/////////////////////////////////////////////////////////////////////////////// // Name: cube.cpp // Purpose: wxGLCanvas demo program // Author: Julian Smart // Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09) // Created: 04/01/98 // Copyright: (c) Julian Smart // Licence: wxWindows licence /////////////////////////////////////////////////////////////////////////////// // ============================================================================ // declarations // ============================================================================ // ---------------------------------------------------------------------------- // headers // ---------------------------------------------------------------------------- // For compilers that support precompilation, includes "wx.h". #include "wx/wxprec.h" #ifdef __BORLANDC__ #pragma hdrstop #endif #ifndef WX_PRECOMP #include "wx/wx.h" #endif #if !wxUSE_GLCANVAS #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library" #endif #include "cube.h" #ifndef wxHAS_IMAGES_IN_RESOURCES #include "../../sample.xpm" #endif // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- // control ids enum { SpinTimer = wxID_HIGHEST + 1 }; // ---------------------------------------------------------------------------- // helper functions // ---------------------------------------------------------------------------- static void CheckGLError() { GLenum errLast = GL_NO_ERROR; for ( ;; ) { GLenum err = glGetError(); if ( err == GL_NO_ERROR ) return; // normally the error is reset by the call to glGetError() but if // glGetError() itself returns an error, we risk looping forever here // so check that we get a different error than the last time if ( err == errLast ) { wxLogError(wxT("OpenGL error state couldn't be reset.")); return; } errLast = err; wxLogError(wxT("OpenGL error %d"), err); } } // function to draw the texture for cube faces static wxImage DrawDice(int size, unsigned num) { wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") ); const int dot = size/16; // radius of a single dot const int gap = 5*size/32; // gap between dots wxBitmap bmp(size, size); wxMemoryDC dc; dc.SelectObject(bmp); dc.SetBackground(*wxWHITE_BRUSH); dc.Clear(); dc.SetBrush(*wxBLACK_BRUSH); // the upper left and lower right points if ( num != 1 ) { dc.DrawCircle(gap + dot, gap + dot, dot); dc.DrawCircle(size - gap - dot, size - gap - dot, dot); } // draw the central point for odd dices if ( num % 2 ) { dc.DrawCircle(size/2, size/2, dot); } // the upper right and lower left points if ( num > 3 ) { dc.DrawCircle(size - gap - dot, gap + dot, dot); dc.DrawCircle(gap + dot, size - gap - dot, dot); } // finally those 2 are only for the last dice if ( num == 6 ) { dc.DrawCircle(gap + dot, size/2, dot); dc.DrawCircle(size - gap - dot, size/2, dot); } dc.SelectObject(wxNullBitmap); return bmp.ConvertToImage(); } // ============================================================================ // implementation // ============================================================================ // ---------------------------------------------------------------------------- // TestGLContext // ---------------------------------------------------------------------------- TestGLContext::TestGLContext(wxGLCanvas *canvas) : wxGLContext(canvas) { SetCurrent(*canvas); // set up the parameters we want to use glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_TEXTURE_2D); // add slightly more light, the default lighting is rather dark GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); // set viewing projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); // create the textures to use for cube sides: they will be reused by all // canvases (which is probably not critical in the case of simple textures // we use here but could be really important for a real application where // each texture could take many megabytes) glGenTextures(WXSIZEOF(m_textures), m_textures); for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ ) { glBindTexture(GL_TEXTURE_2D, m_textures[i]); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); const wxImage img(DrawDice(256, i + 1)); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData()); } CheckGLError(); } void TestGLContext::DrawRotatedCube(float xangle, float yangle) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -2.0f); glRotatef(xangle, 1.0f, 0.0f, 0.0f); glRotatef(yangle, 0.0f, 1.0f, 0.0f); // draw six faces of a cube of size 1 centered at (0, 0, 0) glBindTexture(GL_TEXTURE_2D, m_textures[0]); glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f, 1.0f); glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f); glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f); glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[1]); glBegin(GL_QUADS); glNormal3f( 0.0f, 0.0f,-1.0f); glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f); glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f); glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f); glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[2]); glBegin(GL_QUADS); glNormal3f( 0.0f, 1.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f); glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f); glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[3]); glBegin(GL_QUADS); glNormal3f( 0.0f,-1.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f); glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f); glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[4]); glBegin(GL_QUADS); glNormal3f( 1.0f, 0.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f); glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f); glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[5]); glBegin(GL_QUADS); glNormal3f(-1.0f, 0.