Es++ Sample: RectangleShader |
/****************************************************************************** * * 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. * * * RectangleShader.cpp * *****************************************************************************/ // #include <es++/opengl/OpenGLApplication.h> #include <es++/opengl/OpenGLMainView.h> #include <es++/opengl/OpenGLView.h> #include <es++/opengl/OpenGLGC.h> #include <es++/opengl/OpenGLVertex3.h> #include <es++/opengl/OpenGLClientState.h> #include <es++/opengl2/OpenGLVertexShader.h> #include <es++/opengl2/OpenGLFragmentShader.h> #include <es++/opengl2/OpenGLProgram.h> #include <es++/opengl2/OpenGLVertexAttribute.h> #include <es++/openglarb/OpenGLVertexArray.h> #include <es++/gtkmm-3.0/FileOpenDialog.h> using namespace Gtk; namespace Es { class MainView :public Es::OpenGLMainView { private: /////////////////////////////////////////////////////// //Inner class starts. class SimpleView :public Es::OpenGLView { private: OpenGLGC gc; SmartPtr<OpenGLProgram> program; public: SimpleView() :OpenGLView() { } virtual void display() { if (program) { gc.loadIdentity(); gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); program -> use(); OpenGLClientState clientState(GL_VERTEX_ARRAY); GLint pos = program -> getAttributeLocation("pos"); OpenGLVertexAttribute attribute(pos); const GLfloat vertices[] = { -0.5f, 0.5f, 0.0f, 0.5f, 0.5f, 0.0f, 0.5f,-0.5f, 0.0f, -0.5f,-0.5f, 0.0f }; attribute.setPointer(3, GL_FLOAT, GL_FALSE, 0, vertices); gc.drawArrays(GL_QUADS, 0, 4); } } 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.matrixMode(GL_PROJECTION); gc.loadIdentity(); gc.enable( GL_DEPTH_TEST ); gc.frustum(1 , -1 , -1 , 1 , 1 , 10); gc.clearColor(0.5, 0.5, 0.5, 1.0); try { OpenGLVertexShader vertexShader; const GLchar *vertShaderSource = "attribute vec4 pos;\n" "void main() {\n" " gl_Position = pos;\n" "}\n"; vertexShader.shaderSource(1, &vertShaderSource, NULL); vertexShader.compile(); OpenGLFragmentShader fragmentShader; const GLchar *fragShaderSource = "void main() {\n" " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n" "}\n"; fragmentShader.shaderSource(1, &fragShaderSource, NULL); fragmentShader.compile(); program = new OpenGLProgram(); program -> attachShader(vertexShader); program -> attachShader(fragmentShader); program -> link(); program -> detachShader(vertexShader); program -> detachShader(fragmentShader); } catch (Exception& ex) { caught(ex); } } }; // Inner class ends. /////////////////////////////////////////////////////// Es::HorizontalLayout horiz_layout; Es::VerticalLayout control_pane; SimpleView simple_view; Es::FileOpenDialog file_dialog; public: ////////////////////////////////////////////// //Constructor // MainView(Es::OpenGLApplication& applet, std::string& name, Es::Args& args) :OpenGLMainView(applet, name, args) ,file_dialog(*this, Es::FileOpenDialog::IMAGE_FILES) { 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_opacity (0.5); simple_view.set_opengl_context(context); simple_view.set_size_request(400, 400); show_all_children(); } void render() { simple_view.render(); } void file_open() { int rc = file_dialog.popup(); if (rc == Gtk::RESPONSE_OK) { const std::string filename = file_dialog.get_filename(); } } }; } 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, 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; }