| Es++ Sample: TriangleShader |

/******************************************************************************
*
* Copyright (c) 2017 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
* 2. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*
* TriangleShader.cpp
*
*****************************************************************************/
//
#include <es++/opengl/OpenGLApplication.h>
#include <es++/opengl/OpenGLMainView.h>
#include <es++/opengl/OpenGLView.h>
#include <es++/opengl/OpenGLGC.h>
#include <es++/opengl/OpenGLVertex3.h>
#include <es++/opengl/OpenGLClientState.h>
#include <es++/opengl2/OpenGLVertexShader.h>
#include <es++/opengl2/OpenGLFragmentShader.h>
#include <es++/opengl2/OpenGLProgram.h>
#include <es++/opengl2/OpenGLVertexAttribute.h>
#include <es++/gtkmm-3.0/FileOpenDialog.h>
using namespace Gtk;
namespace Es {
class MainView :public Es::OpenGLMainView {
private:
///////////////////////////////////////////////////////
//Inner classes start.
class SimpleView :public Es::OpenGLView {
private:
OpenGLGC gc;
SmartPtr<OpenGLProgram> program;
public:
SimpleView()
:OpenGLView()
{
}
virtual void display()
{
gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gc.loadIdentity();
program -> use();
OpenGLClientState clientState(GL_VERTEX_ARRAY);
const GLfloat vertex[] = {
0.0f, 0.5f,
-0.5f, -0.5f,
0.5f, -0.5f
};
GLint pos = program -> getAttributeLocation("pos");
OpenGLVertexAttribute attribute(pos);
attribute.setPointer(2, GL_FLOAT, GL_FALSE, 0, vertex);
gc.drawArrays(GL_TRIANGLES, 0, 3);
}
virtual void resize(int w, int h)
{
if (w == 0 || h == 0) {
return;
}
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.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 {
OpenGLVertexShader vertexShader;
const GLchar *vertShaderSource =
"attribute 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, 0.0, 0.0, 1.0);" //RED color
"}";
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);
}
}
};
// Inner classes end.
///////////////////////////////////////////////////////
Es::HorizontalLayout horiz_layout;
Es::VerticalLayout control_pane;
SimpleView simple_view;
Es::FileOpenDialog file_dialog;
public:
//////////////////////////////////////////////
//Constructor
//
MainView(Es::OpenGLApplication& applet, std::string& name, Es::Args& args)
:OpenGLMainView(applet, name, args)
,file_dialog(*this, Es::FileOpenDialog::IMAGE_FILES)
{
int w = (int)args.get(XmNwidth);
int h = (int)args.get(XmNheight);
Es::MainLayout& main_layout = get_main_layout();
main_layout.pack_start(horiz_layout);
horiz_layout.pack_start(simple_view);
OpenGLContext* context = applet.getOpenGLContext();
simple_view.set_opacity (0.5);
simple_view.set_opengl_context(context);
simple_view.set_size_request(400, 400);
show_all_children();
}
void render()
{
simple_view.render();
}
void file_open()
{
int rc = file_dialog.popup();
if (rc == Gtk::RESPONSE_OK) {
const std::string filename = file_dialog.get_filename();
}
}
};
}
int main(int argc, char** argv)
{
Es::Environment env;
try {
std::string name = argv[0];
Es::OpenGLApplication applet(argc, argv);
Es::Args args;
args.set(XmNx, 20);
args.set(XmNy, 40);
args.set(XmNwidth, 500);
args.set(XmNheight,400);
Es::MainView mainv(applet, name, args);
mainv.show();
applet.run(mainv);
} catch (Es::Exception& ex) {
caught(ex);
} catch (...) {
printf("Get exception \n");
}
return 0;
}