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wxWidgets/samples/opengl/cube/cube.cpp

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///////////////////////////////////////////////////////////////////////////////
// Name: cube.cpp
// Purpose: wxGLCanvas demo program
// Author: Julian Smart
// 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
///////////////////////////////////////////////////////////////////////////////
// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx.h".
#include "wx/wxprec.h"
#ifdef __BORLANDC__
#pragma hdrstop
#endif
#ifndef WX_PRECOMP
#include "wx/wx.h"
#endif
#if !wxUSE_GLCANVAS
#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
#endif
#include "cube.h"
#if !defined(__WXMSW__) && !defined(__WXPM__)
#include "../../sample.xpm"
#endif
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// MyApp: the application object
// ----------------------------------------------------------------------------
IMPLEMENT_APP(MyApp)
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
// Create the main window
new MyFrame();
return true;
}
int MyApp::OnExit()
{
delete m_glContext;
return wxApp::OnExit();
}
void MyApp::SetCurrent(wxGLCanvas *canvas)
{
wxCHECK_RET( canvas, _T("canvas can't be NULL") );
if ( !m_glContext )
m_glContext = new wxGLContext(canvas);
m_glContext->SetCurrent(*canvas);
}
// ----------------------------------------------------------------------------
// TestGLCanvas
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
END_EVENT_TABLE()
static /* const */ int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 };
TestGLCanvas::TestGLCanvas(wxWindow *parent)
: wxGLCanvas(parent, wxID_ANY, attribs)
{
m_gllist = 0;
// notice that we can't call InitGL() from here: we must wait until the
// window is shown on screen to be able to perform OpenGL calls
}
// this function is called on each repaint so it should be fast
void TestGLCanvas::Render()
{
wxGetApp().SetCurrent(this);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(m_gllist);
glFlush();
SwapBuffers();
}
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
// initialize if not done yet
InitGL();
wxPaintDC dc(this);
Render();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
// don't prevent default processing from taking place
event.Skip();
if ( !IsInitialized() )
return;
// set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
int w, h;
GetClientSize(&w, &h);
wxGetApp().SetCurrent(this);
glViewport(0, 0, w, h);
}
void TestGLCanvas::InitGL()
{
if ( IsInitialized() )
return;
wxGetApp().SetCurrent(this);
/* set viewing projection */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
/* position viewer */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -2.0f);
/* position object */
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);
glRotatef(30.0f, 0.0f, 1.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// create the list of commands to draw the cube: then we can just (quickly)
// execute it in Render() 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);
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);
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);
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);
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 TestGLCanvas::OnKeyDown( wxKeyEvent& event )
{
GLfloat x = 0,
y = 0,
z = 0;
bool inverse = false;
switch ( event.GetKeyCode() )
{
case WXK_RIGHT:
inverse = true;
// fall through
case WXK_LEFT:
// rotate around Z axis
z = 1;
break;
case WXK_DOWN:
inverse = true;
// fall through
case WXK_UP:
// rotate around Y axis
y = 1;
break;
default:
event.Skip();
return;
}
float angle = 5;
if ( inverse )
angle = -angle;
wxGetApp().SetCurrent(this);
glMatrixMode(GL_MODELVIEW);
glRotatef(angle, x, y, z);
// refresh all cubes
for ( wxWindowList::const_iterator i = wxTopLevelWindows.begin();
i != wxTopLevelWindows.end();
++i )
{
MyFrame *frame = (MyFrame *)*i;
frame->RefreshCanvas();
}
}
// ----------------------------------------------------------------------------
// MyFrame: main application window
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_EXIT, MyFrame::OnExit)
EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
END_EVENT_TABLE()
MyFrame::MyFrame()
: wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"),
wxDefaultPosition, wxSize(400, 300))
{
m_canvas = new TestGLCanvas(this);
SetIcon(wxICON(sample));
// Make a menubar
wxMenu *winMenu = new wxMenu;
winMenu->Append(wxID_EXIT, _T("&Close"));
winMenu->Append(wxID_NEW, _T("&New") );
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(winMenu, _T("&Window"));
SetMenuBar(menuBar);
Show();
}
void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
{
// true is to force the frame to close
Close(true);
}
void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
{
(void) new MyFrame();
}
void MyFrame::RefreshCanvas()
{
m_canvas->Refresh(false);
}