Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
Sources/TriGrid3DSupport.c
// My3dSupport.c - QuickDraw 3d routines |
// |
// This file contains utility routines for QuickDraw 3d sample code. |
// |
// Created 27th Dec 1994, Nick Thompson, DEVSUPPORT |
// |
// Modification History: |
// |
// 12/27/94 nick initial version |
// 12/31/94 nick add support for error library routines |
// 10/01/95 nick adjustments for simple box program |
// 03/22/95 rdd added geometry sample code. Updated for B1C2e7 |
// draw context and picking changes. |
// Press any digit 1 through 9 to select a trigrid |
// and hold down control to render the trigrid with |
// texture map. |
// 04/12/95 rdd deleted MyColorBoxFaces and other unused routines. |
#include <QuickDraw.h> |
#include <QDOffScreen.h> |
#include "TriGrid3DSupport.h" |
#include "GeometrySample.h" |
#include "QD3DDrawContext.h" |
#include "QD3DRenderer.h" |
#include "QD3DShader.h" |
#include "QD3DCamera.h" |
#include "QD3DLight.h" |
#include "QD3DGeometry.h" |
#include "QD3DGroup.h" |
#include "QD3DMath.h" |
#include "QD3DSet.h" |
#include "QD3DTransform.h" |
TQ3ViewObject MyNewView(WindowPtr theWindow) |
{ |
TQ3Status myStatus; |
TQ3ViewObject myView; |
TQ3DrawContextObject myDrawContext; |
TQ3RendererObject myRenderer; |
TQ3CameraObject myCamera; |
TQ3GroupObject myLights; |
myView = Q3View_New(); |
// Create and set draw context. |
if ((myDrawContext = MyNewDrawContext(theWindow)) == nil ) |
goto bail; |
if ((myStatus = Q3View_SetDrawContext(myView, myDrawContext)) == kQ3Failure ) |
goto bail; |
Q3Object_Dispose( myDrawContext ) ; |
// Create and set renderer. |
// this would use the interactive software renderer |
if ((myRenderer = Q3Renderer_NewFromType(kQ3RendererTypeInteractive)) != nil ) { |
if ((myStatus = Q3View_SetRenderer(myView, myRenderer)) != kQ3Failure ) { |
Q3InteractiveRenderer_SetDoubleBufferBypass(myRenderer, kQ3True); |
} |
else { |
goto bail; |
} |
} |
else { |
// this would use the wireframe renderer |
if ((myRenderer = Q3Renderer_NewFromType(kQ3RendererTypeWireFrame)) != nil ) { |
if ((myStatus = Q3View_SetRenderer(myView, myRenderer)) != kQ3Failure ) { |
} |
else { |
goto bail; |
} |
} |
} |
Q3Object_Dispose( myRenderer ) ; |
// Create and set camera. |
if ( (myCamera = MyNewCamera(theWindow)) == nil ) |
goto bail; |
if ((myStatus = Q3View_SetCamera(myView, myCamera)) == kQ3Failure ) |
goto bail; |
Q3Object_Dispose( myCamera ) ; |
// Create and set lights. |
if ((myLights = MyNewLights()) == nil ) |
goto bail; |
if ((myStatus = Q3View_SetLightGroup(myView, myLights)) == kQ3Failure ) |
goto bail; |
Q3Object_Dispose(myLights); |
// Done!!! |
return ( myView ); |
bail: |
// If any of the above failed, then don't return a view. |
return ( nil ); |
} |
//---------------------------------------------------------------------------------- |
TQ3DrawContextObject MyNewDrawContext(WindowPtr theWindow) |
{ |
TQ3DrawContextData myDrawContextData; |
TQ3MacDrawContextData myMacDrawContextData; |
TQ3ColorRGB clearColor; |
TQ3DrawContextObject myDrawContext ; |
// Set the background color. |
Q3ColorRGB_Set(&clearColor, 0.2, 0.0, 1.0); |
// Fill in draw context data. |
myDrawContextData.clearImageMethod = kQ3ClearMethodWithColor; |
myDrawContextData.clearImageColor.a = 1.0; |
myDrawContextData.clearImageColor.r = clearColor.r; |
myDrawContextData.clearImageColor.g = clearColor.g; |
myDrawContextData.clearImageColor.b = clearColor.b; |
myDrawContextData.paneState = kQ3False; |
myDrawContextData.maskState = kQ3False; |
myDrawContextData.doubleBufferState = kQ3True; |
myMacDrawContextData.drawContextData = myDrawContextData; |
myMacDrawContextData.window = (CGrafPtr) theWindow; // this is the window associated with the view |
myMacDrawContextData.library = kQ3Mac2DLibraryNone; |
myMacDrawContextData.viewPort = nil; |
myMacDrawContextData.grafPort = nil; |
// Create draw context and return it, if itÕs nil the caller must handle |
myDrawContext = Q3MacDrawContext_New(&myMacDrawContextData) ; |
return myDrawContext ; |
} |
//---------------------------------------------------------------------------------- |
TQ3CameraObject MyNewCamera(WindowPtr theWindow) |
{ |
