Es++ Sample: MaterializedSpheresRotationByTimerThread |
/****************************************************************************** * * Copyright (c) 2015 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. * * * MaterializedSpheresRotationByTimerThread.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/OpenGLSolidSphere.h> #include <es++/opengl/OpenGLWireSphere.h> #include <es++/Mutex.h> #include <es++/opengl/OpenGLRenderingTimer.h> namespace Es { class MainView :public OpenGLMainView { private: //Inner class starts. class SimpleView: public OpenGLView { private: static const int SPHERES=4; OpenGLGC gc; SmartPtr<OpenGLGeometry> sphere[SPHERES]; float angle; int renderingInterval; Mutex mutex; SmartPtr<OpenGLRenderingTimer> timerThread; public: SimpleView() :OpenGLView() ,renderingInterval(40) { } ~SimpleView() { timerThread->terminate(); timerThread->wait(); } virtual void display() { angle += 0.2f; mutex.lock(); if (sphere[0]) { setPerspective(); gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gc.lookAt(4.0, 8.0, 12.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); gc.clearColor(0.0, 0.0, 0.0, 1.0); gc.enable(GL_CULL_FACE); gc.enable(GL_LIGHTING); OpenGLLight light(GL_LIGHT0); GLfloat lightPosition[] = {10, 10, 10, 1.0}; light.position(lightPosition); for (int i = 0; i<SPHERES; i++) { gc.pushMatrix(); gc.rotate(angle, 0.0f, 1.0f, 0.0f); sphere[i]->draw(&gc, -2.0f+1.3f*i, 0.5f, 0.0f+ 0.3f*i); gc.popMatrix(); } } mutex.unlock(); } virtual void resize(int w, int h) { if (w == 0 || h == 0) { return; } setPerspective(); } virtual void initialize() { Color4 black = { 0.0, 0.0, 0.0, 1.0 }; Color4 ambient = { 0.5, 0.5, 0.5, 1.0 }; Color4 diffuse = { 0.2, 0.4, 0.8, 1.0 }; Color4 specular = { 1.0, 1.0, 1.0, 1.0 }; Color4 emission = { 0.8, 0.0, 0.0, 0.0 }; GLfloat lowShining = { 10.0 }; GLfloat highShining = {100.0 }; OpenGLMateria mat1(GL_FRONT, ambient, diffuse, specular, emission, lowShining); OpenGLMateria mat2(GL_FRONT, black, diffuse, specular, emission, lowShining); OpenGLMateria mat3(GL_FRONT, black, diffuse, black, emission, highShining); OpenGLMateria mat4(GL_FRONT, ambient, diffuse, specular, black, highShining); OpenGLMateria materias[] = {mat1, mat2, mat3, mat4}; for (int i = 0; i<SPHERES; i++) { if (i%2 ==0) { sphere[i] = new OpenGLWireSphere(materias[i], 0.5f, 40, 40); } else { sphere[i] = new OpenGLSolidSphere(materias[i], 0.5f, 40, 40); } } timerThread = new OpenGLRenderingTimer(*this, renderingInterval); timerThread->start(); } }; //Inner class ends. private: Es::HorizontalLayout horiz_layout; SimpleView simple_view; public: 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; XInitThreads(); 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, 500); 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; }