1 ///////////////////////////////////////////////////////////////////////////////
2 // Name:        cube.cpp
3 // Purpose:     wxGLCanvas demo program
4 // Author:      Julian Smart
5 // Modified by: Vadim Zeitlin to use new wxGLCanvas API (2007-04-09)
6 // Created:     04/01/98
7 // Copyright:   (c) Julian Smart
8 // Licence:     wxWindows licence
9 ///////////////////////////////////////////////////////////////////////////////
10 
11 // ============================================================================
12 // declarations
13 // ============================================================================
14 
15 // ----------------------------------------------------------------------------
16 // headers
17 // ----------------------------------------------------------------------------
18 
19 // For compilers that support precompilation, includes "wx.h".
20 #include "wx/wxprec.h"
21 
22 #ifdef __BORLANDC__
23 #pragma hdrstop
24 #endif
25 
26 #ifndef WX_PRECOMP
27 #include "wx/wx.h"
28 #endif
29 
30 #if !wxUSE_GLCANVAS
31     #error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
32 #endif
33 
34 #include "cube.h"
35 
36 #ifndef wxHAS_IMAGES_IN_RESOURCES
37     #include "../../sample.xpm"
38 #endif
39 
40 // ----------------------------------------------------------------------------
41 // constants
42 // ----------------------------------------------------------------------------
43 
44 // control ids
45 enum
46 {
47     SpinTimer = wxID_HIGHEST + 1
48 };
49 
50 // ----------------------------------------------------------------------------
51 // helper functions
52 // ----------------------------------------------------------------------------
53 
CheckGLError()54 static void CheckGLError()
55 {
56     GLenum errLast = GL_NO_ERROR;
57 
58     for ( ;; )
59     {
60         GLenum err = glGetError();
61         if ( err == GL_NO_ERROR )
62             return;
63 
64         // normally the error is reset by the call to glGetError() but if
65         // glGetError() itself returns an error, we risk looping forever here
66         // so check that we get a different error than the last time
67         if ( err == errLast )
68         {
69             wxLogError(wxT("OpenGL error state couldn't be reset."));
70             return;
71         }
72 
73         errLast = err;
74 
75         wxLogError(wxT("OpenGL error %d"), err);
76     }
77 }
78 
79 // function to draw the texture for cube faces
DrawDice(int size,unsigned num)80 static wxImage DrawDice(int size, unsigned num)
81 {
82     wxASSERT_MSG( num >= 1 && num <= 6, wxT("invalid dice index") );
83 
84     const int dot = size/16;        // radius of a single dot
85     const int gap = 5*size/32;      // gap between dots
86 
87     wxBitmap bmp(size, size);
88     wxMemoryDC dc;
89     dc.SelectObject(bmp);
90     dc.SetBackground(*wxWHITE_BRUSH);
91     dc.Clear();
92     dc.SetBrush(*wxBLACK_BRUSH);
93 
94     // the upper left and lower right points
95     if ( num != 1 )
96     {
97         dc.DrawCircle(gap + dot, gap + dot, dot);
98         dc.DrawCircle(size - gap - dot, size - gap - dot, dot);
99     }
100 
101     // draw the central point for odd dices
102     if ( num % 2 )
103     {
104         dc.DrawCircle(size/2, size/2, dot);
105     }
106 
107     // the upper right and lower left points
108     if ( num > 3 )
109     {
110         dc.DrawCircle(size - gap - dot, gap + dot, dot);
111         dc.DrawCircle(gap + dot, size - gap - dot, dot);
112     }
113 
114     // finally those 2 are only for the last dice
115     if ( num == 6 )
116     {
117         dc.DrawCircle(gap + dot, size/2, dot);
118         dc.DrawCircle(size - gap - dot, size/2, dot);
119     }
120 
121     dc.SelectObject(wxNullBitmap);
122 
123     return bmp.ConvertToImage();
124 }
125 
126 // ============================================================================
127 // implementation
128 // ============================================================================
129 
130 // ----------------------------------------------------------------------------
131 // TestGLContext
132 // ----------------------------------------------------------------------------
133 
TestGLContext(wxGLCanvas * canvas)134 TestGLContext::TestGLContext(wxGLCanvas *canvas)
135              : wxGLContext(canvas)
136 {
137     SetCurrent(*canvas);
138 
139     // set up the parameters we want to use
140     glEnable(GL_CULL_FACE);
141     glEnable(GL_DEPTH_TEST);
142     glEnable(GL_LIGHTING);
143     glEnable(GL_LIGHT0);
144     glEnable(GL_TEXTURE_2D);
145 
146     // add slightly more light, the default lighting is rather dark
147     GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 };
148     glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
149 
150     // set viewing projection
151     glMatrixMode(GL_PROJECTION);
152     glLoadIdentity();
153     glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
154 
155     // create the textures to use for cube sides: they will be reused by all
