#include "../../sample.xpm"
#endif
+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
+
+// control ids
+enum
+{
+ SpinTimer = wxID_HIGHEST + 1
+};
+
+// ----------------------------------------------------------------------------
+// helper functions
+// ----------------------------------------------------------------------------
+
+static void CheckGLError()
+{
+ GLenum errLast = GL_NO_ERROR;
+
+ for ( ;; )
+ {
+ GLenum err = glGetError();
+ if ( err == GL_NO_ERROR )
+ return;
+
+ // normally the error is reset by the call to glGetError() but if
+ // glGetError() itself returns an error, we risk looping forever here
+ // so check that we get a different error than the last time
+ if ( err == errLast )
+ {
+ wxLogError(wxT("OpenGL error state couldn't be reset."));
+ return;
+ }
+
+ errLast = err;
+
+ wxLogError(wxT("OpenGL error %d"), err);
+ }
+}
+
+// function to draw the texture for cube faces
+static wxImage DrawDice(int size, unsigned num)
+{
+ wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
+
+ const int dot = size/16; // radius of a single dot
+ const int gap = 5*size/32; // gap between dots
+
+ wxBitmap bmp(size, size);
+ wxMemoryDC dc;
+ dc.SelectObject(bmp);
+ dc.SetBackground(*wxWHITE_BRUSH);
+ dc.Clear();
+ dc.SetBrush(*wxBLACK_BRUSH);
+
+ // the upper left and lower right points
+ if ( num != 1 )
+ {
+ dc.DrawCircle(gap + dot, gap + dot, dot);
+ dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
+ }
+
+ // draw the central point for odd dices
+ if ( num % 2 )
+ {
+ dc.DrawCircle(size/2, size/2, dot);
+ }
+
+ // the upper right and lower left points
+ if ( num > 3 )
+ {
+ dc.DrawCircle(size - gap - dot, gap + dot, dot);
+ dc.DrawCircle(gap + dot, size - gap - dot, dot);
+ }
+
+ // finally those 2 are only for the last dice
+ if ( num == 6 )
+ {
+ dc.DrawCircle(gap + dot, size/2, dot);
+ dc.DrawCircle(size - gap - dot, size/2, dot);
+ }
+
+ dc.SelectObject(wxNullBitmap);
+
+ return bmp.ConvertToImage();
+}
+
// ============================================================================
// implementation
// ============================================================================
+// ----------------------------------------------------------------------------
+// TestGLContext
+// ----------------------------------------------------------------------------
+
+TestGLContext::TestGLContext(wxGLCanvas *canvas)
+ : wxGLContext(canvas)
+{
+ SetCurrent(*canvas);
+
+ // set up the parameters we want to use
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_TEXTURE_2D);
+
+ // add slightly more light, the default lighting is rather dark
+ GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+
+ // set viewing projection
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
+
+ // create the textures to use for cube sides: they will be reused by all
+ // canvases (which is probably not critical in the case of simple textures
+ // we use here but could be really important for a real application where
+ // each texture could take many megabytes)
+ glGenTextures(WXSIZEOF(m_textures), m_textures);
+
+ for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
+ {
+ glBindTexture(GL_TEXTURE_2D, m_textures[i]);
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
+ const wxImage img(DrawDice(256, i + 1));
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
+ 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
+ }
+
+ CheckGLError();
+}
+
+void TestGLContext::DrawRotatedCube(float xangle, float yangle)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -2.0f);
+ glRotatef(xangle, 1.0f, 0.0f, 0.0f);
+ glRotatef(yangle, 0.0f, 1.0f, 0.0f);
+
+ // draw six faces of a cube of size 1 centered at (0, 0, 0)
+ glBindTexture(GL_TEXTURE_2D, m_textures[0]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f, 1.0f);
+ glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[1]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 0.0f,-1.0f);
+ glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[2]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f, 1.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[3]);
+ glBegin(GL_QUADS);
+ glNormal3f( 0.0f,-1.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[4]);
+ glBegin(GL_QUADS);
+ glNormal3f( 1.0f, 0.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
+ glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
+ glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
+ glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
+ glEnd();
+
+ glBindTexture(GL_TEXTURE_2D, m_textures[5]);
+ glBegin(GL_QUADS);
+ glNormal3f(-1.0f, 0.0f, 0.0f);
+ glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
+ glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
+ glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
+ glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
+ glEnd();
+
+ glFlush();
+
+ CheckGLError();
+}
+
+
// ----------------------------------------------------------------------------
// MyApp: the application object
// ----------------------------------------------------------------------------
if ( !wxApp::OnInit() )
return false;
- // Create the main window
new MyFrame();
return true;
return wxApp::OnExit();
}
-void MyApp::SetCurrent(wxGLCanvas *canvas)
+TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
{
- wxCHECK_RET( canvas, _T("canvas can't be NULL") );
-
if ( !m_glContext )
- m_glContext = new wxGLContext(canvas);
+ {
+ // Create the OpenGL context for the first window which needs it:
+ // subsequently created windows will all share the same context.
