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