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Add wxCALL_FOR_EACH() macro.
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43c742d0 1///////////////////////////////////////////////////////////////////////////////
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2// Name: cube.cpp
3// Purpose: wxGLCanvas demo program
4// Author: Julian Smart
43c742d0 5// Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
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6// Created: 04/01/98
7// RCS-ID: $Id$
8// Copyright: (c) Julian Smart
f4a7108f 9// Licence: wxWindows licence
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10///////////////////////////////////////////////////////////////////////////////
11
12// ============================================================================
13// declarations
14// ============================================================================
15
16// ----------------------------------------------------------------------------
17// headers
18// ----------------------------------------------------------------------------
8b089c5e 19
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20// For compilers that support precompilation, includes "wx.h".
21#include "wx/wxprec.h"
22
23#ifdef __BORLANDC__
24#pragma hdrstop
25#endif
26
27#ifndef WX_PRECOMP
28#include "wx/wx.h"
29#endif
30
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31#if !wxUSE_GLCANVAS
32 #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
33#endif
34
8b089c5e 35#include "cube.h"
5cf036d0 36
e7092398 37#ifndef wxHAS_IMAGES_IN_RESOURCES
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38 #include "../../sample.xpm"
39#endif
8b089c5e 40
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41// ----------------------------------------------------------------------------
42// constants
43// ----------------------------------------------------------------------------
44
45// control ids
46enum
47{
48 SpinTimer = wxID_HIGHEST + 1
49};
50
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51// ----------------------------------------------------------------------------
52// helper functions
53// ----------------------------------------------------------------------------
54
55static void CheckGLError()
56{
57 GLenum errLast = GL_NO_ERROR;
58
59 for ( ;; )
60 {
61 GLenum err = glGetError();
62 if ( err == GL_NO_ERROR )
63 return;
64
65 // normally the error is reset by the call to glGetError() but if
66 // glGetError() itself returns an error, we risk looping forever here
67 // so check that we get a different error than the last time
68 if ( err == errLast )
69 {
9a83f860 70 wxLogError(wxT("OpenGL error state couldn't be reset."));
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71 return;
72 }
73
74 errLast = err;
75
9a83f860 76 wxLogError(wxT("OpenGL error %d"), err);
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77 }
78}
79
80// function to draw the texture for cube faces
81static wxImage DrawDice(int size, unsigned num)
82{
9a83f860 83 wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
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84
85 const int dot = size/16; // radius of a single dot
86 const int gap = 5*size/32; // gap between dots
87
88 wxBitmap bmp(size, size);
89 wxMemoryDC dc;
90 dc.SelectObject(bmp);
91 dc.SetBackground(*wxWHITE_BRUSH);
92 dc.Clear();
93 dc.SetBrush(*wxBLACK_BRUSH);
94
95 // the upper left and lower right points
96 if ( num != 1 )
97 {
98 dc.DrawCircle(gap + dot, gap + dot, dot);
99 dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
100 }
101
102 // draw the central point for odd dices
103 if ( num % 2 )
104 {
105 dc.DrawCircle(size/2, size/2, dot);
106 }
107
108 // the upper right and lower left points
109 if ( num > 3 )
110 {
111 dc.DrawCircle(size - gap - dot, gap + dot, dot);
112 dc.DrawCircle(gap + dot, size - gap - dot, dot);
113 }
114
115 // finally those 2 are only for the last dice
116 if ( num == 6 )
117 {
118 dc.DrawCircle(gap + dot, size/2, dot);
119 dc.DrawCircle(size - gap - dot, size/2, dot);
120 }
121
122 dc.SelectObject(wxNullBitmap);
123
124 return bmp.ConvertToImage();
125}
126
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127// ============================================================================
128// implementation
129// ============================================================================
8b089c5e 130
43c742d0 131// ----------------------------------------------------------------------------
50f5d508 132// TestGLContext
43c742d0 133// ----------------------------------------------------------------------------
8b089c5e 134
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135TestGLContext::TestGLContext(wxGLCanvas *canvas)
136 : wxGLContext(canvas)
8b089c5e 137{
378a3872 138 SetCurrent(*canvas);
8b089c5e 139
378a3872 140 // set up the parameters we want to use
948f48e7 141 glEnable(GL_CULL_FACE);
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142 glEnable(GL_DEPTH_TEST);
143 glEnable(GL_LIGHTING);
144 glEnable(GL_LIGHT0);
378a3872 145 glEnable(GL_TEXTURE_2D);
8b089c5e 146
451c13c8 147 // add slightly more light, the default lighting is rather dark
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148 GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
149 glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
150
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151 // set viewing projection
152 glMatrixMode(GL_PROJECTION);
153 glLoadIdentity();
154 glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
8b089c5e 155
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156 // create the textures to use for cube sides: they will be reused by all
157 // canvases (which is probably not critical in the case of simple textures
158 // we use here but could be really important for a real application where
