use textures in the shared context to test how this works when using multiple windows with the same context

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@45479 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin 2007-04-15 15:13:49 +00:00
parent 644cb5372c
commit 378a3872eb
2 changed files with 160 additions and 50 deletions

View File

@ -38,6 +38,82 @@
#include "../../sample.xpm"
#endif
// ----------------------------------------------------------------------------
// 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(_T("OpenGL error state couldn't be reset."));
return;
}
errLast = err;
wxLogError(_T("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, _T("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
// ============================================================================
@ -71,8 +147,6 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
if ( !m_glContext )
m_glContext = new TestGLContext(canvas);
m_glContext->SetCurrent(*canvas);
return *m_glContext;
}
@ -83,62 +157,47 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
TestGLContext::TestGLContext(wxGLCanvas *canvas)
: wxGLContext(canvas)
{
m_gllist = 0;
}
SetCurrent(*canvas);
void TestGLContext::Init()
{
if ( m_gllist )
return;
// set up the parameters we want to use
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_TEXTURE_2D);
/* set viewing projection */
// set viewing projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// 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);
// create the list of commands to draw the cube: then we can just (quickly)
// execute it in DrawRotatedCube() later
m_gllist = glGenLists(1);
glNewList(m_gllist, GL_COMPILE);
for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
{
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
/* draw six faces of a cube */
glBegin(GL_QUADS);
glNormal3f( 0.0f, 0.0f, 1.0f);
glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
glVertex3f(-0.5f,-0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
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);
glNormal3f( 0.0f, 0.0f,-1.0f);
glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
glVertex3f( 0.5f, 0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
const wxImage img(DrawDice(256, i + 1));
glNormal3f( 0.0f, 1.0f, 0.0f);
glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
glVertex3f(-0.5f, 0.5f,-0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
}
glNormal3f( 0.0f,-1.0f, 0.0f);
glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
glVertex3f( 0.5f,-0.5f, 0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
glNormal3f( 1.0f, 0.0f, 0.0f);
glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
glVertex3f( 0.5f,-0.5f,-0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
glNormal3f(-1.0f, 0.0f, 0.0f);
glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
glEnd();
glEndList();
CheckGLError();
}
void TestGLContext::DrawRotatedCube(float xangle, float yangle)
{
Init();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
@ -147,9 +206,64 @@ void TestGLContext::DrawRotatedCube(float xangle, float yangle)
glRotatef(xangle, 1.0f, 0.0f, 0.0f);
glRotatef(yangle, 0.0f, 1.0f, 0.0f);
glCallList(m_gllist);
// 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();
}
// ----------------------------------------------------------------------------

View File

@ -24,12 +24,8 @@ public:
void DrawRotatedCube(float xangle, float yangle);
private:
// one-time OpenGL initialization, safe to call many times
void Init();
// the list of commands to draw the cube
GLuint m_gllist;
// textures for the cube faces
GLuint m_textures[6];
};
// Define a new application type