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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.
\**************************************************************************/
// glutiv.cpp -- example demonstrating Coin (or Open Inventor) bound
// to the GLUT user interface abstraction.
//
// If you have Coin and the GLUT library properly installed, you should
// be able to build by simply doing:
//
// $ coin-config --build glutiv glutiv.cpp -lglut
//
// (or -lglut32 if you're on MSWindows with Cygwin).
//
// Note that to compile on Mac OS X, you have to link against the
// GLUT framework, like so:
//
// $ export LDFLAGS="-framework GLUT -lobjc"
// $ coin-config --build-app glutiv glutiv.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.
// *************************************************************************
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include <Inventor/SoDB.h>
#include <Inventor/SoInteraction.h>
#include <Inventor/SoSceneManager.h>
#include <Inventor/nodekits/SoNodeKit.h>
#include <Inventor/nodes/SoCylinder.h>
#include <Inventor/nodes/SoDirectionalLight.h>
#include <Inventor/nodes/SoDrawStyle.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoPerspectiveCamera.h>
#include <Inventor/nodes/SoRotor.h>
#include <Inventor/nodes/SoShuttle.h>
#include <Inventor/nodes/SoSphere.h>
#include <Inventor/nodes/SoTransform.h>
// *************************************************************************
const int SCENEWINDOWS = 3;
SoSceneManager * scenemanager[SCENEWINDOWS];
int glutwin[SCENEWINDOWS];
// *************************************************************************
int
winid2idx(const int winid)
{
for (int i=0; i < SCENEWINDOWS; i++) {
if (winid == glutwin[i]) return i;
}
}
// Redraw on scenegraph changes.
void
redraw_cb(void * user, SoSceneManager * manager)
{
unsigned int idx = (uintptr_t)user;
glutSetWindow(glutwin[idx]);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
scenemanager[idx]->render();
glutSwapBuffers();
}
// Redraw on expose events.
void
expose_cb(void)
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
scenemanager[winid2idx(glutGetWindow())]->render();
glutSwapBuffers();
}
// Reconfigure on changes to window dimensions.
void
reshape_cb(int w, int h)
{
int idx = winid2idx(glutGetWindow());
scenemanager[idx]->setWindowSize(SbVec2s(w, h));
scenemanager[idx]->setSize(SbVec2s(w, h));
scenemanager[idx]->setViewportRegion(SbViewportRegion(w, h));
scenemanager[idx]->scheduleRedraw();
}
// Process the internal Coin queues when idle. Necessary to get the
// animation to work.
void
idle_cb(void)
{
SoDB::getSensorManager()->processTimerQueue();
SoDB::getSensorManager()->processDelayQueue(TRUE);
}
// *************************************************************************
// Make the common scenegraph. Just a little silly something to show
// off some geometry nodes and simple animation.
SoSeparator *
commongraph(void)
{
SoSeparator * root = NULL;
if (!root) {
root = new SoSeparator;
{
SoSeparator * cylsep = new SoSeparator;
root->addChild(cylsep);
SoRotor * rotor = new SoRotor;
rotor->speed.setValue(0.1f);
cylsep->addChild(rotor);
cylsep->addChild(new SoCylinder);
}
SoMaterial * material = new SoMaterial;
material->diffuseColor.setValue(0.0f, 0.0f, 0.0f);
root->addChild(material);
SoSphere * sphere = new SoSphere;
SoTransform * trans0 = new SoTransform;
trans0->translation.setValue(-0.5f, 0.5f, 1.0f);
trans0->scaleFactor.setValue(0.1f, 0.1f, 0.1f);
root->addChild(trans0);
root->addChild(sphere);
SoShuttle * shuttle = new SoShuttle;
shuttle->translation0.setValue(0.0f, 5.0f, 0.0f);
shuttle->translation1.setValue(0.0f, -5.0f, 0.0f);
shuttle->on.setValue(TRUE);
root->addChild(shuttle);
SoTransform * trans1 = new SoTransform;
trans1->translation.setValue(10.0f, 0.0f, 0.0f);
root->addChild(trans1);
root->addChild(sphere);
}
return root;
}
// *************************************************************************
#ifdef _WIN32
#include <windows.h>
#include <winbase.h>
int
WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine,
int nCmdShow)
#else // UNIX
int
main(int argc, char ** argv)
#endif
{
// initialize Coin and glut libraries
SoDB::init();
SoNodeKit::init();
SoInteraction::init();
#ifdef _WIN32
int argc = 1;
char * argv[] = { "glutiv.exe", (char *) NULL };
glutInit(&argc, argv);
#else
glutInit(&argc, argv);
#endif
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
// Note: _don't_ use SoGroup, as TGS' Inventor has a bug where
// lightsource contribution will get accumulated over runs.
SoSeparator * root[SCENEWINDOWS];
for (unsigned int i=0; i < SCENEWINDOWS; i++) {
// set up individual parts of scenegraph
root[i] = new SoSeparator;
root[i]->ref();
SoPerspectiveCamera * camera = new SoPerspectiveCamera;
root[i]->addChild(camera);
root[i]->addChild(new SoDirectionalLight);
SoDrawStyle * drawstyle = new SoDrawStyle;
drawstyle->style.setValue(i % 3);
root[i]->addChild(drawstyle);
root[i]->addChild(commongraph());
// initialize scenemanager instance
scenemanager[i] = new SoSceneManager;
scenemanager[i]->setRenderCallback(redraw_cb, (void *)i);
scenemanager[i]->setBackgroundColor(SbColor(0.2f, 0.2f, i * 0.2f));
scenemanager[i]->activate();
camera->viewAll(root[i], scenemanager[i]->getViewportRegion());
scenemanager[i]->setSceneGraph(root[i]);
// glut window initialization
glutInitWindowSize(512, 400);
SbString title("window ");
title += (char)(i + 0x30);
glutwin[i] = glutCreateWindow(title.getString());
glutDisplayFunc(expose_cb);
glutReshapeFunc(reshape_cb);
}
SoDB::setRealTimeInterval(1/120.0);
// start main loop processing (with an idle callback)
glutIdleFunc(idle_cb);
glutMainLoop();
// clean up Coin resource use
for (int j=0; j < SCENEWINDOWS; j++) {
root[j]->unref();
delete scenemanager[j];
}
return 0;
}
// *************************************************************************
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