CubicSDR/src/CubicSDR.cpp

454 lines
12 KiB
C++

#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();
}