(filename);
|
|
} else {
|
|
node = loader.load_sync(filename, search);
|
|
}
|
|
|
|
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();
|
|
|
|
// 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");
|
|
|
|
if (use_qpgeom) {
|
|
// New, experimental Geom code.
|
|
PT(qpGeomVertexData) vdata = new qpGeomVertexData
|
|
(string(), qpGeomVertexFormat::get_v3n3cpt2(),
|
|
qpGeom::UH_static);
|
|
qpGeomVertexWriter vertex(vdata, InternalName::get_vertex());
|
|
qpGeomVertexWriter normal(vdata, InternalName::get_normal());
|
|
qpGeomVertexWriter color(vdata, InternalName::get_color());
|
|
qpGeomVertexWriter 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());
|
|
|
|
color.add_data4f(0.5, 0.5, 1.0, 1.0);
|
|
color.add_data4f(0.5, 0.5, 1.0, 1.0);
|
|
color.add_data4f(0.5, 0.5, 1.0, 1.0);
|
|
|
|
texcoord.add_data2f(0.0, 0.0);
|
|
texcoord.add_data2f(1.0, 0.0);
|
|
texcoord.add_data2f(0.0, 1.0);
|
|
|
|
PT(qpGeomTriangles) tri = new qpGeomTriangles(qpGeom::UH_static);
|
|
tri->add_consecutive_vertices(0, 3);
|
|
tri->close_primitive();
|
|
|
|
PT(qpGeom) geom = new qpGeom;
|
|
geom->set_vertex_data(vdata);
|
|
geom->add_primitive(tri);
|
|
|
|
geomnode->add_geom(geom, state);
|
|
|
|
} else {
|
|
// Original, tried-and-true Geom code.
|
|
PTA_Vertexf coords;
|
|
PTA_TexCoordf uvs;
|
|
PTA_Normalf norms;
|
|
PTA_Colorf colors;
|
|
PTA_ushort cindex;
|
|
|
|
coords.push_back(Vertexf::rfu(0.0, 0.0, 0.0));
|
|
coords.push_back(Vertexf::rfu(1.0, 0.0, 0.0));
|
|
coords.push_back(Vertexf::rfu(0.0, 0.0, 1.0));
|
|
uvs.push_back(TexCoordf(0.0, 0.0));
|
|
uvs.push_back(TexCoordf(1.0, 0.0));
|
|
uvs.push_back(TexCoordf(0.0, 1.0));
|
|
norms.push_back(Normalf::back());
|
|
colors.push_back(Colorf(0.5, 0.5, 1.0, 1.0));
|
|
cindex.push_back(0);
|
|
cindex.push_back(0);
|
|
cindex.push_back(0);
|
|
|
|
PT(GeomTri) geom = new GeomTri;
|
|
geom->set_num_prims(1);
|
|
geom->set_coords(coords);
|
|
geom->set_texcoords(uvs, G_PER_VERTEX);
|
|
geom->set_normals(norms, G_PER_PRIM);
|
|
geom->set_colors(colors, G_PER_VERTEX, cindex);
|
|
|
|
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() {
|
|
// 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, ~0);
|
|
_anim_controls.loop_all(true);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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.node()->set_attrib(LightAttrib::make(LightAttrib::O_add,
|
|
_alight, _dlight));
|
|
} else {
|
|
render.node()->clear_attrib(LightAttrib::get_class_type());
|
|
}
|
|
|
|
_lighting_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_color(_window->get_clear_color());
|
|
_display_region_3d->set_clear_depth(_window->get_clear_depth());
|
|
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_color(Colorf(0.0f, 0.0f, 0.0f, 0.0f));
|
|
_display_region_3d->set_clear_depth(1.0f);
|
|
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_color(Colorf(0.3f, 0.3f, 0.3f, 0.0f));
|
|
_display_region_3d->set_clear_depth(1.0f);
|
|
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_color(Colorf(1.0f, 1.0f, 1.0f, 0.0f));
|
|
_display_region_3d->set_clear_depth(1.0f);
|
|
break;
|
|
|
|
case BT_none:
|
|
_display_region_3d->set_clear_color_active(false);
|
|
_display_region_3d->set_clear_depth_active(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: WindowFramework::make_camera
|
|
// Access: Protected
|
|
// Description: Makes a new 3-d camera for the window.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(Camera) 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 != 0.0f) {
|
|
// 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);
|
|
_display_region_3d->set_camera(camera_np);
|
|
|
|
return camera;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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");
|
|
|
|
_alight = new AmbientLight("ambient");
|
|
_alight->set_color(Colorf(0.2f, 0.2f, 0.2f, 1.0f));
|
|
_dlight = new DirectionalLight("directional");
|
|
light_group.attach_new_node(_alight);
|
|
light_group.attach_new_node(_dlight);
|
|
|
|
_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) {
|
|
PNMImageHeader header;
|
|
if (!header.read_header(filename)) {
|
|
return NULL;
|
|
}
|
|
|
|
int x_size = header.get_x_size();
|
|
int y_size = header.get_y_size();
|
|
bool has_alpha = header.has_alpha();
|
|
|
|
// Yes, it is an image file; make a texture out of it.
