VIZ++ Sample: MultiJPGTexturedCubeRotationByTimerThread

VIZ++ Samples

1 Screenshot


2 Source code

/*
 * MultiJPGTexturedCubeRotationByTimerThread.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/opengl/OpenGLMultiTexturedCube.h>
#include <viz++/opengl/OpenGLTimerThread.h>

namespace VIZ {

class MainView :public OpenGLMainView {

private:
  SmartPtr<OpenGLGC>                gc;
  SmartPtr<OpenGLMultiTexturedCube> cube;
  SmartPtr<OpenGLTimerThread>       timerThread;

  CriticalSection    criticalSection;
  float              angle;
    
public:
  virtual void display()
  {
      criticalSection.enter();

      if (gc && cube) {
        gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        gc -> loadIdentity();

        gc -> translate(0.0f,0.0f,-1.0f); 
        gc -> lookAt(2.0, 8.0, 15.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 

        gc -> rotate(angle, 0.0, 1.0, 0.0);
        angle -= 0.1f;

        cube -> draw(gc);
      }
      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 -> enable(GL_DEPTH_TEST);
      gc -> enable(GL_TEXTURE_2D);
      try {
        static const char* jpgFiles[] = {
           "./images/1.jpg", "./images/2.jpg", "./images/3.jpg", 
           "./images/4.jpg", "./images/5.jpg", "./images/6.jpg", 
         };
        
        cube = new OpenGLMultiTexturedCube(6, jpgFiles);
        
      } catch (Exception& ex) {
        caught(ex);
      }
      timerThread = new OpenGLTimerThread(this, 10);
      timerThread -> start();
  }


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, 480, 480, 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.