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fixed mouse input handling in wxUniv: the static boxes ust be transparent
[wxWidgets.git] / samples / opengl / penguin / penguin.cpp
1 /////////////////////////////////////////////////////////////////////////////
2 // Name: penguin.cpp
3 // Purpose: wxGLCanvas demo program
4 // Author: Robert Roebling
5 // Modified by:
6 // Created: 04/01/98
7 // RCS-ID: $Id$
8 // Copyright: (c) Robert Roebling
9 // Licence: wxWindows licence
10 /////////////////////////////////////////////////////////////////////////////
11
12 #ifdef __GNUG__
13 #pragma implementation
14 #pragma interface
15 #endif
16
17 // For compilers that support precompilation, includes "wx.h".
18 #include "wx/wxprec.h"
19
20 #ifdef __BORLANDC__
21 #pragma hdrstop
22 #endif
23
24 #ifndef WX_PRECOMP
25 #include "wx/wx.h"
26 #endif
27
28 #if !wxUSE_GLCANVAS
29 #error Please set wxUSE_GLCANVAS to 1 in setup.h.
30 #endif
31
32 #include "penguin.h"
33 #ifdef __WXMAC__
34 # ifdef __DARWIN__
35 # include <OpenGL/glu.h>
36 # else
37 # include <glu.h>
38 # endif
39 #else
40 # include <GL/glu.h>
41 #endif
42
43 #define VIEW_ASPECT 1.3
44
45 /* `Main program' equivalent, creating windows and returning main app frame */
46 bool MyApp::OnInit(void)
47 {
48
49 /* Create the main frame window */
50 MyFrame *frame = new MyFrame(NULL, "wxWindows OpenGL Demo", wxPoint(50, 50), wxSize(400, 300));
51
52 /* Make a menubar */
53 wxMenu *fileMenu = new wxMenu;
54
55 fileMenu->Append(wxID_EXIT, "E&xit");
56 wxMenuBar *menuBar = new wxMenuBar;
57 menuBar->Append(fileMenu, "&File");
58 frame->SetMenuBar(menuBar);
59
60 frame->m_canvas = new TestGLCanvas(frame, -1, wxPoint(0, 0), wxSize(200, 200), wxSUNKEN_BORDER);
61
62 /* Load file wiht mesh data */
63 frame->m_canvas->LoadLWO( "penguin.lwo" );
64
65 /* Show the frame */
66 frame->Show(TRUE);
67
68 return TRUE;
69 }
70
71 IMPLEMENT_APP(MyApp)
72
73 BEGIN_EVENT_TABLE(MyFrame, wxFrame)
74 EVT_MENU(wxID_EXIT, MyFrame::OnExit)
75 END_EVENT_TABLE()
76
77 /* My frame constructor */
78 MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
79 const wxSize& size, long style):
80 wxFrame(frame, -1, title, pos, size, style)
81 {
82 m_canvas = NULL;
83 }
84
85 /* Intercept menu commands */
86 void MyFrame::OnExit(wxCommandEvent& event)
87 {
88 Destroy();
89 }
90
91 BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
92 EVT_SIZE(TestGLCanvas::OnSize)
93 EVT_PAINT(TestGLCanvas::OnPaint)
94 EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
95 EVT_MOUSE_EVENTS(TestGLCanvas::OnMouse)
96 END_EVENT_TABLE()
97
98 TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
99 const wxPoint& pos, const wxSize& size, long style, const wxString& name):
100 wxGLCanvas(parent, id, pos, size, style, name)
101 {
102 block = FALSE;
103 }
104
105 TestGLCanvas::~TestGLCanvas(void)
106 {
107 /* destroy mesh */
108 lw_object_free(info.lwobject);
109 }
110
111 void TestGLCanvas::OnPaint( wxPaintEvent& event )
112 {
113 /* must always be here */
114 wxPaintDC dc(this);
115
116 #ifndef __WXMOTIF__
117 if (!GetContext()) return;
118 #endif
119
120 SetCurrent();
121
122 /* initialize OpenGL */
123 if (info.do_init == TRUE)
124 {
125 InitGL();
126 info.do_init = FALSE;
127 }
128
