initial commit
Signed-off-by: Peter Siegmund <mars3142@noreply.mars3142.dev>
This commit is contained in:
518
libs/wxWidgets-3.3.1/samples/opengl/cube/cube.cpp
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518
libs/wxWidgets-3.3.1/samples/opengl/cube/cube.cpp
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@@ -0,0 +1,518 @@
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///////////////////////////////////////////////////////////////////////////////
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// Name: cube.cpp
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// Purpose: wxGLCanvas demo program
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// Author: Julian Smart
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// Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
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// Created: 04/01/98
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// Copyright: (c) Julian Smart
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// Licence: wxWindows licence
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///////////////////////////////////////////////////////////////////////////////
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// ============================================================================
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// declarations
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// ============================================================================
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// ----------------------------------------------------------------------------
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// headers
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// ----------------------------------------------------------------------------
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// For compilers that support precompilation, includes "wx.h".
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#include "wx/wxprec.h"
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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#if !wxUSE_GLCANVAS
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#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#endif
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#include "cube.h"
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#ifndef wxHAS_IMAGES_IN_RESOURCES
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#include "../../sample.xpm"
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#endif
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// ----------------------------------------------------------------------------
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// constants
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// ----------------------------------------------------------------------------
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// control ids
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enum
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{
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SpinTimer = wxID_HIGHEST
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};
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// ----------------------------------------------------------------------------
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// helper functions
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// ----------------------------------------------------------------------------
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static void CheckGLError()
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{
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GLenum errLast = GL_NO_ERROR;
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for ( ;; )
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{
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GLenum err = glGetError();
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if ( err == GL_NO_ERROR )
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return;
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// normally the error is reset by the call to glGetError() but if
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// glGetError() itself returns an error, we risk looping forever here
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// so check that we get a different error than the last time
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if ( err == errLast )
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{
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wxLogError("OpenGL error state couldn't be reset.");
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return;
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}
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errLast = err;
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wxLogError("OpenGL error %d", err);
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}
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}
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// function to draw the texture for cube faces
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static wxImage DrawDice(int size, unsigned num)
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{
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wxASSERT_MSG( num >= 1 && num <= 6, "invalid dice index" );
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const int dot = size/16; // radius of a single dot
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const int gap = 5*size/32; // gap between dots
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wxBitmap bmp(size, size);
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wxMemoryDC dc;
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dc.SelectObject(bmp);
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dc.SetBackground(*wxWHITE_BRUSH);
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dc.Clear();
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dc.SetBrush(*wxBLACK_BRUSH);
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// the upper left and lower right points
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if ( num != 1 )
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{
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dc.DrawCircle(gap + dot, gap + dot, dot);
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dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
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}
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// draw the central point for odd dices
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if ( num % 2 )
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{
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dc.DrawCircle(size/2, size/2, dot);
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}
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// the upper right and lower left points
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if ( num > 3 )
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{
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dc.DrawCircle(size - gap - dot, gap + dot, dot);
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dc.DrawCircle(gap + dot, size - gap - dot, dot);
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}
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// finally those 2 are only for the last dice
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if ( num == 6 )
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{
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dc.DrawCircle(gap + dot, size/2, dot);
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dc.DrawCircle(size - gap - dot, size/2, dot);
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}
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dc.SelectObject(wxNullBitmap);
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return bmp.ConvertToImage();
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}
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// ============================================================================
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// implementation
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// ============================================================================
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// ----------------------------------------------------------------------------
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// TestGLContext
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// ----------------------------------------------------------------------------
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TestGLContext::TestGLContext(wxGLCanvas *canvas)
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: wxGLContext(canvas)
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{
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SetCurrent(*canvas);
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// set up the parameters we want to use
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_TEXTURE_2D);
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// add slightly more light, the default lighting is rather dark
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GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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// set viewing projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-0.5, 0.5, -0.5, 0.5, 1, 3);
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// create the textures to use for cube sides: they will be reused by all
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// canvases (which is probably not critical in the case of simple textures
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// we use here but could be really important for a real application where
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// each texture could take many megabytes)
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glGenTextures(WXSIZEOF(m_textures), m_textures);
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for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
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{
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glBindTexture(GL_TEXTURE_2D, m_textures[i]);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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const wxImage img(DrawDice(256, i + 1));
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
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0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
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}
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CheckGLError();
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}
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void TestGLContext::DrawRotatedCube(float xangle, float yangle)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f, 0.0f, -2.0f);
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glRotatef(xangle, 1.0f, 0.0f, 0.0f);
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glRotatef(yangle, 0.0f, 1.0f, 0.0f);
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// draw six faces of a cube of size 1 centered at (0, 0, 0)
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glBindTexture(GL_TEXTURE_2D, m_textures[0]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[1]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 0.0f,-1.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[2]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f, 1.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[3]);
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glBegin(GL_QUADS);
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glNormal3f( 0.0f,-1.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[4]);
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glBegin(GL_QUADS);
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glNormal3f( 1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
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glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
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glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, m_textures[5]);
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glBegin(GL_QUADS);
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glNormal3f(-1.0f, 0.0f, 0.0f);
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glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
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glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
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glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
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glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
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glEnd();
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glFlush();
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CheckGLError();
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}
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// ----------------------------------------------------------------------------
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// MyApp: the application object
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// ----------------------------------------------------------------------------
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wxIMPLEMENT_APP(MyApp);
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bool MyApp::OnInit()
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{
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if ( !wxApp::OnInit() )
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return false;
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new MyFrame();
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return true;
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}
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int MyApp::OnExit()
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{
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delete m_glContext;
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delete m_glStereoContext;
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return wxApp::OnExit();
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}
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TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo)
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{
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TestGLContext *glContext;
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if ( useStereo )
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{
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if ( !m_glStereoContext )
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{
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// Create the OpenGL context for the first stereo window which needs it:
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// subsequently created windows will all share the same context.
