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// ============================================================================
// declarations
// ============================================================================
// ----------------------------------------------------------------------------
// headers
// ----------------------------------------------------------------------------
// For compilers that support precompilation, includes "wx/wx.h".
#include "wx/wxprec.h"
#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/glcanvas.h"
#include "simple.h"
#include <GL/glu.h>
// the application icon (under Windows and OS/2 it is in resources and even
// though we could still include the XPM here it would be unused)
#ifndef wxHAS_IMAGES_IN_RESOURCES
#include "sample.xpm"
#endif
// ============================================================================
// implementation
// ============================================================================
// ----------------------------------------------------------------------------
// the application class
// ----------------------------------------------------------------------------
// Création de l'application
wxIMPLEMENT_APP(MyApp);
// 'Main program' equivalent: the program execution "starts" here
bool MyApp::OnInit()
{
if ( !wxApp::OnInit() )
return false;
// create the main application window
MyFrame* CurrentFrame = new MyFrame("wxWidgets Simple OpenGL");
//Exit if the required visual attributes or OGL context couldn't be created
if ( ! CurrentFrame->OGLAvailable() )
return false;
// As of October 2015 GTK+ needs the frame to be shown before we call SetCurrent()
CurrentFrame->Show(true);
return true;
}
// ----------------------------------------------------------------------------
// main frame
// ----------------------------------------------------------------------------
// frame constructor
MyFrame::MyFrame(const wxString& title)
: wxFrame(NULL, wxID_ANY, title, wxDefaultPosition, wxSize(500, 400))
{
// set the frame icon
// SetIcon(wxICON(sample));
SetIcon(wxICON(aaaa)); // To Set App Icon
// Test des attributs d'OpenGL
wxGLAttributes vAttrs;
// Defaults should be accepted
vAttrs.PlatformDefaults().Defaults().EndList();
bool accepted = wxGLCanvas::IsDisplaySupported(vAttrs) ;
if ( ! accepted )
{
// Try again without sample buffers
vAttrs.Reset();
vAttrs.PlatformDefaults().RGBA().DoubleBuffer().Depth(16).EndList();
accepted = wxGLCanvas::IsDisplaySupported(vAttrs) ;
if ( !accepted )
{
wxMessageBox("Visual attributes for OpenGL are not accepted.\nThe app will exit now.",
"Error with OpenGL", wxOK | wxICON_ERROR);
}
}
// Les attributs sont bons, on peut créer le canvas
if ( accepted )
Fra_Canvas = new MyGLCanvas(this, vAttrs);
// On défini une taille minimale pour la fenêtre
// (y se passe des trucs bizarres sinon quand on réduit totalement la fenêtre !)
SetMinSize(wxSize(250, 200));
}
MyFrame::~MyFrame()
{
if ( Fra_Canvas )
delete Fra_Canvas;
}
// event handlers
void MyFrame::OnQuit(wxCommandEvent& WXUNUSED(event))
{
// true is to force the frame to close
Close(true);
}
bool MyFrame::OGLAvailable()
{
if ( ! Fra_Canvas )
return false;
//Test if OGL context could be created.
return Fra_Canvas->OglCtxAvailable();
}
// ----------------------------------------------------------------------------
// The canvas inside the frame. Our OpenGL connection
// ----------------------------------------------------------------------------
//We create a wxGLContext in this constructor.
//We do OGL initialization at OnSize().
