wxWidgets/samples/opengl/isosurf/isosurf.cpp
Vadim Zeitlin ce00f59b5b No changes whatsoever, just remove trailing whitespace.
There are no real changes in this commit but it removes all trailing white
space from our source files. This avoids problems when applying patches and
making diffs and it would be nice to prevent it from reappearing.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@65680 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2010-09-30 11:44:45 +00:00

433 lines
11 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: isosurf.cpp
// Purpose: wxGLCanvas demo program
// Author: Brian Paul (original gltk version), Wolfram Gloger
// Modified by: Julian Smart, Francesco Montorsi
// 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"
#include "wx/log.h"
#include "wx/cmdline.h"
#include "wx/wfstream.h"
#include "wx/zstream.h"
#include "wx/txtstrm.h"
#include "isosurf.h"
#include "../../sample.xpm"
// global options which can be set through command-line options
GLboolean g_use_vertex_arrays = GL_FALSE;
GLboolean g_doubleBuffer = GL_TRUE;
GLboolean g_smooth = GL_TRUE;
GLboolean g_lighting = GL_TRUE;
//---------------------------------------------------------------------------
// MyApp
//---------------------------------------------------------------------------
IMPLEMENT_APP(MyApp)
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
// Create the main frame window
SetTopWindow(new MyFrame(NULL, wxT("wxWidgets OpenGL Isosurf Sample")));
return true;
}
void MyApp::OnInitCmdLine(wxCmdLineParser& parser)
{
parser.AddSwitch("", "sb", "Do not use double buffering");
parser.AddSwitch("", "db", "Use double buffering");
parser.AddSwitch("", "va", "Use vertex arrays");
wxApp::OnInitCmdLine(parser);
}
bool MyApp::OnCmdLineParsed(wxCmdLineParser& parser)
{
if (parser.Found("sb"))
g_doubleBuffer = GL_FALSE;
else if (parser.Found("db"))
g_doubleBuffer = GL_TRUE;
if (parser.Found("va"))
g_use_vertex_arrays = GL_TRUE;
return wxApp::OnCmdLineParsed(parser);
}
//---------------------------------------------------------------------------
// MyFrame
//---------------------------------------------------------------------------
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_EXIT, MyFrame::OnExit)
END_EVENT_TABLE()
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, wxT("E&xit"));
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(fileMenu, wxT("&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 (!g_doubleBuffer)
{
wxLogWarning("Disabling double buffering");
#ifdef __WXGTK__
gl_attrib[9] = None;
#endif
g_doubleBuffer = GL_FALSE;
}
// Show the frame
Show(true);
m_canvas = new TestGLCanvas(this, wxID_ANY, 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
//---------------------------------------------------------------------------
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,
int* gl_attrib)
: wxGLCanvas(parent, id, gl_attrib)
{
m_xrot = 0;
m_yrot = 0;
m_numverts = 0;
// 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);
InitGL();
InitMaterials();
LoadSurface("isosurf.dat.gz");
}
TestGLCanvas::~TestGLCanvas()
{
delete m_glRC;
}
void TestGLCanvas::LoadSurface(const wxString& filename)
{
// FIXME
// we need to set english locale to force wxTextInputStream's calls to
// wxStrtod to use the point and not the comma as decimal separator...
// (the isosurf.dat contains points and not commas)...
wxLocale l(wxLANGUAGE_ENGLISH);
wxZlibInputStream* stream =
new wxZlibInputStream(new wxFFileInputStream(filename));
if (!stream || !stream->IsOk())
{
wxLogError("Cannot load '%s' type of files!", filename.c_str());
delete stream;
return;
}
{
// we suppose to have in input a text file containing floating numbers
// space/newline-separed... first 3 numbers are the coordinates of a
// vertex and the following 3 are the relative vertex normal and so on...
wxTextInputStream inFile(*stream);
m_numverts = 0;
while (!stream->Eof() && m_numverts < MAXVERTS)// && m_numverts<MAXVERTS)
{
inFile >> m_verts[m_numverts][0] >> m_verts[m_numverts][1] >> m_verts[m_numverts][2];
inFile >> m_norms[m_numverts][0] >> m_norms[m_numverts][1] >> m_norms[m_numverts][2];
m_numverts++;
}
// discard last vertex; it is a zero caused by the EOF
m_numverts--;
}
delete stream;
wxLogMessage(wxT("Loaded %d vertices, %d triangles from '%s'"),
m_numverts, m_numverts-2, filename.c_str());
// NOTE: for some reason under wxGTK the following is required to avoid that
// the surface gets rendered in a small rectangle in the top-left corner of the frame
PostSizeEventToParent();
}
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);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef( m_yrot, 0.0f, 1.0f, 0.0f );
glRotatef( m_xrot, 1.0f, 0.0f, 0.0f );
// draw the surface
if (g_use_vertex_arrays)
{
glDrawArrays( GL_TRIANGLE_STRIP, 0, m_numverts );
}
else
{
glBegin( GL_TRIANGLE_STRIP );
for (int i=0;i<m_numverts;i++)
{
glNormal3fv( m_norms[i] );
glVertex3fv( m_verts[i] );
}
glEnd();
}
glPopMatrix();
glFlush(); // Not really necessary: buffer swapping below implies glFlush()
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:
m_yrot -= 15.0;
break;
case WXK_RIGHT:
m_yrot += 15.0;
break;
case WXK_UP:
m_xrot += 15.0;
break;
case WXK_DOWN:
m_xrot -= 15.0;
break;
case 's': case 'S':
g_smooth = !g_smooth;
if (g_smooth)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
break;
case 'l': case 'L':
g_lighting = !g_lighting;
if (g_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
{
m_yrot += (event.GetX() - last_x)*1.0;
m_xrot += (event.GetY() - last_y)*1.0;
Refresh(false);
}
last_x = event.GetX();
last_y = event.GetY();
}
else
{
dragging = 0;
}
}
void TestGLCanvas::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);
}
void TestGLCanvas::InitGL()
{
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 );
if (g_use_vertex_arrays)
{
glVertexPointer( 3, GL_FLOAT, 0, m_verts );
glNormalPointer( GL_FLOAT, 0, m_norms );
glEnable( GL_VERTEX_ARRAY );
glEnable( GL_NORMAL_ARRAY );
}
}