Es++ Sample: StarSystemModel |
/****************************************************************************** * * 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. * * * StarSystemModel.cpp * *****************************************************************************/ // #include <es++/SmartPtr.h> #include <es++/Mutex.h> #include <es++/opengl/OpenGLRenderingTimer.h> #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/OpenGLCircle.h> using namespace Gtk; namespace Es { class MainView :public Es::OpenGLMainView { private: static const int NUMBER_OF_PLANETS = 4; private: /////////////////////////////////////////////////////// //Inner class starts. class SimpleView :public Es::OpenGLView { private: OpenGLGC gc; SmartPtr<OpenGLSolidSphere> sun; SmartPtr<OpenGLSolidSphere> planets[NUMBER_OF_PLANETS]; SmartPtr<OpenGLCircle> orbits[NUMBER_OF_PLANETS]; float angles[NUMBER_OF_PLANETS]; SmartPtr<OpenGLRenderingTimer> timerThread; int renderingInterval; float angle; static const int CIRCLE_ANGLE = 360; static const int INCREMENT = 1; Mutex mutex; public: SimpleView() :OpenGLView() ,renderingInterval(40) { for (int i = 0; i < NUMBER_OF_PLANETS; i++) { angles[i] = 30.0f * i; } } virtual void display() { mutex.lock(); //setViewPort(); if (angle <(CIRCLE_ANGLE - INCREMENT) ) { angle += INCREMENT; } else { angle = INCREMENT; } static const float INCREMENT[NUMBER_OF_PLANETS] = { 1.0f, 0.7f, 0.5f, 0.2f }; for (int i = 0; i < NUMBER_OF_PLANETS; i++) { if (angles[i] < CIRCLE_ANGLE - INCREMENT[i]) { angles[i] += INCREMENT[i]; } else { angles[i] = INCREMENT[i]; } } if (sun) { setPerspective(); gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gc.loadIdentity(); gc.lookAt(-1.0, 10.0, 19.0, 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); gc.color(1.0f, 1.0f, 1.0f); sun-> draw(&gc, 0.0f, 0.0f, 0.0f); OpenGLLight light(GL_LIGHT0); GLfloat lightPosition[] = {-2.0f, 0.0f, -1.0f, 1.0}; light.position(lightPosition); for (int i = 0; i<NUMBER_OF_PLANETS; i++) { Vertex3 pos = orbits[i]->getOrbitPosition(angles[i]); planets[i]-> draw(&gc, pos.x, pos.y, pos.z); } } 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 greendiffuse = { 0.0, 1.0, 0.0, 1.0 }; Color4 reddiffuse = { 1.0, 0.0, 0.0, 1.0 }; Color4 bluediffuse = { 0.0, 0.0, 1.0, 1.0 }; Color4 silverdiffuse = { 0.8, 0.8, 0.8, 1.0 }; Color4 specular = { 1.0, 1.0, 1.0, 1.0 }; Color4 emission = { 0.8, 0.2, 0.0, 0.0 }; GLfloat lowShining = { 10.0 }; GLfloat highShining = {100.0 }; OpenGLMateria sunMateria(GL_FRONT, black, diffuse, black, emission, highShining); sun = new OpenGLSolidSphere(sunMateria, 0.5f, 40, 40); int index = 0; orbits[index++] = new OpenGLCircle(0.0f, 0.0f, 0.0f, 1.0); orbits[index++] = new OpenGLCircle(0.0f, 0.0f, 0.0f, 1.6f); orbits[index++] = new OpenGLCircle(0.0f, 0.0f, 0.0f, 2.4f); orbits[index] = new OpenGLCircle(0.0f, 0.0f, 0.0f, 2.9f); OpenGLMateria planetMateria1(GL_FRONT, ambient, bluediffuse, specular, black, lowShining); OpenGLMateria planetMateria2(GL_FRONT, ambient, silverdiffuse, specular, black, lowShining); OpenGLMateria planetMateria3(GL_FRONT, ambient, greendiffuse, specular, black, lowShining); OpenGLMateria planetMateria4(GL_FRONT, ambient, reddiffuse, specular, black, lowShining); index = 0; planets[index++] = new OpenGLSolidSphere(planetMateria1, 0.10f, 20, 20); planets[index++] = new OpenGLSolidSphere(planetMateria2, 0.18f, 20, 20); planets[index++] = new OpenGLSolidSphere(planetMateria3, 0.18f, 20, 20); planets[index] = new OpenGLSolidSphere(planetMateria4, 0.12f, 20, 20); timerThread = new OpenGLRenderingTimer(*this, renderingInterval); timerThread->start(); } }; // Inner class ends. /////////////////////////////////////////////////////// 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); 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, 600); 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; }