4.18 How to render multiple materialized shapes in OpenGL?
In this example, we have used the following classes:
OpenGLObject
OpenGLMateria
OpenGLGeometry
OpenGLSolidSphere
OpenGLWireSphere
Please note that OpenGLGeometry class is based on geometry APIs of OpenGL GLUT, and furthermore
it has a OpenGLMateria member variable to store material properties of the geometrical shape.
/*
* MaterializedSpheresRotationByTimerThread.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <sol/opengl/OpenGLMainView.h>
#include <sol/opengl/OpenGLView.h>
#include <sol/opengl/OpenGLGC.h>
#include <sol/opengl/OpenGLLight.h>
#include <sol/opengl/OpenGLMaterial.h>
#include <sol/opengl/OpenGLSolidSphere.h>
#include <sol/opengl/OpenGLWireSphere.h>
#include <sol/opengl/OpenGLTimerThread.h>
#include <sol/CriticalSection.h>
#include "resource.h"
namespace SOL {
class MainView :public OpenGLMainView {
private:
//Inner class starts
class SimpleView: public OpenGLView {
private:
static const int SPHERES=4;
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLGeometry> sphere[SPHERES];
SmartPtr<OpenGLTimerThread> timerThread;
float angle;
int renderingInterval;
CriticalSection criticalSection;
public:
virtual void display()
{
angle += 0.2f;
criticalSection.enter();
if (gc && sphere[0]) {
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> loadIdentity();
gc -> lookAt(4.0, 6.0, 10.0, 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();
}
}
criticalSection.leave();
}
virtual void resize(int w, int h)
{
if (w == 0 || h == 0) {
return;
}
if (gc) {
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 = new OpenGLGC();
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 OpenGLTimerThread(this, renderingInterval);
timerThread->start();
}
public:
SimpleView(View* parent, const char* name, Args& args)
:OpenGLView(parent, name, args),
angle(2.0f),
renderingInterval(20)
{
}
~SimpleView()
{
}
};
//Inner class ends
private:
SmartPtr<SimpleView> view;
long size(Event& event)
{
int width = 0;
int height = 0;
event.getSize(width, height);
if (view) {
view -> reshape(0, 0, width, height);
view -> postResizeRequest(width, height);
}
return 0L;
}
public:
MainView(Application& applet, const char* name, Args& args)
:OpenGLMainView(applet, name, args)
{
Args ar;
view = new SimpleView(this, "", ar);
}
~MainView()
{
}
};
}
//
void Main(int argc, char** argv)
{
try {
glutInit(&argc, argv);
const char* name = appName(argv[0]);
Application applet(name, argc, argv);
Args args;
args.set(XmNwidth, 640);
args.set(XmNheight, 480);
MainView view(applet, name, args);
view.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
}
Last modified: 25 Feb 2017
Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.