wxWidgets/samples/opengl/penguin/penguin.cpp
2005-02-26 20:03:27 +00:00

263 lines
6.3 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: penguin.cpp
// Purpose: wxGLCanvas demo program
// Author: Robert Roebling
// Modified by:
// Created: 04/01/98
// RCS-ID: $Id$
// Copyright: (c) Robert Roebling
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
#ifdef __GNUG__
#pragma implementation
#pragma interface
#endif
// 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 "penguin.h"
#ifdef __WXMAC__
# ifdef __DARWIN__
# include <OpenGL/glu.h>
# else
# include <glu.h>
# endif
#else
# include <GL/glu.h>
#endif
#include "../../sample.xpm"
#define VIEW_ASPECT 1.3
// `Main program' equivalent, creating windows and returning main app frame
bool MyApp::OnInit()
{
// Create the main frame window
MyFrame *frame = new MyFrame(NULL, wxT("wxWidgets OpenGL Penguin Sample"),
wxDefaultPosition, wxDefaultSize);
/* Make a menubar */
wxMenu *fileMenu = new wxMenu;
fileMenu->Append(wxID_EXIT, wxT("E&xit"));
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(fileMenu, wxT("&File"));
frame->SetMenuBar(menuBar);
frame->SetCanvas( new TestGLCanvas(frame, wxID_ANY, wxDefaultPosition,
wxSize(200, 200), wxSUNKEN_BORDER) );
/* Load file wiht mesh data */
frame->GetCanvas()->LoadLWO( wxT("penguin.lwo") );
/* Show the frame */
frame->Show(true);
return true;
}
IMPLEMENT_APP(MyApp)
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_EXIT, MyFrame::OnExit)
END_EVENT_TABLE()
/* My frame constructor */
MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
const wxSize& size, long style)
: wxFrame(frame, wxID_ANY, title, pos, size, style)
{
m_canvas = NULL;
SetIcon(wxIcon(sample_xpm));
}
/* Intercept menu commands */
void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
{
// true is to force the frame to close
Close(true);
}
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
EVT_MOUSE_EVENTS(TestGLCanvas::OnMouse)
END_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
const wxPoint& pos, const wxSize& size, long style, const wxString& name)
: wxGLCanvas(parent, id, pos, size, style|wxFULL_REPAINT_ON_RESIZE, name)
{
block = false;
}
TestGLCanvas::~TestGLCanvas()
{
/* destroy mesh */
lw_object_free(info.lwobject);
}
void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
{
/* must always be here */
wxPaintDC dc(this);
#ifndef __WXMOTIF__
if (!GetContext()) return;
#endif
SetCurrent();
// Initialize OpenGL
if (info.do_init)
{
InitGL();
info.do_init = false;
}
// View
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( info.zoom, VIEW_ASPECT, 1.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
// Clear
glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Transformations
GLfloat m[4][4];
glLoadIdentity();
glTranslatef( 0.0f, 0.0f, -30.0f );
build_rotmatrix( m,info.quat );
glMultMatrixf( &m[0][0] );
// Draw object
lw_object_show( info.lwobject );
// Flush
glFlush();
// Swap
SwapBuffers();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
// this is also necessary to update the context on some platforms
wxGLCanvas::OnSize(event);
// set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
int w, h;
GetClientSize(&w, &h);
#ifndef __WXMOTIF__
if ( GetContext() )
#endif
{
SetCurrent();
glViewport(0, 0, (GLint) w, (GLint) h);
}
}
void TestGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
{
/* Do nothing, to avoid flashing on MSW */
}
void TestGLCanvas::LoadLWO(const wxString &filename)
{
/* test if lightwave object */
if (!lw_is_lwobject(filename.mb_str())) return;
/* read lightwave object */
lwObject *lwobject = lw_object_read(filename.mb_str());
/* scale */
lw_object_scale(lwobject, 10.0 / lw_object_radius(lwobject));
/* set up mesh info */
info.do_init = true;
info.lwobject = lwobject;
info.beginx = 0.0f;
info.beginy = 0.0f;
info.zoom = 45.0f;
trackball( info.quat, 0.0f, 0.0f, 0.0f, 0.0f );
}
void TestGLCanvas::OnMouse( wxMouseEvent& event )
{
if ( event.Dragging() )
{
wxSize sz( GetClientSize() );
/* drag in progress, simulate trackball */
float spin_quat[4];
trackball(spin_quat,
(2.0*info.beginx - sz.x) / sz.x,
( sz.y - 2.0*info.beginy) / sz.y,
( 2.0*event.GetX() - sz.x) / sz.x,
( sz.y - 2.0*event.GetY()) / sz.y);
add_quats( spin_quat, info.quat, info.quat );
/* orientation has changed, redraw mesh */
Refresh(false);
}
info.beginx = event.GetX();
info.beginy = event.GetY();
}
void TestGLCanvas::InitGL()
{
static const GLfloat light0_pos[4] = { -50.0f, 50.0f, 0.0f, 0.0f };
// white light
static const GLfloat light0_color[4] = { 0.6f, 0.6f, 0.6f, 1.0f };
static const GLfloat light1_pos[4] = { 50.0f, 50.0f, 0.0f, 0.0f };
// cold blue light
static const GLfloat light1_color[4] = { 0.4f, 0.4f, 1.0f, 1.0f };
/* remove back faces */
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
/* speedups */
glEnable(GL_DITHER);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
/* light */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}