-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
// Name: cube.cpp
// Purpose: wxGLCanvas demo program
// Author: Julian Smart
-// Modified by:
+// Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
// Created: 04/01/98
// RCS-ID: $Id$
// Copyright: (c) Julian Smart
// Licence: wxWindows licence
-/////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
-#ifdef __GNUG__
-#pragma implementation
-#pragma interface
-#endif
+// ============================================================================
+// declarations
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// headers
+// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#include "wx/wx.h"
#endif
-#include "wx/log.h"
-
#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 "cube.h"
-#ifndef __WXMSW__ // for wxStopWatch, see remark below
- #if defined(__WXMAC__) && !defined(__DARWIN__)
- #include <utime.h>
- #include <unistd.h>
- #else
- #include <sys/time.h>
- #include <sys/unistd.h>
- #endif
-#else
-#include <sys/timeb.h>
+#ifndef wxHAS_IMAGES_IN_RESOURCES
+ #include "../../sample.xpm"
#endif
-#define ID_NEW_WINDOW 10000
-#define ID_DEF_ROTATE_LEFT_KEY 10001
-#define ID_DEF_ROTATE_RIGHT_KEY 10002
+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
-/*----------------------------------------------------------
- Control to get a keycode
- ----------------------------------------------------------*/
-class ScanCodeCtrl : public wxTextCtrl
+// control ids
+enum
{
-public:
- ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code,
- const wxPoint& pos, const wxSize& size );
- void OnChar( wxKeyEvent& event ) { } /* do nothing */
- void OnKeyDown(wxKeyEvent& event);
-private:
-// any class wishing to process wxWindows events must use this macro
- DECLARE_EVENT_TABLE()
+ SpinTimer = wxID_HIGHEST + 1
};
-BEGIN_EVENT_TABLE( ScanCodeCtrl, wxTextCtrl )
- EVT_CHAR( ScanCodeCtrl::OnChar )
- EVT_KEY_DOWN( ScanCodeCtrl::OnKeyDown )
-END_EVENT_TABLE()
-
-ScanCodeCtrl::ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code,
- const wxPoint& pos, const wxSize& size )
- : wxTextCtrl( parent, id, "", pos, size )
-{ wxString buf;
- buf.Printf( "0x%04x", code );
- SetValue( buf );
-}
-
-void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event )
-{ wxString buf;
- buf.Printf( "0x%04x", event.KeyCode() );
- SetValue( buf );
-}
-/*------------------------------------------------------------------
- Dialog for defining a keypress
--------------------------------------------------------------------*/
+// ----------------------------------------------------------------------------
+// helper functions
+// ----------------------------------------------------------------------------
-class ScanCodeDialog : public wxDialog
+static void CheckGLError()
{
-public:
- ScanCodeDialog( wxWindow* parent, wxWindowID id, const int code,
- const wxString &descr, const wxString& title );
- int GetValue();
-private:
- ScanCodeCtrl *m_ScanCode;
- wxTextCtrl *m_Description;
-};
+ GLenum errLast = GL_NO_ERROR;
-ScanCodeDialog::ScanCodeDialog( wxWindow* parent, wxWindowID id,
- const int code, const wxString &descr, const wxString& title )
- : wxDialog( parent, id, title, wxPoint(-1, -1), wxSize(96*2,76*2) )
-{
- new wxStaticText( this, -1, "Scancode", wxPoint(4*2,3*2),
- wxSize(31*2,12*2) );
- m_ScanCode = new ScanCodeCtrl( this, -1, code, wxPoint(37*2,6*2),
- wxSize(53*2,14*2) );
-
- new wxStaticText( this, -1, "Description", wxPoint(4*2,24*2),
- wxSize(32*2,12*2) );
- m_Description = new wxTextCtrl( this, -1, descr, wxPoint(37*2,27*2),
