VIZ++ Sample: RectangleShader

VIZ++ Samples

1 Screenshot


2 Source code

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


#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.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++/openglarb/OpenGLVertexArray.h>

#include "Resource.h"

namespace VIZ {

class MainView :public OpenGLMainView {

private:
    SmartPtr<OpenGLGC>         gc;
    SmartPtr<OpenGLProgram>    program;
    
public:
  virtual void display()
  {
    if (gc && program) {
      gc -> loadIdentity();

      gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
      program -> use();
      OpenGLClientState clientState(GL_VERTEX_ARRAY);
    
      GLint pos = program -> getAttributeLocation("pos");
      OpenGLVertexAttribute attribute(pos);
    
       const GLfloat vertices[] = { 
        -0.5f, 0.5f, 0.0f, 
         0.5f, 0.5f, 0.0f, 
         0.5f,-0.5f, 0.0f,
        -0.5f,-0.5f, 0.0f
      }; 
      attribute.setPointer(3, GL_FLOAT, GL_FALSE, 0, vertices);

      gc -> drawArrays(GL_QUADS, 0, 4);     
    }
  }
 
  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);
    gc -> clearColor(0.5, 0.5, 0.5, 1.0);
    try {
      OpenGLVertexShader vertexShader;
      const GLchar *vertShaderSource =
        "attribute mediump vec4 pos;"
        "void main() {"
        "  gl_Position = pos;"
        "}";
      vertexShader.shaderSource(1, &vertShaderSource, NULL);
      vertexShader.compile();

      OpenGLFragmentShader fragmentShader;
      const GLchar *fragShaderSource =
        "void main() {"
        "  gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);"
        "}";
      fragmentShader.shaderSource(1, &fragShaderSource, NULL);
      fragmentShader.compile();
      
      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, 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.