VIZ++ Sample: MultiColoredTriangleShader
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1 Screenshot
2 Source code
/*
* MultiColoredTriangleShader.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
//2017/02/10 Modifed to use openglarb/OpenGLBufferARB.h
#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/openglarb/OpenGLBufferARB.h>
#include <viz++/opengl/OpenGLVertex3.h>
#include <viz++/opengl/OpenGLClientState.h>
#include <viz++/opengl2/OpenGLVertexShader.h>
#include <viz++/opengl2/OpenGLFragmentShader.h>
#include <viz++/opengl2/OpenGLProgram.h>
#include <viz++/opengl2/OpenGLVertexAttribute.h>
#include <viz++/opengl2/OpenGLUniform.h>
#include "Resource.h"
namespace VIZ {
class MainView :public OpenGLMainView {
private:
struct Coord2Color3 {
GLfloat coord[2];
GLfloat color[3];
};
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLProgram> program;
SmartPtr<OpenGLBufferARB> buffer;
int trianglesCount;
public:
virtual void display()
{
if (gc && program) {
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> loadIdentity();
gc -> clearColor(1.0f, 1.0f, 1.0f, 1.0f);
try {
program -> use();
OpenGLClientState clientState(GL_VERTEX_ARRAY);
buffer->bind();
OpenGLVertexAttribute coord(program->getAttributeLocation("coord2d"));
OpenGLVertexAttribute vcolor(program->getAttributeLocation("v_color"));
coord.setPointer(2, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), 0);
vcolor.setPointer(3, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), (GLvoid*) (2 * sizeof(GLfloat)) );
gc -> drawArrays(GL_TRIANGLES, 0, trianglesCount);
buffer->unbind();
} 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 -> loadIdentity();
gc -> enable( GL_DEPTH_TEST );
gc -> frustum(1 , -1 , -1 , 1 , 1 , 10);
try {
Coord2Color3 triangles[] = {
{{ 0.0, 0.5}, { 1.0, 1.0, 0.0}},
{{-0.5, -0.5}, { 0.0, 0.0, 1.0}},
{{ 0.5, -0.5}, { 1.0, 0.0, 0.0}},
};
trianglesCount = CountOf(triangles);
buffer = new OpenGLBufferARB();
buffer -> bind();
buffer -> data(sizeof(triangles), triangles);//, GL_STATIC_DRAW);
buffer -> unbind();
OpenGLVertexShader vertexShader("vertexShader.glsl");
OpenGLFragmentShader fragmentShader("fragmentShader.glsl");
program = new OpenGLProgram();
program -> attachShader(vertexShader);
program -> attachShader(fragmentShader);
program -> link();
program -> detachShader(vertexShader);
program -> detachShader(fragmentShader);
} catch (Exception& ex) {
caught(ex);
}
}
public:
MainView(OpenGLApplet& applet, int width, int height, const char* name)
:OpenGLMainView(applet, width, height, name)
{
}
~MainView()
{
}
};
}
//
int main(int argc, char** argv)
{
try {
ModuleFileName module;
const char* name = module.getAppName();
OpenGLApplet applet(argc, argv);
MainView view(applet, 480, 400, 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.