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							- ///////////////////////////////////////////////////////////////////////////////
 
- // Name:        cube.cpp
 
- // Purpose:     wxGLCanvas demo program
 
- // Author:      Julian Smart
 
- // Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
 
- // Created:     04/01/98
 
- // Copyright:   (c) Julian Smart
 
- // Licence:     wxWindows licence
 
- ///////////////////////////////////////////////////////////////////////////////
 
- // ============================================================================
 
- // declarations
 
- // ============================================================================
 
- // ----------------------------------------------------------------------------
 
- // headers
 
- // ----------------------------------------------------------------------------
 
- // 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 "cube.h"
 
- #ifndef wxHAS_IMAGES_IN_RESOURCES
 
-     #include "../../sample.xpm"
 
- #endif
 
- // ----------------------------------------------------------------------------
 
- // constants
 
- // ----------------------------------------------------------------------------
 
- // control ids
 
- enum
 
- {
 
-     SpinTimer = wxID_HIGHEST + 1
 
- };
 
- // ----------------------------------------------------------------------------
 
- // helper functions
 
- // ----------------------------------------------------------------------------
 
- static void CheckGLError()
 
- {
 
-     GLenum errLast = GL_NO_ERROR;
 
-     for ( ;; )
 
-     {
 
-         GLenum err = glGetError();
 
-         if ( err == GL_NO_ERROR )
 
-             return;
 
-         // normally the error is reset by the call to glGetError() but if
 
-         // glGetError() itself returns an error, we risk looping forever here
 
-         // so check that we get a different error than the last time
 
-         if ( err == errLast )
 
-         {
 
-             wxLogError(wxT("OpenGL error state couldn't be reset."));
 
-             return;
 
-         }
 
-         errLast = err;
 
-         wxLogError(wxT("OpenGL error %d"), err);
 
-     }
 
- }
 
- // function to draw the texture for cube faces
 
- static wxImage DrawDice(int size, unsigned num)
 
- {
 
-     wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
 
-     const int dot = size/16;        // radius of a single dot
 
-     const int gap = 5*size/32;      // gap between dots
 
-     wxBitmap bmp(size, size);
 
-     wxMemoryDC dc;
 
-     dc.SelectObject(bmp);
 
-     dc.SetBackground(*wxWHITE_BRUSH);
 
-     dc.Clear();
 
-     dc.SetBrush(*wxBLACK_BRUSH);
 
-     // the upper left and lower right points
 
-     if ( num != 1 )
 
-     {
 
-         dc.DrawCircle(gap + dot, gap + dot, dot);
 
-         dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
 
-     }
 
-     // draw the central point for odd dices
 
-     if ( num % 2 )
 
-     {
 
-         dc.DrawCircle(size/2, size/2, dot);
 
-     }
 
-     // the upper right and lower left points
 
-     if ( num > 3 )
 
-     {
 
-         dc.DrawCircle(size - gap - dot, gap + dot, dot);
 
-         dc.DrawCircle(gap + dot, size - gap - dot, dot);
 
-     }
 
-     // finally those 2 are only for the last dice
 
-     if ( num == 6 )
 
-     {
 
-         dc.DrawCircle(gap + dot, size/2, dot);
 
-         dc.DrawCircle(size - gap - dot, size/2, dot);
 
-     }
 
-     dc.SelectObject(wxNullBitmap);
 
-     return bmp.ConvertToImage();
 
- }
 
- // ============================================================================
 
- // implementation
 
- // ============================================================================
 
- // ----------------------------------------------------------------------------
 
- // TestGLContext
 
- // ----------------------------------------------------------------------------
 
- TestGLContext::TestGLContext(wxGLCanvas *canvas)
 
-              : wxGLContext(canvas)
 
- {
 
-     SetCurrent(*canvas);
 
-     // set up the parameters we want to use
 
-     glEnable(GL_CULL_FACE);
 
-     glEnable(GL_DEPTH_TEST);
 
