3cb332c155
Standardize on using sample.rc and sample icon in all the samples, it was confusing that some of them used it and other didn't, without any apparent logic. Remove the now unnecessary icon files, including the dialogs sample icon which seemed to be corrupted (this closes #11146). Also replace multiple OS/2 resource files with a single one in the sample directory. The OS/2 projects/makefiles would need to be updated to use them. Remove dialogs sample icon. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@64645 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
324 lines
8.7 KiB
C++
324 lines
8.7 KiB
C++
/////////////////////////////////////////////////////////////////////////////
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// Name: penguin.cpp
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// Purpose: wxGLCanvas demo program
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// Author: Robert Roebling
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// Modified by: Sandro Sigala
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// Created: 04/01/98
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// RCS-ID: $Id$
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// Copyright: (c) Robert Roebling
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// Licence: wxWindows licence
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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 "penguin.h"
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#ifdef __DARWIN__
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#include "../../sample.xpm"
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// ---------------------------------------------------------------------------
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// MyApp
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// ---------------------------------------------------------------------------
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// `Main program' equivalent, creating windows and returning main app frame
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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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// Create the main frame window
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MyFrame *frame = new MyFrame(NULL, wxT("wxWidgets Penguin Sample"),
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wxDefaultPosition, wxDefaultSize);
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#if wxUSE_ZLIB
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if (wxFileExists(wxT("penguin.dxf.gz")))
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frame->GetCanvas()->LoadDXF(wxT("penguin.dxf.gz"));
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#else
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if (wxFileExists(wxT("penguin.dxf")))
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frame->GetCanvas()->LoadDXF(wxT("penguin.dxf"));
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#endif
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/* Show the frame */
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frame->Show(true);
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return true;
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}
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IMPLEMENT_APP(MyApp)
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// ---------------------------------------------------------------------------
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// MyFrame
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// ---------------------------------------------------------------------------
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_OPEN, MyFrame::OnMenuFileOpen)
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EVT_MENU(wxID_EXIT, MyFrame::OnMenuFileExit)
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EVT_MENU(wxID_HELP, MyFrame::OnMenuHelpAbout)
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END_EVENT_TABLE()
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// MyFrame 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, wxID_ANY, title, pos, size, style)
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{
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SetIcon(wxICON(sample));
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// Make the "File" menu
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wxMenu *fileMenu = new wxMenu;
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fileMenu->Append(wxID_OPEN, wxT("&Open..."));
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fileMenu->AppendSeparator();
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fileMenu->Append(wxID_EXIT, wxT("E&xit\tALT-X"));
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// Make the "Help" menu
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wxMenu *helpMenu = new wxMenu;
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helpMenu->Append(wxID_HELP, wxT("&About..."));
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(fileMenu, wxT("&File"));
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menuBar->Append(helpMenu, wxT("&Help"));
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SetMenuBar(menuBar);
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Show(true);
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m_canvas = new TestGLCanvas(this, wxID_ANY, wxDefaultPosition,
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GetClientSize(), wxSUNKEN_BORDER);
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}
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// File|Open... command
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void MyFrame::OnMenuFileOpen( wxCommandEvent& WXUNUSED(event) )
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{
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wxString filename = wxFileSelector(wxT("Choose DXF Model"), wxT(""), wxT(""), wxT(""),
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#if wxUSE_ZLIB
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wxT("DXF Drawing (*.dxf;*.dxf.gz)|*.dxf;*.dxf.gz|All files (*.*)|*.*"),
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#else
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wxT("DXF Drawing (*.dxf)|*.dxf)|All files (*.*)|*.*"),
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#endif
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wxFD_OPEN);
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if (!filename.IsEmpty())
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{
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m_canvas->LoadDXF(filename);
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m_canvas->Refresh(false);
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}
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}
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// File|Exit command
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void MyFrame::OnMenuFileExit( 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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// Help|About... command
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void MyFrame::OnMenuHelpAbout( wxCommandEvent& WXUNUSED(event) )
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{
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wxMessageBox(wxT("OpenGL Penguin Sample (c) Robert Roebling, Sandro Sigala et al"));
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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_SIZE(TestGLCanvas::OnSize)
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EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
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EVT_MOUSE_EVENTS(TestGLCanvas::OnMouse)
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END_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent,
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wxWindowID id,
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const wxPoint& pos,
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const wxSize& size,
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long style,
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const wxString& name)
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: wxGLCanvas(parent, id, NULL, pos, size,
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style | wxFULL_REPAINT_ON_RESIZE, name)
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{
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// Explicitly create a new rendering context instance for this canvas.
