%%
%% %CopyrightBegin%
%%
%% Copyright Ericsson AB 2009-2012. All Rights Reserved.
%%
%% Licensed under the Apache License, Version 2.0 (the "License");
%% you may not use this file except in compliance with the License.
%% You may obtain a copy of the License at
%%
%% http://www.apache.org/licenses/LICENSE-2.0
%%
%% Unless required by applicable law or agreed to in writing, software
%% distributed under the License is distributed on an "AS IS" BASIS,
%% WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
%% See the License for the specific language governing permissions and
%% limitations under the License.
%%
%% %CopyrightEnd%
-module(ex_gl).
-behaviour(wx_object).
-export([init/1, code_change/3, handle_info/2,
handle_sync_event/3, handle_event/2,
handle_call/3, handle_cast/2, terminate/2,
start/1]).
-include_lib("wx/include/wx.hrl").
-include_lib("wx/include/gl.hrl").
-include_lib("wx/include/glu.hrl").
-record(state,
{
parent,
config,
gl,
canvas,
image,
timer,
time
}).
-record(gl, {win, data, deg, mat, alpha, text, font, brush, clock, sphere}).
-record(texture, {tid, w, h, minx, miny, maxx, maxy}).
start(Config) ->
wx_object:start_link(?MODULE, Config, []).
-define(PAD, fun(Int) -> string:right(integer_to_list(Int), 2, $0) end).
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
init(Config) ->
wx:batch(fun() -> do_init(Config) end).
do_init(Config) ->
Parent = proplists:get_value(parent, Config),
Panel = wxPanel:new(Parent, []),
%% Setup sizer
Sizer = wxStaticBoxSizer:new(?wxHORIZONTAL, Panel, [{label, "wxGLCanvas"}]),
Opts = [{style, ?wxFULL_REPAINT_ON_RESIZE}],
GLAttrib = [{attribList, [?WX_GL_RGBA,
?WX_GL_DOUBLEBUFFER,
?WX_GL_MIN_RED,8,
?WX_GL_MIN_GREEN,8,
?WX_GL_MIN_BLUE,8,
?WX_GL_DEPTH_SIZE,24,0]}],
Canvas = wxGLCanvas:new(Panel,Opts ++ GLAttrib),
wxGLCanvas:connect(Canvas, size),
wxGLCanvas:connect(Canvas, paint, [callback]),
Image = wxImage:scale(wxImage:new("image.jpg"), 128,128),
%% Add to sizers
wxSizer:add(Sizer, Canvas, [{flag, ?wxEXPAND},{proportion, 1}]),
wxWindow:setSizer(Panel,Sizer),
wxSizer:layout(Sizer),
Timer = timer:send_interval(20, self(), update),
{Panel, #state{parent = Panel, config = Config,
canvas = Canvas, image=Image,
timer = Timer}}.
%% Event handling
handle_sync_event(_PaintEvent, _, #state{canvas=Canvas}) ->
%% Sync events are called from a temporary process,
%% we need to setup the gl canvas on cocoa for some reason
%% We do not really have to do anything, the timer event will refresh the painting
wxGLCanvas:setCurrent(Canvas),
DC= wxPaintDC:new(Canvas),
wxPaintDC:destroy(DC),
ok.
handle_event(#wx{event = #wxSize{size = {W,H}}}, State = #state{gl=GL}) ->
if
GL =:= undefined ->
#state{canvas=Canvas, image=Image} = State,
wxGLCanvas:setCurrent(Canvas),
{noreply, State#state{gl=setup_gl(Canvas,Image)}};
W =:= 0, H =:= 0 -> {noreply, State};
true ->
gl:viewport(0,0,W,H),
gl:matrixMode(?GL_PROJECTION),
gl:loadIdentity(),
gl:ortho( -2.0, 2.0, -2.0*H/W, 2.0*H/W, -20.0, 20.0),
gl:matrixMode(?GL_MODELVIEW),
gl:loadIdentity(),
{noreply, State}
end.
