VIZ++ Sample: PyramidRotationByTimerThread

VIZ++ Samples

1 Screenshot


2 Source code

/*
 * PyramidRotationByTimerThread.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/OpenGLClientState.h>

#include "Resource.h"

namespace VIZ {

class MainView :public OpenGLMainView {

private:
  SmartPtr<OpenGLGC>           gc;
  float                        angle;
  SmartPtr<OpenGLTimerThread>  timerThread;
  int                 renderingInterval;
  CriticalSection     criticalSection;

public:
  virtual void display()
  {
    criticalSection.enter();
    angle += 0.2f;
    
    static GLfloat vertices[] = {
      -0.5f, -0.5f, -0.5f, 
       0.5f, -0.5f, -0.5f, 
       0.5f, -0.5f,  0.5f, 
      -0.5f, -0.5f,  0.5f, 
       0.0f,  0.5f,  0.0f, 
    };
    
    //Colors(RGBAs) for the 5 vertices
    static GLfloat colors[] = { 
      0.0f, 0.0f, 1.0f, 1.0f, 
      0.0f, 1.0f, 0.0f, 1.0f, 
      0.0f, 0.0f, 1.0f, 1.0f, 
      0.0f, 1.0f, 0.0f, 1.0f, 
      1.0f, 0.0f, 0.0f, 1.0f  
    };
  
    //Indices for the 4 triangles.
    static GLint indices[] = { 
      2, 4, 3,   
      1, 4, 2,   
      0, 4, 1,   
      4, 0, 3    
    };

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

      gc -> translate(0.0f,0.0f,-1.0f); 
      gc -> lookAt(2.0, 4.0, 6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 

      //Rotation around y-axis.
      gc -> rotate(angle, 0.0, 1.0, 0.0);

      try {        
        OpenGLClientState state1(GL_VERTEX_ARRAY); 
        OpenGLClientState state2(GL_COLOR_ARRAY);

        gc -> vertexPointer(3, GL_FLOAT, 0, vertices);
        gc -> colorPointer (4, GL_FLOAT, 0, colors);
                 
        gc -> drawElements(GL_TRIANGLES, CountOf(indices), 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);
    gc -> clearColor(0.0, 0.0, 1.0, 1.0);
    
    timerThread = new OpenGLTimerThread(this, renderingInterval);
    timerThread -> start();
  }
  
public:
  MainView(OpenGLApplet& applet, int width, int height, const char* name)
  :OpenGLMainView(applet, width, height, name) 
  {
    angle = 0.0f;
    renderingInterval = 10;
  }

  ~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

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