+ m_glContext = new TestGLContext(canvas);
+ }
m_glContext->SetCurrent(*canvas);
+
+ return *m_glContext;
}
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
- EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
-
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
+ EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
END_EVENT_TABLE()
-static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
-
TestGLCanvas::TestGLCanvas(wxWindow *parent)
- : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */)
-{
- m_gllist = 0;
-
- // notice that we can't call InitGL() from here: we must wait until the
- // window is shown on screen to be able to perform OpenGL calls
-}
-
-// this function is called on each repaint so it should be fast
-void TestGLCanvas::Render()
+ // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
+ // flag should always be set, because even making the canvas smaller should
+ // be followed by a paint event that updates the entire canvas with new
+ // viewport settings.
+ : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */,
+ wxDefaultPosition, wxDefaultSize,
+ wxFULL_REPAINT_ON_RESIZE),
+ m_xangle(30.0),
+ m_yangle(30.0),
+ m_spinTimer(this,SpinTimer)
{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glCallList(m_gllist);
-
- glFlush();
- SwapBuffers();
}
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
- wxGetApp().SetCurrent(this);
-
- // initialize if not done yet
- InitGL();
-
+ // This is required even though dc is not used otherwise.
wxPaintDC dc(this);
- Render();
-}
-
-void TestGLCanvas::OnSize(wxSizeEvent& event)
-{
- // don't prevent default processing from taking place
- event.Skip();
+ // Set the OpenGL viewport according to the client size of this canvas.
+ // This is done here rather than in a wxSizeEvent handler because our
+ // OpenGL rendering context (and thus viewport setting) is used with
+ // multiple canvases: If we updated the viewport in the wxSizeEvent
+ // handler, changing the size of one canvas causes a viewport setting that
+ // is wrong when next another canvas is repainted.
+ const wxSize ClientSize = GetClientSize();
- if ( !IsInitialized() )
- return;
+ TestGLContext& canvas = wxGetApp().GetContext(this);
+ glViewport(0, 0, ClientSize.x, ClientSize.y);
- // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
- int w, h;
- GetClientSize(&w, &h);
-
- wxGetApp().SetCurrent(this);
- glViewport(0, 0, w, h);
+ // Render the graphics and swap the buffers.
