OZ++ Sample: MultiColoredTriangleShader |
/******************************************************************************
*
* Copyright (c) 2016 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
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*
* MultiColoredTriangleShader.cpp
*
*****************************************************************************/
#include <oz++/opengl/OpenGLMainView.h>
#include <oz++/opengl/OpenGLView.h>
#include <oz++/opengl/OpenGLGC.h>
#include <oz++/opengl/OpenGLArrayBuffer.h>
#include <oz++/opengl/OpenGLVertex3.h>
#include <oz++/opengl/OpenGLClientState.h>
#include <oz++/opengl2/OpenGLVertexShader.h>
#include <oz++/opengl2/OpenGLFragmentShader.h>
#include <oz++/opengl2/OpenGLProgram.h>
#include <oz++/opengl2/OpenGLVertexAttribute.h>
#include <oz++/opengl2/OpenGLUniform.h>
namespace OZ {
class MainView :public OpenGLMainView {
private:
//Inner class starts.
class SimpleView: public OpenGLView {
private:
OpenGLGC gc;
SmartPtr<OpenGLProgram> program;
public:
virtual void display()
{
if (program) {
gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc.loadIdentity();
gc.clearColor(1.0f, 1.0f, 1.0f, 1.0f);
try {
program -> use();
OpenGLClientState clientState(GL_VERTEX_ARRAY);
struct Coord2Color3 {
GLfloat coord[2];
GLfloat color[3];
};
Coord2Color3 triangles[] = {
{{ 0.0, 0.5}, { 1.0, 1.0, 0.0}},
{{-0.5, -0.5}, { 0.0, 0.0, 1.0}},
{{ 0.5, -0.5}, { 1.0, 0.0, 0.0}},
};
OpenGLArrayBuffer buffer;
buffer.bind();
buffer.data(sizeof(triangles), triangles, GL_STATIC_DRAW);
OpenGLVertexAttribute coord(program->getAttributeLocation("coord2d"));
OpenGLVertexAttribute vcolor(program->getAttributeLocation("v_color"));
coord.setPointer(2, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), 0);
vcolor.setPointer(3, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), (GLvoid*) (2 * sizeof(GLfloat)) );
gc.drawArrays(GL_TRIANGLES, 0, SizeOf(triangles));
buffer.unbind();
} 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.matrixMode(GL_PROJECTION);
gc.loadIdentity();
gc.enable( GL_DEPTH_TEST );
gc.frustum(1 , -1 , -1 , 1 , 1 , 10);
try {
OpenGLVertexShader vertexShader("vertexShader.glsl");
OpenGLFragmentShader fragmentShader("fragmentShader.glsl");
program = new OpenGLProgram();
program -> attachShader(vertexShader);
program -> attachShader(fragmentShader);
program -> link();
program -> detachShader(vertexShader);
program -> detachShader(fragmentShader);
} catch (Exception& ex) {
caught(ex);
}
}
public:
SimpleView(OpenGLMainView* parent, const char* name, Args& args)
:OpenGLView(parent, name, args)
{
}
~SimpleView()
{
}
};
//Inner class ends.
private:
SmartPtr<SimpleView> view;
public:
MainView(OpenGLApplication& applet, const char* name, Args& args)
:OpenGLMainView(applet, name, args)
{
Args ar;
ar.set(XmNopenGLBufferType, (XtArgVal)getBufferType());
view = new SimpleView(this, "", ar);
}
~MainView()
{
}
};
}
//
int main(int argc, char** argv)
{
try {
const char* name = argv[0];
OpenGLApplication applet(name, argc, argv);
Args args;
args.set(XmNwidth, 480);
args.set(XmNheight, 400);
MainView view(applet, name, args);
view.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
return 0;
}