// Author: Julian Smart
// 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
///////////////////////////////////////////////////////////////////////////////
#include "cube.h"
-#if !defined(__WXMSW__) && !defined(__WXPM__)
+#ifndef wxHAS_IMAGES_IN_RESOURCES
#include "../../sample.xpm"
#endif
+// ----------------------------------------------------------------------------
+// constants
+// ----------------------------------------------------------------------------
+
+// control ids
+enum
+{
+ SpinTimer = wxID_HIGHEST + 1
+};
+
// ----------------------------------------------------------------------------
// helper functions
// ----------------------------------------------------------------------------
// so check that we get a different error than the last time
if ( err == errLast )
{
- wxLogError(_T("OpenGL error state couldn't be reset."));
+ wxLogError(wxT("OpenGL error state couldn't be reset."));
return;
}
errLast = err;
- wxLogError(_T("OpenGL error %d"), 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, _T("invalid dice index") );
+ 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
SetCurrent(*canvas);
// set up the parameters we want to use
+ glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
const wxImage img(DrawDice(256, i + 1));
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
}
int MyApp::OnExit()
{
delete m_glContext;
+ delete m_glStereoContext;
return wxApp::OnExit();
}
-TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
+TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo)
{
- if ( !m_glContext )
+ TestGLContext *glContext;
+ if ( useStereo )
{
- // 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 ( !m_glStereoContext )
+ {
+ // Create the OpenGL context for the first stereo window which needs it:
+ // subsequently created windows will all share the same context.
+ m_glStereoContext = new TestGLContext(canvas);
+ }
+ glContext = m_glStereoContext;
+ }
+ else
+ {
+ if ( !m_glContext )
+ {
+ // Create the OpenGL context for the first mono window which needs it:
+ // subsequently created windows will all share the same context.
+ m_glContext = new TestGLContext(canvas);
+ }
+ glContext = m_glContext;
}
- m_glContext->SetCurrent(*canvas);
+ glContext->SetCurrent(*canvas);
- return *m_glContext;
+ return *glContext;
}
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
+ EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
END_EVENT_TABLE()
-TestGLCanvas::TestGLCanvas(wxWindow *parent)
+TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
// 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 */,
+ : wxGLCanvas(parent, wxID_ANY, attribList,
wxDefaultPosition, wxDefaultSize,
- wxFULL_REPAINT_ON_RESIZE)
+ wxFULL_REPAINT_ON_RESIZE),
+ m_xangle(30.0),
+ m_yangle(30.0),
+ m_spinTimer(this,SpinTimer),
+ m_useStereo(false),
+ m_stereoWarningAlreadyDisplayed(false)
{
- m_xangle =
- m_yangle = 30;
+ if ( attribList )
+ {
+ int i = 0;
+ while ( attribList[i] != 0 )
+ {
+ if ( attribList[i] == WX_GL_STEREO )
+ m_useStereo = true;
+ ++i;
+ }
+ }
}
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
// is wrong when next another canvas is repainted.
const wxSize ClientSize = GetClientSize();
+ TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
glViewport(0, 0, ClientSize.x, ClientSize.y);
// Render the graphics and swap the buffers.
- wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle);
+ GLboolean quadStereoSupported;
+ glGetBooleanv( GL_STEREO, &quadStereoSupported);
+ if ( quadStereoSupported )
+ {
+ glDrawBuffer( GL_BACK_LEFT );
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-0.47f, 0.53f, -0.5f, 0.5f, 1.0f, 3.0f);
+ canvas.DrawRotatedCube(m_xangle, m_yangle);
+ CheckGLError();
+ glDrawBuffer( GL_BACK_RIGHT );
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-0.53f, 0.47f, -0.5f, 0.5f, 1.0f, 3.0f);
+ canvas.DrawRotatedCube(m_xangle, m_yangle);
+ CheckGLError();
+ }
+ else
+ {
+ canvas.DrawRotatedCube(m_xangle, m_yangle);
+ if ( m_useStereo && !m_stereoWarningAlreadyDisplayed )
+ {
+ m_stereoWarningAlreadyDisplayed = true;
+ wxLogError("Stereo not supported by the graphics card.");
+ }
+ }
SwapBuffers();
}
-void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
+void TestGLCanvas::Spin(float xSpin, float ySpin)
{
- float *p = NULL;
+ m_xangle += xSpin;
+ m_yangle += ySpin;
- bool inverse = false;
+ Refresh(false);
+}
+
+void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
+{
+ float angle = 5.0;
switch ( event.GetKeyCode() )
{
case WXK_RIGHT:
- inverse = true;
- // fall through
+ Spin( 0.0, -angle );
+ break;
case WXK_LEFT:
- // rotate around Y axis
- p = &m_yangle;
+ Spin( 0.0, angle );
break;
case WXK_DOWN:
- inverse = true;
- // fall through
+ Spin( -angle, 0.0 );
+ break;
case WXK_UP:
- // rotate around X axis
- p = &m_xangle;
+ 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;
+void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
+{
+ Spin(0.0, 4.0);
+}
- *p += angle;
+wxString glGetwxString(GLenum name)
+{
+ const GLubyte *v = glGetString(name);
+ if ( v == 0 )
+ {
+ // The error is not important. It is GL_INVALID_ENUM.
+ // We just want to clear the error stack.
+ glGetError();
- Refresh(false);
+ return wxString();
+ }
+
+ return wxString((const char*)v);
}
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
+ EVT_MENU(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow)
EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
END_EVENT_TABLE()
-MyFrame::MyFrame()
- : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"))
+MyFrame::MyFrame( bool stereoWindow )
+ : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
{
- new TestGLCanvas(this);
+ int stereoAttribList[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO, 0 };
+
+ new TestGLCanvas(this, stereoWindow ? stereoAttribList : NULL);
SetIcon(wxICON(sample));
// Make a menubar
wxMenu *menu = new wxMenu;
menu->Append(wxID_NEW);
+ menu->Append(NEW_STEREO_WINDOW, "New Stereo Window");
menu->AppendSeparator();
menu->Append(wxID_CLOSE);
wxMenuBar *menuBar = new wxMenuBar;
- menuBar->Append(menu, _T("&Cube"));
+ menuBar->Append(menu, wxT("&Cube"));
SetMenuBar(menuBar);
static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
wxLogStatus("Double-buffered display %s supported",
wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
+
+ if ( stereoWindow )
+ {
+ const wxString vendor = glGetwxString(GL_VENDOR).Lower();
+ const wxString renderer = glGetwxString(GL_RENDERER).Lower();
+ if ( vendor.find("nvidia") != wxString::npos &&
+ renderer.find("quadro") == wxString::npos )
+ ShowFullScreen(true);
+ }
}
void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
new MyFrame();
}
+void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) )
+{
+ new MyFrame(true);
+}