#define OPENGL //WX_GL_CORE_PROFILE 1 //WX_GL_MAJOR_VERSION 3 //WX_GL_MINOR_VERSION 2 #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" // ---------------------------------------------------------------------------- // constants // ---------------------------------------------------------------------------- // control ids enum { SpinTimer = wxID_HIGHEST + 1 }; // ---------------------------------------------------------------------------- // helper functions // ---------------------------------------------------------------------------- static void CheckGLError() { GLenum errLast = GL_NO_ERROR; for (;;) { GLenum err = glGetError(); if (err == GL_NO_ERROR) return; // normally the error is reset by the call to glGetError() but if // glGetError() itself returns an error, we risk looping forever here // so check that we get a different error than the last time if (err == errLast) { wxLogError (wxT("OpenGL error state couldn't be reset.")); return; } errLast = err; wxLogError (wxT("OpenGL error %d"), err); } } // function to draw the texture for cube faces static wxImage DrawDice(int size, unsigned num) { wxASSERT_MSG(num >= 1 && num <= 6, wxT("invalid dice index")); const int dot = size / 16; // radius of a single dot const int gap = 5 * size / 32; // gap between dots wxBitmap bmp(size, size); wxMemoryDC dc; dc.SelectObject(bmp); dc.SetBackground(*wxWHITE_BRUSH); dc.Clear(); dc.SetBrush(*wxBLACK_BRUSH); // the upper left and lower right points if (num != 1) { dc.DrawCircle(gap + dot, gap + dot, dot); dc.DrawCircle(size - gap - dot, size - gap - dot, dot); } // draw the central point for odd dices if (num % 2) { dc.DrawCircle(size / 2, size / 2, dot); } // the upper right and lower left points if (num > 3) { dc.DrawCircle(size - gap - dot, gap + dot, dot); dc.DrawCircle(gap + dot, size - gap - dot, dot); } // finally those 2 are only for the last dice if (num == 6) { dc.DrawCircle(gap + dot, size / 2, dot); dc.DrawCircle(size - gap - dot, size / 2, dot); } dc.SelectObject(wxNullBitmap); return bmp.ConvertToImage(); } // ============================================================================ // implementation // ============================================================================ // ---------------------------------------------------------------------------- // PrimaryGLContext // ---------------------------------------------------------------------------- PrimaryGLContext::PrimaryGLContext(wxGLCanvas *canvas) : wxGLContext(canvas) { SetCurrent(*canvas); // set up the parameters we want to use glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_TEXTURE_2D); // add slightly more light, the default lighting is rather dark GLfloat ambient[] = { 0.5, 0.5, 0.5, 0.5 }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); // set viewing projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 3.0f); // create the textures to use for cube sides: they will be reused by all // canvases (which is probably not critical in the case of simple textures // we use here but could be really important for a real application where // each texture could take many megabytes) glGenTextures(WXSIZEOF(m_textures), m_textures); for (unsigned i = 0; i < WXSIZEOF(m_textures); i++) { glBindTexture(GL_TEXTURE_2D, m_textures[i]); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); const wxImage img(DrawDice(256, i + 1)); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.GetWidth(), img.GetHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, img.GetData()); } CheckGLError(); } void PrimaryGLContext::DrawRotatedCube(float xangle, float yangle) { 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); // draw six faces of a cube of size 1 centered at (0, 0, 0) glBindTexture(GL_TEXTURE_2D, m_textures[0]); glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0, 0); glVertex3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(-0.5f, -0.5f, 0.5f); glTexCoord2f(0, 1); glVertex3f(0.5f, -0.5f, 0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[1]); glBegin(GL_QUADS); glNormal3f(0.0f, 0.0f, -1.0f); glTexCoord2f(0, 0); glVertex3f(-0.5f, -0.5f, -0.5f); glTexCoord2f(1, 0); glVertex3f(-0.5f, 0.5f, -0.5f); glTexCoord2f(1, 1); glVertex3f(0.5f, 0.5f, -0.5f); glTexCoord2f(0, 1); glVertex3f(0.5f, -0.5f, -0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[2]); glBegin(GL_QUADS); glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1, 0); glVertex3f(0.5f, 0.5f, -0.5f); glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, -0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, 0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[3]); glBegin(GL_QUADS); glNormal3f(0.0f, -1.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f(-0.5f, -0.5f, -0.5f); glTexCoord2f(1, 0); glVertex3f(0.5f, -0.5f, -0.5f); glTexCoord2f(1, 1); glVertex3f(0.5f, -0.5f, 0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f, -0.5f, 0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[4]); glBegin(GL_QUADS); glNormal3f(1.0f, 0.