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
This commit is contained in:
Vadim Zeitlin
2007-04-15 15:13:49 +00:00
parent 644cb5372c
commit 378a3872eb
2 changed files with 160 additions and 50 deletions

View File

@@ -38,6 +38,82 @@
#include "../../sample.xpm" #include "../../sample.xpm"
#endif #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 // implementation
// ============================================================================ // ============================================================================
@@ -71,8 +147,6 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
if ( !m_glContext ) if ( !m_glContext )
m_glContext = new TestGLContext(canvas); m_glContext = new TestGLContext(canvas);
m_glContext->SetCurrent(*canvas);
return *m_glContext; return *m_glContext;
} }
@@ -83,62 +157,47 @@ TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
TestGLContext::TestGLContext(wxGLCanvas *canvas) TestGLContext::TestGLContext(wxGLCanvas *canvas)
: wxGLContext(canvas) : wxGLContext(canvas)
{ {
m_gllist = 0; SetCurrent(*canvas);
}
void TestGLContext::Init() // set up the parameters we want to use
{ glEnable(GL_DEPTH_TEST);
if ( m_gllist ) glEnable(GL_LIGHTING);
return; glEnable(GL_LIGHT0);
glEnable(GL_TEXTURE_2D);
/* set viewing projection */ // set viewing projection
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
glEnable(GL_DEPTH_TEST); // create the textures to use for cube sides: they will be reused by all
glEnable(GL_LIGHTING); // canvases (which is probably not critical in the case of simple textures
glEnable(GL_LIGHT0); // 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);
// create the list of commands to draw the cube: then we can just (quickly) for ( unsigned i = 0; i < WXSIZEOF(m_textures); i++ )
// execute it in DrawRotatedCube() later {
m_gllist = glGenLists(1); glBindTexture(GL_TEXTURE_2D, m_textures[i]);
glNewList(m_gllist, GL_COMPILE);
/* draw six faces of a cube */ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glNormal3f( 0.0f, 0.0f, 1.0f); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f(-0.5f, 0.5f, 0.5f); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glVertex3f(-0.5f,-0.5f, 0.5f); glVertex3f( 0.5f,-0.5f, 0.5f); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glNormal3f( 0.0f, 0.0f,-1.0f); const wxImage img(DrawDice(256, i + 1));
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); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glVertex3f( 0.5f, 0.5f, 0.5f); glVertex3f( 0.5f, 0.5f,-0.5f); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(),
glVertex3f(-0.5f, 0.5f,-0.5f); glVertex3f(-0.5f, 0.5f, 0.5f); 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData());
}
glNormal3f( 0.0f,-1.0f, 0.0f); CheckGLError();
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);
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();
} }
void TestGLContext::DrawRotatedCube(float xangle, float yangle) void TestGLContext::DrawRotatedCube(float xangle, float yangle)
{ {
Init();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
@@ -147,9 +206,64 @@ void TestGLContext::DrawRotatedCube(float xangle, float yangle)
glRotatef(xangle, 1.0f, 0.0f, 0.0f); glRotatef(xangle, 1.0f, 0.0f, 0.0f);
glRotatef(yangle, 0.0f, 1.0f, 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(); glFlush();
CheckGLError();
} }
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------

View File

@@ -24,12 +24,8 @@ public:
void DrawRotatedCube(float xangle, float yangle); void DrawRotatedCube(float xangle, float yangle);
private: private:
// one-time OpenGL initialization, safe to call many times // textures for the cube faces
void Init(); GLuint m_textures[6];
// the list of commands to draw the cube
GLuint m_gllist;
}; };
// Define a new application type // Define a new application type