/*
* Copyright 1995, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
*
* This source code ("Source Code") was originally derived from a
* code base owned by Silicon Graphics, Inc. ("SGI")
*
* LICENSE: SGI grants the user ("Licensee") permission to reproduce,
* distribute, and create derivative works from this Source Code,
* provided that: (1) the user reproduces this entire notice within
* both source and binary format redistributions and any accompanying
* materials such as documentation in printed or electronic format;
* (2) the Source Code is not to be used, or ported or modified for
* use, except in conjunction with OpenGL Performer; and (3) the
* names of Silicon Graphics, Inc. and SGI may not be used in any
* advertising or publicity relating to the Source Code without the
* prior written permission of SGI. No further license or permission
* may be inferred or deemed or construed to exist with regard to the
* Source Code or the code base of which it forms a part. All rights
* not expressly granted are reserved.
*
* This Source Code is provided to Licensee AS IS, without any
* warranty of any kind, either express, implied, or statutory,
* including, but not limited to, any warranty that the Source Code
* will conform to specifications, any implied warranties of
* merchantability, fitness for a particular purpose, and freedom
* from infringement, and any warranty that the documentation will
* conform to the program, or any warranty that the Source Code will
* be error free.
*
* IN NO EVENT WILL SGI BE LIABLE FOR ANY DAMAGES, INCLUDING, BUT NOT
* LIMITED TO DIRECT, INDIRECT, SPECIAL OR CONSEQUENTIAL DAMAGES,
* ARISING OUT OF, RESULTING FROM, OR IN ANY WAY CONNECTED WITH THE
* SOURCE CODE, WHETHER OR NOT BASED UPON WARRANTY, CONTRACT, TORT OR
* OTHERWISE, WHETHER OR NOT INJURY WAS SUSTAINED BY PERSONS OR
* PROPERTY OR OTHERWISE, AND WHETHER OR NOT LOSS WAS SUSTAINED FROM,
* OR AROSE OUT OF USE OR RESULTS FROM USE OF, OR LACK OF ABILITY TO
* USE, THE SOURCE CODE.
*
* Contact information: Silicon Graphics, Inc.,
* 1600 Amphitheatre Pkwy, Mountain View, CA 94043,
* or: http://www.sgi.com
*
* text.c: simple Performer program to demonstrate using
* GL text
*
* $Revision: 1.1 $
* $Date: 2000/11/21 21:39:37 $
*
*/
#include <stdlib.h>
#include <string.h>
#include <Performer/pf.h>
#include <Performer/pfdu.h>
static void DrawChannel(pfChannel *chan, void *data);
static pfMatrix idmat ={{1.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 1.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 1.0f}};
pfSphere *bsphere;
/*
* Would normally use pfuXFont routines, see pfuXFont man page
*/
static char fontName[] ="-*-courier-bold-r-normal--14-*-*-*-m-90-iso8859-1";
static int fontDLHandle;
static XFontStruct *fontInfo;
#define FIRSTGLYPH 32
#define LASTGLYPH 128
void loadXFont(void)
{
Display *xdisplay;
/* get font from X Server */
xdisplay = pfGetCurWSConnection();
fontInfo = XLoadQueryFont(xdisplay, fontName);
if(fontInfo == NULL){
pfNotify(PFNFY_FATAL, PFNFY_USAGE, "loadXFont: Couldn't load X font\n");
exit(1);
}
/* Create GL display lists for font */
pfNotify(PFNFY_NOTICE, PFNFY_PRINT, "loadXFont: making X font display "
"lists\n");
fontDLHandle = glGenLists((GLuint) LASTGLYPH + 1);
if(fontDLHandle == 0)
{
pfNotify(PFNFY_FATAL, PFNFY_USAGE, "loadXFont: Couldn't get %d "
"display lists\n", LASTGLYPH + 1);
exit(1);
}
glXUseXFont(fontInfo->fid, FIRSTGLYPH, LASTGLYPH - FIRSTGLYPH + 1,
