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/**************************************************************************\
* Copyright (c) Kongsberg Oil & Gas Technologies AS
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* Neither the name of the copyright holder nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/
// *************************************************************************
// glxiv.cpp -- example demonstrating Coin (or Open Inventor) bound
// directly into GLX/X11. Useful e.g. as a starting point if one wants
// to make an X11 application that doesn't depend on SoXt.
//
// If you have Coin properly installed, you should be able to build by
// simply doing:
//
// $ coin-config --build glxiv glxiv.cpp
//
// *************************************************************************
// FIXME: note that there are some limitations to this example:
//
// * The most important one is that events are not translated from
// native X11 events to Coin events (to be sent to the scene
// graph). This means that for instance draggers and manipulators in
// the scene graph will not respond to attempts at interaction.
//
// * The sensor queue processing is just a hack. Don't use this
// in production code.
//
// 20031113 mortene.
// *************************************************************************
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <Inventor/SbTime.h>
#include <Inventor/SoDB.h>
#include <Inventor/SoInteraction.h>
#include <Inventor/SoSceneManager.h>
#include <Inventor/nodekits/SoNodeKit.h>
#include <Inventor/nodes/SoDirectionalLight.h>
#include <Inventor/nodes/SoPerspectiveCamera.h>
#include <Inventor/nodes/SoRotor.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoText3.h>
// *************************************************************************
typedef struct {
Display * display;
Window window;
GLXContext context;
SoSceneManager * scenemanager;
} WindowData;
// *************************************************************************
SbTime * starttime = NULL;
unsigned int rendercounter = 0;
static SoSeparator * root = NULL;
static void
draw_scene(void * userdata, SoSceneManager * scenemanager)
{
if (starttime->getValue() == 0) { *starttime = SbTime::getTimeOfDay(); }
// FIXME: should set near and far planes properly before
// rendering. 20031113 mortene.
scenemanager->render();
WindowData * win = (WindowData *)userdata;
glXSwapBuffers(win->display, win->window);
rendercounter++;
SbTime currenttime = SbTime::getTimeOfDay();
SbTime interval = currenttime - *starttime;
if (interval > 1.0) {
(void)fprintf(stdout, "fps %f\n", rendercounter / interval.getValue());
*starttime = currenttime;
rendercounter = 0;
}
}
// *************************************************************************
static void
make_glx_window(WindowData * win,
int x, int y, unsigned int width, unsigned int height)
{
int attrib[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DEPTH_SIZE, 1,
GLX_DOUBLEBUFFER,
None
};
const int scrnum = DefaultScreen(win->display);
const Window rootwindow = RootWindow(win->display, scrnum);
XVisualInfo * visinfo = glXChooseVisual(win->display, scrnum, attrib);
if (!visinfo) {
(void)fprintf(stderr, "Error: couldn't get an RGB, double-buffered visual.\n");
exit(1);
}
XSetWindowAttributes attr;
attr.background_pixel = 0;
attr.border_pixel = 0;
attr.colormap = XCreateColormap(win->display, rootwindow, visinfo->visual, AllocNone);
attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
unsigned long mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
win->window = XCreateWindow(win->display, rootwindow, 0, 0, width, height,
0, visinfo->depth, InputOutput,
visinfo->visual, mask, &attr);
{
XSizeHints sizehints;
sizehints.x = x;
sizehints.y = y;
sizehints.width = width;
sizehints.height = height;
sizehints.flags = USSize | USPosition;
XSetNormalHints(win->display, win->window, &sizehints);
const char * name = "Coin in GLX";
XSetStandardProperties(win->display, win->window, name, name,
None, (char **)NULL, 0, &sizehints);
}
win->context = glXCreateContext(win->display, visinfo, NULL, True);
if (!win->context) {
(void)fprintf(stderr, "Error: glXCreateContext() failed.\n");
exit(1);
}
XFree(visinfo);
}
// *************************************************************************
static void
event_loop(WindowData * win)
{
while (1) {
static long mask = StructureNotifyMask | ExposureMask | KeyPressMask;
XEvent event;
while (XCheckWindowEvent(win->display, win->window, mask, &event)) {
if (event.xany.window == win->window) {
switch (event.type) {
case Expose:
draw_scene(win, win->scenemanager);
break;
case ConfigureNotify:
{
const int w = event.xconfigure.width;
const int h = event.xconfigure.height;
win->scenemanager->setWindowSize(SbVec2s(w, h));
win->scenemanager->setSize(SbVec2s(w, h));
win->scenemanager->setViewportRegion(SbViewportRegion(w, h));
win->scenemanager->scheduleRedraw();
}
break;
case KeyPress:
{
char buffer[1] = "";
(void)XLookupString(&event.xkey, buffer, sizeof(buffer), NULL, NULL);
if (buffer[0] == /* Esc: */ 27) { return; }
}
break;
}
}
}
// FIXME: should do this properly la SoXt, to avoid using ~100%
// CPU. 20031113 mortene.
SoDB::getSensorManager()->processTimerQueue();
SoDB::getSensorManager()->processDelayQueue(TRUE);
}
}
// *************************************************************************
static void
make_coin_scenegraph(WindowData * win)
{
root = new SoSeparator;
root->ref();
SoPerspectiveCamera * camera = new SoPerspectiveCamera;
root->addChild(camera);
SoDirectionalLight * light = new SoDirectionalLight;
light->direction.setValue(-0.5, -0.5, 1);
root->addChild(light);
SoDirectionalLight * l = new SoDirectionalLight;
l->direction = - light->direction.getValue();
root->addChild(l);
SoRotor * rotor = new SoRotor;
rotor->rotation.setValue(SbVec3f(0, 1, 0), 0.1f);
rotor->speed = 0.2;
root->addChild(rotor);
SoText3 * text3 = new SoText3;
text3->string = "Coin 3D";
text3->justification = SoText3::CENTER;
text3->parts = SoText3::ALL;
root->addChild(text3);
win->scenemanager = new SoSceneManager;
win->scenemanager->setRenderCallback(draw_scene, win);
win->scenemanager->activate();
win->scenemanager->setSceneGraph(root);
camera->viewAll(root, win->scenemanager->getViewportRegion());
}
// *************************************************************************
int
main(int argc, char *argv[])
{
// Initialize Coin.
SoDB::init();
SoDB::setRealTimeInterval(1/120.0);
SoNodeKit::init();
SoInteraction::init();
Display * dpy = XOpenDisplay(NULL);
if (!dpy) {
(void)fprintf(stderr, "Error: couldn't open default display.\n");
exit(1);
}
WindowData win = { dpy, 0, NULL, NULL };
make_glx_window(&win, 100, 100, 400, 400);
make_coin_scenegraph(&win);
XMapWindow(win.display, win.window);
glXMakeCurrent(win.display, win.window, win.context);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
starttime = new SbTime(0.0);
event_loop(&win);
delete starttime;
XDestroyWindow(win.display, win.window);
glXDestroyContext(win.display, win.context);
XCloseDisplay(win.display);
win.scenemanager->setSceneGraph(NULL);
root->unref();
SoDB::finish();
return 0;
}
// *************************************************************************
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