156     // canvases (which is probably not critical in the case of simple textures
157     // we use here but could be really important for a real application where
158     // each texture could take many megabytes)
159     glGenTextures(WXSIZEOF(m_textures), m_textures);
160 
161     for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
162     {
163         glBindTexture(GL_TEXTURE_2D, m_textures[i]);
164 
165         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
166         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
167         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
168         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
169         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
170 
171         const wxImage img(DrawDice(256, i + 1));
172 
173         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
174         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
175                      0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
176     }
177 
178     CheckGLError();
179 }
180 
DrawRotatedCube(float xangle,float yangle)181 void TestGLContext::DrawRotatedCube(float xangle, float yangle)
182 {
183     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
184 
185     glMatrixMode(GL_MODELVIEW);
186     glLoadIdentity();
187     glTranslatef(0.0f, 0.0f, -2.0f);
188     glRotatef(xangle, 1.0f, 0.0f, 0.0f);
189     glRotatef(yangle, 0.0f, 1.0f, 0.0f);
190 
191     // draw six faces of a cube of size 1 centered at (0, 0, 0)
192     glBindTexture(GL_TEXTURE_2D, m_textures[0]);
193     glBegin(GL_QUADS);
194         glNormal3f( 0.0f, 0.0f, 1.0f);
195         glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
196         glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f);
197         glTexCoord2f(1, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
198         glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
199     glEnd();
200 
201     glBindTexture(GL_TEXTURE_2D, m_textures[1]);
202     glBegin(GL_QUADS);
203         glNormal3f( 0.0f, 0.0f,-1.0f);
204         glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
205         glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f,-0.5f);
206         glTexCoord2f(1, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
207         glTexCoord2f(0, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
208     glEnd();
209 
210     glBindTexture(GL_TEXTURE_2D, m_textures[2]);
211     glBegin(GL_QUADS);
212         glNormal3f( 0.0f, 1.0f, 0.0f);
213         glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
214         glTexCoord2f(1, 0); glVertex3f( 0.5f, 0.5f,-0.5f);
215         glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
216         glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
217     glEnd();
218 
219     glBindTexture(GL_TEXTURE_2D, m_textures[3]);
220     glBegin(GL_QUADS);
221         glNormal3f( 0.0f,-1.0f, 0.0f);
222         glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
223         glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f,-0.5f);
224         glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f, 0.5f);
225         glTexCoord2f(0, 1); glVertex3f(-0.5f,-0.5f, 0.5f);
226     glEnd();
227 
228     glBindTexture(GL_TEXTURE_2D, m_textures[4]);
229     glBegin(GL_QUADS);
230         glNormal3f( 1.0f, 0.0f, 0.0f);
231         glTexCoord2f(0, 0); glVertex3f( 0.5f, 0.5f, 0.5f);
232         glTexCoord2f(1, 0); glVertex3f( 0.5f,-0.5f, 0.5f);
233         glTexCoord2f(1, 1); glVertex3f( 0.5f,-0.5f,-0.5f);
234         glTexCoord2f(0, 1); glVertex3f( 0.5f, 0.5f,-0.5f);
235     glEnd();
236 
237     glBindTexture(GL_TEXTURE_2D, m_textures[5]);
238     glBegin(GL_QUADS);
239         glNormal3f(-1.0f, 0.0f, 0.0f);
240         glTexCoord2f(0, 0); glVertex3f(-0.5f,-0.5f,-0.5f);
241         glTexCoord2f(1, 0); glVertex3f(-0.5f,-0.5f, 0.5f);
242         glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f);
243         glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f,-0.5f);
244     glEnd();
245 
246     glFlush();
247 
248     CheckGLError();
249 }
250 
251 
252 // ----------------------------------------------------------------------------
253 // MyApp: the application object
254 // ----------------------------------------------------------------------------
255 
IMPLEMENT_APP(MyApp)256 IMPLEMENT_APP(MyApp)
257 
258 bool MyApp::OnInit()
259 {
260     if ( !wxApp::OnInit() )
261         return false;
262 
263     new MyFrame();
264 
265     return true;
266 }
267 
OnExit()268 int MyApp::OnExit()
269 {
270     delete m_glContext;
271     delete m_glStereoContext;
272 
273     return wxApp::OnExit();
274 }
275 
GetContext(wxGLCanvas * canvas,bool useStereo)276 TestGLContext& MyApp::GetContext(wxGLCanvas *canvas, bool useStereo)
277 {
278     TestGLContext *glContext;
279     if ( useStereo )
280     {
281         if ( !m_glStereoContext )
282         {
283             // Create the OpenGL context for the first stereo window which needs it:
284             // subsequently created windows will all share the same context.