- wxSize(53*2,14*2) );
-
- new wxButton( this, wxID_OK, "Ok", wxPoint(20*2,50*2), wxSize(20*2,13*2) );
- new wxButton( this, wxID_CANCEL, "Cancel", wxPoint(44*2,50*2),
- wxSize(25*2,13*2) );
+ 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);
+ }
}
-int ScanCodeDialog::GetValue()
+// function to draw the texture for cube faces
+static wxImage DrawDice(int size, unsigned num)
{
- int code;
- wxString buf = m_ScanCode->GetValue();
- sscanf( buf.c_str(), "%i", &code );
- return( code );
-}
+ wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
-/*----------------------------------------------------------------------
- Utility function to get the elapsed time (in msec) since a given point
- in time (in sec) (because current version of wxGetElapsedTime doesn´t
- works right with glibc-2.1 and linux, at least for me)
------------------------------------------------------------------------*/
-unsigned long wxStopWatch( unsigned long *sec_base )
-{
- unsigned long secs,msec;
-
-#if defined(__WXMSW__)
- struct timeb tb;
- ftime( &tb );
- secs = tb.time;
- msec = tb.millitm;
-#elif defined(__WXMAC__) && !defined(__DARWIN__)
- wxLongLong tl = wxGetLocalTimeMillis();
- secs = (unsigned long) (tl.GetValue() / 1000);
- msec = (unsigned long) (tl.GetValue() - secs*1000);
-#else
- // think every unice has gettimeofday
- struct timeval tv;
- gettimeofday( &tv, (struct timezone *)NULL );
- secs = tv.tv_sec;
- msec = tv.tv_usec/1000;
-#endif
+ const int dot = size/16; // radius of a single dot
+ const int gap = 5*size/32; // gap between dots
- if( *sec_base == 0 )
- *sec_base = secs;
+ wxBitmap bmp(size, size);
+ wxMemoryDC dc;
+ dc.SelectObject(bmp);
+ dc.SetBackground(*wxWHITE_BRUSH);
+ dc.Clear();
+ dc.SetBrush(*wxBLACK_BRUSH);
- return( (secs-*sec_base)*1000 + msec );
-}
+ // 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);
+ }
-/*----------------------------------------------------------------
- Implementation of Test-GLCanvas
------------------------------------------------------------------*/
+ // draw the central point for odd dices
+ if ( num % 2 )
+ {
+ dc.DrawCircle(size/2, size/2, dot);
+ }
-BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
- EVT_SIZE(TestGLCanvas::OnSize)
- EVT_PAINT(TestGLCanvas::OnPaint)
- EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
- EVT_KEY_DOWN( TestGLCanvas::OnKeyDown )
- EVT_KEY_UP( TestGLCanvas::OnKeyUp )
- EVT_ENTER_WINDOW( TestGLCanvas::OnEnterWindow )
-END_EVENT_TABLE()
+ // 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);
+ }
-unsigned long TestGLCanvas::m_secbase = 0;
-int TestGLCanvas::m_TimeInitialized = 0;
-unsigned long TestGLCanvas::m_xsynct;
-unsigned long TestGLCanvas::m_gsynct;
+ // 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);
+ }
-TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id,
- const wxPoint& pos, const wxSize& size, long style, const wxString& name):
- wxGLCanvas(parent, (wxGLCanvas*) NULL, id, pos, size, style, name )
-{
- m_init = FALSE;
- m_gllist = 0;
- m_rleft = WXK_LEFT;
- m_rright = WXK_RIGHT;
-}
+ dc.SelectObject(wxNullBitmap);
-TestGLCanvas::TestGLCanvas(wxWindow *parent, const TestGLCanvas &other,
- wxWindowID id, const wxPoint& pos, const wxSize& size, long style,
- const wxString& name ) :
- wxGLCanvas(parent, other.GetContext(), id, pos, size, style, name )
-{
- m_init = FALSE;
- m_gllist = other.m_gllist; /* share display list */
- m_rleft = WXK_LEFT;
- m_rright = WXK_RIGHT;
+ return bmp.ConvertToImage();
}