129 /* view */
130 glMatrixMode( GL_PROJECTION );
131 glLoadIdentity();
132 gluPerspective( info.zoom, VIEW_ASPECT, 1, 100 );
133 glMatrixMode( GL_MODELVIEW );
134
135 /* clear */
136 glClearColor( .3, .4, .6, 1 );
137 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
138
139 /* transformations */
140 GLfloat m[4][4];
141 glLoadIdentity();
142 glTranslatef( 0, 0, -30 );
143 build_rotmatrix( m,info.quat );
144 glMultMatrixf( &m[0][0] );
145
146 /* draw object */
147 lw_object_show( info.lwobject );
148
149 /* flush */
150 glFlush();
151
152 /* swap */
153 SwapBuffers();
154 }
155
156 void TestGLCanvas::OnSize(wxSizeEvent& event)
157 {
158 // this is also necessary to update the context on some platforms
159 wxGLCanvas::OnSize(event);
160
161 // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
162 int w, h;
163 GetClientSize(&w, &h);
164 #ifndef __WXMOTIF__
165 if (GetContext())
166 #endif
167 {
168 SetCurrent();
169 glViewport(0, 0, (GLint) w, (GLint) h);
170 }
171 }
172
173 void TestGLCanvas::OnEraseBackground(wxEraseEvent& event)
174 {
175 /* Do nothing, to avoid flashing on MSW */
176 }
177
178 void TestGLCanvas::LoadLWO(const wxString &filename)
179 {
180 /* test if lightwave object */
181 if (!lw_is_lwobject(filename)) return;
182
183 /* read lightwave object */
184 lwObject *lwobject = lw_object_read(filename);
185
186 /* scale */
187 lw_object_scale(lwobject, 10.0 / lw_object_radius(lwobject));
188
189 /* set up mesh info */
190 info.do_init = TRUE;
191 info.lwobject = lwobject;
192 info.beginx = 0;
193 info.beginy = 0;
194 info.zoom = 45;
195 trackball( info.quat, 0.0, 0.0, 0.0, 0.0 );
196 }
197
198 void TestGLCanvas::OnMouse( wxMouseEvent& event )
199 {
200 wxSize sz(GetClientSize());
201 if (event.Dragging())
202 {
203 /* drag in progress, simulate trackball */
204 float spin_quat[4];
205 trackball(spin_quat,
206 (2.0*info.beginx - sz.x) / sz.x,
207 ( sz.y - 2.0*info.beginy) / sz.y,
208 ( 2.0*event.GetX() - sz.x) / sz.x,
209 ( sz.y - 2.0*event.GetY()) / sz.y);
210
211 add_quats( spin_quat, info.quat, info.quat );
212
213 /* orientation has changed, redraw mesh */
214 Refresh(FALSE);
215 }
216
217 info.beginx = event.GetX();
218 info.beginy = event.GetY();
219 }
220
221 void TestGLCanvas::InitGL(void)
222 {
223 GLfloat light0_pos[4] = { -50.0, 50.0, 0.0, 0.0 };
224 GLfloat light0_color[4] = { .6, .6, .6, 1.0 }; /* white light */
225 GLfloat light1_pos[4] = { 50.0, 50.0, 0.0, 0.0 };
226 GLfloat light1_color[4] = { .4, .4, 1, 1.0 }; /* cold blue light */
227
228 /* remove back faces */
229 glDisable(GL_CULL_FACE);
230 glEnable(GL_DEPTH_TEST);
231
232 /* speedups */
233 glEnable(GL_DITHER);
234 glShadeModel(GL_SMOOTH);
235 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
236 glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
237
238 /* light */
239 glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
240 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
241 glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
242 glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
243 glEnable(GL_LIGHT0);
244 glEnable(GL_LIGHT1);
245 glEnable(GL_LIGHTING);
246
247 glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
248 glEnable(GL_COLOR_MATERIAL);
249 }
250
251