TQ3ViewAngleAspectCameraData perspectiveData; |
TQ3CameraObject camera; |
TQ3Point3D from = {-5.0, 5.0, 11.0 }; |
TQ3Point3D to = { 0.0, 0.0, 0.0 }; |
TQ3Vector3D up = { 0.0, 1.0, 0.0 }; |
float fieldOfView = .52359333333; |
float hither = 0.001; |
float yon = 1000; |
TQ3Status returnVal = kQ3Failure ; |
perspectiveData.cameraData.placement.cameraLocation = from; |
perspectiveData.cameraData.placement.pointOfInterest = to; |
perspectiveData.cameraData.placement.upVector = up; |
perspectiveData.cameraData.range.hither = hither; |
perspectiveData.cameraData.range.yon = yon; |
perspectiveData.cameraData.viewPort.origin.x = -1.0; |
perspectiveData.cameraData.viewPort.origin.y = 1.0; |
perspectiveData.cameraData.viewPort.width = 2.0; |
perspectiveData.cameraData.viewPort.height = 2.0; |
perspectiveData.fov = fieldOfView; |
perspectiveData.aspectRatioXToY = |
(float) (theWindow->portRect.right - theWindow->portRect.left) / |
(float) (theWindow->portRect.bottom - theWindow->portRect.top); |
camera = Q3ViewAngleAspectCamera_New(&perspectiveData); |
return camera ; |
} |
//---------------------------------------------------------------------------------- |
TQ3GroupObject MyNewLights() |
{ |
TQ3GroupPosition myGroupPosition; |
TQ3GroupObject myLightList; |
TQ3LightData myLightData; |
TQ3PointLightData myPointLightData; |
TQ3DirectionalLightData myDirectionalLightData; |
TQ3LightObject myAmbientLight, myPointLight, myFillLight; |
TQ3Point3D pointLocation = { -10.0, 0.0, 10.0 }; |
TQ3Vector3D fillDirection = { 10.0, 0.0, 10.0 }; |
TQ3ColorRGB WhiteLight = { 1.0, 1.0, 1.0 }; |
// Set up light data for ambient light. This light data will be used for point and fill |
// light also. |
myLightData.isOn = kQ3True; |
myLightData.color = WhiteLight; |
// Create ambient light. |
myLightData.brightness = .2; |
myAmbientLight = Q3AmbientLight_New(&myLightData); |
if ( myAmbientLight == nil ) |
goto bail; |
// Create point light. |
myLightData.brightness = 1.0; |
myPointLightData.lightData = myLightData; |
myPointLightData.castsShadows = kQ3False; |
myPointLightData.attenuation = kQ3AttenuationTypeNone; |
myPointLightData.location = pointLocation; |
myPointLight = Q3PointLight_New(&myPointLightData); |
if ( myPointLight == nil ) |
goto bail; |
// Create fill light. |
myLightData.brightness = .2; |
myDirectionalLightData.lightData = myLightData; |
myDirectionalLightData.castsShadows = kQ3False; |
myDirectionalLightData.direction = fillDirection; |
myFillLight = Q3DirectionalLight_New(&myDirectionalLightData); |
if ( myFillLight == nil ) |
goto bail; |
// Create light group and add each of the lights into the group. |
myLightList = Q3LightGroup_New(); |
if ( myLightList == nil ) |
goto bail; |
myGroupPosition = Q3Group_AddObject(myLightList, myAmbientLight); |
if ( myGroupPosition == 0 ) |
goto bail; |
myGroupPosition = Q3Group_AddObject(myLightList, myPointLight); |
if ( myGroupPosition == 0 ) |
goto bail; |
myGroupPosition = Q3Group_AddObject(myLightList, myFillLight); |
if ( myGroupPosition == 0 ) |
goto bail; |
Q3Object_Dispose( myAmbientLight ) ; |
Q3Object_Dispose( myPointLight ) ; |
Q3Object_Dispose( myFillLight ) ; |
// Done! |
return ( myLightList ); |
bail: |
// If any of the above failed, then return nothing! |
return ( nil ); |
} |
//---------------------------------------------------------------------------------- |
TQ3GroupObject MyNewModel() |
{ |
TQ3GroupObject myGroup = NULL; |
TQ3ShaderObject myIlluminationShader; |
// Create a group for the complete model. |
// do not use Q3OrderedDisplayGroup_New since in this |
// type of group all of the translations are applied before |
// the objects in the group are drawn, in this instance we |
// dont want this. |
if ((myGroup = Q3DisplayGroup_New()) != NULL ) { |
// Define a shading type for the group |
// and add the shader to the group |
myIlluminationShader = Q3PhongIllumination_New(); |
Q3Group_AddObject(myGroup, myIlluminationShader); |
} |
// dispose of the objects we created here |
if( myIlluminationShader ) |
Q3Object_Dispose(myIlluminationShader); |
// Done! |
return ( myGroup ); |
} |
Copyright © 2003 Apple Computer, Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2003-01-14