SOL9 Sample: TriangleShader

SOL9 2.0 Samples

1 Screenshot


2 Source code

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


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

#include <sol/opengl/OpenGLVertex3.h>
#include <sol/opengl/OpenGLClientState.h>

#include <sol/opengl2/OpenGLVertexShader.h>
#include <sol/opengl2/OpenGLFragmentShader.h>
#include <sol/opengl2/OpenGLProgram.h>
#include <sol/opengl2/OpenGLVertexAttribute.h>

#include "Resource.h"

namespace SOL {

class MainView :public OpenGLMainView {

private:
  //Inner class starts.
  class SimpleView: public OpenGLView {
  private:
    OpenGLGC* gc;
    OpenGLProgram*         program;
    
public:
  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 = 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 {
      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, 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) {
      ex.display();
      
    }
  }

  public:
    SimpleView(View* parent, const char* name, Args& args)
    :OpenGLView(parent, name, args),
    gc(NULL),
    program(NULL)
    {
    } 

    ~SimpleView()
    {
      delete gc;
      delete program;
    }
  };
  //Inner class ends.
  
private:
  SimpleView*  view;

  long size(Event& event)
  {
    int w, h;
    event.getSize(w, h);
    view -> reshape(10, 10, w-20, h-20);
    
    view -> postResizeRequest(w-20, h-20);
    return 1L;
  }

public:
  MainView(Application& applet, const char* name, Args& args)
  :OpenGLMainView(applet, name, args) 
  {
    Args ar;
    view = new SimpleView(this, "", ar);
  }

  ~MainView()
  {
    delete view;
  }
};
}

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

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


Last modified: 8 Dec 2016

Copyright (c) 2016 Antillia.com ALL RIGHTS RESERVED.