Es++ Sample: LightedTriangleRotationOnIdleTime |
/****************************************************************************** * * Copyright (c) 2017 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions, and the following disclaimer. * * 2. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * * LightedTriangleRotationOnIdleTime.cpp * *****************************************************************************/ // #include <es++/opengl/OpenGLApplication.h> #include <es++/opengl/OpenGLMainView.h> #include <es++/opengl/OpenGLView.h> #include <es++/opengl/OpenGLGC.h> #include <es++/opengl/OpenGLLight.h> #include <es++/opengl/OpenGLMaterial.h> #include <es++/opengl/Vertex3.h> #include <es++/opengl/Color4.h> #include <es++/opengl/FaceIndices.h> #include <es++/opengl/OpenGLClientState.h> #include <es++/opengl/OpenGLTriangleSurfaces.h> using namespace Gtk; namespace Es { class MainView :public Es::OpenGLMainView { private: /////////////////////////////////////////////////////// //Inner class starts. class SimpleView :public Es::OpenGLView { private: OpenGLGC gc; SmartPtr<OpenGLTriangleSurfaces> surfaces; float angle; Normal3* normals; size_t numNormals; public: SimpleView() :OpenGLView() { } virtual void display() { angle += 0.6f; static Vertex<3> vertices[] = { //Face 1: {-1.0,-1.0, 1.0 }, //0 { 1.0,-1.0, 1.0 }, //1 { 0.0, 1.0, 1.0 }, //2 }; static Color4 colors[] = { {1.0f, 0.4f, 0.2f, 1.0f}, }; static FaceIndices<3> indices[] = { {0, 1, 2} //Triangle }; if (surfaces == NULL) { surfaces = new OpenGLTriangleSurfaces(vertices, SizeOf(vertices), indices, SizeOf(indices)); normals = surfaces->calculateSurfaceNormals(numNormals); } gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gc.loadIdentity(); try { gc.clearColor(1.0, 1.0, 1.0, 1.0); gc.translate(0.0f,0.0f, 0.0f); gc.lookAt(0.0, 6.0, 12.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); gc.rotate(-angle, 0.0, 1.0, 0.0); OpenGLClientState state1(GL_VERTEX_ARRAY); OpenGLClientState state2(GL_COLOR_ARRAY); OpenGLClientState state3(GL_NORMAL_ARRAY); gc.vertexPointer(3, GL_FLOAT, 0, vertices); gc.colorPointer (4, GL_FLOAT, 0, colors); gc.normalPointer(GL_FLOAT, 0, normals); gc.frontFace(GL_CCW); gc.enable(GL_CULL_FACE); gc.enable(GL_LIGHTING); OpenGLLight light(GL_LIGHT0); light.position(0, 0.0, 1.0, 0.0); OpenGLMaterial material(GL_FRONT); material.specular(1.0f, 1.0f, 1.0f, 1.0f); //white); material.shininess(50.0); material.diffuse(0.0f, 1.0f, 0.0f, 1.0f); //green; gc.cullFace(GL_BACK); gc.drawElements(GL_TRIANGLES, SizeOf(indices)*3, GL_UNSIGNED_INT, indices); gc.cullFace(GL_FRONT); gc.drawElements(GL_TRIANGLES, SizeOf(indices)*3, GL_UNSIGNED_INT, indices); } catch (Exception& ex) { caught(ex); } } virtual void resize(int w, int h) { if (w == 0 || h == 0) { return; } gc.matrixMode(GL_PROJECTION); gc.loadIdentity(); gc.perspective(16.0, (double)w / (double)h, 0.5, 40.0); gc.matrixMode(GL_MODELVIEW); } virtual void initialize() { gc.enable( GL_DEPTH_TEST ); } }; // Inner classes end. /////////////////////////////////////////////////////// Es::HorizontalLayout horiz_layout; SimpleView simple_view; public: ////////////////////////////////////////////// //Constructor // MainView(Es::OpenGLApplication& applet, std::string& name, Es::Args& args) :OpenGLMainView(applet, name, args) { int w = (int)args.get(XmNwidth); int h = (int)args.get(XmNheight); Es::MainLayout& main_layout = get_main_layout(); main_layout.pack_start(horiz_layout); horiz_layout.pack_start(simple_view); OpenGLContext* context = applet.getOpenGLContext(); simple_view.set_opengl_context(context); simple_view.set_size_request(400, 400); show_all_children(); } void render() { simple_view.render(); } }; } int main(int argc, char** argv) { Es::Environment env; try { std::string name = argv[0]; Es::OpenGLApplication applet(argc, argv); Es::Args args; args.set(XmNx, 20); args.set(XmNy, 40); args.set(XmNwidth, 400); args.set(XmNheight, 400); Es::MainView mainv(applet, name, args); mainv.show(); applet.run(mainv); } catch (Es::Exception& ex) { caught(ex); } catch (...) { printf("Get exception \n"); } return 0; }