X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/f4a7108f7393a4d832a2e7512dff78b9250ece59..4b263e5ef358411a345dee9ffef3ba69c19be40e:/samples/opengl/cube/cube.cpp diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index 75dde17d4e..b077760502 100644 --- a/samples/opengl/cube/cube.cpp +++ b/samples/opengl/cube/cube.cpp @@ -1,18 +1,20 @@ -///////////////////////////////////////////////////////////////////////////// +/////////////////////////////////////////////////////////////////////////////// // 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" @@ -25,491 +27,489 @@ #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 -#include -#include -#else -#include +#ifndef wxHAS_IMAGES_IN_RESOURCES + #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; + const int dot = size/16; // radius of a single dot + const int gap = 5*size/32; // gap between dots -#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; + wxBitmap bmp(size, size); + wxMemoryDC dc; + dc.SelectObject(bmp); + dc.SetBackground(*wxWHITE_BRUSH); + dc.Clear(); + dc.SetBrush(*wxBLACK_BRUSH); - ftime( &tb ); + // 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); + } - secs = tb.time; + // draw the central point for odd dices + if ( num % 2 ) + { + dc.DrawCircle(size/2, size/2, dot); + } - msec = tb.millitm; + // 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); + } -#endif + // 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); + } - if( *sec_base == 0 ) - *sec_base = secs; + dc.SelectObject(wxNullBitmap); - return( (secs-*sec_base)*1000 + msec ); + return bmp.ConvertToImage(); } -/*---------------------------------------------------------------- - Implementation of Test-GLCanvas ------------------------------------------------------------------*/ +// ============================================================================ +// implementation +// ============================================================================ -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() - -unsigned long TestGLCanvas::m_secbase = 0; -int TestGLCanvas::m_TimeInitialized = 0; -unsigned long TestGLCanvas::m_xsynct; -unsigned long TestGLCanvas::m_gsynct; +// ---------------------------------------------------------------------------- +// TestGLContext +// ---------------------------------------------------------------------------- -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 ) +TestGLContext::TestGLContext(wxGLCanvas *canvas) + : wxGLContext(canvas) { - m_init = FALSE; - m_gllist = 0; - m_rleft = WXK_LEFT; - m_rright = WXK_RIGHT; -} + SetCurrent(*canvas); -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; -} + // set up the parameters we want to use + glEnable(GL_CULL_FACE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_TEXTURE_2D); -TestGLCanvas::~TestGLCanvas() -{ -} + // 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); -void TestGLCanvas::Render() -{ - wxPaintDC dc(this); + // set viewing projection + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); -#ifndef __WXMOTIF__ - if (!GetContext()) return; -#endif + // 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); - SetCurrent(); - /* init OpenGL once, but after SetCurrent */ - if (!m_init) + for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ ) { - InitGL(); - m_init = TRUE; - } + glBindTexture(GL_TEXTURE_2D, m_textures[i]); - /* clear color and depth buffers */ - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + 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); - 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); + const wxImage img(DrawDice(256, i + 1)); - 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); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), + 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData()); + } - 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); + CheckGLError(); +} - 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 TestGLContext::DrawRotatedCube(float xangle, float yangle) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - 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); + 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); - 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); + // 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(); - glEndList(); - } - else - glCallList( m_gllist ); + 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(); - glFlush(); - SwapBuffers(); -} + 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(); -void