285             m_glStereoContext = new TestGLContext(canvas);
286         }
287         glContext = m_glStereoContext;
288     }
289     else
290     {
291         if ( !m_glContext )
292         {
293             // Create the OpenGL context for the first mono window which needs it:
294             // subsequently created windows will all share the same context.
295             m_glContext = new TestGLContext(canvas);
296         }
297         glContext = m_glContext;
298     }
299 
300     glContext->SetCurrent(*canvas);
301 
302     return *glContext;
303 }
304 
305 // ----------------------------------------------------------------------------
306 // TestGLCanvas
307 // ----------------------------------------------------------------------------
308 
wxBEGIN_EVENT_TABLE(TestGLCanvas,wxGLCanvas)309 wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
310     EVT_PAINT(TestGLCanvas::OnPaint)
311     EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
312     EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer)
313 wxEND_EVENT_TABLE()
314 
315 TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList)
316     // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style
317     // flag should always be set, because even making the canvas smaller should
318     // be followed by a paint event that updates the entire canvas with new
319     // viewport settings.
320     : wxGLCanvas(parent, wxID_ANY, attribList,
321                  wxDefaultPosition, wxDefaultSize,
322                  wxFULL_REPAINT_ON_RESIZE),
323       m_xangle(30.0),
324       m_yangle(30.0),
325       m_spinTimer(this,SpinTimer),
326       m_useStereo(false),
327       m_stereoWarningAlreadyDisplayed(false)
328 {
329     if ( attribList )
330     {
331         int i = 0;
332         while ( attribList[i] != 0 )
333         {
334             if ( attribList[i] == WX_GL_STEREO )
335                 m_useStereo = true;
336             ++i;
337         }
338     }
339 }
340 
OnPaint(wxPaintEvent & WXUNUSED (event))341 void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
342 {
343     // This is required even though dc is not used otherwise.
344     wxPaintDC dc(this);
345 
346     // Set the OpenGL viewport according to the client size of this canvas.
347     // This is done here rather than in a wxSizeEvent handler because our
348     // OpenGL rendering context (and thus viewport setting) is used with
349     // multiple canvases: If we updated the viewport in the wxSizeEvent
350     // handler, changing the size of one canvas causes a viewport setting that
351     // is wrong when next another canvas is repainted.
352     const wxSize ClientSize = GetClientSize();
353 
354     TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
355     glViewport(0, 0, ClientSize.x, ClientSize.y);
356 
357     // Render the graphics and swap the buffers.
