OZ++ Sample: RectangleShader |
/******************************************************************************
*
* 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
* are met:
* 1. Redistributions of source code must retain the above copyright
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* derived from this software without specific prior written permission.
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*
* RectangleShader.cpp
*
*****************************************************************************/
#include <oz++/opengl/OpenGLMainView.h>
#include <oz++/opengl/OpenGLView.h>
#include <oz++/opengl/OpenGLGC.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++/openglarb/OpenGLVertexArray.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.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);
}
}
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()
{
}
};
}
//
// You can specify a context version on the command line as:
// %application major=2 minor=1
//
int main(int argc, char** argv)
{
try {
const char* appclass = argv[0];
OpenGLApplication applet(appclass, argc, argv);
Args args;
args.set(XmNgeometry, "400x300");
MainView view(applet, argv[0], args);
view.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
return 0;
}