+ canvas.DrawRotatedCube(m_xangle, m_yangle);
+ SwapBuffers();
}
-void TestGLCanvas::InitGL()
+void TestGLCanvas::Spin(float xSpin, float ySpin)
{
- if ( IsInitialized() )
- return;
-
- /* set viewing projection */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
-
- /* position viewer */
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
- glTranslatef(0.0f, 0.0f, -2.0f);
-
- /* position object */
- glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
- glRotatef(30.0f, 0.0f, 1.0f, 0.0f);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-
- // create the list of commands to draw the cube: then we can just (quickly)
- // execute it in Render() later
- m_gllist = glGenLists(1);
- glNewList(m_gllist, GL_COMPILE);
-
- /* draw six faces of a cube */
- glBegin(GL_QUADS);
- glNormal3f( 0.0f, 0.0f, 1.0f);
- glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
- glVertex3f(-0.5f,-0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
-
- glNormal3f( 0.0f, 0.0f,-1.0f);
- glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
- glVertex3f( 0.5f, 0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
-
- glNormal3f( 0.0f, 1.0f, 0.0f);
- glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
- glVertex3f(-0.5f, 0.5f,-0.5f); glVertex3f(-0.5f, 0.5f, 0.5f);
-
- glNormal3f( 0.0f,-1.0f, 0.0f);
- glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f( 0.5f,-0.5f,-0.5f);
- glVertex3f( 0.5f,-0.5f, 0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
-
- glNormal3f( 1.0f, 0.0f, 0.0f);
- glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f);
- glVertex3f( 0.5f,-0.5f,-0.5f); glVertex3f( 0.5f, 0.5f,-0.5f);
-
- glNormal3f(-1.0f, 0.0f, 0.0f);
- glVertex3f(-0.5f,-0.5f,-0.5f); glVertex3f(-0.5f,-0.5f, 0.5f);
- glVertex3f(-0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f,-0.5f);
- glEnd();
+ m_xangle += xSpin;
+ m_yangle += ySpin;
- glEndList();
+ Refresh(false);
}
-void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
+void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
{
- GLfloat x = 0,
- y = 0,
- z = 0;
-
- bool inverse = false;
+ float angle = 5.0;
switch ( event.GetKeyCode() )
{
case WXK_RIGHT:
- inverse = true;
- // fall through
+ Spin( 0.0, -angle );
+ break;
case WXK_LEFT:
- // rotate around Z axis
- z = 1;
+ Spin( 0.0, angle );
break;
case WXK_DOWN:
- inverse = true;
- // fall through
+ Spin( -angle, 0.0 );
+ break;
case WXK_UP:
- // rotate around Y axis
- y = 1;
+ Spin( angle, 0.0 );
+ break;
+
+ case WXK_SPACE:
+ if ( m_spinTimer.IsRunning() )
+ m_spinTimer.Stop();
+ else
+ m_spinTimer.Start( 25 );
break;
default:
event.Skip();
return;
}
+}
- float angle = 5;
- if ( inverse )
- angle = -angle;
-
- wxGetApp().SetCurrent(this);
-
- glMatrixMode(GL_MODELVIEW);
- glRotatef(angle, x, y, z);
-
- // refresh all cubes
- for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin();
- i != wxTopLevelWindows.end();
- ++i )
- {
- MyFrame *frame = (MyFrame *)*i;
- frame->RefreshCanvas();
- }
+void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
+{
+ Spin(0.0, 4.0);
}
+
// ----------------------------------------------------------------------------
// MyFrame: main application window
// ----------------------------------------------------------------------------
END_EVENT_TABLE()
MyFrame::MyFrame()
- : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"),
- wxDefaultPosition, wxSize(400, 300))
+ : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
{
- m_canvas = new TestGLCanvas(this);
+ new TestGLCanvas(this);
SetIcon(wxICON(sample));
menu->AppendSeparator();
menu->Append(wxID_CLOSE);
wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(menu, _T("&Cube"));
+ menuBar->Append(menu, wxT("&Cube"));
SetMenuBar(menuBar);
CreateStatusBar();
+ SetClientSize(400, 400);
Show();
+
+ // test IsDisplaySupported() function:
+ static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
+ wxLogStatus("Double-buffered display %s supported",
+ wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
}
void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
{
- (void) new MyFrame();
+ new MyFrame();
}
-void MyFrame::RefreshCanvas()
-{
- m_canvas->Refresh(false);
-}