159 // each texture could take many megabytes)
160 glGenTextures(WXSIZEOF(m_textures), m_textures);
8b089c5e 161
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162 for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
163 {
164 glBindTexture(GL_TEXTURE_2D, m_textures[i]);
8b089c5e 165
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166 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
167 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
168 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
169 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
170 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
f4a7108f 171
378a3872 172 const wxImage img(DrawDice(256, i + 1));
8b089c5e 173
378a3872 174 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
ce00f59b 175 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
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176 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
177 }
8b089c5e 178
378a3872 179 CheckGLError();
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180}
181
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182void TestGLContext::DrawRotatedCube(float xangle, float yangle)
183{
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184 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
185
186 glMatrixMode(GL_MODELVIEW);
187 glLoadIdentity();
188 glTranslatef(0.0f, 0.0f, -2.0f);
189 glRotatef(xangle, 1.0f, 0.0f, 0.0f);
190 glRotatef(yangle, 0.0f, 1.0f, 0.0f);
191
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192 // draw six faces of a cube of size 1 centered at (0, 0, 0)
193 glBindTexture(GL_TEXTURE_2D, m_textures[0]);
194 glBegin(GL_QUADS);
195 glNormal3f( 0.0f, 0.0f, 1.0f);
196 glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
197 glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
198 glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
199 glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
200 glEnd();
201
202 glBindTexture(GL_TEXTURE_2D, m_textures[1]);
203 glBegin(GL_QUADS);
204 glNormal3f( 0.0f, 0.0f,-1.0f);
205 glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
206 glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
207 glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
208 glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
209 glEnd();
210
211 glBindTexture(GL_TEXTURE_2D, m_textures[2]);
212 glBegin(GL_QUADS);
213 glNormal3f( 0.0f, 1.0f, 0.0f);
214 glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
215 glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
216 glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
217 glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
218 glEnd();
219
220 glBindTexture(GL_TEXTURE_2D, m_textures[3]);
221 glBegin(GL_QUADS);
222 glNormal3f( 0.0f,-1.0f, 0.0f);
223 glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
224 glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
225 glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
226 glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
227 glEnd();
228
229 glBindTexture(GL_TEXTURE_2D, m_textures[4]);
230 glBegin(GL_QUADS);
231 glNormal3f( 1.0f, 0.0f, 0.0f);
232 glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
233 glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
234 glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
235 glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
236 glEnd();
237
238 glBindTexture(GL_TEXTURE_2D, m_textures[5]);
239 glBegin(GL_QUADS);
240 glNormal3f(-1.0f, 0.0f, 0.0f);
241 glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
242 glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
243 glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
244 glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
245 glEnd();
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246
247 glFlush();
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248
249 CheckGLError();
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250}
251
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252
253// ----------------------------------------------------------------------------
254// MyApp: the application object
255// ----------------------------------------------------------------------------
256
257IMPLEMENT_APP(MyApp)
258
259bool MyApp::OnInit()
260{
261 if ( !wxApp::OnInit() )
262 return false;
263
264 new MyFrame();
265
266 return true;
267}
268
269int MyApp::OnExit()
270{
271 delete m_glContext;
272
273 return wxApp::OnExit();
274}
275
276TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
277{
278 if ( !m_glContext )
279 {
280 // Create the OpenGL context for the first window which needs it:
281 // subsequently created windows will all share the same context.
282 m_glContext = new TestGLContext(canvas);
283 }
284
285 m_glContext->SetCurrent(*canvas);
286
287 return *m_glContext;
288}
289
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290// ----------------------------------------------------------------------------
291// TestGLCanvas
292// ----------------------------------------------------------------------------
293
294BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
50f5d508 295 EVT_PAINT(TestGLCanvas::OnPaint)
50f5d508 296 EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
e4545e01 297 EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
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298END_EVENT_TABLE()
299
300TestGLCanvas::TestGLCanvas(wxWindow *parent)
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301 // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
302 // flag should always be set, because even making the canvas smaller should
303 // be followed by a paint event that updates the entire canvas with new
304 // viewport settings.
