Add code showing stereo support to the OpenGL cube sample.
[wxWidgets.git] / samples / opengl / cube / cube.cpp
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 // Copyright: (c) Julian Smart
8 // Licence: wxWindows licence
9 ///////////////////////////////////////////////////////////////////////////////
10
11 // ============================================================================
12 // declarations
13 // ============================================================================
14
15 // ----------------------------------------------------------------------------
16 // headers
17 // ----------------------------------------------------------------------------
18
19 // For compilers that support precompilation, includes "wx.h".
20 #include "wx/wxprec.h"
21
22 #ifdef __BORLANDC__
23 #pragma hdrstop
24 #endif
25
26 #ifndef WX_PRECOMP
27 #include "wx/wx.h"
28 #endif
29
30 #if !wxUSE_GLCANVAS
31 #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
32 #endif
33
34 #include "cube.h"
35
36 #ifndef wxHAS_IMAGES_IN_RESOURCES
37 #include "../../sample.xpm"
38 #endif
39
40 // ----------------------------------------------------------------------------
41 // constants
42 // ----------------------------------------------------------------------------
43
44 // control ids
45 enum
46 {
47 SpinTimer = wxID_HIGHEST + 1
48 };
49
50 // ----------------------------------------------------------------------------
51 // helper functions
52 // ----------------------------------------------------------------------------
53
54 static void CheckGLError()
55 {
56 GLenum errLast = GL_NO_ERROR;
57
58 for ( ;; )
59 {
60 GLenum err = glGetError();
61 if ( err == GL_NO_ERROR )
62 return;
63
64 // normally the error is reset by the call to glGetError() but if
65 // glGetError() itself returns an error, we risk looping forever here
66 // so check that we get a different error than the last time
67 if ( err == errLast )
68 {
69 wxLogError(wxT("OpenGL error state couldn't be reset."));
70 return;
71 }
72
73 errLast = err;
74
75 wxLogError(wxT("OpenGL error %d"), err);
76 }
77 }
78
79 // function to draw the texture for cube faces
80 static wxImage DrawDice(int size, unsigned num)
81 {
82 wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
83
84 const int dot = size/16; // radius of a single dot
85 const int gap = 5*size/32; // gap between dots
86
87 wxBitmap bmp(size, size);
88 wxMemoryDC dc;
89 dc.SelectObject(bmp);
90 dc.SetBackground(*wxWHITE_BRUSH);
91 dc.Clear();
92 dc.SetBrush(*wxBLACK_BRUSH);
93
94 // the upper left and lower right points
95 if ( num != 1 )
96 {
97 dc.DrawCircle(gap + dot, gap + dot, dot);
98 dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
99 }
100
101 // draw the central point for odd dices
102 if ( num % 2 )
103 {
104 dc.DrawCircle(size/2, size/2, dot);
105 }
106
107 // the upper right and lower left points
108 if ( num > 3 )
109 {
110 dc.DrawCircle(size - gap - dot, gap + dot, dot);
111 dc.DrawCircle(gap + dot, size - gap - dot, dot);
112 }
113
114 // finally those 2 are only for the last dice
115 if ( num == 6 )
116 {
117 dc.DrawCircle(gap + dot, size/2, dot);
118 dc.DrawCircle(size - gap - dot, size/2, dot);
119 }
120
121 dc.SelectObject(wxNullBitmap);
122
123 return bmp.ConvertToImage();
124 }
125
126 // ============================================================================
127 // implementation
128 // ============================================================================
129
130 // ----------------------------------------------------------------------------
131 // TestGLContext
132 // ----------------------------------------------------------------------------
133
134 TestGLContext::TestGLContext(wxGLCanvas *canvas)
135 : wxGLContext(canvas)
136 {
137 SetCurrent(*canvas);
138
139 // set up the parameters we want to use
140 glEnable(GL_CULL_FACE);
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
181 void 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
256 IMPLEMENT_APP(MyApp)
257
258 bool MyApp::OnInit()
259 {
260 if ( !wxApp::OnInit() )
261 return false;
262
263 new MyFrame();
264
265 return true;
266 }
267
268 int MyApp::OnExit()
269 {
270 delete m_glContext;
271 delete m_glStereoContext;
272
273 return wxApp::OnExit();
274 }
275
276 TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo)
277 {
278 TestGLContext *glContext;
279 if ( useStereo )
280 {
281 if ( !m_glStereoContext )
282 {
283 // Create the OpenGL context for the first stereo window which needs it:
284 // subsequently created windows will all share the same context.
285 m_glStereoContext = new TestGLContext(canvas);
286 }
287 glContext = m_glStereoContext;
288 }
289 else
290 {
291 if ( !m_glContext )
292 {
293 // Create the OpenGL context for the first mono window which needs it:
294 // subsequently created windows will all share the same context.
295 m_glContext = new TestGLContext(canvas);
296 }
297 glContext = m_glContext;
298 }
299
300 glContext->SetCurrent(*canvas);
301
302 return *glContext;
303 }
304
305 // ----------------------------------------------------------------------------
306 // TestGLCanvas
307 // ----------------------------------------------------------------------------
308
309 BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
310 EVT_PAINT(TestGLCanvas::OnPaint)
311 EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
312 EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
313 END_EVENT_TABLE()
314
315 TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
316 // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
317 // flag should always be set, because even making the canvas smaller should
318 // be followed by a paint event that updates the entire canvas with new
319 // viewport settings.
