コード例 #1
0
  void runGUI(const vl::String& title, BaseDemo* program, vl::OpenGLContextFormat /*format*/, int x, int y, int width, int height, vl::fvec4 bk_color, vl::vec3 eye, vl::vec3 center)
  {
    program->setAppletName(title);

    // WX_GL_RGBA:            Use true colour
    // WX_GL_BUFFER_SIZE:     Bits for buffer if not WX_GL_RGBA
    // WX_GL_LEVEL:           0 for main buffer, >0 for overlay, <0 for underlay
    // WX_GL_DOUBLEBUFFER:    Use doublebuffer
    // WX_GL_STEREO:          Use stereoscopic display
    // WX_GL_AUX_BUFFERS:     Number of auxiliary buffers (not all implementation support this option)
    // WX_GL_MIN_RED:         Use red buffer with most bits (> MIN_RED bits)
    // WX_GL_MIN_GREEN:       Use green buffer with most bits (> MIN_GREEN bits)
    // WX_GL_MIN_BLUE:        Use blue buffer with most bits (> MIN_BLUE bits)
    // WX_GL_MIN_ALPHA:       Use alpha buffer with most bits (> MIN_ALPHA bits)
    // WX_GL_DEPTH_SIZE:      Bits for Z-buffer (0,16,32)
    // WX_GL_STENCIL_SIZE:    Bits for stencil buffer
    // WX_GL_MIN_ACCUM_RED:   Use red accum buffer with most bits (> MIN_ACCUM_RED bits)
    // WX_GL_MIN_ACCUM_GREEN: Use green buffer with most bits (> MIN_ACCUM_GREEN bits)
    // WX_GL_MIN_ACCUM_BLUE:  Use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
    // WX_GL_MIN_ACCUM_ALPHA: Use blue buffer with most bits (> MIN_ACCUM_ALPHA bits)
    int context_format[] =
    {
      WX_GL_RGBA,
      WX_GL_DOUBLEBUFFER,
      WX_GL_MIN_RED, 8,
      WX_GL_MIN_GREEN, 8,
      WX_GL_MIN_BLUE, 8,
      WX_GL_MIN_ALPHA, 8,
      WX_GL_DEPTH_SIZE, 24,
      WX_GL_STENCIL_SIZE, 8,
      /*WX_GL_LEVEL, 0,
      WX_GL_AUX_BUFFERS, 0*/
      0
    };
    MyFrame *frame = new MyFrame(NULL, L"WXGLCanvas", wxPoint(x,y), wxSize(width, height));
    mWXWin = new WXGLCanvas( frame, NULL, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE, context_format );

    /* needed before accessing OpenGL */
    frame->Show();

    /* common test setup */
    setupApplet(program, mWXWin, bk_color, eye, center);

    /* initialize OpenGL context */
    mWXWin->initGLContext();

    /* call initEvent() to initialize the test */
    mWXWin->dispatchInitEvent();

    /* these must be done after the window is visible and the applet is initialized */
    frame->SetPosition( wxPoint(x,y) );
    frame->SetClientSize( wxSize(width,height) );
    frame->SetLabel(wxT("Visualization Library on wxWindows"));
  }
コード例 #2
0
//-----------------------------------------------------------------------------
bool MyApp::OnInit()
{
  /* open a console so we can see the applet's output on stdout */
  showWin32Console();

  /* init Visualization Library */
  VisualizationLibrary::init();

  MyFrame *frame = new MyFrame(NULL, L"WXGLCanvas", wxDefaultPosition, wxSize(400, 300));

  /* Initialize the OpenGL context and window properties */
  // WX_GL_RGBA:            Use true colour
  // WX_GL_BUFFER_SIZE:     Bits for buffer if not WX_GL_RGBA
  // WX_GL_LEVEL:           0 for main buffer, >0 for overlay, <0 for underlay
  // WX_GL_DOUBLEBUFFER:    Use doublebuffer
  // WX_GL_STEREO:          Use stereoscopic display
  // WX_GL_AUX_BUFFERS:     Number of auxiliary buffers (not all implementation support this option)
  // WX_GL_MIN_RED:         Use red buffer with most bits (> MIN_RED bits)
  // WX_GL_MIN_GREEN:       Use green buffer with most bits (> MIN_GREEN bits)
  // WX_GL_MIN_BLUE:        Use blue buffer with most bits (> MIN_BLUE bits)
  // WX_GL_MIN_ALPHA:       Use alpha buffer with most bits (> MIN_ALPHA bits)
  // WX_GL_DEPTH_SIZE:      Bits for Z-buffer (0,16,32)
  // WX_GL_STENCIL_SIZE:    Bits for stencil buffer
  // WX_GL_MIN_ACCUM_RED:   Use red accum buffer with most bits (> MIN_ACCUM_RED bits)
  // WX_GL_MIN_ACCUM_GREEN: Use green buffer with most bits (> MIN_ACCUM_GREEN bits)
  // WX_GL_MIN_ACCUM_BLUE:  Use blue buffer with most bits (> MIN_ACCUM_BLUE bits)
  // WX_GL_MIN_ACCUM_ALPHA: Use blue buffer with most bits (> MIN_ACCUM_ALPHA bits)
  int context_format[] =
  {
    WX_GL_RGBA,
    WX_GL_DOUBLEBUFFER,
    WX_GL_MIN_RED, 8,
    WX_GL_MIN_GREEN, 8,
    WX_GL_MIN_BLUE, 8,
    WX_GL_MIN_ALPHA, 8,
    WX_GL_DEPTH_SIZE, 24,
    WX_GL_STENCIL_SIZE, 8,
    /*WX_GL_LEVEL, 0,
    WX_GL_AUX_BUFFERS, 0*/
    0
  };
  ref<WXGLCanvas> vl_gl_canvas = new WXGLCanvas( frame, NULL, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE, context_format );

  /* create the applet to be run */
  ref<Applet> applet = new App_RotatingCube;

  applet->initialize();

  /* target the window so we can render on it */
  applet->rendering()->as<Rendering>()->renderer()->setFramebuffer( vl_gl_canvas->framebuffer() );
  
  /* black background */
  applet->rendering()->as<Rendering>()->camera()->viewport()->setClearColor( black );
  
  /* define the camera position and orientation */
  vec3 eye    = vec3(0,10,35); // camera position
  vec3 center = vec3(0,0,0);   // point the camera is looking at
  vec3 up     = vec3(0,1,0);   // up direction
  mat4 view_mat = mat4::getLookAt(eye, center, up);
  applet->rendering()->as<Rendering>()->camera()->setViewMatrix( view_mat );
  
  /* show the window */
  frame->Show();
  
  /* THE ORDER IS IMPORTANT IMPORTANT */
  vl_gl_canvas->initGLContext();
  
  /* bind the applet so it receives all the GUI events related to the OpenGLContext */
  vl_gl_canvas->addEventListener(applet.get());

  /* these must be done after the window is visible */
  int x = 0;
  int y = 0;
  int width = 512;
  int height= 512;
  frame->SetPosition( wxPoint(x,y) );
  frame->SetClientSize( wxSize(width,height) );
  frame->SetLabel(wxT("Visualization Library on wxWindows - Rotating Cube"));

  return true;
}