X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/b94d29a7a10638783fc7092d33af6315bb7c3e59..fcc9ca7f72b92d6b0a4eabe72f205d54480df72e:/samples/opengl/cube/cube.cpp?ds=inline diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index b5f5ba419e..7396d9bb5e 100644 --- a/samples/opengl/cube/cube.cpp +++ b/samples/opengl/cube/cube.cpp @@ -38,10 +38,207 @@ #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(wxT("OpenGL error state couldn't be reset.")); + return; + } + + errLast = err; + + wxLogError(wxT("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, 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); + } + + dc.SelectObject(wxNullBitmap); + + return bmp.ConvertToImage(); +} + // ============================================================================ // implementation // ============================================================================ +// ---------------------------------------------------------------------------- +// TestGLContext +// ---------------------------------------------------------------------------- + +TestGLContext::TestGLContext(wxGLCanvas *canvas) + : wxGLContext(canvas) +{ + SetCurrent(*canvas); + + // set up the parameters we want to use + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_TEXTURE_2D); + + // 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); + + // 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()); + } + + CheckGLError(); +} + +void TestGLContext::DrawRotatedCube(float xangle, float yangle) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + 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); + + // 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 // ---------------------------------------------------------------------------- @@ -53,7 +250,6 @@ bool MyApp::OnInit() if ( !wxApp::OnInit() ) return false; - // Create the main window new MyFrame(); return true; @@ -66,14 +262,18 @@ 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); + { + // 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; } // ---------------------------------------------------------------------------- @@ -81,126 +281,46 @@ void MyApp::SetCurrent(wxGLCanvas *canvas) // ---------------------------------------------------------------------------- BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) - EVT_SIZE(TestGLCanvas::OnSize) EVT_PAINT(TestGLCanvas::OnPaint) - EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) END_EVENT_TABLE() -static /* const */ int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 }; - TestGLCanvas::TestGLCanvas(wxWindow *parent) - : wxGLCanvas(parent, wxID_ANY, 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_gllist = 0; - - // 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() -{ - wxGetApp().SetCurrent(this); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glCallList(m_gllist); - - glFlush(); - SwapBuffers(); + m_xangle = + m_yangle = 30; } void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) { - // initialize if not done yet - InitGL(); - + // This is required even though dc is not used otherwise. wxPaintDC dc(this); - Render(); -} - -void TestGLCanvas::OnSize(wxSizeEvent& event) -{ - // don't prevent default processing from taking place - event.Skip(); - - if ( !IsInitialized() ) - return; - - // 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() -{ - if ( IsInitialized() ) - return; - - wxGetApp().SetCurrent(this); - - /* set viewing projection */ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); - - /* position viewer */ - glMatrixMode(GL_MODELVIEW); - 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); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - - // 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); + // 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(); - /* 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); + glViewport(0, 0, ClientSize.x, ClientSize.y); - 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(); + // Render the graphics and swap the buffers. + wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle); + SwapBuffers(); } void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) { - GLfloat x = 0, - y = 0, - z = 0; + float *p = NULL; bool inverse = false; @@ -211,8 +331,8 @@ 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 +340,8 @@ 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: @@ -233,50 +353,50 @@ 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); } + // ---------------------------------------------------------------------------- // MyFrame: main application window // ---------------------------------------------------------------------------- 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, wxT("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, 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"); } -void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) ) +void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event)) { // true is to force the frame to close Close(true); @@ -284,6 +404,6 @@ void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) ) void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) ) { - (void) new MyFrame(); + new MyFrame(); }