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/////////////////////////////////////////////////////////////////////////////
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// Purpose: wxGLCanvas demo program
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// Author: Brian Paul (original gltk version), Wolfram Gloger
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// Modified by: Julian Smart, Francesco Montorsi
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// RCS-ID: $Id: isosurf.cpp 68909 2011-08-27 12:13:13Z VZ $
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// Copyright: (c) Julian Smart
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// Licence: wxWindows licence
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/////////////////////////////////////////////////////////////////////////////
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// For compilers that support precompilation, includes "wx.h".
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#include "wx/wxprec.h"
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#error "OpenGL required: set wxUSE_GLCANVAS to 1 and rebuild the library"
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#include "wx/glcanvas.h"
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#include "wx/cmdline.h"
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#include "wx/wfstream.h"
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#include "wx/zstream.h"
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#include "wx/txtstrm.h"
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#include "../../sample.xpm"
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// global options which can be set through command-line options
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GLboolean g_use_vertex_arrays = GL_FALSE;
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GLboolean g_doubleBuffer = GL_TRUE;
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GLboolean g_smooth = GL_TRUE;
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GLboolean g_lighting = GL_TRUE;
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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if ( !wxApp::OnInit() )
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// Create the main frame window
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new MyFrame(NULL, wxT("wxWidgets OpenGL Isosurf Sample"));
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void MyApp::OnInitCmdLine(wxCmdLineParser& parser)
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parser.AddSwitch("", "sb", "Do not use double buffering");
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parser.AddSwitch("", "db", "Use double buffering");
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parser.AddSwitch("", "va", "Use vertex arrays");
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wxApp::OnInitCmdLine(parser);
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bool MyApp::OnCmdLineParsed(wxCmdLineParser& parser)
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if (parser.Found("sb"))
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g_doubleBuffer = GL_FALSE;
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else if (parser.Found("db"))
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g_doubleBuffer = GL_TRUE;
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if (parser.Found("va"))
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g_use_vertex_arrays = GL_TRUE;
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return wxApp::OnCmdLineParsed(parser);
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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BEGIN_EVENT_TABLE(MyFrame, wxFrame)
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EVT_MENU(wxID_EXIT, MyFrame::OnExit)
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MyFrame::MyFrame(wxFrame *frame, const wxString& title, const wxPoint& pos,
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const wxSize& size, long style)
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: wxFrame(frame, wxID_ANY, title, pos, size, style),
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SetIcon(wxICON(sample));
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wxMenu *fileMenu = new wxMenu;
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fileMenu->Append(wxID_EXIT, wxT("E&xit"));
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wxMenuBar *menuBar = new wxMenuBar;
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menuBar->Append(fileMenu, wxT("&File"));
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// Make a TestGLCanvas
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int *gl_attrib = NULL;
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{ WX_GL_RGBA, WX_GL_MIN_RED, 1, WX_GL_MIN_GREEN, 1,
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WX_GL_MIN_BLUE, 1, WX_GL_DEPTH_SIZE, 1,
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# if defined(__WXMAC__) || defined(__WXCOCOA__)
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wxLogWarning("Disabling double buffering");
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g_doubleBuffer = GL_FALSE;
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m_canvas = new TestGLCanvas(this, wxID_ANY, gl_attrib);
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// Intercept menu commands
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void MyFrame::OnExit( wxCommandEvent& WXUNUSED(event) )
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// true is to force the frame to close
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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BEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas)
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EVT_SIZE(TestGLCanvas::OnSize)
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EVT_PAINT(TestGLCanvas::OnPaint)
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EVT_CHAR(TestGLCanvas::OnChar)
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EVT_MOUSE_EVENTS(TestGLCanvas::OnMouseEvent)
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TestGLCanvas::TestGLCanvas(wxWindow *parent,
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: wxGLCanvas(parent, id, gl_attrib)
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// Explicitly create a new rendering context instance for this canvas.
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m_glRC = new wxGLContext(this);
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TestGLCanvas::~TestGLCanvas()
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void TestGLCanvas::LoadSurface(const wxString& filename)
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// we need to set english locale to force wxTextInputStream's calls to
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// wxStrtod to use the point and not the comma as decimal separator...
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// (the isosurf.dat contains points and not commas)...
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wxLocale l(wxLANGUAGE_ENGLISH);
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wxZlibInputStream* stream =
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new wxZlibInputStream(new wxFFileInputStream(filename));
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if (!stream || !stream->IsOk())
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wxLogError("Cannot load '%s' type of files!", filename.c_str());
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// we suppose to have in input a text file containing floating numbers
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// space/newline-separated... first 3 numbers are the coordinates of a
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// vertex and the following 3 are the relative vertex normal and so on...