handle_info(update, State=#state{gl=undefined}) ->
{noreply, State};
handle_info(update, State) ->
S1 = update_rotation(State),
GL = S1#state.gl,
S2 = if S1#state.time > State#state.time ->
gl:deleteTextures([(GL#gl.clock)#texture.tid]),
{Hour,Min,Sec} = S1#state.time,
Clock = load_texture_by_string(GL#gl.font, GL#gl.brush, {40,40,40},
[?PAD(Hour), $:, ?PAD(Min), $:, ?PAD(Sec)], false),
S1#state{gl = GL#gl{clock = Clock}};
true ->
S1
end,
wx:batch(fun() -> drawBox(S2#state.gl) end),
{noreply, S2};
handle_info(stop, State) ->
timer:cancel(State#state.timer),
catch wxGLCanvas:destroy(State#state.canvas),
{stop, normal, State}.
handle_call(shutdown, _From, State=#state{parent=Panel}) ->
catch wxGLCanvas:destroy(State#state.canvas),
timer:cancel(State#state.timer),
wxPanel:destroy(Panel),
{stop, normal, ok, State};
handle_call(Msg, _From, State) ->
io:format("Got Call ~p~n",[Msg]),
{reply,ok,State}.
handle_cast(Msg, State) ->
io:format("Got cast ~p~n",[Msg]),
{noreply,State}.
code_change(_, _, State) ->
{stop, not_yet_implemented, State}.
terminate(_Reason, _State) ->
ok.
-define(VS, {{-0.5, -0.5, -0.5}, %1
{ 0.5, -0.5, -0.5}, %2
{ 0.5, 0.5, -0.5},
{-0.5, 0.5, -0.5}, %4
{-0.5, 0.5, 0.5},
{ 0.5, 0.5, 0.5}, %6
{ 0.5, -0.5, 0.5},
{-0.5, -0.5, 0.5}}).%8
-define(FACES,
%% Faces Normal U-axis V-axis
[{{1,2,3,4},{0,0,-1},{-1,0,0}, {0,1,0}}, %
{{8,1,4,5},{-1,0,0},{0,0,1}, {0,1,0}}, %
{{2,7,6,3},{1,0,0}, {0,0,-1}, {0,1,0}}, %
{{7,8,5,6},{0,0,1}, {1,0,0}, {0,1,0}}, %
{{4,3,6,5},{0,1,0}, {-1,0,0}, {0,0,1}}, %
{{1,2,7,8},{0,-1,0},{1,0,0}, {0,0,1}}]).
-define(COLORS,{{ 0.0, 0.0, 0.0},
{ 1.0, 0.0, 0.0},
{ 1.0, 1.0, 0.0},
{ 0.0, 1.0, 0.0},
{ 0.0, 1.0, 1.0},
{ 1.0, 1.0, 1.0},
{ 1.0, 0.0, 1.0},
{ 0.0, 0.0, 1.0}}).
update_rotation(S=#state{gl=GL=#gl{deg=Rot}}) ->
{_, Time} = calendar:local_time(),
S#state{gl=GL#gl{deg = Rot + 1.0}, time = Time}.
%% Needs to setup opengl after window is shown...
%% GL context is created when shown first time.
