wxWidgets/samples/opengl/isosurf/isosurf.cpp
Vadim Zeitlin 9a83f86094 Globally replace _T() with wxT().
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
2009-07-23 20:30:22 +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 );
}
}