X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/b94d29a7a10638783fc7092d33af6315bb7c3e59..428f841bd05025c94626d3ddf357a02901e87bc4:/samples/opengl/cube/cube.cpp diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index b5f5ba419e..411979b571 100644 --- a/samples/opengl/cube/cube.cpp +++ b/samples/opengl/cube/cube.cpp @@ -38,6 +38,82 @@ #include "../../sample.xpm" #endif +// ---------------------------------------------------------------------------- +// helper functions +// ---------------------------------------------------------------------------- + +static void CheckGLError() +{ + GLenum errLast = GL_NO_ERROR; + + 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(_T("OpenGL error state couldn't be reset.")); + return; + } + + errLast = err; + + wxLogError(_T("OpenGL error %d"), err); + } +} + +// function to draw the texture for cube faces +static wxImage DrawDice(int size, unsigned num) +{ + wxASSERT_MSG( num >= 1 && num <= 6, _T("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); + } + + dc.SelectObject(wxNullBitmap); + + return bmp.ConvertToImage(); +} + // ============================================================================ // implementation // ============================================================================ @@ -66,141 +142,182 @@ int MyApp::OnExit() return wxApp::OnExit(); } -void MyApp::SetCurrent(wxGLCanvas *canvas) +TestGLContext& MyApp::GetContext(wxGLCanvas *canvas) { - wxCHECK_RET( canvas, _T("canvas can't be NULL") ); - if ( !m_glContext ) - m_glContext = new wxGLContext(canvas); + m_glContext = new TestGLContext(canvas); + else + m_glContext->SetCurrent(*canvas); - m_glContext->SetCurrent(*canvas); + return *m_glContext; } // ---------------------------------------------------------------------------- -// 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_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 lightning 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, attribs) -{ - m_gllist = 0; + // set viewing projection + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); - // 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 -} + // 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); -// this function is called on each repaint so it should be fast -void TestGLCanvas::Render() -{ - wxGetApp().SetCurrent(this); + for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ ) + { + glBindTexture(GL_TEXTURE_2D, m_textures[i]); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glCallList(m_gllist); + 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); - glFlush(); - SwapBuffers(); + 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()); + } + + CheckGLError(); } -void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) +void TestGLContext::DrawRotatedCube(float xangle, float yangle) { - // initialize if not done yet - InitGL(); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - wxPaintDC dc(this); + 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); - Render(); -} + // 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::OnSize(wxSizeEvent& event) -{ - // don't prevent default processing from taking place - event.Skip(); + 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(); - if ( !IsInitialized() ) - return; + 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 GL viewport (not called by wxGLCanvas::OnSize on all platforms...) - int w, h; - GetClientSize(&w, &h); + 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(); - wxGetApp().SetCurrent(this); - glViewport(0, 0, w, h); -} + 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(); -void TestGLCanvas::InitGL() -{ - 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(); - wxGetApp().SetCurrent(this); + glFlush(); - /* set viewing projection */ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); + CheckGLError(); +} - /* position viewer */ - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0f, 0.0f, -2.0f); +// ---------------------------------------------------------------------------- +// TestGLCanvas +// ---------------------------------------------------------------------------- - /* position object */ - glRotatef(30.0f, 1.0f, 0.0f, 0.0f); - glRotatef(30.0f, 0.0f, 1.0f, 0.0f); +BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) + EVT_SIZE(TestGLCanvas::OnSize) + EVT_PAINT(TestGLCanvas::OnPaint) - glEnable(GL_DEPTH_TEST); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); + EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) +END_EVENT_TABLE() - // 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); +TestGLCanvas::TestGLCanvas(wxWindow *parent) + : wxGLCanvas(parent, wxID_ANY, NULL /* attribs */) +{ + m_xangle = + m_yangle = 30; +} - /* 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); +void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) +{ + wxPaintDC dc(this); - 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); + wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle); - 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); + SwapBuffers(); +} - 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); +void TestGLCanvas::OnSize(wxSizeEvent& event) +{ + // don't prevent default processing from taking place + event.Skip(); - 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); + if ( !IsShownOnScreen() ) + return; - 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(); + // set GL viewport (not called by wxGLCanvas::OnSize on all platforms...) + int w, h; + GetClientSize(&w, &h); - glEndList(); + wxGetApp().GetContext(this); + glViewport(0, 0, w, h); } void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) { - GLfloat x = 0, - y = 0, - z = 0; + float *p = NULL; bool inverse = false; @@ -211,8 +328,8 @@ void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) // fall through case WXK_LEFT: - // rotate around Z axis - z = 1; + // rotate around Y axis + p = &m_yangle; break; case WXK_DOWN: @@ -220,8 +337,8 @@ void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) // fall through case WXK_UP: - // rotate around Y axis - y = 1; + // rotate around X axis + p = &m_xangle; break; default: @@ -233,18 +350,9 @@ void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) if ( inverse ) angle = -angle; - wxGetApp().SetCurrent(this); - - glMatrixMode(GL_MODELVIEW); - glRotatef(angle, x, y, z); + *p += angle; - // refresh all cubes - for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin(); - i != wxTopLevelWindows.end(); - ++i ) - { - (*i)->Refresh(false); - } + Refresh(false); } // ---------------------------------------------------------------------------- @@ -252,31 +360,34 @@ void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) // ---------------------------------------------------------------------------- BEGIN_EVENT_TABLE(MyFrame, wxFrame) - EVT_MENU(wxID_EXIT, MyFrame::OnExit) EVT_MENU(wxID_NEW, MyFrame::OnNewWindow) + EVT_MENU(wxID_CLOSE, MyFrame::OnClose) END_EVENT_TABLE() MyFrame::MyFrame() - : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"), - wxDefaultPosition, wxSize(400, 300)) + : wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample")) { - m_canvas = new TestGLCanvas(this); + new TestGLCanvas(this); SetIcon(wxICON(sample)); // Make a menubar - wxMenu *winMenu = new wxMenu; - winMenu->Append(wxID_EXIT, _T("&Close")); - winMenu->Append(wxID_NEW, _T("&New") ); + wxMenu *menu = new wxMenu; + menu->Append(wxID_NEW); + menu->AppendSeparator(); + menu->Append(wxID_CLOSE); wxMenuBar *menuBar = new wxMenuBar; - menuBar->Append(winMenu, _T("&Window")); + menuBar->Append(menu, _T("&Cube")); SetMenuBar(menuBar); + CreateStatusBar(); + + SetClientSize(400, 400); Show(); } -void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) ) +void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) { // true is to force the frame to close Close(true);