setup_gl(Win, Image) ->
{W,H} = wxWindow:getClientSize(Win),
gl:viewport(0,0,W,H),
gl:matrixMode(?GL_PROJECTION),
gl:loadIdentity(),
gl:ortho( -2.0, 2.0, -2.0*H/W, 2.0*H/W, -20.0, 20.0),
gl:matrixMode(?GL_MODELVIEW),
gl:loadIdentity(),
gl:enable(?GL_DEPTH_TEST),
gl:depthFunc(?GL_LESS),
gl:clearColor(1.0,1.0,1.0,1.0),
MatTexture = load_texture_by_image(Image),
ImgTexture = load_texture_by_image(
wxImage:new("erlang.png")),
Font = wxFont:new(32, ?wxFONTFAMILY_DEFAULT, ?wxFONTSTYLE_NORMAL, ?wxFONTWEIGHT_BOLD),
Brush = wxBrush:new({0,0,0}),
StrTexture = load_texture_by_string(Font, Brush, {40,40,40}, "Text from wxFont", true),
{_, {Hour,Min,Sec}} = calendar:local_time(),
Clock = load_texture_by_string(Font, Brush, {40, 40, 40},
[?PAD(Hour), $:, ?PAD(Min), $:, ?PAD(Sec)], false),
Sphere = glu:newQuadric(),
gl:enable(?GL_TEXTURE_2D),
#gl{win=Win,data={?FACES,?VS,?COLORS},deg=0.0,
mat=MatTexture, alpha=ImgTexture, text=StrTexture, font = Font,
brush = Brush, clock = Clock, sphere = Sphere}.
drawBox(#gl{win=Win,deg=Deg,data={Fs,Vs,Colors},mat=MatT,alpha=ImgA,
text=Text, clock = Clock, sphere=Sphere}) ->
gl:matrixMode(?GL_MODELVIEW),
gl:loadIdentity(),
gl:pushMatrix(),
gl:translatef(0,0.5,0),
gl:rotatef(Deg, 1.0, 1.0, 1.0),
gl:clear(?GL_COLOR_BUFFER_BIT bor ?GL_DEPTH_BUFFER_BIT),
gl:bindTexture(?GL_TEXTURE_2D, MatT#texture.tid),
gl:disable(?GL_BLEND),
gl:texEnvf(?GL_TEXTURE_ENV, ?GL_TEXTURE_ENV_MODE, ?GL_MODULATE),
gl:disable(?GL_CULL_FACE),
gl:'begin'(?GL_QUADS),
wx:foreach(fun(Face) -> drawFace(Face,Vs,Colors) end, Fs),
gl:'end'(),
gl:popMatrix(),
gl:texEnvf(?GL_TEXTURE_ENV, ?GL_TEXTURE_ENV_MODE, ?GL_REPLACE),
enter_2d_mode(Win),
{W,H} = wxWindow:getClientSize(Win),
Move = abs(90 - (trunc(Deg) rem 180)),
draw_texture((W div 2) - 50, (H div 2)-130+Move, Clock),
draw_texture((W div 2) - 80, (H div 2)-Move, ImgA),
leave_2d_mode(),
gl:pushMatrix(),
gl:enable(?GL_CULL_FACE),
gl:enable(?GL_BLEND),
gl:blendFunc(?GL_SRC_ALPHA, ?GL_ONE_MINUS_SRC_ALPHA),
gl:translatef(0,-0.8,0),
gl:bindTexture(?GL_TEXTURE_2D, Text#texture.tid),
glu:quadricTexture(Sphere, ?GLU_TRUE),
glu:quadricNormals(Sphere, ?GLU_SMOOTH),
glu:quadricDrawStyle(Sphere, ?GLU_FILL),
glu:quadricOrientation(Sphere, ?GLU_OUTSIDE),
%%gl:scalef(2.0, 0.5, 1.0),
gl:rotatef(-90, 1.0, 0.0, 0.0),
gl:rotatef(-Deg, 0.0, 0.0, 1.0),
glu:sphere(Sphere, 0.8, 50,40),
gl:popMatrix(),
wxGLCanvas:swapBuffers(Win).
drawFace({{V1,V2,V3,V4},N,_Ut,_Vt}, Cube, Colors) ->
gl:normal3fv(N),
gl:color3fv(element(V1, Colors)),
gl:texCoord2f(0.0, 0.0), gl:vertex3fv(element(V1, Cube)),
gl:color3fv(element(V2, Colors)),
gl:texCoord2f(1.0, 0.0), gl:vertex3fv(element(V2, Cube)),
gl:color3fv(element(V3, Colors)),
gl:texCoord2f(1.0, 1.0), gl:vertex3fv(element(V3, Cube)),
gl:color3fv(element(V4, Colors)),
gl:texCoord2f(0.0, 1.0), gl:vertex3fv(element(V4, Cube)).
