VIZ++ Sample: LightedTriangleRotationByKeyInput
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1 Screenshot
2 Source code
/*
* LightedTriangleRotationByKeyInput.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/opengl/OpenGLLight.h>
#include <viz++/opengl/OpenGLMaterial.h>
#include <viz++/opengl/Vertex3.h>
#include <viz++/opengl/Color4.h>
#include <viz++/opengl/FaceIndices.h>
#include <viz++/opengl/OpenGLClientState.h>
#include <viz++/opengl/OpenGLTriangleSurfaces.h>
#include "Resource.h"
namespace VIZ {
class MainView :public OpenGLMainView {
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);
}
//Define your own keyCallback method to handle a keyPress event.
virtual void keyCallback(int key, int scancode, int action, int mods)
{
switch (key) {
case GLFW_KEY_LEFT:
angle -= 2.0;
postRenderRequest();
break;
case GLFW_KEY_RIGHT:
angle += 2.0;
postRenderRequest();
break;
default:
break;
}
}
public:
MainView(OpenGLApplet& applet, int width, int height, const char* name)
:OpenGLMainView(applet, width, height, name)
{
angle = 0.0f;
enableKeyCallback();
}
~MainView()
{
}
};
}
//
int main(int argc, char** argv)
{
try {
ModuleFileName module;
const char* name = module.getAppName();
OpenGLWaitableApplet applet(argc, argv);
MainView view(applet, 400, 300, 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.