X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/8b089c5e8c8a2140258d150ca1ce42afd3b79e1b..26ee65c723cf55822c540506f064ec11d9b26858:/samples/opengl/cube/cube.cpp diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index 2f145970d2..4b549dc05c 100644 --- a/samples/opengl/cube/cube.cpp +++ b/samples/opengl/cube/cube.cpp @@ -1,18 +1,21 @@ -///////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// // Name: cube.cpp // Purpose: wxGLCanvas demo program // Author: Julian Smart -// Modified by: +// 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 -///////////////////////////////////////////////////////////////////////////// +// Licence: wxWindows licence +/////////////////////////////////////////////////////////////////////////////// -#ifdef __GNUG__ -#pragma implementation -#pragma interface -#endif +// ============================================================================ +// declarations +// ============================================================================ + +// ---------------------------------------------------------------------------- +// headers +// ---------------------------------------------------------------------------- // For compilers that support precompilation, includes "wx.h". #include "wx/wxprec.h" @@ -25,484 +28,268 @@ #include "wx/wx.h" #endif -#include "wx/log.h" +#if !wxUSE_GLCANVAS + #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library" +#endif #include "cube.h" -#ifndef __WXMSW__ // for wxStopWatch, see remark below -#include -#include -#else -#include +#if !defined(__WXMSW__) && !defined(__WXPM__) + #include "../../sample.xpm" #endif -#define ID_NEW_WINDOW 10000 -#define ID_DEF_ROTATE_LEFT_KEY 10001 -#define ID_DEF_ROTATE_RIGHT_KEY 10002 +// ============================================================================ +// implementation +// ============================================================================ -/*---------------------------------------------------------- - Control to get a keycode - ----------------------------------------------------------*/ -class ScanCodeCtrl : public wxTextCtrl -{ -public: - ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code, - const wxPoint& pos, const wxSize& size ); - void OnChar( wxKeyEvent& event ) { } /* do nothing */ - void OnKeyDown(wxKeyEvent& event); -private: -// any class wishing to process wxWindows events must use this macro - DECLARE_EVENT_TABLE() -}; -BEGIN_EVENT_TABLE( ScanCodeCtrl, wxTextCtrl ) - EVT_CHAR( ScanCodeCtrl::OnChar ) - EVT_KEY_DOWN( ScanCodeCtrl::OnKeyDown ) -END_EVENT_TABLE() +// ---------------------------------------------------------------------------- +// MyApp: the application object +// ---------------------------------------------------------------------------- -ScanCodeCtrl::ScanCodeCtrl( wxWindow* parent, wxWindowID id, int code, - const wxPoint& pos, const wxSize& size ) - : wxTextCtrl( parent, id, "", pos, size ) -{ wxString buf; - buf.Printf( "0x%04x", code ); - SetValue( buf ); -} +IMPLEMENT_APP(MyApp) -void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event ) -{ wxString buf; - buf.Printf( "0x%04x", event.KeyCode() ); - SetValue( buf ); -} +bool MyApp::OnInit() +{ + if ( !wxApp::OnInit() ) + return false; -/*------------------------------------------------------------------ - Dialog for defining a keypress --------------------------------------------------------------------*/ + // Create the main window + new MyFrame(); -class ScanCodeDialog : public wxDialog -{ -public: - ScanCodeDialog( wxWindow* parent, wxWindowID id, const int code, - const wxString &descr, const wxString& title ); - int GetValue(); -private: - ScanCodeCtrl *m_ScanCode; - wxTextCtrl *m_Description; -}; - -ScanCodeDialog::ScanCodeDialog( wxWindow* parent, wxWindowID id, - const int code, const wxString &descr, const wxString& title ) - : wxDialog( parent, id, title, wxPoint(-1, -1), wxSize(96*2,76*2) ) -{ - new wxStaticText( this, -1, "Scancode", wxPoint(4*2,3*2), - wxSize(31*2,12*2) ); - m_ScanCode = new ScanCodeCtrl( this, -1, code, wxPoint(37*2,6*2), - wxSize(53*2,14*2) ); - - new wxStaticText( this, -1, "Description", wxPoint(4*2,24*2), - wxSize(32*2,12*2) ); - m_Description = new wxTextCtrl( this, -1, descr, wxPoint(37*2,27*2), - wxSize(53*2,14*2) ); - - new