draw_texture(X, Y, #texture{tid = TId, w = W, h = H,
miny = MinY, minx = MinX,
maxx = MaxX, maxy = MaxY}) ->
gl:bindTexture(?GL_TEXTURE_2D, TId),
gl:'begin'(?GL_TRIANGLE_STRIP),
gl:texCoord2f(MinX, MinY), gl:vertex2i(X, Y ),
gl:texCoord2f(MaxX, MinY), gl:vertex2i(X+W div 2, Y ),
gl:texCoord2f(MinX, MaxY), gl:vertex2i(X, Y+H div 2),
gl:texCoord2f(MaxX, MaxY), gl:vertex2i(X+W div 2, Y+H div 2),
gl:'end'().
load_texture_by_image(Image) ->
ImgW = wxImage:getWidth(Image),
ImgH = wxImage:getHeight(Image),
W = get_power_of_two_roof(ImgW),
H = get_power_of_two_roof(ImgH),
Data = get_data_for_use_with_teximage2d(Image),
%% Create an OpenGL texture for the image
[TId] = gl:genTextures(1),
gl:bindTexture(?GL_TEXTURE_2D, TId),
gl:texParameteri(?GL_TEXTURE_2D, ?GL_TEXTURE_MAG_FILTER, ?GL_NEAREST),
gl:texParameteri(?GL_TEXTURE_2D, ?GL_TEXTURE_MIN_FILTER, ?GL_NEAREST),
Format = case wxImage:hasAlpha(Image) of
true -> ?GL_RGBA;
false -> ?GL_RGB
end,
gl:texImage2D(?GL_TEXTURE_2D, 0,
Format, W, H, 0,
Format, ?GL_UNSIGNED_BYTE, Data),
#texture{tid = TId, w = ImgW, h = ImgH,
minx = 0, miny = 0, maxx = ImgW / W, maxy = ImgH / H}.
%% This algorithm (based on http://d0t.dbclan.de/snippets/gltext.html)
%% prints a string to a bitmap and loads that onto an opengl texture.
%% Comments for the createTexture function:
%%
%% "Creates a texture from the settings saved in TextElement, to be
%% able to use normal system fonts conviently a wx.MemoryDC is
%% used to draw on a wx.Bitmap. As wxwidgets device contexts don't
%% support alpha at all it is necessary to apply a little hack to
%% preserve antialiasing without sticking to a fixed background
%% color:
%%
%% We draw the bmp in b/w mode so we can use its data as a alpha
%% channel for a solid color bitmap which after GL_ALPHA_TEST and
%% GL_BLEND will show a nicely antialiased text on any surface.
