wxWidgets/samples/opengl/isosurf/isosurf.cpp

476 lines
11 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: isosurf.cpp
// Purpose: wxGLCanvas demo program
// Author: Brian Paul (original gltk version), Wolfram Gloger
// Modified by: Julian Smart
// Created: 04/01/98
// RCS-ID: $Id$
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// 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 "wx/timer.h"
#include "wx/glcanvas.h"
#include "wx/math.h"
#if defined(__WXMAC__) || defined(__WXCOCOA__)
# ifdef __DARWIN__
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
# else
# include <gl.h>
# include <glu.h>
# endif
#else
# include <GL/gl.h>
# include <GL/glu.h>
#endif
// disabled because this has apparently changed in OpenGL 1.2, so doesn't link
// correctly if this is on...
#ifdef GL_EXT_vertex_array
#undef GL_EXT_vertex_array
#endif
#include <fstream>
#include "isosurf.h"
#include "../../sample.xpm"
// The following part is taken largely unchanged from the original C Version
GLboolean speed_test = GL_FALSE;
GLboolean use_vertex_arrays = GL_FALSE;
GLboolean doubleBuffer = GL_TRUE;
GLboolean smooth = GL_TRUE;
GLboolean lighting = GL_TRUE;
#define MAXVERTS 10000
static GLfloat verts[MAXVERTS][3];
static GLfloat norms[MAXVERTS][3];
static GLint numverts;
static GLfloat xrot;
static GLfloat yrot;
static void read_surface(const char *filename)
{
std::ifstream inFile(filename);
numverts = 0;
if ( !inFile )
{
wxLogError("Couldn't read \"%s\"", filename);
return;
}
while ((inFile >> verts[numverts][0] >> verts[numverts][1] >> verts[numverts][2]
>> norms[numverts][0] >> norms[numverts][1] >> norms[numverts][2]) && numverts<MAXVERTS)
{
numverts++;
}
wxPrintf(_T("%d vertices, %d triangles\n"), numverts, numverts-2);
}
static void draw_surface()
{
GLint i;
#ifdef GL_EXT_vertex_array
if (use_vertex_arrays)
{
glDrawArraysEXT( GL_TRIANGLE_STRIP, 0, numverts );
}
else
#endif
{
glBegin( GL_TRIANGLE_STRIP );
for (i=0;i<numverts;i++)
{
glNormal3fv( norms[i] );
glVertex3fv( verts[i] );
}
glEnd();
}
}
static void draw1()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef( yrot, 0.0f, 1.0f, 0.0f );
glRotatef( xrot, 1.0f, 0.0f, 0.0f );
draw_surface();
glPopMatrix();
glFlush(); // Not really necessary: buffer swapping below implies glFlush()
}
static void InitMaterials()
{
static const GLfloat ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
static const GLfloat diffuse[4] = {0.5f, 1.0f, 1.0f, 1.0f};
static const GLfloat position0[4] = {0.0f, 0.0f, 20.0f, 0.0f};
static const GLfloat position1[4] = {0.0f, 0.0f, -20.0f, 0.0f};
static const GLfloat front_mat_shininess[1] = {60.0f};
static const GLfloat front_mat_specular[4] = {0.2f, 0.2f, 0.2f, 1.0f};
static const GLfloat front_mat_diffuse[4] = {0.5f, 0.28f, 0.38f, 1.0f};
/*
static const GLfloat back_mat_shininess[1] = {60.0f};
static const GLfloat back_mat_specular[4] = {0.5f, 0.5f, 0.2f, 1.0f};
static const GLfloat back_mat_diffuse[4] = {1.0f, 1.0f, 0.2f, 1.0f};
*/
static const GLfloat lmodel_ambient[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const GLfloat lmodel_twoside[1] = {GL_FALSE};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glEnable(GL_LIGHT1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
}
static void Init(void)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
InitMaterials();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0.0, 0.0, -6.0 );
#ifdef GL_EXT_vertex_array
if (use_vertex_arrays)
{
glVertexPointerEXT( 3, GL_FLOAT, 0, numverts, verts );
glNormalPointerEXT( GL_FLOAT, 0, numverts, norms );
glEnable( GL_VERTEX_ARRAY_EXT );
glEnable( GL_NORMAL_ARRAY_EXT );
}
#endif
}
static GLenum Args(int argc, wxChar **argv)
{
GLint i;
for (i = 1; i < argc; i++)
{
if (wxStrcmp(argv[i], _T("-sb")) == 0)
{
doubleBuffer = GL_FALSE;
}
else if (wxStrcmp(argv[i], _T("-db")) == 0)
{
doubleBuffer = GL_TRUE;
}
else if (wxStrcmp(argv[i], _T("-speed")) == 0)
{
speed_test = GL_TRUE;
doubleBuffer = GL_TRUE;
}
else if (wxStrcmp(argv[i], _T("-va")) == 0)
{
use_vertex_arrays = GL_TRUE;
}
else
{
wxString msg = _T("Bad option: ");
msg += argv[i];
wxMessageBox(msg);
return GL_FALSE;
}
}
return GL_TRUE;
}
