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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();
}
TestGLContext& MyApp::GetContext(wxGLCanvas *canvas)
{
if ( !m_glContext )
m_glContext = new TestGLContext(canvas);
m_glContext->SetCurrent(*canvas);
return *m_glContext;
}
// ----------------------------------------------------------------------------
// TestGLContext
// ----------------------------------------------------------------------------
TestGLContext::TestGLContext(wxGLCanvas *canvas)
: wxGLContext(canvas)
{
m_gllist = 0;
}
void TestGLContext::Init()
{
if ( m_gllist )
return;
/* set viewing projection */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f);
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 DrawRotatedCube() 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 TestGLContext::DrawRotatedCube(float xangle, float yangle)
{
Init();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -2.0f);
glRotatef(xangle, 1.0f, 0.0f, 0.0f);
glRotatef(yangle, 0.0f, 1.0f, 0.0f);
glCallList(m_gllist);
glFlush();
}
// ----------------------------------------------------------------------------
// TestGLCanvas
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_KEY_DOWN(TestGLCanvas::OnKeyDown)
END_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent)
: wxGLCanvas(parent, wxID_ANY, NULL /* attribs */)
{
m_xangle =
m_yangle = 30;
}
void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event))
{
wxPaintDC dc(this);
wxGetApp().GetContext(this).DrawRotatedCube(m_xangle, m_yangle);
SwapBuffers();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
// don't prevent default processing from taking place
event.Skip();
if ( !IsShown() )
return;
// set GL viewport (not called by wxGLCanvas::OnSize on all platforms...)
int w, h;
GetClientSize(&w, &h);
wxGetApp().GetContext(this);
glViewport(0, 0, w, h);
}
void TestGLCanvas::OnKeyDown( wxKeyEvent& event )
{
float *p = NULL;
bool inverse = false;
switch ( event.GetKeyCode() )
{
case WXK_RIGHT:
inverse = true;
// fall through
case WXK_LEFT:
// rotate around Y axis
p = &m_yangle;
break;
case WXK_DOWN:
inverse = true;
// fall through
case WXK_UP:
// rotate around X axis
p = &m_xangle;
break;
default:
event.Skip();
return;
}
float angle = 5;
if ( inverse )
angle = -angle;
*p += angle;
Refresh(false);
}
// ----------------------------------------------------------------------------
// MyFrame: main application window
// ----------------------------------------------------------------------------
BEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_NEW, MyFrame::OnNewWindow)
EVT_MENU(wxID_CLOSE, MyFrame::OnClose)
END_EVENT_TABLE()
MyFrame::MyFrame()
: wxFrame(NULL, wxID_ANY, _T("wxWidgets OpenGL Cube Sample"))
{
new TestGLCanvas(this);
SetIcon(wxICON(sample));
// Make a menubar
wxMenu *menu = new wxMenu;
menu->Append(wxID_NEW);
menu->AppendSeparator();
menu->Append(wxID_CLOSE);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(menu, _T("&Cube"));
SetMenuBar(menuBar);
CreateStatusBar();
SetClientSize(400, 400);
Show();
}
void MyFrame::OnClose(wxCommandEvent& WXUNUSED(event))
{
// true is to force the frame to close
Close(true);
}
void MyFrame::OnNewWindow( wxCommandEvent& WXUNUSED(event) )
{
(void) new MyFrame();
}