VIZ++ Sample: LightedTriangleRotationByTimerThread
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1 Screenshot
2 Source code
/*
* LightedTriangleRotationByTimerThread.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <viz++/opengl/OpenGLTimerThread.h>
#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;
SmartPtr<OpenGLTriangleSurfaces> surfaces;
float angle;
SmartPtr<OpenGLTimerThread> timerThread;
int renderingInterval;
CriticalSection criticalSection;
public:
virtual void display()
{
criticalSection.enter();
angle += 0.2f;
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 ) {
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> loadIdentity();
try {
gc -> clearColor(1.0, 1.0, 1.0, 1.0);
gc -> translate(0.0f,0.0f, 0.0f);
gc -> lookAt(0.0, 6.0, 12.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gc -> rotate(-angle, 0.0, 1.0, 0.0);
OpenGLClientState state1(GL_VERTEX_ARRAY);
OpenGLClientState state2(GL_COLOR_ARRAY);
OpenGLClientState state3(GL_NORMAL_ARRAY);
gc -> vertexPointer(3, GL_FLOAT, 0, vertices);
gc -> colorPointer (4, GL_FLOAT, 0, colors);
gc -> normalPointer(GL_FLOAT, 0, normals);
gc->frontFace(GL_CCW);
gc->enable(GL_CULL_FACE);
gc -> enable(GL_LIGHTING);
OpenGLLight light(GL_LIGHT0);
light.position(0, 0.0, 1.0, 0.0);
OpenGLMaterial material(GL_FRONT);
material.specular(1.0f, 1.0f, 1.0f, 1.0f); //white);
material.shininess(50.0);
material.diffuse(0.0f, 1.0f, 0.0f, 1.0f); //green;
gc->cullFace(GL_BACK);
gc -> drawElements(GL_TRIANGLES, CountOf(indices)*3, GL_UNSIGNED_INT, indices);
gc->cullFace(GL_FRONT);
gc -> drawElements(GL_TRIANGLES, CountOf(indices)*3, GL_UNSIGNED_INT, indices);
} catch (Exception& ex) {
caught(ex);
}
}
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();
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);
timerThread = new OpenGLTimerThread(this, renderingInterval);
timerThread -> start();
}
public:
MainView(OpenGLApplet& applet, int width, int height, const char* name)
:OpenGLMainView(applet, width, height, name)
{
renderingInterval = 20;
}
~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.