VIZ++ Sample: JPGTextureRotationByTimerThread
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1 Screenshot
2 Source code
/*
* JPGTextureRotationByTimerThread.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/opengl/OpenGLTimerThread.h>
#include <viz++/opengl/OpenGLTexture2D.h>
namespace VIZ {
class MainView :public OpenGLMainView {
private:
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLTexture2D> texture;
SmartPtr<OpenGLTimerThread> timerThread;
CriticalSection criticalSection;
float angle;
public:
virtual void display()
{
criticalSection.enter();
if (gc && texture) {
gc -> clearColor(1.0, 1.0, 1.0, 1.0);
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> color(1.0, 1.0, 1.0);
gc -> rotate(5.0+angle, 0.5, 1.0, 0.25);
angle += 0.01f;
gc -> begin(GL_TRIANGLES);
//gc -> normal3d(0.0, 0.0, 1.0);
texture -> coord(0.0, 0.0);
gc-> vertex(-1.0, 1.0, 0.0);
texture -> coord(1.0, 0.0);
gc ->vertex( 1.0, 1.0, 0.0);
//texture -> coord(1.0, 1.0);
//gc -> vertex( 1.0, -1.0, 0.0);
texture -> coord(0.0, 1.0);
gc -> vertex(-1.0, -1.0, 0.0);
gc -> end();
}
criticalSection.leave();
}
virtual void resize(int w, int h)
{
if (w == 0 || h == 0) {
return;
}
if (gc) {
gc -> matrixMode(GL_PROJECTION);
gc -> loadIdentity();
gc -> ortho(-1.25, 1.25, -1.25, 1.25, 1., 20.);
gc -> matrixMode(GL_MODELVIEW);
gc -> loadIdentity();
gc -> lookAt(0., 0., 10., 0., 0., 0., 0., 1., 0.);
}
}
virtual void initialize()
{
gc = new OpenGLGC();
gc -> enable(GL_DEPTH_TEST);
gc -> enable(GL_TEXTURE_2D);
createTexture("./images/tulip.jpg");
timerThread = new OpenGLTimerThread(this, 100);
timerThread -> start();
}
public:
void createTexture(const char* filename)
{
if (texture) {
texture = NULL;
}
texture = new OpenGLTexture2D();
texture -> bind();
texture -> parameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
texture -> parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
texture -> env(GL_TEXTURE_ENV_MODE, GL_MODULATE);
try {
texture -> imageFromJPGFile(filename);
} catch (Exception& ex) {
caught(ex);
}
}
public:
MainView(OpenGLApplet& applet, int width, int height, const char* name)
:OpenGLMainView(applet, width, height, name)
{
angle = 0.0f;
}
~MainView()
{
}
};
}
//
int main(int argc, char** argv)
{
try {
ModuleFileName module;
const char* name = module.getAppName();
OpenGLWaitableApplet applet(argc, argv);
MainView view(applet, 640, 360, name);
view.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
return 0;
}
Last modified: 10 Feb 2017
Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.