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m_glStereoContext = new TestGLContext(canvas);
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}
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glContext = m_glStereoContext;
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}
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else
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{
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if ( !m_glContext )
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{
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// Create the OpenGL context for the first mono window which needs it:
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// subsequently created windows will all share the same context.
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m_glContext = new TestGLContext(canvas);
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}
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glContext = m_glContext;
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}
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glContext->SetCurrent(*canvas);
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return *glContext;
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}
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// ----------------------------------------------------------------------------
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// TestGLCanvas
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// ----------------------------------------------------------------------------
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wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
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EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
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EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
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wxEND_EVENT_TABLE()
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TestGLCanvas::TestGLCanvas(wxWindow *parent, bool useStereo)
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// With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
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// flag should always be set, because even making the canvas smaller should
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// be followed by a paint event that updates the entire canvas with new
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// viewport settings.
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: m_xangle(30.0),
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m_yangle(30.0),
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m_spinTimer(this,SpinTimer),
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m_useStereo(useStereo),
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m_stereoWarningAlreadyDisplayed(false)
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{
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wxGLAttributes attribs = wxGLAttributes().Defaults();
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if ( useStereo )
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attribs.Stereo();
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attribs.EndList();
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if ( !wxGLCanvas::Create(parent, attribs, wxID_ANY,
|
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wxDefaultPosition, wxDefaultSize,
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wxFULL_REPAINT_ON_RESIZE) )
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{
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wxLogError("Creating OpenGL window failed.");
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}
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}
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void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
|
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{
|
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// This is required even though dc is not used otherwise.
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wxPaintDC dc(this);
|
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|
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// 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.
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const wxSize ClientSize = GetClientSize() * GetContentScaleFactor();
|
||||
|
||||
TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
|
||||
glViewport(0, 0, ClientSize.x, ClientSize.y);
|
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// Render the graphics and swap the buffers.
|
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GLboolean quadStereoSupported;
|
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glGetBooleanv( GL_STEREO, &quadStereoSupported);
|
||||
if ( quadStereoSupported )
|
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{
|
||||
glDrawBuffer( GL_BACK_LEFT );
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glFrustum(-0.47, 0.53, -0.5, 0.5, 1, 3);
|
||||
canvas.DrawRotatedCube(m_xangle, m_yangle);
|
||||
CheckGLError();
|
||||
glDrawBuffer( GL_BACK_RIGHT );
|
||||
glMatrixMode(GL_PROJECTION);
|
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glLoadIdentity();
|
||||
glFrustum(-0.53, 0.47, -0.5, 0.5, 1, 3);
|
||||
canvas.DrawRotatedCube(m_xangle, m_yangle);
|
||||
CheckGLError();
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
|
||||
Refresh(false);
|
||||
}
|
||||
|
||||
void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
|
||||
{
|
||||
float angle = 5.0;
|
||||
|
||||
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::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
|
||||
{
|
||||
Spin(0.0, 4.0);
|
||||
}
|
||||
|
||||
wxString glGetwxString(GLenum name)
|
||||
{
|
||||
const GLubyte *v = glGetString(name);
|
||||
if ( v == nullptr )
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
// MyFrame: main application window
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
|
||||
EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
|
||||
EVT_MENU(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow)
|
||||
EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
|
||||
wxEND_EVENT_TABLE()
|
||||
|
||||
MyFrame::MyFrame( bool stereoWindow )
|
||||
: wxFrame(nullptr, wxID_ANY, "wxWidgets OpenGL Cube Sample")
|
||||
{
|
||||
new TestGLCanvas(this, stereoWindow);
|
||||
|
||||
SetIcon(wxICON(sample));
|
||||
|
||||
// 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, "&Cube");
|
||||
|
||||
SetMenuBar(menuBar);
|
||||
|
||||
CreateStatusBar();
|
||||
|
||||
SetClientSize(400, 400);
|
||||
Show();
|
||||
|
||||
// test IsDisplaySupported() function:
|
||||
wxGLAttributes attribs;
|
||||
attribs.RGBA().DoubleBuffer().EndList();
|
||||
wxLogStatus("Double-buffered display %s supported",
|
||||
wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
|
||||
|
||||
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::OnClose(wxCommandEvent& WXUNUSED(event))
|
||||
{
|
||||
// true is to force the frame to close
|
||||
Close(true);
|
||||
}
|
||||
|
||||
void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
|
||||
{
|
||||
new MyFrame();
|
||||
}
|
||||
|
||||
void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) )
|
||||
{
|
||||
wxGLAttributes attribs;
|
||||
attribs.RGBA().DoubleBuffer().Stereo().EndList();
|
||||
if ( wxGLCanvas::IsDisplaySupported(attribs) )
|
||||
{
|
||||
new MyFrame(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
wxLogError("Stereo not supported by OpenGL on this system, sorry.");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user