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wxTextInputStream inFile(*stream);
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while (!stream->Eof() && m_numverts < MAXVERTS)// && m_numverts<MAXVERTS)
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inFile >> m_verts[m_numverts][0] >> m_verts[m_numverts][1] >> m_verts[m_numverts][2];
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inFile >> m_norms[m_numverts][0] >> m_norms[m_numverts][1] >> m_norms[m_numverts][2];
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// discard last vertex; it is a zero caused by the EOF
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wxLogMessage(wxT("Loaded %d vertices, %d triangles from '%s'"),
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m_numverts, m_numverts-2, filename.c_str());
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// NOTE: for some reason under wxGTK the following is required to avoid that
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// the surface gets rendered in a small rectangle in the top-left corner of the frame
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PostSizeEventToParent();
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void TestGLCanvas::OnPaint( wxPaintEvent& WXUNUSED(event) )
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// This is a dummy, to avoid an endless succession of paint messages.
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// OnPaint handlers must always create a wxPaintDC.
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// This is normally only necessary if there is more than one wxGLCanvas
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// or more than one wxGLContext in the application.
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glRotatef( m_yrot, 0.0f, 1.0f, 0.0f );
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glRotatef( m_xrot, 1.0f, 0.0f, 0.0f );
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if (g_use_vertex_arrays)
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glDrawArrays( GL_TRIANGLE_STRIP, 0, m_numverts );
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glBegin( GL_TRIANGLE_STRIP );
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for (int i=0;i<m_numverts;i++)
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glNormal3fv( m_norms[i] );
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glVertex3fv( m_verts[i] );
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glFlush(); // Not really necessary: buffer swapping below implies glFlush()
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void TestGLCanvas::OnSize(wxSizeEvent& event)
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if ( !IsShownOnScreen() )
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// This is normally only necessary if there is more than one wxGLCanvas
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// or more than one wxGLContext in the application.
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// It's up to the application code to update the OpenGL viewport settings.
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// This is OK here only because there is only one canvas that uses the
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// context. See the cube sample for that case that multiple canvases are
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// made current with one context.
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glViewport(0, 0, event.GetSize().x, event.GetSize().y);
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void TestGLCanvas::OnChar(wxKeyEvent& event)
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switch( event.GetKeyCode() )
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wxTheApp->ExitMainLoop();
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g_smooth = !g_smooth;
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glShadeModel(GL_SMOOTH);
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glShadeModel(GL_FLAT);
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g_lighting = !g_lighting;
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glEnable(GL_LIGHTING);
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glDisable(GL_LIGHTING);
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void TestGLCanvas::OnMouseEvent(wxMouseEvent& event)
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static int dragging = 0;
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static float last_x, last_y;
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// Allow default processing to happen, or else the canvas cannot gain focus
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if (event.LeftIsDown())
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m_yrot += (event.GetX() - last_x)*1.0;
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m_xrot += (event.GetY() - last_y)*1.0;
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last_x = event.GetX();
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last_y = event.GetY();
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void TestGLCanvas::InitMaterials()
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static const GLfloat ambient[4] = {0.1f, 0.1f, 0.1f, 1.0f};
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static const GLfloat diffuse[4] = {0.5f, 1.0f, 1.0f, 1.0f};
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static const GLfloat position0[4] = {0.0f, 0.0f, 20.0f, 0.0f};
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static const GLfloat position1[4] = {0.0f, 0.0f, -20.0f, 0.0f};
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static const GLfloat front_mat_shininess[1] = {60.0f};
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static const GLfloat front_mat_specular[4] = {0.2f, 0.2f, 0.2f, 1.0f};
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static const GLfloat front_mat_diffuse[4] = {0.5f, 0.28f, 0.38f, 1.0f};
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static const GLfloat back_mat_shininess[1] = {60.0f};
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static const GLfloat back_mat_specular[4] = {0.5f, 0.5f, 0.2f, 1.0f};
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static const GLfloat back_mat_diffuse[4] = {1.0f, 1.0f, 0.2f, 1.0f};
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static const GLfloat lmodel_ambient[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const GLfloat lmodel_twoside[1] = {GL_FALSE};
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT0, GL_POSITION, position0);
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glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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glLightfv(GL_LIGHT1, GL_POSITION, position1);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
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glEnable(GL_LIGHTING);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
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void TestGLCanvas::InitGL()
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// Make the new context current (activate it for use) with this canvas.
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 25.0 );
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glMatrixMode(GL_MODELVIEW);
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glTranslatef( 0.0, 0.0, -6.0 );
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if (g_use_vertex_arrays)
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glVertexPointer( 3, GL_FLOAT, 0, m_verts );
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glNormalPointer( GL_FLOAT, 0, m_norms );
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glEnable( GL_VERTEX_ARRAY );
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glEnable( GL_NORMAL_ARRAY );
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LoadSurface("isosurf.dat.gz");