SOL9 Sample: RectangleShader
|
1 Screenshot
2 Source code
/*
* RectangleShader.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/OpenGLVertex3.h>
#include <sol/opengl/OpenGLClientState.h>
#include <sol/opengl2/OpenGLVertexShader.h>
#include <sol/opengl2/OpenGLFragmentShader.h>
#include <sol/opengl2/OpenGLProgram.h>
#include <sol/opengl2/OpenGLVertexAttribute.h>
#include <sol/openglarb/OpenGLVertexArray.h>
#include "Resource.h"
namespace SOL {
class MainView :public OpenGLMainView {
private:
//Inner class starts
class SimpleView: public OpenGLView {
private:
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLProgram> program;
public:
virtual void display()
{
if (gc && 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;
}
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 -> 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 mediump vec4 pos;"
"void main() {"
" gl_Position = pos;"
"}";
vertexShader.shaderSource(1, &vertShaderSource, NULL);
vertexShader.compile();
OpenGLFragmentShader fragmentShader;
const GLchar *fragShaderSource =
"void main() {"
" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"
"}";
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) {
ex.display();
}
}
public:
SimpleView(View* parent, const char* name, Args& args)
:OpenGLView(parent, name, args)
{
}
~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;
}
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 {
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) {
ex.display();
}
}
Last modified: 8 Dec 2016
Copyright (c) 2016 Antillia.com ALL RIGHTS RESERVED.