-     glEnable(GL_LIGHTING);
 
-     glEnable(GL_LIGHT0);
 
-     glEnable(GL_TEXTURE_2D);
 
-     // add slightly more light, the default lighting is rather dark
 
-     GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
 
-     glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
 
-     // set viewing projection
 
-     glMatrixMode(GL_PROJECTION);
 
-     glLoadIdentity();
 
-     glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
 
-     // create the textures to use for cube sides: they will be reused by all
 
-     // canvases (which is probably not critical in the case of simple textures
 
-     // we use here but could be really important for a real application where
 
-     // each texture could take many megabytes)
 
-     glGenTextures(WXSIZEOF(m_textures), m_textures);
 
-     for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
 
-     {
 
-         glBindTexture(GL_TEXTURE_2D, m_textures[i]);
 
-         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 
-         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
 
-         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
 
-         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 
-         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 
-         const wxImage img(DrawDice(256, i + 1));
 
-         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 
-         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
 
-                      0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
 
-     }
 
-     CheckGLError();
 
- }
 
- void TestGLContext::DrawRotatedCube(float xangle, float yangle)
 
- {
 
-     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-     glMatrixMode(GL_MODELVIEW);
 
-     glLoadIdentity();
 
-     glTranslatef(0.0f, 0.0f, -2.0f);
 
-     glRotatef(xangle, 1.0f, 0.0f, 0.0f);
 
-     glRotatef(yangle, 0.0f, 1.0f, 0.0f);
 
-     // draw six faces of a cube of size 1 centered at (0, 0, 0)
 
-     glBindTexture(GL_TEXTURE_2D, m_textures[0]);
 
-     glBegin(GL_QUADS);
 
-         glNormal3f( 0.0f, 0.0f, 1.0f);
 
-         glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
 
-         glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
 
-         glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
 
-         glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
 
-     glEnd();
 
-     glBindTexture(GL_TEXTURE_2D, m_textures[1]);
 
-     glBegin(GL_QUADS);
 
-         glNormal3f( 0.0f, 0.0f,-1.0f);
 
-         glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
 
-         glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
 
-         glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
 
-         glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
 
-     glEnd();
 
-     glBindTexture(GL_TEXTURE_2D, m_textures[2]);
 
-     glBegin(GL_QUADS);
 
-         glNormal3f( 0.0f, 1.0f, 0.0f);
 
-         glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
 
-         glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
 
-         glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
 
-         glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
 
-     glEnd();
 
-     glBindTexture(GL_TEXTURE_2D, m_textures[3]);
 
-     glBegin(GL_QUADS);
 
-         glNormal3f( 0.0f,-1.0f, 0.0f);
 
-         glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
 
-         glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
 
-         glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
 
-         glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
 
-     glEnd();
 
-     glBindTexture(GL_TEXTURE_2D, m_textures[4]);
 
-     glBegin(GL_QUADS);
 
-         glNormal3f( 1.0f, 0.0f, 0.0f);
 
-         glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
 
-         glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
 
-         glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
 
-         glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
 
-     glEnd();
 
-     glBindTexture(GL_TEXTURE_2D, m_textures[5]);
 
-     glBegin(GL_QUADS);
 
-         glNormal3f(-1.0f, 0.0f, 0.0f);
 
-         glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
 
-         glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
 
-         glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
 
-         glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
 
-     glEnd();
 
-     glFlush();
 
-     CheckGLError();
 
- }
 
- // ----------------------------------------------------------------------------
 
- // MyApp: the application object
 
- // ----------------------------------------------------------------------------
 
- IMPLEMENT_APP(MyApp)
 
- bool MyApp::OnInit()
 
- {
 
-     if ( !wxApp::OnInit() )
 
-         return false;
 
-     new MyFrame();
 
-     return true;
 
- }
 
- int MyApp::OnExit()
 
- {
 
-     delete m_glContext;
 
-     delete m_glStereoContext;
 
-     return wxApp::OnExit();
 
- }
 
- TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo)
 
- {
 
-     TestGLContext *glContext;
 
-     if ( useStereo )
 
-     {
 
-         if ( !m_glStereoContext )
 
-         {
 
-             // Create the OpenGL context for the first stereo window which needs it:
 
-             // subsequently created windows will all share the same context.
 