-TestGLCanvas::~TestGLCanvas()
-{
-}
+// ============================================================================
+// implementation
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// TestGLContext
+// ----------------------------------------------------------------------------
-void TestGLCanvas::Render()
+TestGLContext::TestGLContext(wxGLCanvas *canvas)
+ : wxGLContext(canvas)
{
- wxPaintDC dc(this);
+ SetCurrent(*canvas);
-#ifndef __WXMOTIF__
- if (!GetContext()) return;
-#endif
+ // set up the parameters we want to use
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_TEXTURE_2D);
- SetCurrent();
- /* init OpenGL once, but after SetCurrent */
- if (!m_init)
- {
- InitGL();
- m_init = TRUE;
- }
+ // 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);
- glMatrixMode(GL_MODELVIEW);
+ glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
- /* clear color and depth buffers */
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if( m_gllist == 0 )
- {
- m_gllist = glGenLists( 1 );
- glNewList( m_gllist, GL_COMPILE_AND_EXECUTE );
- /* 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);
+ // 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);
- 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);
+ for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
+ {
+ glBindTexture(GL_TEXTURE_2D, m_textures[i]);
- 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);
+ 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);
- 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();
+ const wxImage img(DrawDice(256, i + 1));
- glEndList();
- }
- else
- glCallList( m_gllist );
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
+ 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
+ }
- glFlush();
- SwapBuffers();
+ CheckGLError();
}
-void TestGLCanvas::OnEnterWindow( wxMouseEvent& event )
+void TestGLContext::DrawRotatedCube(float xangle, float yangle)
{
- SetFocus();
-}
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-void TestGLCanvas::OnPaint( wxPaintEvent& event )
-{
- Render();
-}
+ 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);
-void TestGLCanvas::OnSize(wxSizeEvent& event)
-{
- // 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())
-#endif
- {
- SetCurrent();
- glViewport(0, 0, (GLint) w, (GLint) h);
- }
-}
+ // 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();
-void TestGLCanvas::OnEraseBackground(wxEraseEvent& event)
-{
- // Do nothing, to avoid flashing.
-}
+ 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();
-void TestGLCanvas::InitGL()
-{
- SetCurrent();
+ 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();
- /* set viewing projection */
- glMatrixMode(GL_PROJECTION);
- glFrustum(-0.5F, 0.5F, -0.5F, 0.5F, 1.0F, 3.0F);
+ 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();
- /* position viewer */
- glMatrixMode(GL_MODELVIEW);
- glTranslatef(0.0F, 0.0F, -2.0F);
+ 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();
- /* position object */
- glRotatef(30.0F, 1.0F, 0.0F, 0.0F);
- glRotatef(30.0F, 0.0F, 1.0F, 0.0F);
+ 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();
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
-}
+ glFlush();
-GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime )
-{
- GLfloat t,v;
+ CheckGLError();
+}
- t = ((GLfloat)acceltime) / 1000.0f;
- if( t < 0.5f )
- v = t;
- else if( t < 1.0f )
- v = t * (2.0f - t);
- else
- v = 0.75f;
+// ----------------------------------------------------------------------------
+// MyApp: the application object
