X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/9d705dfa81cd65de8fe900a45b80494fa201ef0a..a7ba5d1efbd9bcaa39d47d7752c0382bd220a42f:/samples/opengl/cube/cube.cpp?ds=inline diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index a617a4c756..17318f6f4f 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 -///////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// -#ifdef __GNUG__ -#pragma implementation -#pragma interface -#endif +// ============================================================================ +// declarations +// ============================================================================ + +// ---------------------------------------------------------------------------- +// headers +// ---------------------------------------------------------------------------- // For compilers that support precompilation, includes "wx.h". #include "wx/wxprec.h" @@ -25,506 +28,403 @@ #include "wx/wx.h" #endif -#include "wx/log.h" - #if !wxUSE_GLCANVAS -#error Please set wxUSE_GLCANVAS to 1 in setup.h. + #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library" #endif #include "cube.h" -#ifndef __WXMSW__ // for wxStopWatch, see remark below - #if defined(__WXMAC__) && !defined(__DARWIN__) - #include - #include - #else - #include - #include - #endif -#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 +// ---------------------------------------------------------------------------- +// constants +// ---------------------------------------------------------------------------- -/*---------------------------------------------------------- - Control to get a keycode - ----------------------------------------------------------*/ -class ScanCodeCtrl : public wxTextCtrl +// control ids +enum { -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() + SpinTimer = wxID_HIGHEST + 1 }; -BEGIN_EVENT_TABLE( ScanCodeCtrl, wxTextCtrl ) - EVT_CHAR( ScanCodeCtrl::OnChar ) - EVT_KEY_DOWN( ScanCodeCtrl::OnKeyDown ) -END_EVENT_TABLE() - -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 ); -} - -void ScanCodeCtrl::OnKeyDown( wxKeyEvent& event ) -{ wxString buf; - buf.Printf( "0x%04x", event.KeyCode() ); - SetValue( buf ); -} -/*------------------------------------------------------------------ - Dialog for defining a keypress --------------------------------------------------------------------*/ +// ---------------------------------------------------------------------------- +// helper functions +// ---------------------------------------------------------------------------- -class ScanCodeDialog : public wxDialog +static void CheckGLError() { -public: - ScanCodeDialog( wxWindow* parent, wxWindowID id, const int code, - const wxString &descr, const wxString& title ); - int GetValue(); -private: - ScanCodeCtrl *m_ScanCode; - wxTextCtrl *m_Description; -}; + GLenum errLast = GL_NO_ERROR; -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) ); + for ( ;; ) + { + GLenum err = glGetError(); + if ( err == GL_NO_ERROR ) + return; + + // 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; + } + + errLast = err; + + wxLogError(wxT("OpenGL error %d"), err); + } } -int ScanCodeDialog::GetValue() +// function to draw the texture for cube faces +static wxImage DrawDice(int size, unsigned num) { - int code; - wxString buf = m_ScanCode->GetValue(); - sscanf( buf.c_str(), "%i", &code ); - return( code ); -} + wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") ); -/*---------------------------------------------------------------------- - 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 ) -{ - unsigned long secs,msec; - -#if defined(__WXMSW__) - struct timeb tb; - ftime( &tb ); - secs = tb.time; - msec = tb.millitm; -#elif defined(__WXMAC__) && !defined(__DARWIN__) - wxLongLong tl = wxGetLocalTimeMillis(); - secs = (unsigned long) (tl.GetValue() / 1000); - msec = (unsigned long) (tl.GetValue() - secs*1000); -#else - // think every unice has gettimeofday - struct timeval tv; - gettimeofday( &tv, (struct timezone *)NULL ); - secs = tv.tv_sec; - msec = tv.tv_usec/1000; -#endif + const int dot = size/16; // radius of a single dot + const int gap = 5*size/32; // gap between dots - if( *sec_base == 0 ) - *sec_base = secs; + wxBitmap bmp(size, size); + wxMemoryDC dc; + dc.SelectObject(bmp); + dc.SetBackground(*wxWHITE_BRUSH); + dc.Clear(); + dc.SetBrush(*wxBLACK_BRUSH); - return( (secs-*sec_base)*1000 + msec ); -} + // 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); + } -/*---------------------------------------------------------------- - Implementation of Test-GLCanvas ------------------------------------------------------------------*/ + // draw the central point for odd dices + if ( num % 2 ) + { + dc.DrawCircle(size/2, size/2, dot); + } -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 ) -END_EVENT_TABLE() + // 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); + } -unsigned long