320 : wxGLCanvas(parent, wxID_ANY, attribList,
321 wxDefaultPosition, wxDefaultSize,
322 wxFULL_REPAINT_ON_RESIZE),
323 m_xangle(30.0),
324 m_yangle(30.0),
325 m_spinTimer(this,SpinTimer),
326 m_useStereo(false),
327 m_stereoWarningAlreadyDisplayed(false)
328 {
329 if ( attribList )
330 {
331 int i = 0;
332 while ( attribList[i] != 0 )
333 {
334 if ( attribList[i] == WX_GL_STEREO )
335 m_useStereo = true;
336 ++i;
337 }
338 }
339 }
340
341 void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
342 {
343 // This is required even though dc is not used otherwise.
344 wxPaintDC dc(this);
345
346 // Set the OpenGL viewport according to the client size of this canvas.
347 // This is done here rather than in a wxSizeEvent handler because our
348 // OpenGL rendering context (and thus viewport setting) is used with
349 // multiple canvases: If we updated the viewport in the wxSizeEvent
350 // handler, changing the size of one canvas causes a viewport setting that
351 // is wrong when next another canvas is repainted.
352 const wxSize ClientSize = GetClientSize();
353
354 TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
355 glViewport(0, 0, ClientSize.x, ClientSize.y);
356
357 // Render the graphics and swap the buffers.
358 GLboolean quadStereoSupported;
359 glGetBooleanv( GL_STEREO, &quadStereoSupported);
360 if ( quadStereoSupported )
361 {
362 glDrawBuffer( GL_BACK_LEFT );
363 glMatrixMode(GL_PROJECTION);
364 glLoadIdentity();
365 glFrustum(-0.47f, 0.53f, -0.5f, 0.5f, 1.0f, 3.0f);
366 canvas.DrawRotatedCube(m_xangle, m_yangle);
367 CheckGLError();
368 glDrawBuffer( GL_BACK_RIGHT );
369 glMatrixMode(GL_PROJECTION);
370 glLoadIdentity();
371 glFrustum(-0.53f, 0.47f, -0.5f, 0.5f, 1.0f, 3.0f);
372 canvas.DrawRotatedCube(m_xangle, m_yangle);
373 CheckGLError();
374 }
375 else
376 {
377 canvas.DrawRotatedCube(m_xangle, m_yangle);
378 if ( m_useStereo && !m_stereoWarningAlreadyDisplayed )
379 {
380 m_stereoWarningAlreadyDisplayed = true;
381 wxLogError("Stereo not supported by the graphics card.");
382 }
383 }
384 SwapBuffers();
385 }
386
387 void TestGLCanvas::Spin(float xSpin, float ySpin)
388 {
389 m_xangle += xSpin;
390 m_yangle += ySpin;
391
392 Refresh(false);
393 }
394
395 void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
396 {
397 float angle = 5.0;
398
399 switch ( event.GetKeyCode() )
400 {
401 case WXK_RIGHT:
402 Spin( 0.0, -angle );
403 break;
404
405 case WXK_LEFT:
406 Spin( 0.0, angle );
407 break;
408
409 case WXK_DOWN:
410 Spin( -angle, 0.0 );
411 break;
412
413 case WXK_UP:
414 Spin( angle, 0.0 );
415 break;
416
417 case WXK_SPACE:
418 if ( m_spinTimer.IsRunning() )
419 m_spinTimer.Stop();
420 else
421 m_spinTimer.Start( 25 );
422 break;
423
424 default:
425 event.Skip();
426 return;
427 }
428 }
429
430 void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
431 {
432 Spin(0.0, 4.0);
433 }
434
435 wxString glGetwxString(GLenum name)
436 {
437 const GLubyte *v = glGetString(name);
438 if ( v == 0 )
439 {
440 // The error is not important. It is GL_INVALID_ENUM.
441 // We just want to clear the error stack.
442 glGetError();
443
444 return wxString();
445 }
446
447 return wxString((const char*)v);
448 }
449
450
451 // ----------------------------------------------------------------------------
452 // MyFrame: main application window
453 // ----------------------------------------------------------------------------
454
455 BEGIN_EVENT_TABLE(MyFrame, wxFrame)
456 EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
457 EVT_MENU(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow)
458 EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
459 END_EVENT_TABLE()
460
461 MyFrame::MyFrame( bool stereoWindow )
462 : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
463 {
464 int stereoAttribList[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO, 0 };
465
466 new TestGLCanvas(this, stereoWindow ? stereoAttribList : NULL);
467
468 SetIcon(wxICON(sample));
469
470 // Make a menubar
471 wxMenu *menu = new wxMenu;
472 menu->Append(wxID_NEW);
473 menu->Append(NEW_STEREO_WINDOW, "New Stereo Window");
474 menu->AppendSeparator();
475 menu->Append(wxID_CLOSE);
476 wxMenuBar *menuBar = new wxMenuBar;
477 menuBar->Append(menu, wxT("&Cube"));
478
479 SetMenuBar(menuBar);
480
481 CreateStatusBar();
482
483 SetClientSize(400, 400);
484 Show();
485
486 // test IsDisplaySupported() function:
487 static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
488 wxLogStatus("Double-buffered display %s supported",
489 wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
490
491 if ( stereoWindow )
492 {
493 const wxString vendor = glGetwxString(GL_VENDOR).Lower();
494 const wxString renderer = glGetwxString(GL_RENDERER).Lower();
495 if ( vendor.find("nvidia") != wxString::npos &&
496 renderer.find("quadro") == wxString::npos )
497 ShowFullScreen(true);
498 }
499 }
500
501 void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
502 {
503 // true is to force the frame to close
504 Close(true);
505 }
506
507 void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
508 {
509 new MyFrame();
510 }
511
512 void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) )
513 {
514 new MyFrame(true);
515 }