Files
wxWidgets/samples/opengl/isosurf/isosurf.cpp
tm f6cc8ff52c Add GetOpenGLScaleFactor() to abstract OpenGL coordinates scaling
The fix for OpenGL coordinates when using high DPI in b134589cbb (Fix
OpenGL samples when using HiDPI displays, 2019-08-06) did fix it for GTK
3 and macOS, but broke it for MSW and other platforms not using pixel
scaling, as window coordinates are the same as OpenGL ones there, while
GetContentScaleFactor() can still return values > 1 even on these
platforms.

Provide new GetOpenGLScaleFactor() function abstracting this platform
difference and use it in all OpenGL samples to make them work correctly
in high DPI under all platforms.

Closes https://github.com/wxWidgets/wxWidgets/pull/1944

Closes #17391.
2020-07-12 22:28:29 +02:00

433 lines
11 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// Name: isosurf.cpp
// Purpose: wxGLCanvas demo program
// Author: Brian Paul (original gltk version), Wolfram Gloger
// Modified by: Julian Smart, Francesco Montorsi
// Created: 04/01/98
// Copyright: (c) Julian Smart
// 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 "wx/timer.h"
#include "wx/glcanvas.h"
#include "wx/math.h"
#include "wx/log.h"
#include "wx/cmdline.h"
#include "wx/wfstream.h"
#include "wx/zstream.h"
#include "wx/txtstrm.h"
#include "isosurf.h"
#include "../../sample.xpm"
// global options which can be set through command-line options
GLboolean g_use_vertex_arrays = GL_FALSE;
GLboolean g_doubleBuffer = GL_TRUE;
GLboolean g_smooth = GL_TRUE;
GLboolean g_lighting = GL_TRUE;
//---------------------------------------------------------------------------
// MyApp
//---------------------------------------------------------------------------
wxIMPLEMENT_APP(MyApp);
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
// Create the main frame window
new MyFrame(NULL, "wxWidgets OpenGL Isosurf Sample");
return true;
}
void MyApp::OnInitCmdLine(wxCmdLineParser& parser)
{
parser.AddSwitch("", "sb", "Do not use double buffering");
parser.AddSwitch("", "db", "Use double buffering");
parser.AddSwitch("", "va", "Use vertex arrays");
wxApp::OnInitCmdLine(parser);
}
bool MyApp::OnCmdLineParsed(wxCmdLineParser& parser)
{
if (parser.Found("sb"))
g_doubleBuffer = GL_FALSE;
else if (parser.Found("db"))
g_doubleBuffer = GL_TRUE;
if (parser.Found("va"))
g_use_vertex_arrays = GL_TRUE;
return wxApp::OnCmdLineParsed(parser);
}
//---------------------------------------------------------------------------
// MyFrame
//---------------------------------------------------------------------------
wxBEGIN_EVENT_TABLE(MyFrame, wxFrame)
EVT_MENU(wxID_EXIT, MyFrame::OnExit)
wxEND_EVENT_TABLE()
MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
const wxSize& size, long style)
: wxFrame(frame, wxID_ANY, title, pos, size, style),
m_canvas(NULL)
{
SetIcon(wxICON(sample));
// Make a menubar
wxMenu *fileMenu = new wxMenu;
fileMenu->Append(wxID_EXIT, "E&xit");
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append(fileMenu, "&File");
SetMenuBar(menuBar);
// Make a TestGLCanvas
// JACS
#ifdef __WXMSW__
int *gl_attrib = NULL;
#else
int gl_attrib[20] =
{ WX_GL_RGBA, WX_GL_MIN_RED, 1, WX_GL_MIN_GREEN, 1,
WX_GL_MIN_BLUE, 1, WX_GL_DEPTH_SIZE, 1,
WX_GL_DOUBLEBUFFER,
0 };
#endif
if (!g_doubleBuffer)
{
wxLogWarning("Disabling double buffering");
#ifdef __WXGTK__
gl_attrib[9] = 0;
#endif
g_doubleBuffer = GL_FALSE;
}
m_canvas = new TestGLCanvas(this, wxID_ANY, gl_attrib);
// Show the frame
Show(true);
Raise();
m_canvas->InitGL();
}
MyFrame::~MyFrame()
{
delete m_canvas;
}
// Intercept menu commands
void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
{
// true is to force the frame to close
Close(true);
}
//---------------------------------------------------------------------------
// TestGLCanvas
//---------------------------------------------------------------------------
wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
EVT_SIZE(TestGLCanvas::OnSize)
EVT_PAINT(TestGLCanvas::OnPaint)
EVT_CHAR(TestGLCanvas::OnChar)
EVT_MOUSE_EVENTS(TestGLCanvas::OnMouseEvent)
wxEND_EVENT_TABLE()
TestGLCanvas::TestGLCanvas(wxWindow *parent,
wxWindowID id,
int* gl_attrib)
: wxGLCanvas(parent, id, gl_attrib)
{
m_xrot = 0;
m_yrot = 0;
m_numverts = 0;
// Explicitly create a new rendering context instance for this canvas.
m_glRC = new wxGLContext(this);
}
TestGLCanvas::~TestGLCanvas()
{
delete m_glRC;
}
void TestGLCanvas::LoadSurface(const wxString& filename)
{
// FIXME
// we need to set english locale to force wxTextInputStream's calls to
// wxStrtod to use the point and not the comma as decimal separator...
// (the isosurf.dat contains points and not commas)...
wxLocale l(wxLANGUAGE_ENGLISH);
wxZlibInputStream* stream =
