Files
wxWidgets/samples/opengl/penguin/penguin.cpp
Vadim Zeitlin 3f66f6a5b3 Remove all lines containing cvs/svn "$Id$" keyword.
This keyword is not expanded by Git which means it's not replaced with the
correct revision value in the releases made using git-based scripts and it's
confusing to have lines with unexpanded "$Id$" in the released files. As
expanding them with Git is not that simple (it could be done with git archive
and export-subst attribute) and there are not many benefits in having them in
the first place, just remove all these lines.

If nothing else, this will make an eventual transition to Git simpler.

Closes #14487.

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@74602 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2013-07-26 16:02:46 +00:00

323 lines
8.6 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: penguin.cpp
// Purpose: wxGLCanvas demo program
// Author: Robert Roebling
// Modified by: Sandro Sigala
// Created: 04/01/98
// Copyright: (c) Robert Roebling
// Licence: wxWindows licence
/////////////////////////////////////////////////////////////////////////////
// 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 "penguin.h"
#ifdef __DARWIN__
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
#include "../../sample.xpm"
// ---------------------------------------------------------------------------
// MyApp
// ---------------------------------------------------------------------------
// `Main program' equivalent, creating windows and returning main app frame
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
// Create the main frame window
MyFrame *frame = new MyFrame(NULL, wxT("wxWidgets Penguin Sample"),
wxDefaultPosition, wxDefaultSize);
#if wxUSE_ZLIB
if (wxFileExists(wxT("penguin.dxf.gz")))
frame->GetCanvas()->LoadDXF(wxT("penguin.dxf.gz"));
#else
if (wxFileExists(wxT("penguin.dxf")))
frame->GetCanvas()->LoadDXF(wxT("penguin.dxf"));
#endif
/* Show the frame */
frame->Show(true);
return true;
}
IMPLEMENT_APP(MyApp)
// ---------------------------------------------------------------------------
// MyFrame
// ---------------------------------------------------------------------------
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_OPEN, MyFrame::OnMenuFileOpen)
EVT_MENU(wxID_EXIT, MyFrame::OnMenuFileExit)
EVT_MENU(wxID_HELP, MyFrame::OnMenuHelpAbout)
END_EVENT_TABLE()
// MyFrame constructor
MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
const wxSize& size, long style)
: wxFrame(frame, wxID_ANY, title, pos, size, style)
{
SetIcon(wxICON(sample));
// Make the "File" menu
wxMenu *fileMenu = new wxMenu;
fileMenu->Append(wxID_OPEN, wxT("&Open..."));
fileMenu->AppendSeparator();
fileMenu->Append(wxID_EXIT, wxT("E&xit\tALT-X"));
// Make the "Help" menu
wxMenu *helpMenu = new wxMenu;
helpMenu->Append(wxID_HELP, wxT("&About"));
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(fileMenu, wxT("&File"));
menuBar->Append(helpMenu, wxT("&Help"));
SetMenuBar(menuBar);
Show(true);
m_canvas = new TestGLCanvas(this, wxID_ANY, wxDefaultPosition,
GetClientSize(), wxSUNKEN_BORDER);
}
// File|Open... command
void MyFrame::OnMenuFileOpen( wxCommandEvent& WXUNUSED(event) )
{
wxString filename = wxFileSelector(wxT("Choose DXF Model"), wxT(""), wxT(""), wxT(""),
#if wxUSE_ZLIB
wxT("DXF Drawing (*.dxf;*.dxf.gz)|*.dxf;*.dxf.gz|All files (*.*)|*.*"),
#else
wxT("DXF Drawing (*.dxf)|*.dxf)|All files (*.*)|*.*"),
#endif
wxFD_OPEN);
if (!filename.IsEmpty())
{
m_canvas->LoadDXF(filename);
m_canvas->Refresh(false);
}
}
// File|Exit command
void MyFrame::OnMenuFileExit( wxCommandEvent& WXUNUSED(event) )
{
// true is to force the frame to close
Close(true);
}
// Help|About command
void MyFrame::OnMenuHelpAbout( wxCommandEvent& WXUNUSED(event) )
{
wxMessageBox(wxT("OpenGL Penguin Sample (c) Robert Roebling, Sandro Sigala et al"));
}
// ---------------------------------------------------------------------------