wxButton( this, wxID_OK, "Ok", wxPoint(20*2,50*2), wxSize(20*2,13*2) ); - new wxButton( this, wxID_CANCEL, "Cancel", wxPoint(44*2,50*2), - wxSize(25*2,13*2) ); + return true; } -int ScanCodeDialog::GetValue() +int MyApp::OnExit() { - int code; - wxString buf = m_ScanCode->GetValue(); - sscanf( buf.c_str(), "%i", &code ); - return( code ); + delete m_glContext; + + return wxApp::OnExit(); } -/*---------------------------------------------------------------------- - Utility function to get the elapsed time (in msec) since a given point - in time (in sec) (because current version of wxGetElapsedTime doesn´t - works right with glibc-2.1 and linux, at least for me) ------------------------------------------------------------------------*/ -unsigned long wxStopWatch( unsigned long *sec_base ) +void MyApp::SetCurrent(wxGLCanvas *canvas) { - unsigned long secs,msec; + wxCHECK_RET( canvas, _T("canvas can't be NULL") ); -#ifndef __WXMSW__ // think every unice has gettimeofday - struct timeval tv; - gettimeofday( &tv, (struct timezone *)NULL ); - secs = tv.tv_sec; - msec = tv.tv_usec/1000; -#else - struct timeb tb; + if ( !m_glContext ) + m_glContext = new wxGLContext(canvas); - ftime( &tb ); - - secs = tb.time; - - msec = tb.millitm; - -#endif - - if( *sec_base == 0 ) - *sec_base = secs; - - return( (secs-*sec_base)*1000 + msec ); + m_glContext->SetCurrent(*canvas); } -/*---------------------------------------------------------------- - Implementation of Test-GLCanvas ------------------------------------------------------------------*/ +// ---------------------------------------------------------------------------- +// TestGLCanvas +// ---------------------------------------------------------------------------- BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) - EVT_SIZE(TestGLCanvas::OnSize) - EVT_PAINT(TestGLCanvas::OnPaint) - EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground) - EVT_KEY_DOWN( TestGLCanvas::OnKeyDown ) - EVT_KEY_UP( TestGLCanvas::OnKeyUp ) - EVT_ENTER_WINDOW( TestGLCanvas::OnEnterWindow ) + EVT_SIZE(TestGLCanvas::OnSize) + EVT_PAINT(TestGLCanvas::OnPaint) + + EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) END_EVENT_TABLE() -unsigned long TestGLCanvas::m_secbase = 0; -int TestGLCanvas::m_TimeInitialized = 0; -unsigned long TestGLCanvas::m_xsynct; -unsigned long TestGLCanvas::m_gsynct; +static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 }; -TestGLCanvas::TestGLCanvas(wxWindow *parent, wxWindowID id, - const wxPoint& pos, const wxSize& size, long style, const wxString& name): - wxGLCanvas(parent, (wxGLCanvas*) NULL, id, pos, size, style, name ) +TestGLCanvas::TestGLCanvas(wxWindow *parent) + : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */) { - m_init = FALSE; m_gllist = 0; - m_rleft = WXK_LEFT; - m_rright = WXK_RIGHT; -} - -TestGLCanvas::TestGLCanvas(wxWindow *parent, const TestGLCanvas &other, - wxWindowID id, const wxPoint& pos, const wxSize& size, long style, - const wxString& name ) : - wxGLCanvas(parent, other.GetContext(), id, pos, size, style, name ) -{ - m_init = FALSE; - m_gllist = other.m_gllist; /* share display list */ - m_rleft = WXK_LEFT; - m_rright = WXK_RIGHT; -} -TestGLCanvas::~TestGLCanvas() -{ + // 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 } +// this function is called on each repaint so it should be fast void TestGLCanvas::Render() { - wxPaintDC dc(this); - -#ifndef __WXMOTIF__ - if (!GetContext()) return; -#endif - - SetCurrent(); - /* init OpenGL once, but after SetCurrent */ - if (!m_init) - { - InitGL(); - m_init = TRUE; - } - - /* clear color and depth buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glCallList(m_gllist); - if( m_gllist == 0 ) - { - m_gllist = glGenLists( 1 ); - glNewList( m_gllist, GL_COMPILE_AND_EXECUTE ); - /* 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); - - 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); - - 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); - - 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); - - 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); - - 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(); - - glEndList(); - } - else - glCallList( m_gllist ); - - glFlush(); - SwapBuffers(); + glFlush(); + SwapBuffers(); } -void TestGLCanvas::OnEnterWindow( wxMouseEvent& event ) +void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) { - SetFocus(); -} + wxGetApp().SetCurrent(this); + + // initialize if not done yet + InitGL(); + + wxPaintDC dc(this); -void TestGLCanvas::OnPaint( wxPaintEvent& event ) -{ Render(); } void TestGLCanvas::OnSize(wxSizeEvent& event) { - int width, height; - GetClientSize(& width, & height); + // don't prevent default processing from taking place + event.Skip(); -#ifndef __WXMOTIF__ - if (GetContext()) -#endif - { - SetCurrent(); - glViewport(0, 0, width, height); - } -} + if ( !IsInitialized() ) + return; -void TestGLCanvas::OnEraseBackground(wxEraseEvent& event) -{ - // Do nothing, to avoid flashing. + // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...) + int w, h; + GetClientSize(&w, &h); + + wxGetApp().SetCurrent(this); + glViewport(0, 0, w, h); } void TestGLCanvas::InitGL() { - SetCurrent(); - + if ( IsInitialized() ) + return; + /* set viewing projection */ glMatrixMode(GL_PROJECTION); - glFrustum(-0.5F, 0.5F, -0.5F, 0.5F, 1.0F, 3.0F); + glLoadIdentity(); + glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); /* position viewer */ glMatrixMode(GL_MODELVIEW); - glTranslatef(0.0F, 0.0F, -2.0F); + glLoadIdentity(); + glTranslatef(0.0f, 0.0f, -2.0f); /* position object */ - glRotatef(30.0F, 1.0F, 0.0F, 0.0F); - glRotatef(30.0F, 0.0F, 1.0F, 0.0F); + glRotatef(30.0f, 1.0f, 0.0f, 0.0f); + glRotatef(30.0f, 0.0f, 1.0f, 0.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); -} -GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime ) -{ - GLfloat t,v; + // 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); - t = ((GLfloat)acceltime) / 1000.0f; + /* 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); - if( t < 0.5f ) - v = t; - else if( t < 1.0f ) - v = t * (2.0f - t); - else - v = 0.75f; + 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(v); -} + 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); -GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime, - unsigned long acceltime ) -{ - GLfloat t,s1,s2; + 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); - t = ((GLfloat)(acceltime - lasttime)) / 1000.0f; - s1 = CalcRotateSpeed( lasttime ); - s2 = CalcRotateSpeed( acceltime ); - - return( t * (s1 + s2) * 135.0f ); -} + 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); -void TestGLCanvas::Action( long code, unsigned long lasttime, - unsigned long acceltime ) -{ - GLfloat angle = CalcRotateAngle( lasttime, acceltime ); + 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(); - if (code == m_rleft) - Rotate( angle ); - else if (code == m_rright) - Rotate( -angle ); + glEndList(); } void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) { - long evkey = event.KeyCode(); - if (evkey == 0) return; - - if (!m_TimeInitialized) - { - m_TimeInitialized = 1; - m_xsynct = event.m_timeStamp; - m_gsynct = wxStopWatch(&m_secbase); - - m_Key = evkey; - m_StartTime = 0; - m_LastTime = 0; - m_LastRedraw = 0; - } + GLfloat x = 0, + y = 0, + z = 0; - unsigned long currTime = event.m_timeStamp - m_xsynct; - - if (evkey != m_Key) - { - m_Key = evkey; - m_LastRedraw = m_StartTime = m_LastTime = currTime; - } + bool inverse = false; - if (currTime >= m_LastRedraw) // Redraw: + switch ( event.GetKeyCode() ) { - Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime ); - - m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct; - m_LastTime = currTime; + case WXK_RIGHT: + inverse = true; + // fall through + + case WXK_LEFT: + // rotate around Z axis + z = 1; + break; + + case WXK_DOWN: + inverse = true; + // fall through + + case WXK_UP: + // rotate around Y axis + y = 1; + break; + + default: + event.Skip(); + return; } - - event.Skip(); -} -void TestGLCanvas::OnKeyUp( wxKeyEvent& event ) -{ - m_Key = 0; - m_StartTime = 0; - m_LastTime = 0; - m_LastRedraw = 0; - - event.Skip(); -} + float angle = 5; + if ( inverse ) + angle = -angle; -void TestGLCanvas::Rotate( GLfloat deg ) -{ - SetCurrent(); + wxGetApp().SetCurrent(this); glMatrixMode(GL_MODELVIEW); - glRotatef((GLfloat)deg, 0.0F, 0.0F, 1.0F); - Refresh(FALSE); -} + glRotatef(angle, x, y, z); + // refresh all