new wxZlibInputStream(new wxFFileInputStream(filename));
if (!stream || !stream->IsOk())
{
wxLogError("Cannot load '%s' type of files!", filename);
delete stream;
return;
}
{
// we suppose to have in input a text file containing floating numbers
// space/newline-separated... first 3 numbers are the coordinates of a
// vertex and the following 3 are the relative vertex normal and so on...
wxTextInputStream inFile(*stream);
m_numverts = 0;
while (!stream->Eof() && m_numverts < MAXVERTS)// && m_numverts<MAXVERTS)
{
inFile >> m_verts[m_numverts][0] >> m_verts[m_numverts][1] >> m_verts[m_numverts][2];
inFile >> m_norms[m_numverts][0] >> m_norms[m_numverts][1] >> m_norms[m_numverts][2];
m_numverts++;
}
// discard last vertex; it is a zero caused by the EOF
m_numverts--;
}
delete stream;
wxLogMessage("Loaded %d vertices, %d triangles from '%s'",
m_numverts, m_numverts-2, filename);
// NOTE: for some reason under wxGTK the following is required to avoid that
// the surface gets rendered in a small rectangle in the top-left corner of the frame
PostSizeEventToParent();
}
void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
{
// This is a dummy, to avoid an endless succession of paint messages.
// OnPaint handlers must always create a wxPaintDC.
wxPaintDC dc(this);
// This is normally only necessary if there is more than one wxGLCanvas
// or more than one wxGLContext in the application.
SetCurrent(*m_glRC);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef( m_yrot, 0.0f, 1.0f, 0.0f );
glRotatef( m_xrot, 1.0f, 0.0f, 0.0f );
// draw the surface
if (g_use_vertex_arrays)
{
glDrawArrays( GL_TRIANGLE_STRIP, 0, m_numverts );
}
else
{
glBegin( GL_TRIANGLE_STRIP );
for (int i=0;i<m_numverts;i++)
{
glNormal3fv( m_norms[i] );
glVertex3fv( m_verts[i] );
}
glEnd();
}
glPopMatrix();
glFlush(); // Not really necessary: buffer swapping below implies glFlush()
SwapBuffers();
}
void TestGLCanvas::OnSize(wxSizeEvent& event)
{
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);
// It's up to the application code to update the OpenGL viewport settings.
// This is OK here 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.
const wxSize size = event.GetSize() * GetOpenGLScaleFactor();
glViewport(0, 0, size.x, size.y);
}
void TestGLCanvas::OnChar(wxKeyEvent& event)
{
switch( event.GetKeyCode() )
{
case WXK_ESCAPE:
wxTheApp->ExitMainLoop();
return;
case WXK_LEFT:
m_yrot -= 15.0;
break;
case WXK_RIGHT:
m_yrot += 15.0;
break;
case WXK_UP:
m_xrot += 15.0;
break;
case WXK_DOWN:
m_xrot -= 15.0;
break;
case 's': case 'S':
g_smooth = !g_smooth;
if (g_smooth)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
break;
case 'l': case 'L':
g_lighting = !g_lighting;
if (g_lighting)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
break;
default:
event.Skip();
return;
}
Refresh(false);
}
void TestGLCanvas::OnMouseEvent(wxMouseEvent& event)
{
static int dragging = 0;
static float last_x, last_y;
// Allow default processing to happen, or else the canvas cannot gain focus
// (for key events).
event.Skip();
if (event.LeftIsDown())
{
if (!dragging)
{
dragging = 1;
}
else
{
m_yrot += (event.GetX() - last_x)*1.0;
m_xrot += (event.GetY() - last_y)*1.0;
Refresh(false);
}
last_x = event.GetX();
last_y = event.GetY();
}
else
{
dragging = 0;
}
}
void TestGLCanvas::InitMaterials()
{
static const GLfloat ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
static const GLfloat diffuse[4] = {0.5f, 1.0f, 1.0f, 1.0f};
static const GLfloat position0[4] = {0.0f, 0.0f, 20.0f, 0.0f};
static const GLfloat position1[4] = {0.0f, 0.0f, -20.0f, 0.0f};
static const GLfloat front_mat_shininess[1] = {60.0f};
static const GLfloat front_mat_specular[4] = {0.2f, 0.2f, 0.2f, 1.0f};
static const GLfloat front_mat_diffuse[4] = {0.5f, 0.28f, 0.38f, 1.0f};
/*
static const GLfloat back_mat_shininess[1] = {60.0f};
static const GLfloat back_mat_specular[4] = {0.5f, 0.5f, 0.2f, 1.0f};
static const GLfloat back_mat_diffuse[4] = {1.0f, 1.0f, 0.2f, 1.0f};
*/
static const GLfloat lmodel_ambient[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const GLfloat lmodel_twoside[1] = {GL_FALSE};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glEnable(GL_LIGHT1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
}
void TestGLCanvas::InitGL()
{
// Make the new context current (activate it for use) with this canvas.
SetCurrent(*m_glRC);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
InitMaterials();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0.0, 0.0, -6.0 );
if (g_use_vertex_arrays)
{
glVertexPointer( 3, GL_FLOAT, 0, m_verts );
glNormalPointer( GL_FLOAT, 0, m_norms );
glEnable( GL_VERTEX_ARRAY );
glEnable( GL_NORMAL_ARRAY );
}
InitMaterials();
LoadSurface("isosurf.dat.gz");
}