MyGLCanvas::MyGLCanvas(MyFrame* parent, const wxGLAttributes& canvasAttrs)
: wxGLCanvas(parent, canvasAttrs)
{
// Le parent (frame) du canvas
Can_Parent = parent;
// Explicitly create a new rendering context instance for this canvas.
wxGLContextAttrs ctxAttrs;
ctxAttrs.PlatformDefaults().CoreProfile().OGLVersion(3, 2).EndList();
Can_OglContext = new wxGLContext(this, NULL, &ctxAttrs);
// La création du contexte a foiré
if ( !Can_OglContext->IsOK() )
{
wxMessageBox("This sample needs an OpenGL 3.2 capable driver.\nThe app will end now.",
"OpenGL version error", wxOK | wxICON_INFORMATION, this);
delete Can_OglContext;
Can_OglContext = NULL;
}
}
MyGLCanvas::~MyGLCanvas()
{
if ( Can_OglContext )
{
SetCurrent(*Can_OglContext);
delete Can_OglContext;
Can_OglContext = NULL;
}
}
bool MyGLCanvas::oglInit()
{
if ( !Can_OglContext )
return false;
// The current context must be set before we get OGL pointers
SetCurrent(*Can_OglContext);
// Non nécessaire, juste récupérer les infos sur le hardware
// Get the GL version for the current OGL context
wxString sglVer = "\nUsing OpenGL version: ";
sglVer += wxString::FromUTF8(
reinterpret_cast<const char *>(glGetString(GL_VERSION)) );
// Also Vendor and Renderer
sglVer += "\nVendor: ";
sglVer += wxString::FromUTF8(
reinterpret_cast<const char *>(glGetString(GL_VENDOR)) );
sglVer += "\nRenderer: ";
sglVer += wxString::FromUTF8(
reinterpret_cast<const char *>(glGetString(GL_RENDERER)) );
Can_Parent->SetOGLString(sglVer);
return true;
}
void MyGLCanvas::prepare3DViewport(int topleft_x, int topleft_y, int bottomrigth_x, int bottomrigth_y)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_COLOR_MATERIAL);
glViewport(topleft_x, topleft_y, bottomrigth_x-topleft_x, bottomrigth_y-topleft_y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float ratio_w_h = (float)(bottomrigth_x-topleft_x)/(float)(bottomrigth_y-topleft_y);
gluPerspective(45 /*view angle*/, ratio_w_h, 0.1 /*clip close*/, 200 /*clip far*/);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void MyGLCanvas::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); //wxClientDC
// Avoid painting when we have not yet a size
if ( Can_WinHeight < 1)
return;
// This should not be needed, while we have only one canvas
SetCurrent(*Can_OglContext);
// Do the paint of a simple figure
switch (draw)
{
case draw_None: break;
case draw_Axe: DoAxe(); break;
case draw_Cube: DoCube(1.0); break;
case draw_Sphere: DoSphere(2.0); break;
}
SwapBuffers();
}
//Note:
// You may wonder why OpenGL initialization was not done at wxGLCanvas ctor.
// The reason is due to GTK+/X11 working asynchronously, we can't call
// SetCurrent() before the window is shown on screen (GTK+ doc's say that the
// window must be realized first).
// In wxGTK, window creation and sizing requires several size-events. At least
// one of them happens after GTK+ has notified the realization. We use this
// circumstance and do initialization then.
void MyGLCanvas::OnSize(wxSizeEvent& event)
{
event.Skip();
// If this window is not fully initialized, dismiss this event
if ( !IsShownOnScreen() )
return;
// On termine l'initialisation du GLCanvas
if (Can_WinHeight == 0)
{
if ( !oglInit() )
return;
//Some GPUs need an additional forced paint event
PostSizeEvent();
}
// This is normally only necessary if there is more than one wxGLCanvas
// or more than one wxGLContext in the application.
SetCurrent(*Can_OglContext);
// It's up to the application code to update the OpenGL viewport settings.
// const wxSize size = event.GetSize() * GetContentScaleFactor();
// Can_WinHeight = size.y;
// m_oglManager->SetViewport(0, 0, size.x, Can_WinHeight);
//glViewport(0, 0, size.x, Can_WinHeight);
// const wxSize ClientSize = GetClientSize() * GetContentScaleFactor();
// TestGLContext& canvas = wxGetApp().GetContext(this, m_useStereo);
// glViewport(0, 0, ClientSize.x, ClientSize.y);
const wxSize size = event.GetSize() * GetContentScaleFactor();
// glViewport(0, 0, size.x, size.y);
Can_WinHeight = size.y;
prepare3DViewport(0, 0, size.x, size.y);
// Generate paint event without erasing the background.