-             m_glStereoContext = new TestGLContext(canvas);
 
-         }
 
-         glContext = m_glStereoContext;
 
-     }
 
-     else
 
-     {
 
-         if ( !m_glContext )
 
-         {
 
-             // Create the OpenGL context for the first mono window which needs it:
 
-             // subsequently created windows will all share the same context.
 
-             m_glContext = new TestGLContext(canvas);
 
-         }
 
-         glContext = m_glContext;
 
-     }
 
-     glContext->SetCurrent(*canvas);
 
-     return *glContext;
 
- }
 
- // ----------------------------------------------------------------------------
 
- // TestGLCanvas
 
- // ----------------------------------------------------------------------------
 
- wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
 
-     EVT_PAINT(TestGLCanvas::OnPaint)
 
-     EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
 
-     EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
 
- wxEND_EVENT_TABLE()
 
- TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
 
-     // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
 
-     // flag should always be set, because even making the canvas smaller should
 
-     // be followed by a paint event that updates the entire canvas with new
 
-     // viewport settings.
 
-     : wxGLCanvas(parent, wxID_ANY, attribList,
 
-                  wxDefaultPosition, wxDefaultSize,
 
-                  wxFULL_REPAINT_ON_RESIZE),
 
-       m_xangle(30.0),
 
-       m_yangle(30.0),
 
-       m_spinTimer(this,SpinTimer),
 
-       m_useStereo(false),
 
-       m_stereoWarningAlreadyDisplayed(false)
 
- {
 
-     if ( attribList )
 
-     {
 
-         int i = 0;
 
-         while ( attribList[i] != 0 )
 
-         {
 
-             if ( attribList[i] == WX_GL_STEREO )
 
-                 m_useStereo = true;
 
-             ++i;
 
-         }
 
-     }
 
- }
 
- void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
 
- {
 
-     // This is required even though dc is not used otherwise.
 
-     wxPaintDC dc(this);
 
-     // Set the OpenGL viewport according to the client size of this canvas.
 
-     // This is done here rather than in a wxSizeEvent handler because our
 
-     // OpenGL rendering context (and thus viewport setting) is used with
 
-     // multiple canvases: If we updated the viewport in the wxSizeEvent
 
-     // handler, changing the size of one canvas causes a viewport setting that
 
-     // is wrong when next another canvas is repainted.
 
-     const wxSize ClientSize = GetClientSize();
 
-     TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
 
-     glViewport(0, 0, ClientSize.x, ClientSize.y);
 
-     // Render the graphics and swap the buffers.
 
-     GLboolean quadStereoSupported;
 
-     glGetBooleanv( GL_STEREO, &quadStereoSupported);
 
-     if ( quadStereoSupported )
 
-     {
 
-         glDrawBuffer( GL_BACK_LEFT );
 
-         glMatrixMode(GL_PROJECTION);
 
-         glLoadIdentity();
 
-         glFrustum(-0.47f, 0.53f, -0.5f, 0.5f, 1.0f, 3.0f);
 
-         canvas.DrawRotatedCube(m_xangle, m_yangle);
 
-         CheckGLError();
 
-         glDrawBuffer( GL_BACK_RIGHT );
 
-         glMatrixMode(GL_PROJECTION);
 
-         glLoadIdentity();
 
-         glFrustum(-0.53f, 0.47f, -0.5f, 0.5f, 1.0f, 3.0f);
 
-         canvas.DrawRotatedCube(m_xangle, m_yangle);
 
-         CheckGLError();
 