cubes + for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin(); + i != wxTopLevelWindows.end(); + ++i ) + { + MyFrame *frame = (MyFrame *)*i; + frame->RefreshCanvas(); + } +} -/* ----------------------------------------------------------------------- - Main Window --------------------------------------------------------------------------*/ +// ---------------------------------------------------------------------------- +// MyFrame: main application window +// ---------------------------------------------------------------------------- BEGIN_EVENT_TABLE(MyFrame, wxFrame) - EVT_MENU(wxID_EXIT, MyFrame::OnExit) - EVT_MENU( ID_NEW_WINDOW, MyFrame::OnNewWindow) - EVT_MENU( ID_DEF_ROTATE_LEFT_KEY, MyFrame::OnDefRotateLeftKey) - EVT_MENU( ID_DEF_ROTATE_RIGHT_KEY, MyFrame::OnDefRotateRightKey) + EVT_MENU(wxID_NEW, MyFrame::OnNewWindow) + EVT_MENU(wxID_CLOSE, MyFrame::OnClose) END_EVENT_TABLE() -// My frame constructor -MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos, - const wxSize& size, long style) - : wxFrame(frame, -1, title, pos, size, style) -{ - m_canvas = NULL; -} - -// Intercept menu commands -void MyFrame::OnExit(wxCommandEvent& event) -{ - Destroy(); -} - -void MyFrame::OnNewWindow() +MyFrame::MyFrame() + : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"), + wxDefaultPosition, wxSize(400, 300)) { - MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo Clone", - wxPoint(50, 50), wxSize(400, 300)); - // Give it an icon -#ifdef wx_msw - frame->SetIcon(wxIcon("mondrian")); -#endif + m_canvas = new TestGLCanvas(this); - // Make a menubar - wxMenu *winMenu = new wxMenu; + SetIcon(wxICON(sample)); - winMenu->Append(wxID_EXIT, "&Close"); - winMenu->Append(ID_NEW_WINDOW, "&New" ); - wxMenuBar *menuBar = new wxMenuBar; - menuBar->Append(winMenu, "&Window"); + // Make a menubar + wxMenu *menu = new wxMenu; + menu->Append(wxID_NEW); + menu->AppendSeparator(); + menu->Append(wxID_CLOSE); + wxMenuBar *menuBar = new wxMenuBar; + menuBar->Append(menu, _T("&Cube")); - winMenu = new wxMenu; - winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, "Rotate &left"); - winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, "Rotate &right"); - menuBar->Append(winMenu, "&Key"); + SetMenuBar(menuBar); - frame->SetMenuBar(menuBar); + CreateStatusBar(); - frame->m_canvas = new TestGLCanvas( frame, *m_canvas, -1, - wxPoint(0, 0), wxSize(200, 200) ); - - // Show the frame - frame->Show(TRUE); + Show(); } -void MyFrame::OnDefRotateLeftKey() +void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) { - ScanCodeDialog dial( this, -1, m_canvas->m_rleft, - wxString("Left"), "Define key" ); - int result = dial.ShowModal(); - if( result == wxID_OK ) - m_canvas->m_rleft = dial.GetValue(); + // true is to force the frame to close + Close(true); } -void MyFrame::OnDefRotateRightKey() + +void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) ) { - ScanCodeDialog dial( this, -1, m_canvas->m_rright, - wxString("Right"), "Define key" ); - int result = dial.ShowModal(); - if( result == wxID_OK ) - m_canvas->m_rright = dial.GetValue(); + (void) new MyFrame(); } -/*------------------------------------------------------------------ - Application object ( equivalent to main() ) ------------------------------------------------------------------- */ - -IMPLEMENT_APP(MyApp) - -bool MyApp::OnInit(void) +void MyFrame::RefreshCanvas() { - wxLog::SetTraceMask(wxTraceMessages); - - // Create the main frame window - MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo", wxPoint(50, 50), - wxSize(400, 300)); - // Give it an icon -#ifdef wx_msw - frame->SetIcon(wxIcon("mondrian")); -#endif - - // Make a menubar - wxMenu *winMenu = new wxMenu; - - winMenu->Append(wxID_EXIT, "&Close"); - winMenu->Append(ID_NEW_WINDOW, "&New" ); - wxMenuBar *menuBar = new wxMenuBar; - menuBar->Append(winMenu, "&Window"); - - winMenu = new wxMenu; - winMenu->Append(ID_DEF_ROTATE_LEFT_KEY, "Rotate &left"); - winMenu->Append(ID_DEF_ROTATE_RIGHT_KEY, "Rotate &right"); - menuBar->Append(winMenu, "&Key"); - - frame->SetMenuBar(menuBar); - - frame->m_canvas = new TestGLCanvas(frame, -1, wxPoint(0, 0), wxSize(200, 200)); - - // Show the frame - frame->Show(TRUE); - - return TRUE; + m_canvas->Refresh(false); }