TestGLCanvas::m_secbase = 0; -int TestGLCanvas::m_TimeInitialized = 0; -unsigned long TestGLCanvas::m_xsynct; -unsigned long TestGLCanvas::m_gsynct; + // 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); + } -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 ) -{ - m_init = FALSE; - m_gllist = 0; - m_rleft = WXK_LEFT; - m_rright = WXK_RIGHT; -} + dc.SelectObject(wxNullBitmap); -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; + return bmp.ConvertToImage(); } -TestGLCanvas::~TestGLCanvas() -{ -} +// ============================================================================ +// implementation +// ============================================================================ + +// ---------------------------------------------------------------------------- +// TestGLContext +// ---------------------------------------------------------------------------- -void TestGLCanvas::Render() +TestGLContext::TestGLContext(wxGLCanvas *canvas) + : wxGLContext(canvas) { - wxPaintDC dc(this); + SetCurrent(*canvas); -#ifndef __WXMOTIF__ - if (!GetContext()) return; -#endif + // set up the parameters we want to use + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_TEXTURE_2D); - SetCurrent(); - /* init OpenGL once, but after SetCurrent */ - if (!m_init) - { - InitGL(); - m_init = TRUE; - } + // 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); + // set viewing projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); - glFrustum(-0.5F, 0.5F, -0.5F, 0.5F, 1.0F, 3.0F); - glMatrixMode(GL_MODELVIEW); + glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); - /* clear color and depth buffers */ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - 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); + // 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); - - 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( 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); + 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); - glEnd(); + const wxImage img(DrawDice(256, i + 1)); - glEndList(); - } - else - glCallList( m_gllist ); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), + 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData()); + } - glFlush(); - SwapBuffers(); + CheckGLError(); } -void TestGLCanvas::OnEnterWindow( wxMouseEvent& event ) +void TestGLContext::DrawRotatedCube(float xangle, float yangle) { - SetFocus(); -} + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -void TestGLCanvas::OnPaint( wxPaintEvent& event ) -{ - Render(); -} + 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::OnSize(wxSizeEvent& event) -{ - // this is also necessary to update the context on some platforms - wxGLCanvas::OnSize(event); - - // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...) - int w, h; - GetClientSize(&w, &h); -#ifndef __WXMOTIF__ - if (GetContext()) -#endif - { - SetCurrent(); - glViewport(0, 0, (GLint) w, (GLint) h); - } -} + // 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(); -void TestGLCanvas::OnEraseBackground(wxEraseEvent& event) -{ - // Do nothing, to avoid flashing. -} + 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(); -void TestGLCanvas::InitGL() -{ - SetCurrent(); + 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(); - /* set viewing projection */ - glMatrixMode(GL_PROJECTION); - glFrustum(-0.5F, 0.5F, -0.5F, 0.5F, 1.0F, 3.0F); + 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(); - /* position viewer */ - glMatrixMode(GL_MODELVIEW); - glTranslatef(0.0F, 0.0F, -2.0F); + 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(); - /* position object */ - glRotatef(30.0F, 1.0F, 0.0F, 0.0F); - glRotatef(30.0F, 0.0F, 1.0F, 0.0F); + 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(); - glEnable(GL_DEPTH_TEST); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); -} + glFlush(); -GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime ) -{ - GLfloat t,v; + CheckGLError(); +} - t = ((GLfloat)acceltime) / 1000.0f; - if( t < 0.5f ) - v = t; - else if( t < 1.0f ) - v = t * (2.0f - t); - else - v = 0.75f; +// ---------------------------------------------------------------------------- +// MyApp: the application object +// ---------------------------------------------------------------------------- - return(v); -} +IMPLEMENT_APP(MyApp) -GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime, - unsigned long acceltime ) +bool MyApp::OnInit() { - GLfloat t,s1,s2; + if ( !wxApp::OnInit() ) + return false; - t = ((GLfloat)(acceltime - lasttime)) / 1000.0f; - s1 = CalcRotateSpeed( lasttime ); - s2 = CalcRotateSpeed( acceltime ); + new MyFrame(); - return( t * (s1 + s2) * 135.0f ); + return true; } -void TestGLCanvas::Action( long code, unsigned long lasttime, - unsigned long acceltime ) +int MyApp::OnExit() { - GLfloat angle = CalcRotateAngle( lasttime, acceltime ); + delete m_glContext; - if (code == m_rleft) - Rotate( angle ); - else