// implementation
// ============================================================================
-// ----------------------------------------------------------------------------
-// MyApp: the application object
-// ----------------------------------------------------------------------------
-
-IMPLEMENT_APP(MyApp)
-
-bool MyApp::OnInit()
-{
- if ( !wxApp::OnInit() )
- return false;
-
- // Create the main window
- new MyFrame();
-
- return true;
-}
-
-int MyApp::OnExit()
-{
- delete m_glContext;
-
- return wxApp::OnExit();
-}
-
-TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
-{
- if ( !m_glContext )
- m_glContext = new TestGLContext(canvas);
- else
- m_glContext->SetCurrent(*canvas);
-
- return *m_glContext;
-}
-
// ----------------------------------------------------------------------------
// TestGLContext
// ----------------------------------------------------------------------------
glEnable(GL_LIGHT0);
glEnable(GL_TEXTURE_2D);
- // add slightly more light, the default lightning is rather dark
+ // 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);
CheckGLError();
}
+
+// ----------------------------------------------------------------------------
+// MyApp: the application object
+// ----------------------------------------------------------------------------
+
+IMPLEMENT_APP(MyApp)
+
+bool MyApp::OnInit()
+{
+ if ( !wxApp::OnInit() )
+ return false;
+
+ new MyFrame();
+
+ return true;
+}
+
+int MyApp::OnExit()
+{
+ delete m_glContext;
+
+ return wxApp::OnExit();
+}
+
+TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
+{
+ if ( !m_glContext )
+ {
+ // 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;
+}
+
// ----------------------------------------------------------------------------
// TestGLCanvas
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
- EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
-
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
END_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent)
- : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */)
+ // 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 =
m_yangle = 30;
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
+ // This is required even though dc is not used otherwise.
wxPaintDC dc(this);
- wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle);
+ // 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();
- SwapBuffers();
-}
-
-void TestGLCanvas::OnSize(wxSizeEvent& event)
-{
- // don't prevent default processing from taking place
- event.Skip();
-
- if ( !IsShownOnScreen() )
- return;
-
- // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
- int w, h;
- GetClientSize(&w, &h);
+ glViewport(0, 0, ClientSize.x, ClientSize.y);
- wxGetApp().GetContext(this);
- glViewport(0, 0, w, h);
+ // Render the graphics and swap the buffers.
+ wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle);
+ SwapBuffers();
}
void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
Refresh(false);
}
+
// ----------------------------------------------------------------------------
// MyFrame: main application window
// ----------------------------------------------------------------------------
void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
{
- (void) new MyFrame();
+ new MyFrame();
}