From: Vadim Zeitlin Date: Sun, 15 Apr 2007 15:13:49 +0000 (+0000) Subject: use textures in the shared context to test how this works when using multiple windows... X-Git-Url: https://git.saurik.com/wxWidgets.git/commitdiff_plain/378a3872eb0bfaaff6f32144ddef0dd144b056b2 use textures in the shared context to test how this works when using multiple windows with the same context git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@45479 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775 --- diff --git a/samples/opengl/cube/cube.cpp b/samples/opengl/cube/cube.cpp index b3bcb9f699..6a5bc37778 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 // ============================================================================ @@ -71,8 +147,6 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas) if ( !m_glContext ) m_glContext = new TestGLContext(canvas); - m_glContext->SetCurrent(*canvas); - return *m_glContext; } @@ -83,62 +157,47 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas) TestGLContext::TestGLContext(wxGLCanvas *canvas) : wxGLContext(canvas) { - m_gllist = 0; -} - -void TestGLContext::Init() -{ - if ( m_gllist ) - return; - - /* set viewing projection */ - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); + SetCurrent(*canvas); + // set up the parameters we want to use glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); + glEnable(GL_TEXTURE_2D); - // create the list of commands to draw the cube: then we can just (quickly) - // execute it in DrawRotatedCube() later - m_gllist = glGenLists(1); - glNewList(m_gllist, GL_COMPILE); - - /* 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); + // set viewing projection + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); - 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); + for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ ) + { + glBindTexture(GL_TEXTURE_2D, m_textures[i]); - 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); + 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); + const wxImage img(DrawDice(256, i + 1)); - 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(); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), + 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData()); + } - glEndList(); + CheckGLError(); } void TestGLContext::DrawRotatedCube(float xangle, float yangle) { - Init(); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); @@ -147,9 +206,64 @@ void TestGLContext::DrawRotatedCube(float xangle, float yangle) glRotatef(xangle, 1.0f, 0.0f, 0.0f); glRotatef(yangle, 0.0f, 1.0f, 0.0f); - glCallList(m_gllist); + // 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(); } // ---------------------------------------------------------------------------- diff --git a/samples/opengl/cube/cube.h b/samples/opengl/cube/cube.h index 1e1ff9500f..af9e59d61f 100644 --- a/samples/opengl/cube/cube.h +++ b/samples/opengl/cube/cube.h @@ -24,12 +24,8 @@ public: void DrawRotatedCube(float xangle, float yangle); private: - // one-time OpenGL initialization, safe to call many times - void Init(); - - - // the list of commands to draw the cube - GLuint m_gllist; + // textures for the cube faces + GLuint m_textures[6]; }; // Define a new application type