VIZ++ Sample: VertexAndIndexBufferARB
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1 Screenshot
2 Source code
/*
* VertexAndIndexBufferARB.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/opengl/OpenGLLight.h>
#include <viz++/opengl/OpenGLMaterial.h>
#include <viz++/opengl/ColorNormalVertex.h>
#include <viz++/opengl/OpenGLVertex3.h>
#include <viz++/opengl/OpenGLClientState.h>
#include <viz++/openglarb/OpenGLVertexBufferARB.h>
#include <viz++/openglarb/OpenGLIndexBufferARB.h>
#include <viz++/opengl2/OpenGLVertexAttribute.h>
#include "Resource.h"
namespace VIZ {
class MainView :public OpenGLMainView {
private:
SmartPtr<OpenGLGC> gc;
SmartPtr<OpenGLVertexBufferARB> vertexBuffer;
SmartPtr<OpenGLIndexBufferARB> indexBuffer;
int numVertices;
int numIndices;
public:
virtual void display()
{
if (gc && vertexBuffer && indexBuffer) {
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> loadIdentity();
try {
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);
gc -> clearColor(1.0f, 0.8f, 0.8f, 1.0f);
//OpenGLClientState constructor enables its argument, and the destructor disables its argument.
OpenGLClientState state1(GL_VERTEX_ARRAY);
OpenGLClientState state2(GL_COLOR_ARRAY);
OpenGLClientState state3(GL_NORMAL_ARRAY);
const GLfloat lightPosition[] = { 5.0, 5.0, -8.0 , 1.0 };
const GLfloat lightColor[] = { 1.0, 0.0, 0.0 , 1.0 };
const GLfloat materialColor[] = { 0.8, 0.8, 0.4 , 1.0 };
OpenGLLight light(GL_LIGHT0);
light.position(lightPosition);
light.diffuse(lightColor);
light.enable();
OpenGLMaterial material(GL_FRONT_AND_BACK );
material.diffuse(materialColor);
vertexBuffer -> bind();
indexBuffer -> bind();
gc -> interleavedArrays(GL_C4F_N3F_V3F, 0, NULL);
gc -> drawElements(GL_QUADS, numIndices, GL_UNSIGNED_INT, NULL);
vertexBuffer -> unbind();
indexBuffer -> 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);
gc -> clearColor(0.0, 0.0, 1.0, 1.0);
try {
static ColorNormalVertex<float,4,3,3> vertices[] = {
{ 0.5f, 0.0f, 0.0f, 0.5f, -0.6f, 0.6f, 0.6f, -0.5f, 0.5f, 0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, -0.6f, -0.6f, 0.6f, -0.5f, -0.5f, 0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, 0.6f, 0.6f, 0.6f, 0.5f, 0.5f, 0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, 0.6f, -0.6f, 0.6f, 0.5f, -0.5f, 0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, 0.6f, 0.6f, -0.6f, 0.5f, 0.5f, -0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, 0.6f, -0.6f, -0.6f, 0.5f, -0.5f, -0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, -0.6f, 0.6f, -0.6f, -0.5f, 0.5f, -0.5f },
{ 0.5f, 0.0f, 0.0f, 0.5f, -0.6f, -0.6f, -0.6f, -0.5f, -0.5f, -0.5f },
};
static GLuint indices[] = {
0, 2, 3, 1,
2, 4, 5, 3,
4, 6, 7, 5,
6, 0, 1, 7,
6, 4, 2, 0,
1, 3, 5, 7,
};
gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc -> loadIdentity();
numVertices = CountOf(vertices);
vertexBuffer = new OpenGLVertexBufferARB();
vertexBuffer -> bind();
vertexBuffer -> data(//sizeof(vertices),
numVertices*sizeof(ColorNormalVertex<float,4,3,3>),
vertices, GL_STATIC_DRAW_ARB);
vertexBuffer -> unbind();
numIndices = CountOf( indices );
indexBuffer = new OpenGLIndexBufferARB();
indexBuffer -> bind();
indexBuffer -> data(numIndices*4, indices, GL_STATIC_DRAW_ARB);
indexBuffer -> unbind();
} 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.