/*
*
* Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* Further, this software is distributed without any warranty that it is
* free of the rightful claim of any third person regarding infringement
* or the like. Any license provided herein, whether implied or
* otherwise, applies only to this software file. Patent licenses, if
* any, provided herein do not apply to combinations of this program with
* other software, or any other product whatsoever.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
* Mountain View, CA 94043, or:
*
* http://www.sgi.com
*
* For further information regarding this notice, see:
*
* http://oss.sgi.com/projects/GenInfo/NoticeExplan/
*
*/
/*-----------------------------------------------------------
* This is an example from The Inventor Mentor,
* chapter 17, example 3.
*
* This example draws the same scene as Example 17.2,
* but using a GLX window.
*---------------------------------------------------------*/
#include <GL/glx.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <stdio.h>
#include <unistd.h>
#include <Inventor/SoDB.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/nodes/SoCube.h>
#include <Inventor/nodes/SoDirectionalLight.h>
#include <Inventor/nodes/SoLightModel.h>
#include <Inventor/nodes/SoMaterial.h>
#include <Inventor/nodes/SoTransform.h>
#include <Inventor/nodes/SoSeparator.h>
#include <Inventor/nodes/SoSphere.h>
#include <Inventor/elements/SoGLLazyElement.h>
#define WINWIDTH 400
#define WINHEIGHT 400
float floorObj[81][3];
// Build an Inventor scene with two objects and some light
void
buildScene(SoGroup *root)
{
// Some light
root->addChild(new SoLightModel);
root->addChild(new SoDirectionalLight);
// A red cube translated to the left and down
SoTransform *myTrans = new SoTransform;
myTrans->translation.setValue(-2.0, -2.0, 0.0);
root->addChild(myTrans);
SoMaterial *myMtl = new SoMaterial;
myMtl->diffuseColor.setValue(1.0, 0.0, 0.0);
root->addChild(myMtl);
root->addChild(new SoCube);
// A blue sphere translated right
myTrans = new SoTransform;
myTrans->translation.setValue(4.0, 0.0, 0.0);
root->addChild(myTrans);
myMtl = new SoMaterial;
myMtl->diffuseColor.setValue(0.0, 0.0, 1.0);
root->addChild(myMtl);
root->addChild(new SoSphere);
}
// Build a floor that will be rendered using OpenGL.
void
buildFloor()
{
int a = 0;
for (float i = -5.0; i <= 5.0; i += 1.25) {
for (float j = -5.0; j <= 5.0; j += 1.25, a++) {
floorObj[a][0] = j;
floorObj[a][1] = 0.0;
floorObj[a][2] = i;
}
}
}
// Callback used by GLX window
static Bool
waitForNotify(Display *, XEvent *e, char *arg)
{
return (e->type == MapNotify) &&
(e->xmap.window == (Window) arg);
}
// Create and initialize GLX window.
void
openWindow(Display *&display, Window &window)
{
XVisualInfo *vi;
Colormap cmap;
XSetWindowAttributes swa;
GLXContext cx;
XEvent event;
static int attributeList[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DEPTH_SIZE, 1,
GLX_DOUBLEBUFFER,
None,
};
// Open the X display
display = XOpenDisplay(0);
// Initialize the GLX visual and context
vi = glXChooseVisual(display,
DefaultScreen(display), attributeList);
cx = glXCreateContext(display, vi, 0, GL_TRUE);
// Create the X color map
cmap = XCreateColormap(display,
RootWindow(display, vi->screen),
vi->visual, AllocNone);
// Create and map the X window
swa.colormap = cmap;
swa.border_pixel = 0;
swa.event_mask = StructureNotifyMask;
window = XCreateWindow(display,
RootWindow(display, vi->screen), 100, 100, WINWIDTH,
WINHEIGHT, 0, vi->depth, InputOutput, vi->visual,
(CWBorderPixel | CWColormap | CWEventMask), &swa);
XMapWindow(display, window);
XIfEvent(display, &event, waitForNotify, (char *) window);
// Attach the GLX context to the window
glXMakeCurrent(display, window, cx);
}
// Draw the lines that make up the floor, using OpenGL
void
drawFloor()
{
int i;
glBegin(GL_LINES);
for (i=0; i<4; i++) {
glVertex3fv(floorObj[i*18]);
glVertex3fv(floorObj[(i*18)+8]);
glVertex3fv(floorObj[(i*18)+17]);
glVertex3fv(floorObj[(i*18)+9]);
}
glVertex3fv(floorObj[i*18]);
glVertex3fv(floorObj[(i*18)+8]);
glEnd();
glBegin(GL_LINES);
for (i=0; i<4; i++) {
glVertex3fv(floorObj[i*2]);
glVertex3fv(floorObj[(i*2)+72]);
glVertex3fv(floorObj[(i*2)+73]);
glVertex3fv(floorObj[(i*2)+1]);
}
glVertex3fv(floorObj[i*2]);
glVertex3fv(floorObj[(i*2)+72]);
glEnd();
}
main(int, char **)
{
// Initialize Inventor
SoDB::init();
// Build a simple scene graph
SoSeparator *root = new SoSeparator;
root->ref();
buildScene(root);
// Build the floor geometry
buildFloor();
// Create and initialize window
Display *display;
Window window;
openWindow(display, window);
glEnable(GL_DEPTH_TEST);
glClearColor(0.8, 0.8, 0.8, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up the camera using OpenGL.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0, 1.0, 2.0, 12.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
// Render the floor using OpenGL
glPushMatrix();
glTranslatef(0.0, -3.0, 0.0);
glColor3f(0.7, 0.0, 0.0);
glLineWidth(2.0);
glDisable(GL_LIGHTING);
drawFloor();
glEnable(GL_LIGHTING);
glPopMatrix();
// Render the scene
SbViewportRegion myViewport(WINWIDTH, WINHEIGHT);
SoGLRenderAction myRenderAction(myViewport);
myRenderAction.apply(root);
glXSwapBuffers(display, window);
//With inventor 2.1, it's necessary to reset the lazy element
//any time GL calls are made outside of inventor. In this example,
//between the first and second rendering, the inventor state must
//have both diffuse color and light model reset, since these are
//modified by the GLX rendering code. For more information about
//the lazy element, see the publication,
// "Open Inventor 2.1 Porting and Performance Tips"
//To reset the lazy element, first we obtain the state
//from the action, then obtain the lazy element from the state,
//and finally apply a reset to that lazy element.
SoState* state = myRenderAction.getState();
SoGLLazyElement* lazyElt =
(SoGLLazyElement*)SoLazyElement::getInstance(state);
lazyElt->reset(state,
(SoLazyElement::DIFFUSE_MASK)|(SoLazyElement::LIGHT_MODEL_MASK));
sleep(5);
//Rerender the floor using OpenGL again:
glClearColor(0.8, 0.8, 0.8, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, -3.0, 0.0);
glColor3f(0.0, 0.7, 0.0);
glLineWidth(2.0);
glDisable(GL_LIGHTING);
drawFloor();
glEnable(GL_LIGHTING);
glPopMatrix();
//Redraw the rest of the scene:
myRenderAction.apply(root);
glXSwapBuffers(display, window);
sleep (10);
root->unref();
return 0;
}