| OZ++ Sample: TeapotWithColorEyeLightPositioner |
/****************************************************************************** * * Copyright (c) 2016 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. * * * SphereWithColorEyeLightPositioner.cpp * *****************************************************************************/ #include <oz++/motif/ColorEyeLightPositioner.h> #include <oz++/opengl/OpenGLMainView.h> #include <oz++/opengl/OpenGLForm.h> #include <oz++/opengl/OpenGLView.h> #include <oz++/opengl/OpenGLGC.h> #include <oz++/opengl/OpenGLLight.h> #include <oz++/opengl/OpenGLMaterial.h> #include <oz++/opengl/OpenGLSphere.h> #include <oz++/opengl/OpenGLGeometry.h> namespace OZ { class MainView :public OpenGLMainView { private: //Inner class start class SimpleView: public OpenGLView { private: OpenGLGC gc; ColorEyeLightPositioner* positioner; public: virtual void display() { if (positioner) { gc.enable(GL_DEPTH_TEST); gc.frustum(1 , -1 , -1 , 1 , 1 , 10); gc.clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gc.loadIdentity(); gc.matrixMode(GL_MODELVIEW); float eyeX, eyeY, eyeZ; positioner->getEyePosition(eyeX, eyeY, eyeZ); gc.lookAt(eyeX, eyeY, eyeZ, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); gc.clearColor(0.0, 0.0, 0.0, 1.0); gc.enable(GL_CULL_FACE); gc.enable(GL_LIGHTING); OpenGLLight light(GL_LIGHT0); float lightX, lightY, lightZ; positioner->getLightPosition(lightX, lightY, lightZ); light.position(lightX, lightY, lightZ, 1.0f); float r, g, b; positioner->getColorPosition(r, g, b); OpenGLMaterial material(GL_FRONT); material.diffuse((GLfloat)r, (GLfloat)g, (GLfloat)b, 1.0f); material.specular(1.0f, 1.0f, 1.0f, 1.0f); material.shininess(100.0); OpenGLGeometry geometry; geometry.solidTeapot(3.0); } } 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() { } public: SimpleView(OpenGLForm* parent, const char* name, Args& args) :OpenGLView(parent, name, args) ,positioner(NULL) { } ~SimpleView() { } void setPositioner(ColorEyeLightPositioner* pos) { positioner = pos; //shallow copy } }; //Inner class end private: SmartPtr<SimpleView> view; SmartPtr<OpenGLForm> form; SmartPtr<ColorEyeLightPositioner> positioner; virtual void structureNotify(Event& event) { XEvent* xe = event.getXEvent(); if (xe->type == ConfigureNotify) { configureNotify(event); } else { //Add here your own nofity event handlers. } //sendExposeEvent(); } //Your own resize handler. virtual void configureNotify(Event& event) { configure(); } virtual void configure() { Dimension width, height; get(XmNwidth, (XtArgVal)&width); get(XmNheight, (XtArgVal)&height); if (positioner && view) { Dimension w = width-positioner->getPositionerWidth()-4; view->set(XmNwidth, w); view->set(XmNheight, height); view->resize(w, height); positioner->resize((Position)(w-4), (Position)0, w+2, (Dimension)(height-2), (Dimension)0); } } public: MainView(OpenGLApplication& applet, const char* name, Args& args) :OpenGLMainView(applet, name, args) { Args ar; form = new OpenGLForm(this, "", ar); ar.reset(); ar.set(XmNtopAttachment, XmATTACH_FORM); ar.set(XmNleftAttachment, XmATTACH_FORM); ar.set(XmNbottomAttachment, XmATTACH_FORM); ar.set(XmNresizePolicy, XmRESIZE_ANY); ar.set(XmNopenGLBufferType, (XtArgVal)getBufferType()); view = new SimpleView(form, "", ar); ar.reset(); ar.set(XmNtopAttachment, XmATTACH_FORM); ar.set(XmNrightAttachment, XmATTACH_FORM); ar.set(XmNleftAttachment, XmATTACH_WIDGET); ar.set(XmNbottomAttachment, XmATTACH_FORM); ar.set(XmNleftWidget, view->getWidget()); ar.set(XmNeyePositionerMinimum, -30); ar.set(XmNeyePositionerMaximum, 30); positioner = new ColorEyeLightPositioner(form, "", ar); positioner->setColorPosition(230, 200, 255); positioner->setEyePosition(-20, 4, 30); positioner->setLightPosition(20, 12, -20); positioner->setExposeEventListener(view); view->setPositioner(positioner); this -> addEventHandler(StructureNotifyMask, this, (Handler)&MainView::structureNotify, NULL); //Call configure layaout method. configure(); } ~MainView() { } }; } // int main(int argc, char** argv) { glutInit(&argc, argv); try { const char* appclass = argv[0]; OpenGLApplication applet(appclass, argc, argv); Args args; args.set(XmNgeometry, "600x400"); MainView view(applet, argv[0], args); view.realize(); applet.run(); } catch (Exception& ex) { caught(ex); } return 0; }