SOL9 Sample: LightedTriangleRotationByKeyInput

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * LightedTriangleRotationByKeyInput.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


#include <sol/Stdio.h>
#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/Vertex3.h>
#include <sol/opengl/Color4.h>
#include <sol/opengl/FaceIndices.h>

#include <sol/opengl/OpenGLClientState.h>
#include <sol/opengl/OpenGLTriangleSurfaces.h>

#include "Resource.h"

namespace SOL {

class MainView :public OpenGLMainView {

private:
  //Inner class starts.
  class SimpleView: public OpenGLView {
  private:
    SmartPtr<OpenGLGC>               gc;
    float                            angle;
    SmartPtr<OpenGLTriangleSurfaces> surfaces;
    
  virtual void display()
  {
    static Vertex<3> vertices[] = {
      //Face 1:
      {-1.0,-1.0, 1.0 }, //0
      { 1.0,-1.0, 1.0 }, //1
      { 0.0, 1.0, 1.0 }, //2      
    };
        
    static Color4 colors[] = {
      {1.0f, 0.4f, 0.2f, 1.0f}, 
    };
       
    static FaceIndices<3> indices[] = {
      {0, 1, 2}   //Triangle
    };
   
    
    static Normal3* normals = NULL; 
    static size_t numNormals = 0;
    if (surfaces == NULL) {
      surfaces = new OpenGLTriangleSurfaces(vertices, CountOf(vertices), indices, CountOf(indices));
      normals = surfaces->calculateSurfaceNormals(numNormals);
    }
    
    if (gc && normals) { 
      gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      gc -> loadIdentity();
      gc -> matrixMode(GL_MODELVIEW);
      gc -> clearColor(0.0, 1.0, 1.0, 1.0);
      
      gc -> translate(0.0f,0.0f,-1.0f); 
      gc -> lookAt(2.0, 4.0, 10.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 
      
      gc -> rotate(angle, 0.0, 1.0, 0.0);
      
      try {
        gc -> enable(GL_LIGHTING);
 
        OpenGLLight light(GL_LIGHT0);
  
        light.position(0, 0.0, 1.0, 0.0);  

        GLfloat white[] = {1.0f, 1.0f, 1.0f, 1.0f};
        GLfloat blue[]  = {0.0f, 0.0f, 1.0f, 1.0f};
        GLfloat shininess[] = {40.0};

        OpenGLMaterial material(GL_FRONT);
        material.diffuse(blue);
        material.specular(white);
        material.shininess(shininess);
  
        gc->frontFace(GL_CCW);

        gc->enable(GL_CULL_FACE);
        //Draw the front.
        gc->cullFace(GL_BACK);
        for (int i = 0; i< CountOf(indices); i++) {
          gc->begin(GL_TRIANGLES);
          FaceIndices<3> tri = indices[i];
          gc->draw(colors[i], normals[i], 
               vertices[ tri.index[0] ], vertices[ tri.index[1] ], vertices[ tri.index[2] ]);
          gc ->end();  
        }
        
        //Draw the back.
        gc->cullFace(GL_FRONT);
        for (int i = 0; i< CountOf(indices); i++) {
          gc->begin(GL_TRIANGLES);
          FaceIndices<3> tri = indices[i];
          gc->draw(colors[i], normals[i], 
               vertices[ tri.index[0] ], vertices[ tri.index[1] ], vertices[ tri.index[2] ]);
          gc ->end();  
         }
      } catch (Exception& ex) {
        caught(ex); 
      }
    }
  }
 
  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();

    gc -> matrixMode(GL_PROJECTION);
    gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    gc -> loadIdentity();
    gc -> matrixMode(GL_MODELVIEW);

    gc -> enable( GL_DEPTH_TEST );
    gc -> frustum(1 , -1 , -1 , 1 , 1 , 10);
    gc -> clearColor(0.0, 0.0, 1.0, 1.0);
  }

  public:
    virtual void keyDown(Event& event)
    {
      WPARAM vkey = event.getWParam();
      switch (vkey) {
      case VK_LEFT:
        angle += 2.0;
        postRenderRequest();
        break;
      case VK_RIGHT:
        angle -= 2.0;
        postRenderRequest();
        break;
      default:
        break;
      }
    }
    
  public:
    SimpleView(View* parent, const char* name, Args& args)
    :OpenGLView(parent, name, args),
    angle(0.0f)
    {
    } 

    ~SimpleView()
    {
    }
  };  
  //Inner class ends.
  
private:
  SmartPtr<SimpleView>  view;

  long size(Event& event)
  {
    int w, h;
    event.getSize(w, h);
    if (view) {
      view -> reshape(10, 10, w-20, h-20);
      view -> postResizeRequest(w-20, h-20);
    }
    return 1L;
  }

  virtual long keyDown(Event& event)
  {
    if (view) {
      view -> keyDown(event);
    }
    return 0;
  }
  
public:
  MainView(Application& applet, const char* name, Args& args)
  :OpenGLMainView(applet, name, args) 
  {
    Args ar;
    view = new SimpleView(this, "", ar);

    addEventHandler(WM_KEYDOWN, this,
              (Handler)&MainView::keyDown, NULL);
  }

  ~MainView()
  {
  }
};
}

//
void Main(int argc, char** argv) 
{
  try {    
    const char*  name = appName(argv[0]);
    Application applet(name, argc, argv);

    Args args;
    args.set(XmNwidth, 400);
    args.set(XmNheight, 300);
    
    MainView view(applet, name, args);
    view.realize();

    applet.run();
    
  } catch (Exception& ex) {
    caught(ex);
  }
}


Last modified: 25 Feb 2017

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