Refresh(false);
}
void MyGLCanvas::OnMouse(wxMouseEvent& event)
{
event.Skip();
// GL 0 Y-coordinate is at bottom of the window
int oglwinY = Can_WinHeight - event.GetY();
if ( event.LeftIsDown() )
{
if ( ! event.Dragging() )
{
// Store positions
// m_oglManager->OnMouseButDown(event.GetX(), oglwinY);
}
else
{
// Rotation
// m_oglManager->OnMouseRotDragging( event.GetX(), oglwinY );
// Generate paint event without erasing the background.
Refresh(false);
}
}
}
// Effectuer des dessins simples : Axe, Carré, Sphère
void MyGLCanvas::OnKeyDown(wxKeyEvent& event)
{
int k = event.GetKeyCode();
// caractère en minuscule
if ( k>=97 ) k -= 32;
switch ( k )
{
case 65: // A
// dessiner un axe 3D
draw = draw_Axe;
Refresh();
break;
case 67: // C
// dessiner un carré
draw = draw_Cube;
Refresh();
break;
case 83: // S
// dessiner une sphère
draw = draw_Sphere;
Refresh();
break;
case 73: // I
// Information sur OpenGL
wxMessageBox(Can_Parent->OGLString, "Info OpenGL", wxOK | wxICON_INFORMATION);
break;
default:
wxMessageBox(_T("Demande inconnue"), "OpenGL Canvas", wxOK | wxICON_ERROR);
event.Skip();
return;
}
}
void MyGLCanvas::DoAxe(void)
{
}
void MyGLCanvas::DoCube(GLfloat cote)
{
SetCurrent(*Can_OglContext);
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
// // add slightly more light, the default lighting is rather dark
GLfloat ambient[] = { 0.5, 0.5, 0.5, 1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLoadIdentity();
glTranslatef(1.5f, 0.0f, -7.0f); // Move right and into the screen
glBegin(GL_QUADS); // Begin drawing the color cube with 6 quads
// Top face (y = 1.0f)
// Define vertices in counter-clockwise (CCW) order with normal pointing out
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(cote, cote, -cote);
glVertex3f(-cote, cote, -cote);
glVertex3f(-cote, cote, cote);
glVertex3f(cote, cote, cote);
// Bottom face (y = -1.0f)
glColor3f(1.0f, 0.5f, 0.0f); // Orange
glVertex3f(cote, -cote, cote);
glVertex3f(-cote, -cote, cote);
glVertex3f(-cote, -cote, -cote);
glVertex3f(cote, -cote, -cote);
// Front face (z = 1.0f)
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(cote, cote, cote);
glVertex3f(-cote, cote, cote);
glVertex3f(-cote, -cote, cote);
glVertex3f(cote, -cote, cote);
// Back face (z = -1.0f)
glColor3f(1.0f, 1.0f, 0.0f); // Yellow
glVertex3f(cote, -cote, -cote);
glVertex3f(-cote, -cote, -cote);
glVertex3f(-cote, cote, -cote);
glVertex3f(cote, cote, -cote);
// Left face (x = -1.0f)
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-cote, cote, cote);
glVertex3f(-cote, cote, -cote);
glVertex3f(-cote, -cote, -cote);
glVertex3f(-cote, -cote, cote);
// Right face (x = 1.0f)
glColor3f(1.0f, 0.0f, 1.0f); // Magenta
glVertex3f(cote, cote, -cote);
glVertex3f(cote, cote, cote);
glVertex3f(cote, -cote, cote);
glVertex3f(cote, -cote, -cote);
glEnd(); // End of drawing color-cube
glFlush();
// SwapBuffers();
}
void MyGLCanvas::DoSphere(GLfloat radius)
{
} |