PrusaSlicer-NonPlainar/sandboxes/wx_gl_test/main.cpp

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#include <iostream>
#include <utility>
#include <memory>
#include <vector>
// For compilers that support precompilation, includes "wx/wx.h".
#include <wx/wxprec.h>
#ifndef WX_PRECOMP
#include <wx/wx.h>
#endif
#include <wx/tglbtn.h>
#include <wx/combobox.h>
#include <wx/msgdlg.h>
#include <wx/glcanvas.h>
#include <wx/notebook.h>
class Renderer {
protected:
wxGLCanvas *m_canvas;
std::unique_ptr<wxGLContext> m_context;
public:
Renderer(wxGLCanvas *c): m_canvas{c} {
m_context = std::make_unique<wxGLContext>(m_canvas);
}
wxGLContext * context() { return m_context.get(); }
const wxGLContext * context() const { return m_context.get(); }
void set_active()
{
m_canvas->SetCurrent(*m_context);
// Set the current clear color to sky blue and the current drawing color to
// white.
glClearColor(0.1, 0.39, 0.88, 1.0);
glColor3f(1.0, 1.0, 1.0);
// Tell the rendering engine not to draw backfaces. Without this code,
// all four faces of the tetrahedron would be drawn and it is possible
// that faces farther away could be drawn after nearer to the viewer.
// Since there is only one closed polyhedron in the whole scene,
// eliminating the drawing of backfaces gives us the realism we need.
// THIS DOES NOT WORK IN GENERAL.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Set the camera lens so that we have a perspective viewing volume whose
// horizontal bounds at the near clipping plane are -2..2 and vertical
// bounds are -1.5..1.5. The near clipping plane is 1 unit from the camera
// and the far clipping plane is 40 units away.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2, 2, -1.5, 1.5, 1, 40);
// Set up transforms so that the tetrahedron which is defined right at
// the origin will be rotated and moved into the view volume. First we
// rotate 70 degrees around y so we can see a lot of the left side.
// Then we rotate 50 degrees around x to "drop" the top of the pyramid
// down a bit. Then we move the object back 3 units "into the screen".
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -3);
glRotatef(50, 1, 0, 0);
glRotatef(70, 0, 1, 0);
}
void draw_scene(long w, long h)
{
glViewport(0, 0, GLsizei(w), GLsizei(h));
glClear(GL_COLOR_BUFFER_BIT);
// Draw a white grid "floor" for the tetrahedron to sit on.
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
for (GLfloat i = -2.5; i <= 2.5; i += 0.25) {
glVertex3f(i, 0, 2.5); glVertex3f(i, 0, -2.5);
glVertex3f(2.5, 0, i); glVertex3f(-2.5, 0, i);
}
glEnd();
// Draw the tetrahedron. It is a four sided figure, so when defining it
// with a triangle strip we have to repeat the last two vertices.
glBegin(GL_TRIANGLE_STRIP);
glColor3f(1, 1, 1); glVertex3f(0, 2, 0);
glColor3f(1, 0, 0); glVertex3f(-1, 0, 1);
glColor3f(0, 1, 0); glVertex3f(1, 0, 1);
glColor3f(0, 0, 1); glVertex3f(0, 0, -1.4);
glColor3f(1, 1, 1); glVertex3f(0, 2, 0);
glColor3f(1, 0, 0); glVertex3f(-1, 0, 1);
glEnd();
glFlush();
}
void swap_buffers() { m_canvas->SwapBuffers(); }
};
// The top level frame of the application.
