fltk/test/cube.cxx

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//
// OpenGL test program for the Fast Light Tool Kit (FLTK).
//
// Modified to have 2 cubes to test multiple OpenGL contexts
//
// Copyright 1998-2024 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// https://www.fltk.org/COPYING.php
//
// Please see the following page on how to report bugs and issues:
//
// https://www.fltk.org/bugs.php
//
#include <config.h>
#include <FL/Fl.H>
#include <FL/fl_ask.H>
#include <FL/Fl_Window.H>
#include <FL/Fl_Box.H>
#include <FL/Fl_Button.H>
#include <FL/Fl_Radio_Light_Button.H>
#include <FL/Fl_Slider.H>
#include <FL/Fl_Sys_Menu_Bar.H>
#include <FL/Fl_Printer.H> // demo printing
#include <FL/Fl_Grid.H> // grid layout
#include <stdlib.h>
#if !HAVE_GL
class cube_box : public Fl_Box {
public:
double lasttime;
int wire;
double size;
double speed;
cube_box(int x,int y,int w,int h,const char *l=0) :Fl_Box(FL_DOWN_BOX,x,y,w,h,l) {
label("This demo does\nnot work without GL");
}
};
#else
#include <FL/Fl_Gl_Window.H>
#include <FL/gl.h>
class cube_box : public Fl_Gl_Window {
void draw() FL_OVERRIDE;
int handle(int) FL_OVERRIDE;
public:
double lasttime;
int wire;
double size;
double speed;
cube_box(int x,int y,int w,int h,const char *l=0) : Fl_Gl_Window(x,y,w,h,l) {
end();
lasttime = 0.0;
box(FL_DOWN_FRAME);
}
};
/* The cube definition */
float v0[3] = {0.0, 0.0, 0.0};
float v1[3] = {1.0, 0.0, 0.0};
float v2[3] = {1.0, 1.0, 0.0};
float v3[3] = {0.0, 1.0, 0.0};
float v4[3] = {0.0, 0.0, 1.0};
float v5[3] = {1.0, 0.0, 1.0};
float v6[3] = {1.0, 1.0, 1.0};
float v7[3] = {0.0, 1.0, 1.0};
#define v3f(x) glVertex3fv(x)
void drawcube(int wire) {
/* Draw a colored cube */
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glColor3ub(0,0,255);
v3f(v0); v3f(v1); v3f(v2); v3f(v3);
glEnd();
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glColor3ub(0,255,255); v3f(v4); v3f(v5); v3f(v6); v3f(v7);
glEnd();
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glColor3ub(255,0,255); v3f(v0); v3f(v1); v3f(v5); v3f(v4);
glEnd();
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glColor3ub(255,255,0); v3f(v2); v3f(v3); v3f(v7); v3f(v6);
glEnd();
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glColor3ub(0,255,0); v3f(v0); v3f(v4); v3f(v7); v3f(v3);
glEnd();
glBegin(wire ? GL_LINE_LOOP : GL_POLYGON);
glColor3ub(255,0,0); v3f(v1); v3f(v2); v3f(v6); v3f(v5);
glEnd();
}
void cube_box::draw() {
lasttime = lasttime+speed;
if (!valid()) {
glLoadIdentity();
glViewport(0,0,pixel_w(),pixel_h());
glEnable(GL_DEPTH_TEST);
glFrustum(-1,1,-1,1,2,10000);
glTranslatef(0,0,-10);
glClearColor(0.4f, 0.4f, 0.4f, 0);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(float(lasttime*1.6),0,0,1);
glRotatef(float(lasttime*4.2),1,0,0);
glRotatef(float(lasttime*2.3),0,1,0);
glTranslatef(-1.0f, 1.2f, -1.5f);
glScalef(float(size),float(size),float(size));
drawcube(wire);
glPopMatrix();
gl_color(FL_GRAY);
glDisable(GL_DEPTH_TEST);
gl_font(FL_HELVETICA_BOLD, 16 );
gl_draw(wire ? "Cube: wire" : "Cube: flat", -4.5f, -4.5f );
glEnable(GL_DEPTH_TEST);
// draw additional FLTK widgets and graphics
Fl_Gl_Window::draw();
}
int cube_box::handle(int e) {
switch (e) {
case FL_ENTER: cursor(FL_CURSOR_CROSS); break;
case FL_LEAVE: cursor(FL_CURSOR_DEFAULT); break;
}
return Fl_Gl_Window::handle(e);
}
// callback for overlay button (Fl_Button on OpenGL scene)
void show_info_cb(Fl_Widget*, void*) {
fl_message("This is an example of using FLTK widgets inside OpenGL windows.\n"
"Multiple widgets can be added to Fl_Gl_Windows. They will be\n"
"rendered as overlays over the scene.");
}
// overlay a button onto an OpenGL window (cube_box)
// but don't change the current group Fl_Group::current()
void overlay_button(cube_box *cube) {
Fl_Group *curr = Fl_Group::current();
Fl_Group::current(0);
Fl_Widget *w = new Fl_Button(10, 10, 120, 30, "FLTK over GL");
w->color(FL_FREE_COLOR);
w->box(FL_BORDER_BOX);
w->callback(show_info_cb);
cube->add(w);
Fl_Group::current(curr);
}
#endif // HAVE_GL
Fl_Window *form;
Fl_Slider *speed, *size;
Fl_Button *exit_button, *wire, *flat;
cube_box *lt_cube, *rt_cube;
int done = 0; // set to 1 in exit button callback
// exit button callback
void exit_cb(Fl_Widget *w, void *) {
done = 1;
}
// print screen demo
void print_cb(Fl_Widget *w, void *data) {
Fl_Printer printer;
Fl_Window *win = Fl::first_window();
if (!win) return;
if (printer.start_job(1)) return;
if (printer.start_page()) return;
printer.scale(0.5, 0.5);
printer.print_widget(win);
printer.end_page();
printer.end_job();
}
// Create a form that allows resizing for A and C (GL windows) with B fixed size/centered:
//
// |<--------------------------------------->|<---------------------->|
// . lt_cube center : rt_cube .
