3cdda6cd81
wxGLCanvas now gets keyboard input git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@2315 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
413 lines
9.0 KiB
C++
413 lines
9.0 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: isosurf.cpp
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// Purpose: wxGLCanvas demo program
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// Author: Brian Paul (original gltk version), Wolfram Gloger
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// Modified by: Julian Smart
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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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#ifdef __GNUG__
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#pragma implementation
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#pragma interface
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#endif
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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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#include "wx/timer.h"
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#include "glcanvas.h"
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "isosurf.h"
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// The following part is taken largely unchanged from the original C Version
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#include <math.h>
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GLboolean speed_test = GL_FALSE;
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GLboolean use_vertex_arrays = GL_FALSE;
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GLboolean doubleBuffer = GL_TRUE;
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GLboolean smooth = GL_TRUE;
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GLboolean lighting = GL_TRUE;
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#define MAXVERTS 10000
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static GLfloat verts[MAXVERTS][3];
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static GLfloat norms[MAXVERTS][3];
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static GLint numverts;
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static GLfloat xrot;
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static GLfloat yrot;
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static void read_surface( char *filename )
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{
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FILE *f;
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f = fopen(filename,"r");
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if (!f) {
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wxString msg("Couldn't read ");
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msg += filename;
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wxMessageBox(msg);
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return;
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}
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numverts = 0;
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while (!feof(f) && numverts<MAXVERTS) {
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fscanf( f, "%f %f %f %f %f %f",
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&verts[numverts][0], &verts[numverts][1], &verts[numverts][2],
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&norms[numverts][0], &norms[numverts][1], &norms[numverts][2] );
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numverts++;
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}
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numverts--;
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printf("%d vertices, %d triangles\n", numverts, numverts-2);
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fclose(f);
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}
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static void draw_surface( void )
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{
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GLint i;
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#ifdef GL_EXT_vertex_array
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if (use_vertex_arrays) {
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glDrawArraysEXT( GL_TRIANGLE_STRIP, 0, numverts );
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}
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else {
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#endif
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glBegin( GL_TRIANGLE_STRIP );
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for (i=0;i<numverts;i++) {
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glNormal3fv( norms[i] );
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glVertex3fv( verts[i] );
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}
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glEnd();
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#ifdef GL_EXT_vertex_array
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}
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#endif
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}
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static void draw1(void)
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef( yrot, 0.0, 1.0, 0.0 );
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glRotatef( xrot, 1.0, 0.0, 0.0 );
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draw_surface();
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glPopMatrix();
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glFlush();
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}
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static void InitMaterials(void)
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{
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static float ambient[] = {0.1, 0.1, 0.1, 1.0};
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static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
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static float position0[] = {0.0, 0.0, 20.0, 0.0};
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static float position1[] = {0.0, 0.0, -20.0, 0.0};
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static float front_mat_shininess[] = {60.0};
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static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
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static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
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/*
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static float back_mat_shininess[] = {60.0};
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static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
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static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
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*/
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static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
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static float lmodel_twoside[] = {GL_FALSE};
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position0);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, position1);
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glEnable(GL_LIGHT1);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
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glEnable(GL_LIGHTING);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
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}
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static void Init(void)
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{
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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InitMaterials();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -1.0, 1.0, 5, 25 );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -6.0 );
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#ifdef GL_EXT_vertex_array
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if (use_vertex_arrays) {
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glVertexPointerEXT( 3, GL_FLOAT, 0, numverts, verts );
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glNormalPointerEXT( GL_FLOAT, 0, numverts, norms );
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glEnable( GL_VERTEX_ARRAY_EXT );
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glEnable( GL_NORMAL_ARRAY_EXT );
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}
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#endif
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}
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static void Reshape(int width, int height)
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{
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glViewport(0, 0, (GLint)width, (GLint)height);
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}
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static GLenum Args(int argc, char **argv)
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{
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GLint i;
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for (i = 1; i < argc; i++) {
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if (strcmp(argv[i], "-sb") == 0) {
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doubleBuffer = GL_FALSE;
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}
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else if (strcmp(argv[i], "-db") == 0) {
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doubleBuffer = GL_TRUE;
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}
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else if (strcmp(argv[i], "-speed") == 0) {
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speed_test = GL_TRUE;
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doubleBuffer = GL_TRUE;
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}
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else if (strcmp(argv[i], "-va") == 0) {
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use_vertex_arrays = GL_TRUE;
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}
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else {
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wxString msg("Bad option: ");
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msg += argv[i];
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wxMessageBox(msg);
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return GL_FALSE;
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}
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}
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return GL_TRUE;
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}
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// The following part was written for wxWindows 1.66
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MyFrame *frame = NULL;
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IMPLEMENT_APP(MyApp)
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// `Main program' equivalent, creating windows and returning main app frame
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bool MyApp::OnInit(void)