TestGLCanvas::OnEnterWindow( wxMouseEvent& event ) -{ - SetFocus(); -} + 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(); -void TestGLCanvas::OnPaint( wxPaintEvent& event ) -{ - Render(); -} + 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::OnSize(wxSizeEvent& event) -{ - int width, height; - GetClientSize(& width, & height); + 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(); -#ifndef __WXMOTIF__ - if (GetContext()) -#endif - { - SetCurrent(); - glViewport(0, 0, width, height); - } -} + glFlush(); -void TestGLCanvas::OnEraseBackground(wxEraseEvent& event) -{ - // Do nothing, to avoid flashing. + CheckGLError(); } -void TestGLCanvas::InitGL() -{ - SetCurrent(); - /* set viewing projection */ - glMatrixMode(GL_PROJECTION); - glFrustum(-0.5F, 0.5F, -0.5F, 0.5F, 1.0F, 3.0F); +// ---------------------------------------------------------------------------- +// MyApp: the application object +// ---------------------------------------------------------------------------- - /* position viewer */ - glMatrixMode(GL_MODELVIEW); - glTranslatef(0.0F, 0.0F, -2.0F); +IMPLEMENT_APP(MyApp) - /* position object */ - glRotatef(30.0F, 1.0F, 0.0F, 0.0F); - glRotatef(30.0F, 0.0F, 1.0F, 0.0F); +bool MyApp::OnInit() +{ + if ( !wxApp::OnInit() ) + return false; - glEnable(GL_DEPTH_TEST); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); + new MyFrame(); + + return true; } -GLfloat TestGLCanvas::CalcRotateSpeed( unsigned long acceltime ) +int MyApp::OnExit() { - GLfloat t,v; - - t = ((GLfloat)acceltime) / 1000.0f; + delete m_glContext; + delete m_glStereoContext; - if( t < 0.5f ) - v = t; - else if( t < 1.0f ) - v = t * (2.0f - t); - else - v = 0.75f; - - return(v); + return wxApp::OnExit(); } -GLfloat TestGLCanvas::CalcRotateAngle( unsigned long lasttime, - unsigned long acceltime ) +TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo) { - GLfloat t,s1,s2; + TestGLContext *glContext; + if ( useStereo ) + { + if ( !m_glStereoContext ) + { + // Create the OpenGL context for the first stereo window which needs it: + // subsequently created windows will all share the same context. + m_glStereoContext = new TestGLContext(canvas); + } + glContext = m_glStereoContext; + } + else + { + if ( !m_glContext ) + { + // Create the OpenGL context for the first mono window which needs it: + // subsequently created windows will all share the same context. + m_glContext = new TestGLContext(canvas); + } + glContext = m_glContext; + } - t = ((GLfloat)(acceltime - lasttime)) / 1000.0f; - s1 = CalcRotateSpeed( lasttime ); - s2 = CalcRotateSpeed( acceltime ); + glContext->SetCurrent(*canvas); - return( t * (s1 + s2) * 135.0f ); + return *glContext; } -void TestGLCanvas::Action( long code, unsigned long lasttime, - unsigned long acceltime ) -{ - GLfloat angle = CalcRotateAngle( lasttime, acceltime ); +// ---------------------------------------------------------------------------- +// TestGLCanvas +// ---------------------------------------------------------------------------- - if (code == m_rleft) - Rotate( angle ); - else if (code == m_rright) - Rotate( -angle ); -} +BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) + EVT_PAINT(TestGLCanvas::OnPaint) + EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) + EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer) +END_EVENT_TABLE() -void TestGLCanvas::OnKeyDown( wxKeyEvent& event ) +TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList) + // 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, attribList, + wxDefaultPosition, wxDefaultSize, + wxFULL_REPAINT_ON_RESIZE), + m_xangle(30.0), + m_yangle(30.0), + m_spinTimer(this,SpinTimer), + m_useStereo(false), + m_stereoWarningAlreadyDisplayed(false) { - long evkey = event.KeyCode(); - if (evkey == 0) return; - - if (!m_TimeInitialized) + if ( attribList ) { - 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; + int i = 0; + while ( attribList[i] != 0 ) + { + if ( attribList[i] == WX_GL_STEREO ) + m_useStereo = true; + ++i; + } } +} - unsigned long currTime = event.m_timeStamp - m_xsynct; +void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) +{ + // This is required even though dc is not used otherwise. + wxPaintDC dc(this); - // we have to test for m_Key != 0 because otherwise the test would be - // always true because it is set to 0 in OnKeyUp() below - I don't know - // why is it like this, just fixing blindly (VZ) - if (evkey != m_Key && m_Key != 0) + // 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(); + + TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo); + glViewport(0, 0, ClientSize.x, ClientSize.y); + + // Render the graphics and swap the buffers. + GLboolean quadStereoSupported; + glGetBooleanv( GL_STEREO, &quadStereoSupported); + if ( quadStereoSupported ) { - m_Key = evkey; - m_LastRedraw = m_StartTime = m_LastTime = currTime; + glDrawBuffer( GL_BACK_LEFT ); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-0.47f, 0.53f, -0.5f, 0.5f, 1.0f, 3.0f); + canvas.DrawRotatedCube(m_xangle, m_yangle); + CheckGLError(); + glDrawBuffer( GL_BACK_RIGHT ); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-0.53f, 0.47f, -0.5f, 0.5f, 1.0f, 3.0f); + canvas.DrawRotatedCube(m_xangle, m_yangle); + CheckGLError(); } - - if (currTime >= m_LastRedraw) // Redraw: + else { - Action( m_Key, m_LastTime-m_StartTime, currTime-m_StartTime ); - - m_LastRedraw = wxStopWatch(&m_secbase) - m_gsynct; - m_LastTime = currTime; + canvas.DrawRotatedCube(m_xangle, m_yangle); + if ( m_useStereo && !m_stereoWarningAlreadyDisplayed ) + { + m_stereoWarningAlreadyDisplayed = true; + wxLogError("Stereo not supported by the graphics card."); + } } + SwapBuffers(); +} + +void TestGLCanvas::Spin(float xSpin, float ySpin) +{ + m_xangle += xSpin; + m_yangle += ySpin; - event.Skip(); + Refresh(false); } -void TestGLCanvas::OnKeyUp( wxKeyEvent& event ) +void TestGLCanvas::OnKeyDown(wxKeyEvent& event) { - m_Key = 0; - m_StartTime = 0; - m_LastTime = 0; - m_LastRedraw = 0; + float angle = 5.0; - event.Skip(); + 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 TestGLCanvas::Rotate( GLfloat deg ) +void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) { - SetCurrent(); + Spin(0.0, 4.0); +} - glMatrixMode(GL_MODELVIEW); - glRotatef((GLfloat)deg, 0.0F, 0.0F, 1.0F); - Refresh(FALSE); +wxString glGetwxString(GLenum name) +{ + const GLubyte *v = glGetString(name); + if ( v == 0 ) + { + // The error is not important. It is GL_INVALID_ENUM. + // We just want to clear the error stack. + glGetError(); + + return wxString(); + } + + return wxString((const char*)v); } -/* ----------------------------------------------------------------------- - 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(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow) + 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) +MyFrame::MyFrame( bool stereoWindow ) + : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample")) { - m_canvas = NULL; -} + int stereoAttribList[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO, 0 }; -// Intercept menu commands -void MyFrame::OnExit(wxCommandEvent& event) -{ - Destroy(); -} + new TestGLCanvas(this, stereoWindow ? stereoAttribList : NULL); -void MyFrame::OnNewWindow() -{ - 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 + SetIcon(wxICON(sample)); - // Make a menubar - wxMenu *winMenu = new wxMenu; + // Make a menubar + wxMenu *menu = new wxMenu; + menu->Append(wxID_NEW); + menu->Append(NEW_STEREO_WINDOW, "New Stereo Window"); + menu->AppendSeparator(); + menu->Append(wxID_CLOSE); + wxMenuBar *menuBar = new wxMenuBar; + menuBar->Append(menu, wxT("&Cube")); - winMenu->Append(wxID_EXIT, "&Close"); - winMenu->Append(ID_NEW_WINDOW, "&New" ); - wxMenuBar *menuBar = new wxMenuBar; - menuBar->Append(winMenu, "&Window"); + SetMenuBar(menuBar); - 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"); + CreateStatusBar(); - frame->SetMenuBar(menuBar); + SetClientSize(400, 400); + Show(); - frame->m_canvas = new TestGLCanvas( frame, *m_canvas, -1, - wxPoint(0, 0), wxSize(200, 200) ); + // 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"); - // Show the frame - frame->Show(TRUE); + if ( stereoWindow ) + { + const wxString vendor = glGetwxString(GL_VENDOR).Lower(); + const wxString renderer = glGetwxString(GL_RENDERER).Lower(); + if ( vendor.find("nvidia") != wxString::npos && + renderer.find("quadro") == wxString::npos ) + ShowFullScreen(true); + } } -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(); + new MyFrame(); } -/*------------------------------------------------------------------ - Application object ( equivalent to main() ) ------------------------------------------------------------------- */ - -IMPLEMENT_APP(MyApp) - -bool MyApp::OnInit(void) +void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) ) { - 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; + new MyFrame(true); }