IMPLEMENT_APP(MyApp)
// `Main program' equivalent, creating windows and returning main app frame
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
Args(argc, argv);
// Create the main frame window
new MyFrame(NULL, wxT("wxWidgets OpenGL Isosurf Sample"),
wxDefaultPosition, wxDefaultSize);
read_surface("isosurf.dat");
Init();
return true;
}
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));
// Make a menubar
wxMenu *fileMenu = new wxMenu;
fileMenu->Append(wxID_EXIT, _T("E&xit"));
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(fileMenu, _T("&File"));
SetMenuBar(menuBar);
// Make a TestGLCanvas
// JACS
#ifdef __WXMSW__
int *gl_attrib = NULL;
#else
int gl_attrib[20] = { WX_GL_RGBA, WX_GL_MIN_RED, 1, WX_GL_MIN_GREEN, 1,
WX_GL_MIN_BLUE, 1, WX_GL_DEPTH_SIZE, 1,
WX_GL_DOUBLEBUFFER,
# if defined(__WXMAC__) || defined(__WXCOCOA__)
GL_NONE };
# else
None };
# endif
#endif
if(!doubleBuffer)
{
printf("don't have double buffer, disabling\n");
#ifdef __WXGTK__
gl_attrib[9] = None;
#endif
doubleBuffer = GL_FALSE;
}
// Show the frame
Show(true);
m_canvas = new TestGLCanvas(this, wxID_ANY, wxDefaultPosition,
GetClientSize(), 0, _T("TestGLCanvas"), gl_attrib );
}
MyFrame::~MyFrame()
{
delete m_canvas;
}
// Intercept menu commands
void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
{
// true is to force the frame to close
Close(true);
}
/*
* TestGLCanvas implementation
*/
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_CHAR(TestGLCanvas::OnChar)
EVT_MOUSE_EVENTS(TestGLCanvas::OnMouseEvent)
END_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent,
wxWindowID id,
const wxPoint& pos,
const wxSize& size,
long style,
const wxString& name,
int* gl_attrib)
: wxGLCanvas(parent, id, gl_attrib, pos, size,
style | wxFULL_REPAINT_ON_RESIZE, name)
{
// Explicitly create a new rendering context instance for this canvas.
m_glRC = new wxGLContext(this);
// Make the new context current (activate it for use) with this canvas.
SetCurrent(*m_glRC);
/* Make sure server supports the vertex array extension */
char* extensions = (char *) glGetString( GL_EXTENSIONS );
if (!extensions || !strstr( extensions, "GL_EXT_vertex_array" ))
{
use_vertex_arrays = GL_FALSE;
}
}
TestGLCanvas::~TestGLCanvas()
{
delete m_glRC;
}
void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
{
// This is a dummy, to avoid an endless succession of paint messages.
// OnPaint handlers must always create a wxPaintDC.
wxPaintDC dc(this);
// This is normally only necessary if there is more than one wxGLCanvas
// or more than one wxGLContext in the application.
SetCurrent(*m_glRC);
draw1();
SwapBuffers();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
// This is normally only necessary if there is more than one wxGLCanvas
// or more than one wxGLContext in the application.
SetCurrent(*m_glRC);
// It's up to the application code to update the OpenGL viewport settings.
// This is OK here only because there is only one canvas that uses the
// context. See the cube sample for that case that multiple canvases are
// made current with one context.
glViewport(0, 0, event.GetSize().x, event.GetSize().y);
}
void TestGLCanvas::OnChar(wxKeyEvent& event)
{
switch( event.GetKeyCode() )
{
case WXK_ESCAPE:
wxTheApp->ExitMainLoop();
return;
case WXK_LEFT:
yrot -= 15.0;
break;
case WXK_RIGHT:
yrot += 15.0;
break;
case WXK_UP:
xrot += 15.0;
break;
case WXK_DOWN:
xrot -= 15.0;
break;
case 's': case 'S':
smooth = !smooth;
if (smooth)
{
glShadeModel(GL_SMOOTH);
}
else
{
glShadeModel(GL_FLAT);
}
break;
case 'l': case 'L':
lighting = !lighting;
if (lighting)
{
glEnable(GL_LIGHTING);
}
else
{
glDisable(GL_LIGHTING);
}
break;
default:
event.Skip();
return;
}
Refresh(false);
}
void TestGLCanvas::OnMouseEvent(wxMouseEvent& event)
{
static int dragging = 0;
static float last_x, last_y;
// Allow default processing to happen, or else the canvas cannot gain focus
// (for key events).
event.Skip();
if(event.LeftIsDown())
{
if(!dragging)
{
dragging = 1;
}
else
{
yrot += (event.GetX() - last_x)*1.0;
xrot += (event.GetY() - last_y)*1.0;
Refresh(false);
}
last_x = event.GetX();
last_y = event.GetY();
}
else
{
dragging = 0;
}
}