X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/50f5d508a868be985e7ac91e84b62c13c2ea1ad9..f1d5aa4eca541a2f90044a63f555985d6bd4adf3:/samples/opengl/cube/cube.cpp?ds=inline diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index b3bcb9f699..74cd1bf7eb 100644 --- a/samples/opengl/cube/cube.cpp +++ b/samples/opengl/cube/cube.cpp @@ -38,44 +38,86 @@ #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 // ---------------------------------------------------------------------------- @@ -83,62 +125,51 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas) 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); @@ -147,9 +178,102 @@ void TestGLContext::DrawRotatedCube(float xangle, float yangle) 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; } // ---------------------------------------------------------------------------- @@ -157,14 +281,18 @@ void TestGLContext::DrawRotatedCube(float xangle, float yangle) // ---------------------------------------------------------------------------- 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; @@ -172,27 +300,22 @@ TestGLCanvas::TestGLCanvas(wxWindow *parent) 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 ) @@ -235,6 +358,7 @@ void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) Refresh(false); } + // ---------------------------------------------------------------------------- // MyFrame: main application window // ---------------------------------------------------------------------------- @@ -265,6 +389,11 @@ MyFrame::MyFrame() 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)) @@ -275,6 +404,6 @@ void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) ) { - (void) new MyFrame(); + new MyFrame(); }