9a83f86094
Standardize on using a single macro across all wxWidgets sources and solve the name clash with Sun CC standard headers (see #10660). git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@61508 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
410 lines
12 KiB
C++
410 lines
12 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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// Name: cube.cpp
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// Purpose: wxGLCanvas demo program
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// Author: Julian Smart
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// Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
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// Created: 04/01/98
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// RCS-ID: $Id$
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// Copyright: (c) Julian Smart
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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// For compilers that support precompilation, includes "wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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#if !wxUSE_GLCANVAS
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#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#endif
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#include "cube.h"
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#if !defined(__WXMSW__) && !defined(__WXPM__)
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#include "../../sample.xpm"
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#endif
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// ----------------------------------------------------------------------------
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// helper functions
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// ----------------------------------------------------------------------------
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static void CheckGLError()
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{
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GLenum errLast = GL_NO_ERROR;
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for ( ;; )
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{
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GLenum err = glGetError();
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if ( err == GL_NO_ERROR )
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return;
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// normally the error is reset by the call to glGetError() but if
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// glGetError() itself returns an error, we risk looping forever here
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// so check that we get a different error than the last time
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if ( err == errLast )
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{
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wxLogError(wxT("OpenGL error state couldn't be reset."));
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return;
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}
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errLast = err;
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wxLogError(wxT("OpenGL error %d"), err);
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}
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}
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// function to draw the texture for cube faces
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static wxImage DrawDice(int size, unsigned num)
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{
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wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
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const int dot = size/16; // radius of a single dot
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const int gap = 5*size/32; // gap between dots
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wxBitmap bmp(size, size);
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wxMemoryDC dc;
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dc.SelectObject(bmp);
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dc.SetBackground(*wxWHITE_BRUSH);
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dc.Clear();
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dc.SetBrush(*wxBLACK_BRUSH);
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// the upper left and lower right points
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if ( num != 1 )
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{
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dc.DrawCircle(gap + dot, gap + dot, dot);
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dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
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}
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// draw the central point for odd dices
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if ( num % 2 )
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{
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dc.DrawCircle(size/2, size/2, dot);
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}
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// the upper right and lower left points
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if ( num > 3 )
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{
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dc.DrawCircle(size - gap - dot, gap + dot, dot);
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dc.DrawCircle(gap + dot, size - gap - dot, dot);
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}
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// finally those 2 are only for the last dice
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if ( num == 6 )
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{
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dc.DrawCircle(gap + dot, size/2, dot);
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dc.DrawCircle(size - gap - dot, size/2, dot);
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}
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dc.SelectObject(wxNullBitmap);
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return bmp.ConvertToImage();
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}
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// TestGLContext
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// ----------------------------------------------------------------------------
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TestGLContext::TestGLContext(wxGLCanvas *canvas)
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: wxGLContext(canvas)
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{
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SetCurrent(*canvas);
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// set up the parameters we want to use
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_TEXTURE_2D);
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// add slightly more light, the default lighting is rather dark
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GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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// set viewing projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
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// create the textures to use for cube sides: they will be reused by all
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// canvases (which is probably not critical in the case of simple textures
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// we use here but could be really important for a real application where
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// each texture could take many megabytes)
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glGenTextures(WXSIZEOF(m_textures), m_textures);
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for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
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{
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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const wxImage img(DrawDice(256, i + 1));
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
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0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
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}
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CheckGLError();
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}
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void TestGLContext::DrawRotatedCube(float xangle, float yangle)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -2.0f);
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glRotatef(xangle, 1.0f, 0.0f, 0.0f);
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glRotatef(yangle, 0.0f, 1.0f, 0.0f);
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// draw six faces of a cube of size 1 centered at (0, 0, 0)
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glBindTexture(GL_TEXTURE_2D, m_textures[0]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[1]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f,-1.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[2]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 1.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[3]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f,-1.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[4]);
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glBegin(GL_QUADS);
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glNormal3f( 1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[5]);
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glBegin(GL_QUADS);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
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glEnd();
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glFlush();
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CheckGLError();
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}
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// ----------------------------------------------------------------------------
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// MyApp: the application object
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// ----------------------------------------------------------------------------
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IMPLEMENT_APP(MyApp)
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bool MyApp::OnInit()
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{
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if ( !wxApp::OnInit() )
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return false;
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new MyFrame();
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return true;
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}
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int MyApp::OnExit()
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{
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delete m_glContext;
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return wxApp::OnExit();
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}
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TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
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{
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if ( !m_glContext )
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{
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// Create the OpenGL context for the first window which needs it:
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// subsequently created windows will all share the same context.
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m_glContext = new TestGLContext(canvas);
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}
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m_glContext->SetCurrent(*canvas);
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return *m_glContext;
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}
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// ----------------------------------------------------------------------------
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// TestGLCanvas
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// ----------------------------------------------------------------------------
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BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
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EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
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END_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent)
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// With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
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// flag should always be set, because even making the canvas smaller should
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// be followed by a paint event that updates the entire canvas with new
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// viewport settings.
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: wxGLCanvas(parent, wxID_ANY, NULL /* attribs */,
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wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE)
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{
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m_xangle =
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m_yangle = 30;
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}
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void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
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{
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// This is required even though dc is not used otherwise.
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wxPaintDC dc(this);
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// Set the OpenGL viewport according to the client size of this canvas.
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// This is done here rather than in a wxSizeEvent handler because our
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// OpenGL rendering context (and thus viewport setting) is used with
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// multiple canvases: If we updated the viewport in the wxSizeEvent
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// handler, changing the size of one canvas causes a viewport setting that
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// is wrong when next another canvas is repainted.
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const wxSize ClientSize = GetClientSize();
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glViewport(0, 0, ClientSize.x, ClientSize.y);
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// Render the graphics and swap the buffers.
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wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle);
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SwapBuffers();
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}
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void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
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{
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float *p = NULL;
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bool inverse = false;
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switch ( event.GetKeyCode() )
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{
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case WXK_RIGHT:
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inverse = true;
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// fall through
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case WXK_LEFT:
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// rotate around Y axis
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p = &m_yangle;
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break;
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case WXK_DOWN:
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inverse = true;
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// fall through
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case WXK_UP:
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// rotate around X axis
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p = &m_xangle;
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break;
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default:
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event.Skip();
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return;
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}
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float angle = 5;
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if ( inverse )
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angle = -angle;
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*p += angle;
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Refresh(false);
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}
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// ----------------------------------------------------------------------------
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// MyFrame: main application window
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// ----------------------------------------------------------------------------
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
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EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
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END_EVENT_TABLE()
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MyFrame::MyFrame()
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: wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
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{
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new TestGLCanvas(this);
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SetIcon(wxICON(sample));
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// Make a menubar
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wxMenu *menu = new wxMenu;
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menu->Append(wxID_NEW);
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menu->AppendSeparator();
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menu->Append(wxID_CLOSE);
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(menu, wxT("&Cube"));
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SetMenuBar(menuBar);
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CreateStatusBar();
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SetClientSize(400, 400);
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Show();
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// test IsDisplaySupported() function:
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static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
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wxLogStatus("Double-buffered display %s supported",
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wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
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}
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void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
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{
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// true is to force the frame to close
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Close(true);
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}
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void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
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{
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new MyFrame();
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}
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