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Merge pull request #1559 from SamFlt/fix_test_rbt
Fix rendering issues with Panda3D
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#include <visp3/ar/vpPanda3DPostProcessFilter.h> | ||
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BEGIN_VISP_NAMESPACE | ||
class vpPanda3DRGBRenderer; | ||
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/* | ||
* ViSP, open source Visual Servoing Platform software. | ||
* Copyright (C) 2005 - 2024 by Inria. All rights reserved. | ||
* | ||
* This software is free software; you can redistribute it and/or modify | ||
* it under the terms of the GNU General Public License as published by | ||
* the Free Software Foundation; either version 2 of the License, or | ||
* (at your option) any later version. | ||
* See the file LICENSE.txt at the root directory of this source | ||
* distribution for additional information about the GNU GPL. | ||
* | ||
* For using ViSP with software that can not be combined with the GNU | ||
* GPL, please contact Inria about acquiring a ViSP Professional | ||
* Edition License. | ||
* | ||
* See https://visp.inria.fr for more information. | ||
* | ||
* This software was developed at: | ||
* Inria Rennes - Bretagne Atlantique | ||
* Campus Universitaire de Beaulieu | ||
* 35042 Rennes Cedex | ||
* France | ||
* | ||
* If you have questions regarding the use of this file, please contact | ||
* Inria at [email protected] | ||
* | ||
* This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE | ||
* WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. | ||
*/ | ||
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#ifndef VP_PANDA3D_FRAMEWORK_MANAGER_H | ||
#define VP_PANDA3D_FRAMEWORK_MANAGER_H | ||
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#include <visp3/core/vpConfig.h> | ||
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#if defined(VISP_HAVE_PANDA3D) | ||
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#include <pandaFramework.h> | ||
#include <pandaSystem.h> | ||
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BEGIN_VISP_NAMESPACE | ||
/** | ||
* \ingroup group_ar_renderer_panda3d | ||
* | ||
* \brief Base class for a panda3D renderer. This class handles basic functionalities, | ||
* such as loading object, changing camera parameters. | ||
* | ||
* For a subclass to have a novel behaviour (e.g, display something else) These methods should be overriden: | ||
* | ||
* - setupScene: This is where you should apply your shaders. | ||
* - setupCamera: This is where cameras are created and intrinsics parameters are applied | ||
* - setupRenderTarget: This is where you should create the texture buffers, where the render results should be stored. | ||
*/ | ||
class VISP_EXPORT vpPanda3DFrameworkManager | ||
{ | ||
private: | ||
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vpPanda3DFrameworkManager() : m_frameworkIsOpen(false) | ||
{ } | ||
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virtual ~vpPanda3DFrameworkManager() | ||
{ } | ||
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public: | ||
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void initFramework(); | ||
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void exit(); | ||
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PandaFramework &getFramework() { return m_framework; } | ||
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void registerDisabledWindow(PointerTo<WindowFramework> wf); | ||
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void disableAllOtherRenderers(PointerTo<WindowFramework> &active); | ||
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void enableAllRenderers(); | ||
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static vpPanda3DFrameworkManager &getInstance() | ||
{ | ||
static vpPanda3DFrameworkManager instance; | ||
return instance; | ||
} | ||
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protected: | ||
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PandaFramework m_framework; //! Panda Rendering framework | ||
bool m_frameworkIsOpen; | ||
std::vector<PointerTo<WindowFramework>> m_disabledWindows; | ||
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}; | ||
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END_VISP_NAMESPACE | ||
#endif //VISP_HAVE_PANDA3D | ||
#endif |
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