fontDLHandle + FIRSTGLYPH);
}
void drawXFontString(char *s)
{
glPushAttrib(GL_LIST_BIT);
glListBase(fontDLHandle);
glCallLists(strlen(s), GL_UNSIGNED_BYTE, (GLubyte *)s);
glPopAttrib();
}
static void OpenPipeWin(pfPipeWindow *pw)
{
pfOpenPWin(pw);
loadXFont();
}
static void
DrawChannel (pfChannel *channel, void *data)
{
static pfMatrix tempmat, tempmat2;
pfClearChan (channel);
pfDraw();
glDepthFunc(GL_ALWAYS); /* always draw */
glDepthMask(GL_FALSE);
/* text moving with the scene */
pfPushState();
pfBasicState();
glRasterPos3f(0.5f * bsphere->radius, 0.0f, 0.5f * bsphere->radius);
glColor3ub(255,255,255);
drawXFontString("Text-in-Scene");
pfPopState();
/* text overlaid on top of scene, like a HUD */
pfPushState();
pfBasicState();
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *)tempmat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((GLfloat *)idmat);
glOrtho(-10.0, 10.0, -10.0, 10.0, 1.0, -1.0);
glMatrixMode(GL_MODELVIEW);
pfPushMatrix();
pfLoadMatrix(idmat);
glRasterPos2f (-3.0f, 0.0f);
drawXFontString("text over scene");
pfPopMatrix();
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((GLfloat *)tempmat);
glMatrixMode(GL_MODELVIEW);
pfPopState();
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
}
/*
* Usage() -- print usage advice and exit. This
* procedure is executed in the application process.
*/
static void
Usage (void)
{
pfNotify(PFNFY_FATAL, PFNFY_USAGE, "Usage: text file.ext ...\n");
exit(1);
}
int
main (int argc, char *argv[])
{
float t = 0.0f;
pfScene *scene;
pfPipe *p;
pfPipeWindow *pw;
pfChannel *chan;
pfNode *root;
if (argc < 2)
Usage();
/* Initialize Performer */
pfInit();
/* Use default multiprocessing mode based on number of
* processors.
*/
pfMultiprocess( PFMP_DEFAULT );
bsphere = (pfSphere*) pfMalloc (sizeof(pfSphere), pfGetSharedArena());
/* Load all loader DSO's before pfConfig() forks */
pfdInitConverter(argv[1]);
/* Configure multiprocessing mode and start parallel
* processes.
*/
pfConfig();
/* Append to PFPATH additional standard directories where
* geometry and textures exist
*/
pfFilePath(".:/usr/share/Performer/data");
/* Read a single file, of any known type. */
if ((root = pfdLoadFile(argv[1])) == NULL)
{
pfExit();
exit(-1);
}
/* Attach loaded file to a pfScene. */
scene = pfNewScene();
pfAddChild(scene, root);
/* determine extent of scene's geometry */
pfGetNodeBSphere (scene, bsphere);
/* Create a pfLightSource and attach it to scene. */
pfAddChild(scene, pfNewLSource());
/* Configure and open GL window */
p = pfGetPipe(0);
pw = pfNewPWin(p);
pfPWinType(pw, PFPWIN_TYPE_X);
pfPWinName(pw, argv[0]);
pfPWinOriginSize(pw, 0, 0, 500, 500);
/* Open and configure the GL window. */
pfPWinConfigFunc(pw, OpenPipeWin);
pfConfigPWin(pw);
/* Create and configure a pfChannel. */
chan = pfNewChan(p);
pfChanTravFunc(chan, PFTRAV_DRAW, DrawChannel);
pfChanScene(chan, scene);
pfChanNearFar(chan, 1.0f, 10.0f * bsphere->radius);
pfChanFOV(chan, 45.0f, 0.0f);
/* Simulate for twenty seconds. */
while (t < 20.0f)
{
float s, c;
pfCoord view;
/* Go to sleep until next frame time. */
pfSync();
/* Compute new view position. */
t = pfGetTime();
pfSinCos(45.0f*t, &s, &c);
pfSetVec3(view.hpr, 45.0f*t, -10.0f, 0);
pfSetVec3(view.xyz, 2.0f * bsphere->radius * s,
-2.0f * bsphere->radius *c,
0.5f * bsphere->radius);
pfChanView(chan, view.xyz, view.hpr);
/* Initiate cull/draw for this frame. */
pfFrame();
}
/* Terminate parallel processes and exit. */
pfExit();
return 0;
}