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f); glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f); glEnd(); glFlush(); CheckGLError(); } // ---------------------------------------------------------------------------- // MyApp: the application object // ---------------------------------------------------------------------------- IMPLEMENT_APP(MyApp) bool MyApp::OnInit() { if ( !wxApp::OnInit() ) return false; new MyFrame(); return true; } int MyApp::OnExit() { delete m_glContext; delete m_glStereoContext; return wxApp::OnExit(); } TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo) { TestGLContext *glContext; if ( useStereo ) { if ( !m_glStereoContext ) { // Create the OpenGL context for the first stereo window which needs it: // subsequently created windows will all share the same context. m_glStereoContext = new TestGLContext(canvas); } glContext = m_glStereoContext; } else { if ( !m_glContext ) { // Create the OpenGL context for the first mono window which needs it: // subsequently created windows will all share the same context. m_glContext = new TestGLContext(canvas); } glContext = m_glContext; } glContext->SetCurrent(*canvas); return *glContext; } // ---------------------------------------------------------------------------- // TestGLCanvas // ---------------------------------------------------------------------------- wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint) EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer) wxEND_EVENT_TABLE() TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList) // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style // flag should always be set, because even making the canvas smaller should // be followed by a paint event that updates the entire canvas with new // viewport settings. : wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE), m_xangle(30.0), m_yangle(30.0), m_spinTimer(this,SpinTimer), m_useStereo(false), m_stereoWarningAlreadyDisplayed(false) { if ( attribList ) { int i = 0; while ( attribList[i] != 0 ) { if ( attribList[i] == WX_GL_STEREO ) m_useStereo = true; ++i; } } } void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) { // This is required even though dc is not used otherwise. wxPaintDC dc(this); // Set the OpenGL viewport according to the client size of this canvas. // This is done here rather than in a wxSizeEvent handler because our // OpenGL rendering context (and thus viewport setting) is used with // multiple canvases: If we updated the viewport in the wxSizeEvent // handler, changing the size of one canvas causes a viewport setting that // is wrong when next another canvas is repainted. const wxSize ClientSize = GetClientSize(); TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo); glViewport(0, 0, ClientSize.x, ClientSize.y); // Render the graphics and swap the buffers. GLboolean quadStereoSupported; glGetBooleanv( GL_STEREO, &quadStereoSupported); if ( quadStereoSupported ) { glDrawBuffer( GL_BACK_LEFT ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-0.47f, 0.53f, -0.5f, 0.5f, 1.0f, 3.0f); canvas.DrawRotatedCube(m_xangle, m_yangle); CheckGLError(); glDrawBuffer( GL_BACK_RIGHT ); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-0.53f, 0.47f, -0.5f, 0.5f, 1.0f, 3.0f); canvas.DrawRotatedCube(m_xangle, m_yangle); CheckGLError(); } else { canvas.DrawRotatedCube(m_xangle, m_yangle); if ( m_useStereo && !m_stereoWarningAlreadyDisplayed ) { m_stereoWarningAlreadyDisplayed = true; wxLogError("Stereo not supported by the graphics card."); } } SwapBuffers(); } void TestGLCanvas::Spin(float xSpin, float ySpin) { m_xangle += xSpin; m_yangle += ySpin; Refresh(false); } void TestGLCanvas::OnKeyDown(wxKeyEvent& event) { float angle = 5.0; switch ( event.GetKeyCode() ) { case WXK_RIGHT: Spin( 0.0, -angle ); break; case WXK_LEFT: Spin( 0.0, angle ); break; case WXK_DOWN: Spin( -angle, 0.0 ); break; case WXK_UP: Spin( angle, 0.0 ); break; case WXK_SPACE: if ( m_spinTimer.IsRunning() ) m_spinTimer.Stop(); else m_spinTimer.Start( 25 ); break; default: event.Skip(); return; } } void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) { Spin(0.0, 4.0); } wxString glGetwxString(GLenum name) { const GLubyte *v = glGetString(name); if ( v == 0 ) { // The error is not important. It is GL_INVALID_ENUM. // We just want to clear the error stack. glGetError(); return wxString(); } return wxString((const char*)v); } // ---------------------------------------------------------------------------- // MyFrame: main application window // ---------------------------------------------------------------------------- wxBEGIN_EVENT_TABLE(MyFrame, wxFrame) EVT_MENU(wxID_NEW, MyFrame::OnNewWindow) EVT_MENU(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow) EVT_MENU(wxID_CLOSE, MyFrame::OnClose) wxEND_EVENT_TABLE() MyFrame::MyFrame( bool stereoWindow ) : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample")) { int stereoAttribList[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO, 0 }; new TestGLCanvas(this, stereoWindow ? stereoAttribList : NULL); SetIcon(wxICON(sample)); // Make a menubar wxMenu *menu = new wxMenu; menu->Append(wxID_NEW); menu->Append(NEW_STEREO_WINDOW, "New Stereo Window"); menu->AppendSeparator(); menu->Append(wxID_CLOSE); wxMenuBar *menuBar = new wxMenuBar; menuBar->Append(menu, wxT("&Cube")); SetMenuBar(menuBar); CreateStatusBar(); SetClientSize(400, 400); Show(); // test IsDisplaySupported() function: static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 }; wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not"); if ( stereoWindow ) { const wxString vendor = glGetwxString(GL_VENDOR).Lower(); const wxString renderer = glGetwxString(GL_RENDERER).Lower(); if ( vendor.find("nvidia") != wxString::npos && renderer.find("quadro") == wxString::npos ) ShowFullScreen(true); } } void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) { // true is to force the frame to close Close(true); } void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) ) { new MyFrame(); } void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) ) { new MyFrame(true); }