%%
%% To access the raw pixel data the bmp gets converted to a
%% wx.Image. Now we just have to merge our foreground color with
%% the alpha data we just created and push it all into a OpenGL
%% texture and we are DONE *inhalesdelpy*"
load_texture_by_string(Font, Brush, Color, String, Flip) ->
TmpBmp = wxBitmap:new(200, 200),
Tmp = wxMemoryDC:new(TmpBmp),
wxMemoryDC:setFont(Tmp, Font),
{StrW, StrH} = wxDC:getTextExtent(Tmp, String),
wxMemoryDC:destroy(Tmp),
wxBitmap:destroy(TmpBmp),
W = get_power_of_two_roof(StrW),
H = get_power_of_two_roof(StrH),
Bmp = wxBitmap:new(W, H),
DC = wxMemoryDC:new(Bmp),
wxMemoryDC:setFont(DC, Font),
wxMemoryDC:setBackground(DC, Brush),
wxMemoryDC:clear(DC),
wxMemoryDC:setTextForeground(DC, {255, 255, 255}),
wxMemoryDC:drawText(DC, String, {0, 0}),
Img0 = wxBitmap:convertToImage(Bmp),
case Flip of
true ->
Img = wxImage:mirror(Img0, [{horizontally, false}]),
wxImage:destroy(Img0),
Img;
false ->
Img = Img0
end,
Alpha = wxImage:getData(Img),
Data = colourize_image(Alpha, Color),
wxImage:destroy(Img),
wxBitmap:destroy(Bmp),
wxMemoryDC:destroy(DC),
[TId] = gl:genTextures(1),
gl:bindTexture(?GL_TEXTURE_2D, TId),
gl:texParameteri(?GL_TEXTURE_2D, ?GL_TEXTURE_MAG_FILTER, ?GL_LINEAR),
gl:texParameteri(?GL_TEXTURE_2D, ?GL_TEXTURE_MIN_FILTER, ?GL_LINEAR),
gl:texEnvf(?GL_TEXTURE_ENV, ?GL_TEXTURE_ENV_MODE, ?GL_REPLACE),
%%gl:pixelStorei(?GL_UNPACK_ROW_LENGTH, 0),
%%gl:pixelStorei(?GL_UNPACK_ALIGNMENT, 2),
gl:texImage2D(?GL_TEXTURE_2D, 0, ?GL_RGBA,
W, H, 0, ?GL_RGBA, ?GL_UNSIGNED_BYTE, Data),
#texture{tid = TId, w = StrW, h = StrH,
minx = 0, miny = 0, maxx = StrW / W, maxy = StrH / H}.
colourize_image(Alpha, {R,G,B}) ->
<< <<R:8,G:8,B:8,A:8>> || <<A:8,_:8,_:8>> <= Alpha >>.
get_data_for_use_with_teximage2d(Image) ->
RGB = wxImage:getData(Image),
case wxImage:hasAlpha(Image) of
true ->
Alpha = wxImage:getAlpha(Image),
interleave_rgb_and_alpha(RGB, Alpha);
false ->
RGB
end.
interleave_rgb_and_alpha(RGB, Alpha) ->
list_to_binary(
lists:zipwith(fun({R, G, B}, A) ->
<<R, G, B, A>>
end,
[{R,G,B} || <<R, G, B>> <= RGB],
[A || <<A>> <= Alpha])).
enter_2d_mode(Win) ->
{W, H} = wxWindow:getClientSize(Win),
%% Note, there may be other things you need to change,
%% depending on how you have your OpenGL state set up.
gl:pushAttrib(?GL_ENABLE_BIT),
gl:disable(?GL_DEPTH_TEST),
gl:disable(?GL_CULL_FACE),
gl:enable(?GL_TEXTURE_2D),
%% This allows alpha blending of 2D textures with the scene
gl:enable(?GL_BLEND),
gl:blendFunc(?GL_SRC_ALPHA, ?GL_ONE_MINUS_SRC_ALPHA),
gl:matrixMode(?GL_PROJECTION),
gl:pushMatrix(),
gl:loadIdentity(),
%% SDL coordinates will be upside-down in the OpenGL world. We'll
%% therefore flip the bottom and top coordinates in the orthogonal
%% projection to correct this.
%% Note: We could flip the texture/image itself, but this will
%% also work for mouse coordinates.
gl:ortho(0.0, W, H, 0.0, 0.0, 1.0),
gl:matrixMode(?GL_MODELVIEW),
gl:pushMatrix(),
gl:loadIdentity().
leave_2d_mode() ->
gl:matrixMode(?GL_MODELVIEW),
gl:popMatrix(),
gl:matrixMode(?GL_PROJECTION),
gl:popMatrix(),
gl:popAttrib().
get_power_of_two_roof(X) ->
get_power_of_two_roof_2(1, X).
get_power_of_two_roof_2(N, X) when N >= X -> N;
get_power_of_two_roof_2(N, X) -> get_power_of_two_roof_2(N*2, X).