-     }
 
-     else
 
-     {
 
-         canvas.DrawRotatedCube(m_xangle, m_yangle);
 
-         if ( m_useStereo && !m_stereoWarningAlreadyDisplayed )
 
-         {
 
-             m_stereoWarningAlreadyDisplayed = true;
 
-             wxLogError("Stereo not supported by the graphics card.");
 
-         }
 
-     }
 
-     SwapBuffers();
 
- }
 
- void TestGLCanvas::Spin(float xSpin, float ySpin)
 
- {
 
-     m_xangle += xSpin;
 
-     m_yangle += ySpin;
 
-     Refresh(false);
 
- }
 
- void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
 
- {
 
-     float angle = 5.0;
 
-     switch ( event.GetKeyCode() )
 
-     {
 
-         case WXK_RIGHT:
 
-             Spin( 0.0, -angle );
 
-             break;
 
-         case WXK_LEFT:
 
-             Spin( 0.0, angle );
 
-             break;
 
-         case WXK_DOWN:
 
-             Spin( -angle, 0.0 );
 
-             break;
 
-         case WXK_UP:
 
-             Spin( angle, 0.0 );
 
-             break;
 
-         case WXK_SPACE:
 
-             if ( m_spinTimer.IsRunning() )
 
-                 m_spinTimer.Stop();
 
-             else
 
-                 m_spinTimer.Start( 25 );
 
-             break;
 
-         default:
 
-             event.Skip();
 
-             return;
 
-     }
 
- }
 
- void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
 
- {
 
-     Spin(0.0, 4.0);
 
- }
 
- wxString glGetwxString(GLenum name)
 
- {
 
-     const GLubyte *v = glGetString(name);
 
-     if ( v == 0 )
 
-     {
 
-         // The error is not important. It is GL_INVALID_ENUM.
 
-         // We just want to clear the error stack.
 
-         glGetError();
 
-         return wxString();
 
-     }
 
-     return wxString((const char*)v);
 
- }
 
- // ----------------------------------------------------------------------------
 
- // MyFrame: main application window
 
- // ----------------------------------------------------------------------------
 
- wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
 
-     EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
 
-     EVT_MENU(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow)
 
-     EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
 
- wxEND_EVENT_TABLE()
 
- MyFrame::MyFrame( bool stereoWindow )
 
-        : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
 
- {
 
-     int stereoAttribList[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO, 0 };
 
-     new TestGLCanvas(this, stereoWindow ? stereoAttribList : NULL);
 
-     SetIcon(wxICON(sample));
 
-     // Make a menubar
 
-     wxMenu *menu = new wxMenu;
 
-     menu->Append(wxID_NEW);
 
-     menu->Append(NEW_STEREO_WINDOW, "New Stereo Window");
 
-     menu->AppendSeparator();
 
-     menu->Append(wxID_CLOSE);
 
-     wxMenuBar *menuBar = new wxMenuBar;
 
-     menuBar->Append(menu, wxT("&Cube"));
 
-     SetMenuBar(menuBar);
 
-     CreateStatusBar();
 
-     SetClientSize(400, 400);
 
-     Show();
 
-     // test IsDisplaySupported() function:
 
-     static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
 
-     wxLogStatus("Double-buffered display %s supported",
 
-                 wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
 
-     if ( stereoWindow )
 
-     {
 
-         const wxString vendor = glGetwxString(GL_VENDOR).Lower();
 
-         const wxString renderer = glGetwxString(GL_RENDERER).Lower();
 
-         if ( vendor.find("nvidia") != wxString::npos &&
 
-                 renderer.find("quadro") == wxString::npos )
 
-             ShowFullScreen(true);
 
-     }
 
- }
 
- void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
 
- {
 
-     // true is to force the frame to close
 
-     Close(true);
 
- }
 
- void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
 
- {
 
-     new MyFrame();
 
- }
 
- void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) )
 
- {
 
-     new MyFrame(true);
 
- }
 
 
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