// TestGLCanvas
// ---------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_ERASE_BACKGROUND(TestGLCanvas::OnEraseBackground)
EVT_MOUSE_EVENTS(TestGLCanvas::OnMouse)
END_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent,
wxWindowID id,
const wxPoint& pos,
const wxSize& size,
long style,
const wxString& name)
: wxGLCanvas(parent, id, NULL, pos, size,
style | wxFULL_REPAINT_ON_RESIZE, name)
{
// Explicitly create a new rendering context instance for this canvas.
m_glRC = new wxGLContext(this);
m_gldata.initialized = false;
// initialize view matrix
m_gldata.beginx = 0.0f;
m_gldata.beginy = 0.0f;
m_gldata.zoom = 45.0f;
trackball(m_gldata.quat, 0.0f, 0.0f, 0.0f, 0.0f);
}
TestGLCanvas::~TestGLCanvas()
{
delete m_glRC;
}
void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
{
// must always be here
wxPaintDC dc(this);
SetCurrent(*m_glRC);
// Initialize OpenGL
if (!m_gldata.initialized)
{
InitGL();
ResetProjectionMode();
m_gldata.initialized = true;
}
// Clear
glClearColor( 0.3f, 0.4f, 0.6f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Transformations
glLoadIdentity();
glTranslatef( 0.0f, 0.0f, -20.0f );
GLfloat m[4][4];
build_rotmatrix( m, m_gldata.quat );
glMultMatrixf( &m[0][0] );
m_renderer.Render();
// Flush
glFlush();
// Swap
SwapBuffers();
}
void TestGLCanvas::OnSize(wxSizeEvent& WXUNUSED(event))
{
// Reset the OpenGL view aspect.
// This is OK only because there is only one canvas that uses the context.
// See the cube sample for that case that multiple canvases are made current with one context.
ResetProjectionMode();
}
void TestGLCanvas::OnEraseBackground(wxEraseEvent& WXUNUSED(event))
{
// Do nothing, to avoid flashing on MSW
}
// Load the DXF file. If the zlib support is compiled in wxWidgets,
// supports also the ".dxf.gz" gzip compressed files.
void TestGLCanvas::LoadDXF(const wxString& filename)
{
wxFileInputStream stream(filename);
if (stream.IsOk())
#if wxUSE_ZLIB
{
if (filename.Right(3).Lower() == wxT(".gz"))
{
wxZlibInputStream zstream(stream);
m_renderer.Load(zstream);
} else
{
m_renderer.Load(stream);
}
}
#else
{
m_renderer.Load(stream);
}
#endif
}
void TestGLCanvas::OnMouse(wxMouseEvent& event)
{
if (event.Dragging())
{
wxSize sz(GetClientSize());
/* drag in progress, simulate trackball */
float spin_quat[4];
trackball(spin_quat,
(2.0*m_gldata.beginx - sz.x) / sz.x,
(sz.y - 2.0*m_gldata.beginy) / sz.y,
(2.0*event.GetX() - sz.x) / sz.x,
(sz.y - 2.0*event.GetY()) / sz.y);
add_quats(spin_quat, m_gldata.quat, m_gldata.quat);
/* orientation has changed, redraw mesh */
Refresh(false);
}
m_gldata.beginx = event.GetX();
m_gldata.beginy = event.GetY();
}
void TestGLCanvas::InitGL()
{
static const GLfloat light0_pos[4] = { -50.0f, 50.0f, 0.0f, 0.0f };
// white light
static const GLfloat light0_color[4] = { 0.6f, 0.6f, 0.6f, 1.0f };
static const GLfloat light1_pos[4] = { 50.0f, 50.0f, 0.0f, 0.0f };
// cold blue light
static const GLfloat light1_color[4] = { 0.4f, 0.4f, 1.0f, 1.0f };
/* remove back faces */
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
/* speedups */
glEnable(GL_DITHER);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
/* light */
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
glLightfv(GL_LIGHT1, GL_POSITION, light1_pos);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
}
void TestGLCanvas::ResetProjectionMode()
{
if ( !IsShownOnScreen() )
return;
// This is normally only necessary if there is more than one wxGLCanvas
// or more than one wxGLContext in the application.
SetCurrent(*m_glRC);
int w, h;
GetClientSize(&w, &h);
// It's up to the application code to update the OpenGL viewport settings.
// In order to avoid extensive context switching, consider doing this in
// OnPaint() rather than here, though.
glViewport(0, 0, (GLint) w, (GLint) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)w/h, 1.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}