f58ea62596
Also replace wxChar* with wxString. Closes https://github.com/wxWidgets/wxWidgets/pull/945
516 lines
15 KiB
C++
516 lines
15 KiB
C++
///////////////////////////////////////////////////////////////////////////////
|
|
// 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("OpenGL error state couldn't be reset.");
|
|
return;
|
|
}
|
|
|
|
errLast = err;
|
|
|
|
wxLogError("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, "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
|
|
// ----------------------------------------------------------------------------
|
|
|
|
wxIMPLEMENT_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, "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, "&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);
|
|
}
|