SOL9 Sample: LightedTriangleRotationByTimerThread

SOL9 2.0 Samples

1 Screenshot


2 Source code

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


#include <sol/opengl/OpenGLTimerThread.h>

#include <sol/opengl/OpenGLMainView.h>
#include <sol/opengl/OpenGLView.h>
#include <sol/opengl/OpenGLGC.h>

#include <sol/opengl/OpenGLLight.h>
#include <sol/opengl/OpenGLMaterial.h>

#include <sol/opengl/Vertex3.h>
#include <sol/opengl/Color4.h>
#include <sol/opengl/FaceIndices.h>

#include <sol/opengl/OpenGLClientState.h>
#include <sol/opengl/OpenGLTriangleSurfaces.h>

#include "Resource.h"

namespace SOL {

class MainView :public OpenGLMainView {

private:
  //Inner class starts.
  class SimpleView: public OpenGLView {
  private:
    SmartPtr<OpenGLGC>              gc;
    SmartPtr<OpenGLTriangleSurfaces> surfaces;

    float                       angle;
    SmartPtr<OpenGLTimerThread> timerThread;
    int                         renderingInterval;
    CriticalSection             criticalSection;

  public:
  virtual void display()
  {
    criticalSection.enter();
    angle += 0.2f;
    
    static Vertex<3> vertices[] = {
      //Face 1:
      {-1.0,-1.0, 1.0 }, //0
      { 1.0,-1.0, 1.0 }, //1
      { 0.0, 1.0, 1.0 }, //2      
    };
        
    static Color4 colors[] = {
      {1.0f, 0.4f, 0.2f, 1.0f}, 
    };
       
    static FaceIndices<3> indices[] = {
      {0, 1, 2}   //Triangle
    };
   
    
    static Normal3* normals = NULL; 
    static size_t numNormals = 0;
    if (surfaces == NULL) {
      surfaces = new OpenGLTriangleSurfaces(vertices, CountOf(vertices), indices, CountOf(indices));
      normals = surfaces->calculateSurfaceNormals(numNormals);
    }
    
    if (gc ) { 
      gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      gc -> loadIdentity();

      try {        
        gc -> clearColor(1.0, 1.0, 1.0, 1.0);

        gc -> translate(0.0f,0.0f, 0.0f); 
        gc -> lookAt(0.0, 6.0, 12.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); 

        gc -> rotate(-angle, 0.0, 1.0, 0.0);

        OpenGLClientState state1(GL_VERTEX_ARRAY); 
        OpenGLClientState state2(GL_COLOR_ARRAY);
        OpenGLClientState state3(GL_NORMAL_ARRAY);
        gc -> vertexPointer(3, GL_FLOAT, 0, vertices);
        gc -> colorPointer (4, GL_FLOAT, 0, colors);
        gc -> normalPointer(GL_FLOAT,  0,   normals);
        gc->frontFace(GL_CCW);
        gc->enable(GL_CULL_FACE);

        gc -> enable(GL_LIGHTING);

        OpenGLLight light(GL_LIGHT0);
        light.position(0, 0.0, 1.0, 0.0);  

        OpenGLMaterial material(GL_FRONT);
        material.specular(1.0f, 1.0f, 1.0f, 1.0f); //white);
        material.shininess(50.0); 

        material.diffuse(0.0f, 1.0f, 0.0f, 1.0f);  //green;
     
        gc->cullFace(GL_BACK);
        gc -> drawElements(GL_TRIANGLES, CountOf(indices)*3, GL_UNSIGNED_INT, indices);
         
        gc->cullFace(GL_FRONT);
        gc -> drawElements(GL_TRIANGLES, CountOf(indices)*3, 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);
    
    timerThread = new OpenGLTimerThread(this, renderingInterval);
    timerThread -> start();
  }

    
  public:
    SimpleView(View* parent, const char* name, Args& args)
    :OpenGLView(parent, name, args),
    angle(0.0),
    renderingInterval(0)
    {
      renderingInterval = (int)args.get(XmNrenderingInterval);
    } 

    ~SimpleView()
    {
    }
  };
  
  //Inner class ends.
  
private:
  SmartPtr<SimpleView>  view;

  long size(Event& event)
  {
    int w, h;
    event.getSize(w, h);
    if (view) {
      view -> reshape(0, 0, w, h);
      view -> postResizeRequest(w, h);
    }
    return 1L;
  }

  
public:
  MainView(Application& applet, const char* name, Args& args)
  :OpenGLMainView(applet, name, args) 
  {
    int interval = (int)args.get(XmNrenderingInterval);

    Args ar;
    ar.set(XmNrenderingInterval, interval);
    view = new SimpleView(this, "", ar);
  }

  ~MainView()
  {
  }
};
}

//
void Main(int argc, char** argv) 
{
  try {    
    const char*  name = appName(argv[0]);
    Application applet(name, argc, argv);

    Args args;
    args.set(XmNwidth,  400);
    args.set(XmNheight, 300);
    args.set(XmNrenderingInterval, 20);  //20 millisec

    MainView view(applet, name, args);
    view.realize();

    applet.run();
    
  } catch (Exception& ex) {
    caught(ex);
  }
}


Last modified: 25 Feb 2017

Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.