+// ----------------------------------------------------------------------------
- return(v);
-}
+IMPLEMENT_APP(MyApp)
-GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime,
- unsigned long acceltime )
+bool MyApp::OnInit()
{
- GLfloat t,s1,s2;
+ if ( !wxApp::OnInit() )
+ return false;
- t = ((GLfloat)(acceltime - lasttime)) / 1000.0f;
- s1 = CalcRotateSpeed( lasttime );
- s2 = CalcRotateSpeed( acceltime );
+ new MyFrame();
- return( t * (s1 + s2) * 135.0f );
+ return true;
}
-void TestGLCanvas::Action( long code, unsigned long lasttime,
- unsigned long acceltime )
+int MyApp::OnExit()
{
- GLfloat angle = CalcRotateAngle( lasttime, acceltime );
+ delete m_glContext;
- if (code == m_rleft)
- Rotate( angle );
- else if (code == m_rright)
- Rotate( -angle );
+ return wxApp::OnExit();
}
-void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
+TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
{
- long evkey = event.KeyCode();
- if (evkey == 0) return;
-
- if (!m_TimeInitialized)
- {
- m_TimeInitialized = 1;
- m_xsynct = event.m_timeStamp;
- m_gsynct = wxStopWatch(&m_secbase);
-
- m_Key = evkey;
- m_StartTime = 0;
- m_LastTime = 0;
- m_LastRedraw = 0;
- }
-
- unsigned long currTime = event.m_timeStamp - m_xsynct;
-
- if (evkey != m_Key)
+ if ( !m_glContext )
{
- m_Key = evkey;
- m_LastRedraw = m_StartTime = m_LastTime = currTime;
+ // 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);
}
- if (currTime >= m_LastRedraw) // Redraw:
- {
- Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime );
-
-#if defined(__WXMAC__) && !defined(__DARWIN__)
- m_LastRedraw = currTime; // wxStopWatch() doesn't work on Mac...
-#else
- m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct;
-#endif
- m_LastTime = currTime;
- }
+ m_glContext->SetCurrent(*canvas);
- event.Skip();
+ return *m_glContext;
}
-void TestGLCanvas::OnKeyUp( wxKeyEvent& event )
-{
- m_Key = 0;
- m_StartTime = 0;
- m_LastTime = 0;
- m_LastRedraw = 0;
+// ----------------------------------------------------------------------------
+// TestGLCanvas
+// ----------------------------------------------------------------------------
- event.Skip();
-}
+BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
+ EVT_PAINT(TestGLCanvas::OnPaint)
+ EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
+ EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
+END_EVENT_TABLE()
-void TestGLCanvas::Rotate( GLfloat deg )
+TestGLCanvas::TestGLCanvas(wxWindow *parent)
+ // 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)
{
- SetCurrent();
-
- glMatrixMode(GL_MODELVIEW);
- glRotatef((GLfloat)deg, 0.0F, 0.0F, 1.0F);
- Refresh(FALSE);
}
+void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
+{
+ // This is required even though dc is not used otherwise.
+ wxPaintDC dc(this);
-/* -----------------------------------------------------------------------
- Main Window
--------------------------------------------------------------------------*/
+ // 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();
-BEGIN_EVENT_TABLE(MyFrame, wxFrame)
- EVT_MENU(wxID_EXIT, MyFrame::OnExit)
- EVT_MENU( ID_NEW_WINDOW, MyFrame::OnNewWindow)
- EVT_MENU( ID_DEF_ROTATE_LEFT_KEY, MyFrame::OnDefRotateLeftKey)
- EVT_MENU( ID_DEF_ROTATE_RIGHT_KEY, MyFrame::OnDefRotateRightKey)
-END_EVENT_TABLE()
+ TestGLContext& canvas = wxGetApp().GetContext(this);
+ glViewport(0, 0, ClientSize.x, ClientSize.y);
-// 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)
-{
- m_canvas = NULL;
+ // Render the graphics and swap the buffers.
