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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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