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m_glRC = new wxGLContext(this);
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// Make the new context current (activate it for use) with this canvas.
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SetCurrent(*m_glRC);
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m_gldata.initialized = false;
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// initialize view matrix
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m_gldata.beginx = 0.0f;
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m_gldata.beginy = 0.0f;
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m_gldata.zoom = 45.0f;
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trackball(m_gldata.quat, 0.0f, 0.0f, 0.0f, 0.0f);
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}
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TestGLCanvas::~TestGLCanvas()
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{
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delete m_glRC;
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}
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void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
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{
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// must always be here
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wxPaintDC dc(this);
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SetCurrent(*m_glRC);
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// Initialize OpenGL
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if (!m_gldata.initialized)
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{
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InitGL();
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ResetProjectionMode();
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m_gldata.initialized = true;
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}
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// Clear
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glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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// Transformations
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glLoadIdentity();
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glTranslatef( 0.0f, 0.0f, -20.0f );
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GLfloat m[4][4];
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build_rotmatrix( m, m_gldata.quat );
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glMultMatrixf( &m[0][0] );
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m_renderer.Render();
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// Flush
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glFlush();
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// Swap
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SwapBuffers();
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}
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void TestGLCanvas::OnSize(wxSizeEvent& WXUNUSED(event))
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{
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// Reset the OpenGL view aspect.
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// This is OK only because there is only one canvas that uses the context.
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// See the cube sample for that case that multiple canvases are made current with one context.
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ResetProjectionMode();
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}
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void TestGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
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{
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// Do nothing, to avoid flashing on MSW
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}
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// Load the DXF file. If the zlib support is compiled in wxWidgets,
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// supports also the ".dxf.gz" gzip compressed files.
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void TestGLCanvas::LoadDXF(const wxString& filename)
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{
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wxFileInputStream stream(filename);
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if (stream.Ok())
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#if wxUSE_ZLIB
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{
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if (filename.Right(3).Lower() == wxT(".gz"))
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{
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wxZlibInputStream zstream(stream);
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m_renderer.Load(zstream);
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} else
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{
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m_renderer.Load(stream);
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}
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}
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#else
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{
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m_renderer.Load(stream);
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}
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#endif
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}
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void TestGLCanvas::OnMouse(wxMouseEvent& event)
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{
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if (event.Dragging())
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{
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wxSize sz(GetClientSize());
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/* drag in progress, simulate trackball */
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float spin_quat[4];
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trackball(spin_quat,
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(2.0*m_gldata.beginx - sz.x) / sz.x,
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(sz.y - 2.0*m_gldata.beginy) / sz.y,
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(2.0*event.GetX() - sz.x) / sz.x,
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(sz.y - 2.0*event.GetY()) / sz.y);
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add_quats(spin_quat, m_gldata.quat, m_gldata.quat);
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/* orientation has changed, redraw mesh */
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Refresh(false);
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}
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m_gldata.beginx = event.GetX();
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m_gldata.beginy = event.GetY();
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}
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void TestGLCanvas::InitGL()
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{
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static const GLfloat light0_pos[4] = { -50.0f, 50.0f, 0.0f, 0.0f };
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// white light
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static const GLfloat light0_color[4] = { 0.6f, 0.6f, 0.6f, 1.0f };
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static const GLfloat light1_pos[4] = { 50.0f, 50.0f, 0.0f, 0.0f };
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// cold blue light
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static const GLfloat light1_color[4] = { 0.4f, 0.4f, 1.0f, 1.0f };
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/* remove back faces */
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glDisable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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/* speedups */
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glEnable(GL_DITHER);
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glShadeModel(GL_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
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/* light */
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glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
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glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
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glEnable(GL_LIGHT0);
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glEnable(GL_LIGHT1);
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glEnable(GL_LIGHTING);
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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}
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void TestGLCanvas::ResetProjectionMode()
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{
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// This is normally only necessary if there is more than one wxGLCanvas
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// or more than one wxGLContext in the application.
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SetCurrent(*m_glRC);
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int w, h;
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GetClientSize(&w, &h);
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// It's up to the application code to update the OpenGL viewport settings.
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// In order to avoid extensive context switching, consider doing this in
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// OnPaint() rather than here, though.
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glViewport(0, 0, (GLint) w, (GLint) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)w/h, 1.0, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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