class MyFrame: public wxFrame
{
wxGLCanvas *m_canvas;
std::unique_ptr<Renderer> m_renderer;
public:
MyFrame(const wxString & title,
const wxPoint & pos,
const wxSize & size);
wxGLCanvas * canvas() { return m_canvas; }
const wxGLCanvas * canvas() const { return m_canvas; }
};
class App : public wxApp {
MyFrame *m_frame = nullptr;
wxString m_fname;
public:
bool OnInit() override {
m_frame = new MyFrame("Wayland wxNotebook issue", wxDefaultPosition, wxSize(1024, 768));
m_frame->Show( true );
return true;
}
};
wxIMPLEMENT_APP(App);
MyFrame::MyFrame(const wxString &title, const wxPoint &pos, const wxSize &size):
wxFrame(nullptr, wxID_ANY, title, pos, size)
{
wxMenu *menuFile = new wxMenu;
menuFile->Append(wxID_OPEN);
menuFile->Append(wxID_EXIT);
wxMenuBar *menuBar = new wxMenuBar;
menuBar->Append( menuFile, "&File" );
SetMenuBar( menuBar );
auto notebookpanel = new wxPanel(this);
auto notebook = new wxNotebook(notebookpanel, wxID_ANY);
auto maintab = new wxPanel(notebook);
m_canvas = new wxGLCanvas(maintab,
wxID_ANY,
nullptr,
wxDefaultPosition,
wxDefaultSize,
wxWANTS_CHARS | wxFULL_REPAINT_ON_RESIZE);
m_renderer = std::make_unique<Renderer>(m_canvas);
wxPanel *control_panel = new wxPanel(maintab);
auto controlsizer = new wxBoxSizer(wxHORIZONTAL);
auto console_sizer = new wxBoxSizer(wxVERTICAL);
std::vector<wxString> combolist = {"One", "Two", "Three"};
auto combobox = new wxComboBox(control_panel, wxID_ANY, combolist[0],
wxDefaultPosition, wxDefaultSize,
int(combolist.size()), combolist.data());
auto sz = new wxBoxSizer(wxHORIZONTAL);
sz->Add(new wxStaticText(control_panel, wxID_ANY, "Choose number"), 0,
wxALL | wxALIGN_CENTER, 5);
sz->Add(combobox, 1, wxALL | wxEXPAND, 5);
console_sizer->Add(sz, 0, wxEXPAND);
auto btn1 = new wxToggleButton(control_panel, wxID_ANY, "Button1");
console_sizer->Add(btn1, 0, wxALL | wxEXPAND, 5);
auto btn2 = new wxToggleButton(control_panel, wxID_ANY, "Button2");
btn2->SetValue(true);
console_sizer->Add(btn2, 0, wxALL | wxEXPAND, 5);
controlsizer->Add(console_sizer, 1, wxEXPAND);
control_panel->SetSizer(controlsizer);
auto maintab_sizer = new wxBoxSizer(wxHORIZONTAL);
maintab_sizer->Add(m_canvas, 1, wxEXPAND);
maintab_sizer->Add(control_panel, 0);
maintab->SetSizer(maintab_sizer);
notebook->AddPage(maintab, "Main");
wxTextCtrl* textCtrl1 = new wxTextCtrl(notebook, wxID_ANY, L"Tab 2 Contents");
notebook->AddPage(textCtrl1, "Dummy");
auto notebooksizer = new wxBoxSizer(wxHORIZONTAL);
notebooksizer->Add(notebook, 1, wxEXPAND);
notebookpanel->SetSizer(notebooksizer);
auto topsizer = new wxBoxSizer(wxHORIZONTAL);
topsizer->Add(notebookpanel, 1, wxEXPAND);
SetSizer(topsizer);
SetMinSize(size);
Bind(wxEVT_MENU, [this](wxCommandEvent &) {
wxFileDialog dlg(this, "Select file", wxEmptyString,
wxEmptyString, "*.*", wxFD_OPEN|wxFD_FILE_MUST_EXIST);
dlg.ShowModal();
}, wxID_OPEN);
Bind(wxEVT_MENU, [this](wxCommandEvent &) {
Close();
}, wxID_EXIT);
Bind(wxEVT_SHOW, [this](wxShowEvent &) {
m_renderer->set_active();
m_canvas->Bind(wxEVT_PAINT, [this](wxPaintEvent &){
wxPaintDC dc(m_canvas);
const wxSize sz = m_canvas->GetClientSize();
m_renderer->draw_scene(sz.x, sz.y);
m_renderer->swap_buffers();
});
});
}