|
|
PT(Texture) tex = new Texture;
|
|
if (!tex->read(filename)) {
|
|
return NULL;
|
|
}
|
|
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 = -x_size / 2.0;
|
|
float right = x_size / 2.0;
|
|
float bottom = -y_size / 2.0;
|
|
float top = y_size / 2.0;
|
|
|
|
PT(GeomNode) card_node = new GeomNode("card");
|
|
card_node->set_attrib(ColorAttrib::make_flat(Colorf(1.0f, 1.0f, 1.0f, 1.0f)));
|
|
card_node->set_attrib(TextureAttrib::make(tex));
|
|
if (has_alpha) {
|
|
card_node->set_attrib(TransparencyAttrib::make(TransparencyAttrib::M_alpha));
|
|
}
|
|
|
|
if (use_qpgeom) {
|
|
PT(qpGeomVertexData) vdata = new qpGeomVertexData
|
|
(string(), qpGeomVertexFormat::get_v3t2(),
|
|
qpGeom::UH_static);
|
|
qpGeomVertexWriter vertex(vdata, InternalName::get_vertex());
|
|
qpGeomVertexWriter 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, 1.0f);
|
|
texcoord.add_data2f(0.0f, 0.0f);
|
|
texcoord.add_data2f(1.0f, 1.0f);
|
|
texcoord.add_data2f(1.0f, 0.0f);
|
|
|
|
PT(qpGeomTristrips) strip = new qpGeomTristrips(qpGeom::UH_static);
|
|
strip->add_consecutive_vertices(0, 4);
|
|
strip->close_primitive();
|
|
|
|
PT(qpGeom) geom = new qpGeom;
|
|
geom->set_vertex_data(vdata);
|
|
geom->add_primitive(strip);
|
|
|
|
card_node->add_geom(geom);
|
|
|
|
} else {
|
|
GeomTristrip *geom = new GeomTristrip;
|
|
PTA_int lengths=PTA_int::empty_array(0);
|
|
lengths.push_back(4);
|
|
|
|
PTA_Vertexf verts;
|
|
verts.push_back(Vertexf::rfu(left, 0.02f, top));
|
|
verts.push_back(Vertexf::rfu(left, 0.02f, bottom));
|
|
verts.push_back(Vertexf::rfu(right, 0.02f, top));
|
|
verts.push_back(Vertexf::rfu(right, 0.02f, bottom));
|
|
|
|
geom->set_num_prims(1);
|
|
geom->set_lengths(lengths);
|
|
|
|
geom->set_coords(verts);
|
|
|
|
PTA_TexCoordf uvs;
|
|
uvs.push_back(TexCoordf(0.0f, 1.0f));
|
|
uvs.push_back(TexCoordf(0.0f, 0.0f));
|
|
uvs.push_back(TexCoordf(1.0f, 1.0f));
|
|
uvs.push_back(TexCoordf(1.0f, 0.0f));
|
|
|
|
geom->set_texcoords(uvs, G_PER_VERTEX);
|
|
|
|
card_node->add_geom(geom);
|
|
}
|
|
|
|
return card_node.p();
|
|
}
|