305 : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */,
306 wxDefaultPosition, wxDefaultSize,
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307 wxFULL_REPAINT_ON_RESIZE),
308 m_xangle(30.0),
309 m_yangle(30.0),
310 m_spinTimer(this,SpinTimer)
50f5d508 311{
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312}
313
314void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
315{
451c13c8 316 // This is required even though dc is not used otherwise.
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317 wxPaintDC dc(this);
318
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319 // Set the OpenGL viewport according to the client size of this canvas.
320 // This is done here rather than in a wxSizeEvent handler because our
321 // OpenGL rendering context (and thus viewport setting) is used with
322 // multiple canvases: If we updated the viewport in the wxSizeEvent
323 // handler, changing the size of one canvas causes a viewport setting that
324 // is wrong when next another canvas is repainted.
325 const wxSize ClientSize = GetClientSize();
50f5d508 326
97f85100 327 TestGLContext& canvas = wxGetApp().GetContext(this);
451c13c8 328 glViewport(0, 0, ClientSize.x, ClientSize.y);
50f5d508 329
451c13c8 330 // Render the graphics and swap the buffers.
97f85100 331 canvas.DrawRotatedCube(m_xangle, m_yangle);
451c13c8 332 SwapBuffers();
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333}
334
e4545e01 335void TestGLCanvas::Spin(float xSpin, float ySpin)
8b089c5e 336{
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337 m_xangle += xSpin;
338 m_yangle += ySpin;
8b089c5e 339
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340 Refresh(false);
341}
342
343void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
344{
345 float angle = 5.0;
f4a7108f 346
43c742d0 347 switch ( event.GetKeyCode() )
8b089c5e 348 {
43c742d0 349 case WXK_RIGHT:
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350 Spin( 0.0, -angle );
351 break;
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352
353 case WXK_LEFT:
e4545e01 354 Spin( 0.0, angle );
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355 break;
356
357 case WXK_DOWN:
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358 Spin( -angle, 0.0 );
359 break;
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360
361 case WXK_UP:
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362 Spin( angle, 0.0 );
363 break;
364
365 case WXK_SPACE:
366 if ( m_spinTimer.IsRunning() )
367 m_spinTimer.Stop();
368 else
369 m_spinTimer.Start( 25 );
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370 break;
371
372 default:
373 event.Skip();
374 return;
8b089c5e 375 }
e4545e01 376}
8b089c5e 377
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378void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
379{
380 Spin(0.0, 4.0);
43c742d0 381}
8b089c5e 382
451c13c8 383
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384// ----------------------------------------------------------------------------
385// MyFrame: main application window
386// ----------------------------------------------------------------------------
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387
388BEGIN_EVENT_TABLE(MyFrame, wxFrame)
43c742d0 389 EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
1f602af6 390 EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
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391END_EVENT_TABLE()
392
43c742d0 393MyFrame::MyFrame()
9a83f860 394 : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
8b089c5e 395{
50f5d508 396 new TestGLCanvas(this);
5cf036d0 397
43c742d0 398 SetIcon(wxICON(sample));
5cf036d0 399
5cf036d0 400 // Make a menubar
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401 wxMenu *menu = new wxMenu;
402 menu->Append(wxID_NEW);
403 menu->AppendSeparator();
404 menu->Append(wxID_CLOSE);
5cf036d0 405 wxMenuBar *menuBar = new wxMenuBar;
9a83f860 406 menuBar->Append(menu, wxT("&Cube"));
8b089c5e 407
43c742d0 408 SetMenuBar(menuBar);
5cf036d0 409
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410 CreateStatusBar();
411
50f5d508 412 SetClientSize(400, 400);
43c742d0 413 Show();
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414
415 // test IsDisplaySupported() function:
416 static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
417 wxLogStatus("Double-buffered display %s supported",
418 wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
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419}
420
1f602af6 421void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
8b089c5e 422{
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423 // true is to force the frame to close
424 Close(true);
8b089c5e 425}
2db98bf5 426
43c742d0 427void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
8b089c5e 428{
451c13c8 429 new MyFrame();
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430}
431