#include "../../sample.xpm"
#endif
-// ============================================================================
-// implementation
-// ============================================================================
-
// ----------------------------------------------------------------------------
-// MyApp: the application object
+// helper functions
// ----------------------------------------------------------------------------
-IMPLEMENT_APP(MyApp)
-
-bool MyApp::OnInit()
+static void CheckGLError()
{
- if ( !wxApp::OnInit() )
- return false;
+ GLenum errLast = GL_NO_ERROR;
- // Create the main window
- new MyFrame();
+ for ( ;; )
+ {
+ GLenum err = glGetError();
+ if ( err == GL_NO_ERROR )
+ return;
- return true;
-}
+ // 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(_T("OpenGL error state couldn't be reset."));
+ return;
+ }
-int MyApp::OnExit()
-{
- delete m_glContext;
+ errLast = err;
- return wxApp::OnExit();
+ wxLogError(_T("OpenGL error %d"), err);
+ }
}
-TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
+// function to draw the texture for cube faces
+static wxImage DrawDice(int size, unsigned num)
{
- if ( !m_glContext )
- m_glContext = new TestGLContext(canvas);
+ wxASSERT_MSG( num >= 1 && num <= 6, _T("invalid dice index") );
- m_glContext->SetCurrent(*canvas);
+ const int dot = size/16; // radius of a single dot
+ const int gap = 5*size/32; // gap between dots
- return *m_glContext;
+ 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)
{
- m_gllist = 0;
-}
-
-void TestGLContext::Init()
-{
- if ( m_gllist )
- return;
-
- /* set viewing projection */
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
+ SetCurrent(*canvas);
+ // set up the parameters we want to use
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
+ glEnable(GL_TEXTURE_2D);
- // create the list of commands to draw the cube: then we can just (quickly)
- // execute it in DrawRotatedCube() later
- m_gllist = glGenLists(1);
- glNewList(m_gllist, GL_COMPILE);
+ // 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);
- /* 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);
+ // set viewing projection
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
- 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);
+ for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
+ {
+ glBindTexture(GL_TEXTURE_2D, m_textures[i]);
- 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);
+ 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);
+ const wxImage img(DrawDice(256, i + 1));
- 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();
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
+ 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
+ }
- glEndList();
+ CheckGLError();
}
void TestGLContext::DrawRotatedCube(float xangle, float yangle)
{
- Init();
-
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glRotatef(xangle, 1.0f, 0.0f, 0.0f);
glRotatef(yangle, 0.0f, 1.0f, 0.0f);
- glCallList(m_gllist);
+ // 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
+// ----------------------------------------------------------------------------
+
+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;
}
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
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);
-
- SwapBuffers();
-}
+ // 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();
-void TestGLCanvas::OnSize(wxSizeEvent& event)
-{
- // don't prevent default processing from taking place
- event.Skip();
+ glViewport(0, 0, ClientSize.x, ClientSize.y);
- if ( !IsShown() )
- return;
-
- // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
- int w, h;
- GetClientSize(&w, &h);
-
- 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
// ----------------------------------------------------------------------------
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();
}