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[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 // For compilers that support precompilation, includes "wx.h".
13 #include "wx/wxprec.h"
14
15 #ifdef __BORLANDC__
16 #pragma hdrstop
17 #endif
18
19 #ifndef WX_PRECOMP
20 #include "wx/wx.h"
21 #endif
22
23 #if !wxUSE_GLCANVAS
24 #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
25 #endif
26
27 #include "penguin.h"
28 #ifdef __WXMAC__
29 # ifdef __DARWIN__
30 # include <OpenGL/glu.h>
31 # else
32 # include <glu.h>
33 # endif
34 #else
35 # include <GL/glu.h>
36 #endif
37
38 #include "../../sample.xpm"
39
40 #define VIEW_ASPECT 1.3
41
42 // `Main program' equivalent, creating windows and returning main app frame
43 bool MyApp::OnInit()
44 {
45 // Create the main frame window
46 MyFrame *frame = new MyFrame(NULL, wxT("wxWidgets OpenGL Penguin Sample"),
47 wxDefaultPosition, wxDefaultSize);
48
49 /* Make a menubar */
50 wxMenu *fileMenu = new wxMenu;
51
52 fileMenu->Append(wxID_EXIT, wxT("E&xit"));
53 wxMenuBar *menuBar = new wxMenuBar;
54 menuBar->Append(fileMenu, wxT("&File"));
55 frame->SetMenuBar(menuBar);
56
57 frame->SetCanvas( new TestGLCanvas(frame, wxID_ANY, wxDefaultPosition,
58 wxSize(200, 200), wxSUNKEN_BORDER) );
59
60 /* Load file wiht mesh data */
61 frame->GetCanvas()->LoadLWO( wxT("penguin.lwo") );
62
63 /* Show the frame */
64 frame->Show(true);
65
66 return true;
67 }
68
69 IMPLEMENT_APP(MyApp)
70
71 BEGIN_EVENT_TABLE(MyFrame, wxFrame)
72 EVT_MENU(wxID_EXIT, MyFrame::OnExit)
73 END_EVENT_TABLE()
74
75 /* My frame constructor */
76 MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
77 const wxSize& size, long style)
78 : wxFrame(frame, wxID_ANY, title, pos, size, style)
79 {
80 m_canvas = NULL;
81 SetIcon(wxIcon(sample_xpm));
82 }
83
84 /* Intercept menu commands */
85 void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
86 {
87 // true is to force the frame to close
88 Close(true);
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|wxFULL_REPAINT_ON_RESIZE, name)
101 {
102 block = false;
103 }
104
105 TestGLCanvas::~TestGLCanvas()
106 {
107 /* destroy mesh */
108 lw_object_free(info.lwobject);
109 }
110
111 void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(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)
124 {
125 InitGL();
126 info.do_init = false;
127 }
128
129 // View
130 glMatrixMode( GL_PROJECTION );
131 glLoadIdentity();
132 gluPerspective( info.zoom, VIEW_ASPECT, 1.0, 100.0 );
133 glMatrixMode( GL_MODELVIEW );
134
135 // Clear
136 glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
137 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
138
139 // Transformations
140 GLfloat m[4][4];
141 glLoadIdentity();
142 glTranslatef( 0.0f, 0.0f, -30.0f );
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& WXUNUSED(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.mb_str())) return;
182
183 /* read lightwave object */
184 lwObject *lwobject = lw_object_read(filename.mb_str());
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 = 0.0f;
193 info.beginy = 0.0f;
194 info.zoom = 45.0f;
195 trackball( info.quat, 0.0f, 0.0f, 0.0f, 0.0f );
196 }
197
198 void TestGLCanvas::OnMouse( wxMouseEvent& event )
199 {
200
201 if ( event.Dragging() )
202 {
203 wxSize sz( GetClientSize() );
204
205 /* drag in progress, simulate trackball */
206 float spin_quat[4];
207 trackball(spin_quat,
208 (2.0*info.beginx - sz.x) / sz.x,
209 ( sz.y - 2.0*info.beginy) / sz.y,
210 ( 2.0*event.GetX() - sz.x) / sz.x,
211 ( sz.y - 2.0*event.GetY()) / sz.y);
212
213 add_quats( spin_quat, info.quat, info.quat );
214
215 /* orientation has changed, redraw mesh */
216 Refresh(false);
217 }
218
219 info.beginx = event.GetX();
220 info.beginy = event.GetY();
221 }
222
223 void TestGLCanvas::InitGL()
224 {
225 static const GLfloat light0_pos[4] = { -50.0f, 50.0f, 0.0f, 0.0f };
226
227 // white light
228 static const GLfloat light0_color[4] = { 0.6f, 0.6f, 0.6f, 1.0f };
229
230 static const GLfloat light1_pos[4] = { 50.0f, 50.0f, 0.0f, 0.0f };
231
232 // cold blue light
233 static const GLfloat light1_color[4] = { 0.4f, 0.4f, 1.0f, 1.0f };
234
235 /* remove back faces */
236 glDisable(GL_CULL_FACE);
237 glEnable(GL_DEPTH_TEST);
238
239 /* speedups */
240 glEnable(GL_DITHER);
241 glShadeModel(GL_SMOOTH);
242 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
243 glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
244
245 /* light */
246 glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
247 glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
248 glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
249 glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
250 glEnable(GL_LIGHT0);
251 glEnable(GL_LIGHT1);
252 glEnable(GL_LIGHTING);
253
254 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
255 glEnable(GL_COLOR_MATERIAL);
256 }
257