X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/1f602af6153fb5ad74159ef50a8228bca622a55d..4b263e5ef358411a345dee9ffef3ba69c19be40e:/samples/opengl/cube/cube.cpp diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index 4b549dc05c..b077760502 100644 --- a/samples/opengl/cube/cube.cpp +++ b/samples/opengl/cube/cube.cpp @@ -4,7 +4,6 @@ // 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 /////////////////////////////////////////////////////////////////////////////// @@ -34,248 +33,469 @@ #include "cube.h" -#if !defined(__WXMSW__) && !defined(__WXPM__) +#ifndef wxHAS_IMAGES_IN_RESOURCES #include "../../sample.xpm" #endif -// ============================================================================ -// implementation -// ============================================================================ - // ---------------------------------------------------------------------------- -// MyApp: the application object +// constants // ---------------------------------------------------------------------------- -IMPLEMENT_APP(MyApp) +// control ids +enum +{ + SpinTimer = wxID_HIGHEST + 1 +}; -bool MyApp::OnInit() +// ---------------------------------------------------------------------------- +// helper functions +// ---------------------------------------------------------------------------- + +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(wxT("OpenGL error state couldn't be reset.")); + return; + } -int MyApp::OnExit() -{ - delete m_glContext; + errLast = err; - return wxApp::OnExit(); + wxLogError(wxT("OpenGL error %d"), err); + } } -void MyApp::SetCurrent(wxGLCanvas *canvas) +// function to draw the texture for cube faces +static wxImage DrawDice(int size, unsigned num) { - wxCHECK_RET( canvas, _T("canvas can't be NULL") ); + 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 + + 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); + } - if ( !m_glContext ) - m_glContext = new wxGLContext(canvas); + dc.SelectObject(wxNullBitmap); - m_glContext->SetCurrent(*canvas); + return bmp.ConvertToImage(); } +// ============================================================================ +// implementation +// ============================================================================ + // ---------------------------------------------------------------------------- -// TestGLCanvas +// TestGLContext // ---------------------------------------------------------------------------- -BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) - EVT_SIZE(TestGLCanvas::OnSize) - EVT_PAINT(TestGLCanvas::OnPaint) +TestGLContext::TestGLContext(wxGLCanvas *canvas) + : wxGLContext(canvas) +{ + SetCurrent(*canvas); - EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) -END_EVENT_TABLE() + // set up the parameters we want to use + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_TEXTURE_2D); -static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 }; + // 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); -TestGLCanvas::TestGLCanvas(wxWindow *parent) - : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */) -{ - m_gllist = 0; + // set viewing projection + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); + + // 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); + + for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ ) + { + glBindTexture(GL_TEXTURE_2D, m_textures[i]); + + 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); + + const wxImage img(DrawDice(256, i + 1)); + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), + 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData()); + } - // notice that we can't call InitGL() from here: we must wait until the - // window is shown on screen to be able to perform OpenGL calls + CheckGLError(); } -// this function is called on each repaint so it should be fast -void TestGLCanvas::Render() +void TestGLContext::DrawRotatedCube(float xangle, float yangle) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glCallList(m_gllist); - glFlush(); - SwapBuffers(); -} + 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::OnPaint(wxPaintEvent& WXUNUSED(event)) -{ - wxGetApp().SetCurrent(this); + // 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(); - // initialize if not done yet - InitGL(); + 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(); - wxPaintDC dc(this); + 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(); - Render(); -} + 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(); -void TestGLCanvas::OnSize(wxSizeEvent& event) -{ - // don't prevent default processing from taking place - event.Skip(); + 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(); - if ( !IsInitialized() ) - return; + 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(); - // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...) - int w, h; - GetClientSize(&w, &h); + glFlush(); - wxGetApp().SetCurrent(this); - glViewport(0, 0, w, h); + CheckGLError(); } -void TestGLCanvas::InitGL() + +// ---------------------------------------------------------------------------- +// MyApp: the application object +// ---------------------------------------------------------------------------- + +IMPLEMENT_APP(MyApp) + +bool MyApp::OnInit() { - if ( IsInitialized() ) - return; + if ( !wxApp::OnInit() ) + return false; - /* set viewing projection */ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); + new MyFrame(); - /* position viewer */ - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0f, 0.0f, -2.0f); + return true; +} - /* position object */ - glRotatef(30.0f, 1.0f, 0.0f, 0.0f); - glRotatef(30.0f, 0.0f, 1.0f, 0.0f); +int MyApp::OnExit() +{ + delete m_glContext; + delete m_glStereoContext; - glEnable(GL_DEPTH_TEST); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); + return wxApp::OnExit(); +} - // create the list of commands to draw the cube: then we can just (quickly) - // execute it in Render() later - m_gllist = glGenLists(1); - glNewList(m_gllist, GL_COMPILE); +TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo) +{ + TestGLContext *glContext; + if ( useStereo ) + { + 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; + } - /* 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); + glContext->SetCurrent(*canvas); - 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); + return *glContext; +} - 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); +// ---------------------------------------------------------------------------- +// TestGLCanvas +// ---------------------------------------------------------------------------- - 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); +BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) + EVT_PAINT(TestGLCanvas::OnPaint) + EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) + EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer) +END_EVENT_TABLE() - 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); +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, attribList, + wxDefaultPosition, wxDefaultSize, + wxFULL_REPAINT_ON_RESIZE), + m_xangle(30.0), + m_yangle(30.0), + m_spinTimer(this,SpinTimer), + m_useStereo(false), + m_stereoWarningAlreadyDisplayed(false) +{ + if ( attribList ) + { + int i = 0; + while ( attribList[i] != 0 ) + { + if ( attribList[i] == WX_GL_STEREO ) + m_useStereo = true; + ++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); - glEnd(); +void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) +{ + // This is required even though dc is not used otherwise. + wxPaintDC dc(this); - glEndList(); + // 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(); + + TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo); + glViewport(0, 0, ClientSize.x, ClientSize.y); + + // Render the graphics and swap the buffers. + 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) { - GLfloat x = 0, - y = 0, - z = 0; + 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 Z axis - z = 1; + Spin( 0.0, angle ); break; case WXK_DOWN: - inverse = true; - // fall through + Spin( -angle, 0.0 ); + break; case WXK_UP: - // rotate around Y axis - y = 1; + 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; - - wxGetApp().SetCurrent(this); - - glMatrixMode(GL_MODELVIEW); - glRotatef(angle, x, y, z); +void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) +{ + Spin(0.0, 4.0); +} - // refresh all cubes - for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin(); - i != wxTopLevelWindows.end(); - ++i ) +wxString glGetwxString(GLenum name) +{ + const GLubyte *v = glGetString(name); + if ( v == 0 ) { - MyFrame *frame = (MyFrame *)*i; - frame->RefreshCanvas(); + // The error is not important. It is GL_INVALID_ENUM. + // We just want to clear the error stack. + glGetError(); + + return wxString(); } + + return wxString((const char*)v); } + // ---------------------------------------------------------------------------- // MyFrame: main application window // ---------------------------------------------------------------------------- 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"), - wxDefaultPosition, wxSize(400, 300)) +MyFrame::MyFrame( bool stereoWindow ) + : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample")) { - m_canvas = 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); CreateStatusBar(); + 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"); + + 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)) @@ -286,10 +506,10 @@ void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) ) { - (void) new MyFrame(); + new MyFrame(); } -void MyFrame::RefreshCanvas() +void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) ) { - m_canvas->Refresh(false); + new MyFrame(true); }