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{
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Args(argc, argv);
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// Create the main frame window
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frame = new MyFrame(NULL, "Isosurf GL Sample", wxPoint(50, 50), wxSize(200, 200));
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// Give it an icon
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frame->SetIcon(wxIcon("mondrian"));
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// Make a menubar
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wxMenu *fileMenu = new wxMenu;
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fileMenu->Append(wxID_EXIT, "E&xit");
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(fileMenu, "&File");
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frame->SetMenuBar(menuBar);
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// Make a TestGLCanvas
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// JACS
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#ifdef __WXMSW__
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int *gl_attrib = NULL;
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#else
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int gl_attrib[20] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1, GLX_DEPTH_SIZE, 1,
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GLX_DOUBLEBUFFER, None };
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#endif
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if(!doubleBuffer)
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{
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printf("don't have double buffer, disabling\n");
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#ifdef __WXGTK__
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gl_attrib[9] = None;
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#endif
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doubleBuffer = GL_FALSE;
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}
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frame->m_canvas = new TestGLCanvas(frame, -1, wxPoint(0, 0), wxSize(200, 200), 0, "TestGLCanvas",
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gl_attrib);
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// Show the frame
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frame->Show(TRUE);
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frame->m_canvas->SetCurrent();
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read_surface( "isosurf.dat" );
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Init();
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return TRUE;
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}
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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END_EVENT_TABLE()
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// My frame constructor
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MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
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const wxSize& size, long style):
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wxFrame(frame, -1, title, pos, size, style)
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{
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m_canvas = NULL;
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}
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// Intercept menu commands
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void MyFrame::OnExit(wxCommandEvent& event)
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{
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Destroy();
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}
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/*
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* TestGLCanvas implementation
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*/
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BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
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EVT_SIZE(TestGLCanvas::OnSize)
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EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_CHAR(TestGLCanvas::OnChar)
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EVT_MOUSE_EVENTS(TestGLCanvas::OnMouseEvent)
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EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
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END_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
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const wxPoint& pos, const wxSize& size, long style, const wxString& name, int* gl_attrib):
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wxGLCanvas(parent, id, pos, size, style, name, gl_attrib)
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{
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parent->Show(TRUE);
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SetCurrent();
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/* Make sure server supports the vertex array extension */
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char* extensions = (char *) glGetString( GL_EXTENSIONS );
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if (!extensions || !strstr( extensions, "GL_EXT_vertex_array" )) {
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use_vertex_arrays = GL_FALSE;
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}
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}
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TestGLCanvas::~TestGLCanvas(void)
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{
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}
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void TestGLCanvas::OnPaint( wxPaintEvent& event )
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{
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// This is a dummy, to avoid an endless succession of paint messages.
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// OnPaint handlers must always create a wxPaintDC.
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wxPaintDC dc(this);
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draw1();
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SwapBuffers();
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}
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void TestGLCanvas::OnSize(wxSizeEvent& event)
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{
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SetCurrent();
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int width, height;
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GetClientSize(& width, & height);
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Reshape(width, height);
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}
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void TestGLCanvas::OnChar(wxKeyEvent& event)
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{
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switch(event.KeyCode()) {
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case WXK_ESCAPE:
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exit(0);
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case WXK_LEFT:
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yrot -= 15.0;
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break;
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case WXK_RIGHT:
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yrot += 15.0;
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break;
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case WXK_UP:
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xrot += 15.0;
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break;
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case WXK_DOWN:
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xrot -= 15.0;
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break;
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case 's': case 'S':
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smooth = !smooth;
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if (smooth) {
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glShadeModel(GL_SMOOTH);
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} else {
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glShadeModel(GL_FLAT);
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}
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break;
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case 'l': case 'L':
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lighting = !lighting;
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if (lighting) {
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glEnable(GL_LIGHTING);
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} else {
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glDisable(GL_LIGHTING);
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}
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break;
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default:
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{
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event.Skip();
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return;
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}
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}
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Refresh(FALSE);
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}
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void TestGLCanvas::OnMouseEvent(wxMouseEvent& event)
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{
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static int dragging = 0;
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static float last_x, last_y;
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//printf("%f %f %d\n", event.GetX(), event.GetY(), (int)event.LeftIsDown());
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if(event.LeftIsDown()) {
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if(!dragging) {
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dragging = 1;
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} else {
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yrot += (event.GetX() - last_x)*1.0;
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xrot += (event.GetY() - last_y)*1.0;
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Refresh(FALSE);
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}
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last_x = event.GetX();
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last_y = event.GetY();
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} else
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dragging = 0;
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}
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void TestGLCanvas::OnEraseBackground(wxEraseEvent& event)
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{
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// Do nothing, to avoid flashing.
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}
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