// . 350 100 : 350 .
// . |<------------------->| |<-------->| |<------------------->| .
// ....................................................................
// : ....................... ............ ....................... : __
// : : : : : : : :
// : : A : : B : : C : : h = 350
// : : : : : : : :
// : :.....................: :..........: :.....................: : __
// :..................................................................: __ MARGIN
//
// | | | | | |
// MARGIN GAP GAP
#define MENUBAR_H 25 // menubar height
#define MARGIN 20 // fixed margin around widgets
#define GAP 20 // fixed gap between widgets
void makeform(const char *name) {
// Widget's XYWH's
int form_w = 800 + 2 * MARGIN + 2 * GAP; // main window width
int form_h = 350 + MENUBAR_H + 2 * MARGIN; // main window height
// main window
form = new Fl_Window(form_w, form_h, name);
form->callback(exit_cb);
// menu bar
Fl_Sys_Menu_Bar *menubar = new Fl_Sys_Menu_Bar(0, 0, form_w, MENUBAR_H);
menubar->add("File/Print window", FL_COMMAND+'p', print_cb);
menubar->add("File/Quit", FL_COMMAND+'q', exit_cb);
// Fl_Grid (layout)
Fl_Grid *grid = new Fl_Grid(0, MENUBAR_H, form_w, 350 + 2 * MARGIN);
grid->layout(4, 4, MARGIN, GAP);
grid->box(FL_FLAT_BOX);
// set column and row weights to control resizing behavior
int cwe[] = {50, 0, 0, 50}; // column weights
int rwe[] = { 0, 0, 50, 0}; // row weights
grid->col_weight(cwe, 4); // set weights for resizing
grid->row_weight(rwe, 4); // set weights for resizing
// set non-default gaps for special layout purposes and labels
grid->row_gap(0, 0); // no gap below wire button
grid->row_gap(2, 50); // gap below sliders for labels
// left GL window
lt_cube = new cube_box(0, 0, 350, 350);
// center group
wire = new Fl_Radio_Light_Button( 0, 0, 100, 25, "Wire");
flat = new Fl_Radio_Light_Button( 0, 0, 100, 25, "Flat");
speed = new Fl_Slider(FL_VERT_SLIDER, 0, 0, 40, 90, "Speed");
size = new Fl_Slider(FL_VERT_SLIDER, 0, 0, 40, 90, "Size");
exit_button = new Fl_Button( 0, 0, 100, 25, "Exit");
exit_button->callback(exit_cb);
// right GL window
rt_cube = new cube_box(0, 0, 350, 350);
// assign widgets to grid positions (R=row, C=col) and sizes
// RS=rowspan, CS=colspan: R, C, RS, CS, optional alignment
grid->widget(lt_cube, 0, 0, 4, 1);
grid->widget(wire, 0, 1, 1, 2);
grid->widget(flat, 1, 1, 1, 2);
grid->widget(speed, 2, 1, 1, 1, FL_GRID_VERTICAL);
grid->widget(size, 2, 2, 1, 1, FL_GRID_VERTICAL);
grid->widget(exit_button, 3, 1, 1, 2);
grid->widget(rt_cube, 0, 3, 4, 1);
#if HAVE_GL
overlay_button(lt_cube); // overlay a button onto the OpenGL window
#endif // HAVE_GL
form->end();
form->resizable(grid);
form->size_range(form->w(), form->h()); // minimum window size
}
int main(int argc, char **argv) {
Fl::use_high_res_GL(1);
Fl::set_color(FL_FREE_COLOR, 255, 255, 0, 75);
makeform(argv[0]);
speed->bounds(4, 0);
speed->value(lt_cube->speed = rt_cube->speed = 1.0);
size->bounds(4, 0.2);
size->value(lt_cube->size = rt_cube->size = 2.0);
flat->value(1); lt_cube->wire = 0; rt_cube->wire = 1;
form->label("Cube Demo");
form->show(argc,argv);
lt_cube->show();
rt_cube->show();
#if 0
// This demonstrates how to manipulate OpenGL contexts.
// In this case the same context is used by multiple windows (I'm not
// sure if this is allowed on Win32, can somebody check?).
// This fixes a bug on the XFree86 3.0 OpenGL where only one context per
// program seems to work, but there are probably better uses for this!
lt_cube->make_current(); // causes context to be created
rt_cube->context(lt_cube->context()); // share the contexts
#endif
#if HAVE_GL
for (;;) {
if (form->visible() && speed->value()) {
if (!Fl::check()) break; // returns immediately
} else {
if (!Fl::wait()) break; // waits until something happens
}
lt_cube->wire = wire->value();
rt_cube->wire = !wire->value();
lt_cube->size = rt_cube->size = size->value();
lt_cube->speed = rt_cube->speed = speed->value();
lt_cube->redraw();
rt_cube->redraw();
if (done) break; // exit button was clicked
}
return 0;
#else
while (!done) Fl::wait();
#endif
}