#endif
#if !wxUSE_GLCANVAS
-#error Please set wxUSE_GLCANVAS to 1 in setup.h.
+ #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
#endif
#include "penguin.h"
#define VIEW_ASPECT 1.3
-/* `Main program' equivalent, creating windows and returning main app frame */
-bool MyApp::OnInit(void)
+// `Main program' equivalent, creating windows and returning main app frame
+bool MyApp::OnInit()
{
- /* Create the main frame window */
- MyFrame *frame = new MyFrame(NULL, "wxWindows OpenGL Demo", wxPoint(50, 50), wxSize(400, 300));
+ // Create the main frame window
+ MyFrame *frame = new MyFrame(NULL, wxT("wxWidgets OpenGL Penguin Sample"),
+ wxDefaultPosition, wxDefaultSize);
- /* Make a menubar */
- wxMenu *fileMenu = new wxMenu;
+ /* Make a menubar */
+ wxMenu *fileMenu = new wxMenu;
- fileMenu->Append(wxID_EXIT, "E&xit");
- wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(fileMenu, "&File");
- frame->SetMenuBar(menuBar);
+ fileMenu->Append(wxID_EXIT, wxT("E&xit"));
+ wxMenuBar *menuBar = new wxMenuBar;
+ menuBar->Append(fileMenu, wxT("&File"));
+ frame->SetMenuBar(menuBar);
- frame->m_canvas = new TestGLCanvas(frame, -1, wxPoint(0, 0), wxSize(200, 200), wxSUNKEN_BORDER);
+ frame->SetCanvas( new TestGLCanvas(frame, wxID_ANY, wxDefaultPosition,
+ wxSize(200, 200), wxSUNKEN_BORDER) );
- /* Load file wiht mesh data */
- frame->m_canvas->LoadLWO( "penguin.lwo" );
+ /* Load file wiht mesh data */
+ frame->GetCanvas()->LoadLWO( wxT("penguin.lwo") );
- /* Show the frame */
- frame->Show(TRUE);
-
- return TRUE;
+ /* Show the frame */
+ frame->Show(true);
+
+ return true;
}
IMPLEMENT_APP(MyApp)
/* My frame constructor */
MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
- const wxSize& size, long style):
- wxFrame(frame, -1, title, pos, size, style)
+ const wxSize& size, long style)
+ : wxFrame(frame, wxID_ANY, title, pos, size, style)
{
m_canvas = NULL;
}
/* Intercept menu commands */
-void MyFrame::OnExit(wxCommandEvent& event)
+void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
{
- Destroy();
+ // true is to force the frame to close
+ Close(true);
}
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
END_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
- const wxPoint& pos, const wxSize& size, long style, const wxString& name):
- wxGLCanvas(parent, id, pos, size, style, name)
+ const wxPoint& pos, const wxSize& size, long style, const wxString& name)
+ : wxGLCanvas(parent, id, pos, size, style, name)
{
- block = FALSE;
+ block = false;
}
-TestGLCanvas::~TestGLCanvas(void)
+TestGLCanvas::~TestGLCanvas()
{
/* destroy mesh */
lw_object_free(info.lwobject);
}
-void TestGLCanvas::OnPaint( wxPaintEvent& event )
+void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
{
/* must always be here */
wxPaintDC dc(this);
#endif
SetCurrent();
-
- /* initialize OpenGL */
- if (info.do_init == TRUE)
+
+ // Initialize OpenGL
+ if (info.do_init)
{
InitGL();
- info.do_init = FALSE;
+ info.do_init = false;
}
-
- /* view */
+
+ // View
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
- gluPerspective( info.zoom, VIEW_ASPECT, 1, 100 );
+ gluPerspective( info.zoom, VIEW_ASPECT, 1.0, 100.0 );
glMatrixMode( GL_MODELVIEW );
- /* clear */
- glClearColor( .3, .4, .6, 1 );
+ // Clear
+ glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- /* transformations */
+ // Transformations
GLfloat m[4][4];
glLoadIdentity();
- glTranslatef( 0, 0, -30 );
+ glTranslatef( 0.0f, 0.0f, -30.0f );
build_rotmatrix( m,info.quat );
glMultMatrixf( &m[0][0] );
- /* draw object */
+ // Draw object
lw_object_show( info.lwobject );
-
- /* flush */
+
+ // Flush
glFlush();
- /* swap */
+ // Swap
SwapBuffers();
}
{
// this is also necessary to update the context on some platforms
wxGLCanvas::OnSize(event);
-
+
// set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
int w, h;
GetClientSize(&w, &h);
#ifndef __WXMOTIF__
- if (GetContext())
+ if ( GetContext() )
#endif
{
SetCurrent();
}
}
-void TestGLCanvas::OnEraseBackground(wxEraseEvent& event)
+void TestGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
{
/* Do nothing, to avoid flashing on MSW */
}
void TestGLCanvas::LoadLWO(const wxString &filename)
{
/* test if lightwave object */
- if (!lw_is_lwobject(filename)) return;
-
+ if (!lw_is_lwobject(filename.mb_str())) return;
+
/* read lightwave object */
- lwObject *lwobject = lw_object_read(filename);
-
+ lwObject *lwobject = lw_object_read(filename.mb_str());
+
/* scale */
lw_object_scale(lwobject, 10.0 / lw_object_radius(lwobject));
-
+
/* set up mesh info */
- info.do_init = TRUE;
+ info.do_init = true;
info.lwobject = lwobject;
- info.beginx = 0;
- info.beginy = 0;
- info.zoom = 45;
- trackball( info.quat, 0.0, 0.0, 0.0, 0.0 );
+ info.beginx = 0.0f;
+ info.beginy = 0.0f;
+ info.zoom = 45.0f;
+ trackball( info.quat, 0.0f, 0.0f, 0.0f, 0.0f );
}
void TestGLCanvas::OnMouse( wxMouseEvent& event )
{
- wxSize sz(GetClientSize());
- if (event.Dragging())
+
+ if ( event.Dragging() )
{
+ wxSize sz( GetClientSize() );
+
/* drag in progress, simulate trackball */
float spin_quat[4];
trackball(spin_quat,
- (2.0*info.beginx - sz.x) / sz.x,
- ( sz.y - 2.0*info.beginy) / sz.y,
- ( 2.0*event.GetX() - sz.x) / sz.x,
- ( sz.y - 2.0*event.GetY()) / sz.y);
-
+ (2.0*info.beginx - sz.x) / sz.x,
+ ( sz.y - 2.0*info.beginy) / sz.y,
+ ( 2.0*event.GetX() - sz.x) / sz.x,
+ ( sz.y - 2.0*event.GetY()) / sz.y);
+
add_quats( spin_quat, info.quat, info.quat );
/* orientation has changed, redraw mesh */
- Refresh(FALSE);
+ Refresh(false);
}
info.beginx = event.GetX();
info.beginy = event.GetY();
}
-void TestGLCanvas::InitGL(void)
+void TestGLCanvas::InitGL()
{
- GLfloat light0_pos[4] = { -50.0, 50.0, 0.0, 0.0 };
- GLfloat light0_color[4] = { .6, .6, .6, 1.0 }; /* white light */
- GLfloat light1_pos[4] = { 50.0, 50.0, 0.0, 0.0 };
- GLfloat light1_color[4] = { .4, .4, 1, 1.0 }; /* cold blue light */
+ static const GLfloat light0_pos[4] = { -50.0f, 50.0f, 0.0f, 0.0f };
+
+ // white light
+ static const GLfloat light0_color[4] = { 0.6f, 0.6f, 0.6f, 1.0f };
+
+ static const GLfloat light1_pos[4] = { 50.0f, 50.0f, 0.0f, 0.0f };
+
+ // cold blue light
+ static const GLfloat light1_color[4] = { 0.4f, 0.4f, 1.0f, 1.0f };
/* remove back faces */
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
-
+
/* speedups */
glEnable(GL_DITHER);
glShadeModel(GL_SMOOTH);
/* light */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
-
- glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
- glEnable(GL_COLOR_MATERIAL);
-}
+ glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+}