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1, 0); glVertex3f(0.5f, -0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(0.5f, -0.5f, -0.5f); glTexCoord2f(0, 1); glVertex3f(0.5f, 0.5f, -0.5f); glEnd(); glBindTexture(GL_TEXTURE_2D, m_textures[5]); glBegin(GL_QUADS); glNormal3f(-1.0f, 0.0f, 0.0f); glTexCoord2f(0, 0); glVertex3f(-0.5f, -0.5f, -0.5f); glTexCoord2f(1, 0); glVertex3f(-0.5f, -0.5f, 0.5f); glTexCoord2f(1, 1); glVertex3f(-0.5f, 0.5f, 0.5f); glTexCoord2f(0, 1); glVertex3f(-0.5f, 0.5f, -0.5f); glEnd(); glFlush(); CheckGLError(); } // ---------------------------------------------------------------------------- // CubicSDR: the application object // ---------------------------------------------------------------------------- IMPLEMENT_APP(CubicSDR) bool CubicSDR::OnInit() { if (!wxApp::OnInit()) return false; new AppFrame(); m_pThread = new SDRThread(this); if (m_pThread->Run() != wxTHREAD_NO_ERROR) { wxLogError ("Can't create the thread!"); delete m_pThread; m_pThread = NULL; } return true; } int CubicSDR::OnExit() { delete m_glContext; { wxCriticalSectionLocker enter(m_pThreadCS); if (m_pThread) { wxMessageOutputDebug().Printf("CubicSDR: deleting thread"); if (m_pThread->Delete() != wxTHREAD_NO_ERROR) { wxLogError ("Can't delete the thread!"); } } } // while (1) { // { wxCriticalSectionLocker enter(m_pThreadCS); // if (!m_pThread) // break; // } // // wait for thread completion // wxThread::This()->Sleep(1); // } return wxApp::OnExit(); } PrimaryGLContext& CubicSDR::GetContext(wxGLCanvas *canvas) { PrimaryGLContext *glContext; if (!m_glContext) { // Create the OpenGL context for the first mono window which needs it: // subsequently created windows will all share the same context. m_glContext = new PrimaryGLContext(canvas); } glContext = m_glContext; glContext->SetCurrent(*canvas); return *glContext; } // ---------------------------------------------------------------------------- // TestGLCanvas // ---------------------------------------------------------------------------- wxBEGIN_EVENT_TABLE(TestGLCanvas, wxGLCanvas) EVT_PAINT(TestGLCanvas::OnPaint) EVT_KEY_DOWN(TestGLCanvas::OnKeyDown) EVT_TIMER(SpinTimer, TestGLCanvas::OnSpinTimer) wxEND_EVENT_TABLE() TestGLCanvas::TestGLCanvas(wxWindow *parent, int *attribList) // With perspective OpenGL graphics, the wxFULL_REPAINT_ON_RESIZE style // flag should always be set, because even making the canvas smaller should // be followed by a paint event that updates the entire canvas with new // viewport settings. : wxGLCanvas(parent, wxID_ANY, attribList, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE), m_xangle(30.0), m_yangle(30.0), m_spinTimer(this, SpinTimer) { // if ( attribList ) // { // int i = 0; // while ( attribList[i] != 0 ) // { // ++i; // } // } } void TestGLCanvas::OnPaint(wxPaintEvent& WXUNUSED(event)) { // This is required even though dc is not used otherwise. wxPaintDC dc(this); // Set the OpenGL viewport according to the client size of this canvas. // This is done here rather than in a wxSizeEvent handler because our // OpenGL rendering context (and thus viewport setting) is used with // multiple canvases: If we updated the viewport in the wxSizeEvent // handler, changing the size of one canvas causes a viewport setting that // is wrong when next another canvas is repainted. const wxSize ClientSize = GetClientSize(); PrimaryGLContext& canvas = wxGetApp().GetContext(this); glViewport(0, 0, ClientSize.x, ClientSize.y); // Render the graphics and swap the buffers. canvas.DrawRotatedCube(m_xangle, m_yangle); SwapBuffers(); } void TestGLCanvas::Spin(float xSpin, float ySpin) { m_xangle += xSpin; m_yangle += ySpin; Refresh(false); } void TestGLCanvas::OnKeyDown(wxKeyEvent& event) { float angle = 5.0; switch (event.GetKeyCode()) { case WXK_RIGHT: Spin(0.0, -angle); break; case WXK_LEFT: Spin(0.0, angle); break; case WXK_DOWN: Spin(-angle, 0.0); break; case WXK_UP: Spin(angle, 0.0); break; case WXK_SPACE: if (m_spinTimer.IsRunning()) m_spinTimer.Stop(); else m_spinTimer.Start(1); break; default: event.Skip(); return; } } void TestGLCanvas::OnSpinTimer(wxTimerEvent& WXUNUSED(event)) { Spin(0.0, 4.0); } 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); } // ---------------------------------------------------------------------------- // AppFrame: main application window // ---------------------------------------------------------------------------- wxBEGIN_EVENT_TABLE(AppFrame, wxFrame) EVT_MENU(wxID_NEW, AppFrame::OnNewWindow) EVT_MENU(wxID_CLOSE, AppFrame::OnClose) wxEND_EVENT_TABLE() AppFrame::AppFrame() : wxFrame(NULL, wxID_ANY, wxT("CubicSDR")) { new TestGLCanvas(this, NULL); 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, wxT("&Cube")); SetMenuBar(menuBar); CreateStatusBar(); SetClientSize(400, 400); Show(); // static const int attribs[] = { WX_GL_RGBA, WX_GL_DOUBLEBUFFER, 0 }; // wxLogStatus("Double-buffered display %s supported", wxGLCanvas::IsDisplaySupported(attribs) ? "is" : "not"); // ShowFullScreen(true); } void AppFrame::OnClose(wxCommandEvent& WXUNUSED(event)) { // true is to force the frame to close Close(true); } void AppFrame::OnNewWindow(wxCommandEvent& WXUNUSED(event)) { new AppFrame(); }