if (code == m_rright) - Rotate( -angle ); + return wxApp::OnExit(); } -void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) +TestGLContext& MyApp::GetContext(wxGLCanvas *canvas) { - 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; - } - - unsigned long currTime = event.m_timeStamp - m_xsynct; - - if (evkey != m_Key) + if ( !m_glContext ) { - m_Key = evkey; - m_LastRedraw = m_StartTime = m_LastTime = currTime; + // 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 (currTime >= m_LastRedraw) // Redraw: - { - Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime ); - -#if defined(__WXMAC__) && !defined(__DARWIN__) - m_LastRedraw = currTime; // wxStopWatch() doesn't work on Mac... -#else - m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct; -#endif - m_LastTime = currTime; - } + m_glContext->SetCurrent(*canvas); - event.Skip(); + return *m_glContext; } -void TestGLCanvas::OnKeyUp( wxKeyEvent& event ) -{ - m_Key = 0; - m_StartTime = 0; - m_LastTime = 0; - m_LastRedraw = 0; +// ---------------------------------------------------------------------------- +// TestGLCanvas +// ---------------------------------------------------------------------------- - event.Skip(); -} +BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) + EVT_PAINT(TestGLCanvas::OnPaint) + EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) + EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer) +END_EVENT_TABLE() -void TestGLCanvas::Rotate( GLfloat deg ) +TestGLCanvas::TestGLCanvas(wxWindow *parent) + // 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(30.0), + m_yangle(30.0), + m_spinTimer(this,SpinTimer) { - SetCurrent(); - - glMatrixMode(GL_MODELVIEW); - glRotatef((GLfloat)deg, 0.0F, 0.0F, 1.0F); - Refresh(FALSE); } +void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) +{ + // This is required even though dc is not used otherwise. + wxPaintDC dc(this); -/* ----------------------------------------------------------------------- - Main Window --------------------------------------------------------------------------*/ + // 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(); -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) -END_EVENT_TABLE() + TestGLContext& canvas = wxGetApp().GetContext(this); + glViewport(0, 0, ClientSize.x, ClientSize.y); -// 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; + // Render the graphics and swap the buffers. + canvas.DrawRotatedCube(m_xangle, m_yangle); + SwapBuffers(); } -// Intercept menu commands -void MyFrame::OnExit(wxCommandEvent& event) +void TestGLCanvas::Spin(float xSpin, float ySpin) { - Destroy(); + m_xangle += xSpin; + m_yangle += ySpin; + + Refresh(false); } -void MyFrame::OnNewWindow(wxCommandEvent& event) +void TestGLCanvas::OnKeyDown(wxKeyEvent& event) { - MyFrame *frame = new MyFrame(NULL, "Cube OpenGL Demo Clone", - wxPoint(50, 50), wxSize(400, 300)); - // Give it an icon -#ifdef __WXMSW__ - 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, *m_canvas, -1, - wxDefaultPosition, wxDefaultSize ); + float angle = 5.0; - // Show the frame - frame->Show(TRUE); + switch ( event.GetKeyCode() ) + { + case WXK_RIGHT: + Spin( 0.0, -angle ); + break; + + case WXK_LEFT: + Spin( 0.0, angle ); + break; + + case WXK_DOWN: + Spin( -angle, 0.0 ); + break; + + case WXK_UP: + 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; + } } -void MyFrame::OnDefRotateLeftKey(wxCommandEvent& 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(); -} -void MyFrame::OnDefRotateRightKey(wxCommandEvent& event) +void TestGLCanvas::OnSpinTimer(wxTimerEvent& 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(); + Spin(0.0, 4.0); } -/*------------------------------------------------------------------ - Application object ( equivalent to main() ) ------------------------------------------------------------------- */ -IMPLEMENT_APP(MyApp) +// ---------------------------------------------------------------------------- +// MyFrame: main application window +// ---------------------------------------------------------------------------- + +BEGIN_EVENT_TABLE(MyFrame, wxFrame) + EVT_MENU(wxID_NEW, MyFrame::OnNewWindow) + EVT_MENU(wxID_CLOSE, MyFrame::OnClose) +END_EVENT_TABLE() -bool MyApp::OnInit(void) +MyFrame::MyFrame() + : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample")) { - 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 + 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, wxT("&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, -1, wxDefaultPosition, wxDefaultSize); + SetClientSize(400, 400); + Show(); - // Show the frame - frame->Show(TRUE); + // 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"); +} - return TRUE; +void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) +{ + // true is to force the frame to close + Close(true); } + +void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) ) +{ + new MyFrame(); +} +