358     GLboolean quadStereoSupported;
359     glGetBooleanv( GL_STEREO, &quadStereoSupported);
360     if ( quadStereoSupported )
361     {
362         glDrawBuffer( GL_BACK_LEFT );
363         glMatrixMode(GL_PROJECTION);
364         glLoadIdentity();
365         glFrustum(-0.47f, 0.53f, -0.5f, 0.5f, 1.0f, 3.0f);
366         canvas.DrawRotatedCube(m_xangle, m_yangle);
367         CheckGLError();
368         glDrawBuffer( GL_BACK_RIGHT );
369         glMatrixMode(GL_PROJECTION);
370         glLoadIdentity();
371         glFrustum(-0.53f, 0.47f, -0.5f, 0.5f, 1.0f, 3.0f);
372         canvas.DrawRotatedCube(m_xangle, m_yangle);
373         CheckGLError();
374     }
375     else
376     {
377         canvas.DrawRotatedCube(m_xangle, m_yangle);
378         if ( m_useStereo && !m_stereoWarningAlreadyDisplayed )
379         {
380             m_stereoWarningAlreadyDisplayed = true;
381             wxLogError("Stereo not supported by the graphics card.");
382         }
383     }
384     SwapBuffers();
385 }
386 
Spin(float xSpin,float ySpin)387 void TestGLCanvas::Spin(float xSpin, float ySpin)
388 {
389     m_xangle += xSpin;
390     m_yangle += ySpin;
391 
392     Refresh(false);
393 }
394 
OnKeyDown(wxKeyEvent & event)395 void TestGLCanvas::OnKeyDown(wxKeyEvent& event)
396 {
397     float angle = 5.0;
398 
399     switch ( event.GetKeyCode() )
400     {
401         case WXK_RIGHT:
402             Spin( 0.0, -angle );
403             break;
404 
405         case WXK_LEFT:
406             Spin( 0.0, angle );
407             break;
408 
409         case WXK_DOWN:
410             Spin( -angle, 0.0 );
411             break;
412 
413         case WXK_UP:
414             Spin( angle, 0.0 );
415             break;
416 
417         case WXK_SPACE:
418             if ( m_spinTimer.IsRunning() )
419                 m_spinTimer.Stop();
420             else
421                 m_spinTimer.Start( 25 );
422             break;
423 
424         default:
425             event.Skip();
426             return;
427     }
428 }
429 
OnSpinTimer(wxTimerEvent & WXUNUSED (event))430 void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event))
431 {
432     Spin(0.0, 4.0);
433 }
434 
glGetwxString(GLenum name)435 wxString glGetwxString(GLenum name)
436 {
437     const GLubyte *v = glGetString(name);
438     if ( v == 0 )
439     {
440         // The error is not important. It is GL_INVALID_ENUM.
441         // We just want to clear the error stack.
442         glGetError();
443 
444         return wxString();
445     }
446 
447     return wxString((const char*)v);
448 }
449 
450 
451 // ----------------------------------------------------------------------------
452 // MyFrame: main application window
453 // ----------------------------------------------------------------------------
454 
wxBEGIN_EVENT_TABLE(MyFrame,wxFrame)455 wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
456     EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
457     EVT_MENU(NEW_STEREO_WINDOW, MyFrame::OnNewStereoWindow)
458     EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
459 wxEND_EVENT_TABLE()
460 
461 MyFrame::MyFrame( bool stereoWindow )
462        : wxFrame(NULL, wxID_ANY, wxT("wxWidgets OpenGL Cube Sample"))
463 {
464     int stereoAttribList[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_STEREO, 0 };
465 
466     new TestGLCanvas(this, stereoWindow ? stereoAttribList : NULL);
467 
468     SetIcon(wxICON(sample));
469 
470     // Make a menubar
471     wxMenu *menu = new wxMenu;
472     menu->Append(wxID_NEW);
473     menu->Append(NEW_STEREO_WINDOW, "New Stereo Window");
474     menu->AppendSeparator();
475     menu->Append(wxID_CLOSE);
476     wxMenuBar *menuBar = new wxMenuBar;
477     menuBar->Append(menu, wxT("&Cube"));
478 
479     SetMenuBar(menuBar);
480 
481     CreateStatusBar();
482 
483     SetClientSize(400, 400);
484     Show();
485 
486     // test IsDisplaySupported() function:
487     static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
488     wxLogStatus("Double-buffered display %s supported",
489                 wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not");
490 
491     if ( stereoWindow )
492     {
493         const wxString vendor = glGetwxString(GL_VENDOR).Lower();
494         const wxString renderer = glGetwxString(GL_RENDERER).Lower();
495         if ( vendor.find("nvidia") != wxString::npos &&
496                 renderer.find("quadro") == wxString::npos )
497             ShowFullScreen(true);
498     }
499 }
500 
OnClose(wxCommandEvent & WXUNUSED (event))501 void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
502 {
503     // true is to force the frame to close
504     Close(true);
505 }
506 
OnNewWindow(wxCommandEvent & WXUNUSED (event))507 void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
508 {
509     new MyFrame();
510 }
511 
OnNewStereoWindow(wxCommandEvent & WXUNUSED (event))512 void MyFrame::OnNewStereoWindow( wxCommandEvent& WXUNUSED(event) )
513 {
514     new MyFrame(true);
515 }
516