+ canvas.DrawRotatedCube(m_xangle, m_yangle);
+ SwapBuffers();
}
-// Intercept menu commands
-void MyFrame::OnExit(wxCommandEvent& event)
+void TestGLCanvas::Spin(float xSpin, float ySpin)
{
- Destroy();
+ m_xangle += xSpin;
+ m_yangle += ySpin;
+
+ Refresh(false);
}
-void MyFrame::OnNewWindow(wxCommandEvent& event)
+void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
{
- MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo Clone",
- wxPoint(50, 50), wxSize(400, 300));
- // Give it an icon
-#ifdef __WXMSW__
- frame->SetIcon(wxIcon("mondrian"));
-#endif
-
- // Make a menubar
- wxMenu *winMenu = new wxMenu;
-
- winMenu->Append(wxID_EXIT, "&Close");
- winMenu->Append(ID_NEW_WINDOW, "&New" );
- wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(winMenu, "&Window");
-
- winMenu = new wxMenu;
- winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, "Rotate &left");
- winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, "Rotate &right");
- menuBar->Append(winMenu, "&Key");
-
- frame->SetMenuBar(menuBar);
-
- frame->m_canvas = new TestGLCanvas( frame, *m_canvas, -1,
- wxDefaultPosition, wxDefaultSize );
+ float angle = 5.0;
- // Show the frame
- frame->Show(TRUE);
+ switch ( event.GetKeyCode() )
+ {
+ case WXK_RIGHT:
+ Spin( 0.0, -angle );
+ break;
+
+ case WXK_LEFT:
+ Spin( 0.0, angle );
+ break;
+
+ case WXK_DOWN:
+ Spin( -angle, 0.0 );
+ break;
+
+ case WXK_UP:
+ 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;
+ }
}
-void MyFrame::OnDefRotateLeftKey(wxCommandEvent& event)
-{
- ScanCodeDialog dial( this, -1, m_canvas->m_rleft,
- wxString("Left"), "Define key" );
- int result = dial.ShowModal();
- if( result == wxID_OK )
- m_canvas->m_rleft = dial.GetValue();
-}
-void MyFrame::OnDefRotateRightKey(wxCommandEvent& event)
+void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
{
- ScanCodeDialog dial( this, -1, m_canvas->m_rright,
- wxString("Right"), "Define key" );
- int result = dial.ShowModal();
- if( result == wxID_OK )
- m_canvas->m_rright = dial.GetValue();
+ Spin(0.0, 4.0);
}
-/*------------------------------------------------------------------
- Application object ( equivalent to main() )
------------------------------------------------------------------- */
-IMPLEMENT_APP(MyApp)
+// ----------------------------------------------------------------------------
+// MyFrame: main application window
+// ----------------------------------------------------------------------------
+
+BEGIN_EVENT_TABLE(MyFrame, wxFrame)
+ EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
+ EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
+END_EVENT_TABLE()
-bool MyApp::OnInit(void)
+MyFrame::MyFrame()
+ : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
{
- wxLog::SetTraceMask(wxTraceMessages);
-
- // Create the main frame window
- MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo", wxPoint(50, 50),
- wxSize(400, 300));
- // Give it an icon
-#ifdef wx_msw
- frame->SetIcon(wxIcon("mondrian"));
-#endif
+ new TestGLCanvas(this);
- // Make a menubar
- wxMenu *winMenu = new wxMenu;
+ SetIcon(wxICON(sample));
- winMenu->Append(wxID_EXIT, "&Close");
- winMenu->Append(ID_NEW_WINDOW, "&New" );
- wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(winMenu, "&Window");
+ // Make a menubar
+ wxMenu *menu = new wxMenu;
+ menu->Append(wxID_NEW);
+ menu->AppendSeparator();
+ menu->Append(wxID_CLOSE);
+ wxMenuBar *menuBar = new wxMenuBar;
+ menuBar->Append(menu, wxT("&Cube"));
- winMenu = new wxMenu;
- winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, "Rotate &left");
- winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, "Rotate &right");
- menuBar->Append(winMenu, "&Key");
+ SetMenuBar(menuBar);
- frame->SetMenuBar(menuBar);
+ CreateStatusBar();
- frame->m_canvas = new TestGLCanvas(frame, -1, wxDefaultPosition, wxDefaultSize);
+ SetClientSize(400, 400);
+ Show();
- // Show the frame
- frame->Show(TRUE);
+ // 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");
+}
- return TRUE;
+void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
+{
+ // true is to force the frame to close
+ Close(true);
}
+
+void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
+{
+ new MyFrame();
+}
+