#include "PrimaryGLContext.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 "CubicSDR.h" wxString glGetwxString(GLenum name) { const GLubyte *v = glGetString(name); if (v == 0) { // The error is not important. It is GL_INVALID_ENUM. // We just want to clear the error stack. glGetError(); return wxString(); } return wxString((const char*) v); } static void CheckGLError() { GLenum errLast = GL_NO_ERROR; for (;;) { GLenum err = glGetError(); if (err == GL_NO_ERROR) return; if (err == errLast) { wxLogError (wxT("OpenGL error state couldn't be reset.")); return; } errLast = err; wxLogError (wxT("OpenGL error %d"), err); } } PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) : wxGLContext(canvas) { SetCurrent(*canvas); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); CheckGLError(); } void PrimaryGLContext::PlotIQ() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glBegin(GL_LINE_STRIP); glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, -0.5f, 0.0f); glVertex3f(1.0f, -0.5f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glColor3f(1.0f, 1.0f, 1.0f); glVertex3f(-1.0f, 0.5f, 0.0f); glVertex3f(1.0f, 0.5f, 0.0f); glEnd(); glFlush(); CheckGLError(); } wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint) EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) wxEND_EVENT_TABLE() TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList) : wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE) { } void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) { wxPaintDC dc(this); const wxSize ClientSize = GetClientSize(); PrimaryGLContext& canvas = wxGetApp().GetContext(this); glViewport(0, 0, ClientSize.x, ClientSize.y); canvas.PlotIQ(); SwapBuffers(); } void TestGLCanvas::OnKeyDown(wxKeyEvent& event) { float angle = 5.0; switch (event.GetKeyCode()) { case WXK_RIGHT: break; case WXK_LEFT: break; case WXK_DOWN: break; case WXK_UP: break; case WXK_SPACE: break; default: event.Skip(); return; } }