VIZ++ Sample: JPGTextureRotationByTimerThread

VIZ++ Samples

1 Screenshot


2 Source code

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


#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/opengl/OpenGLTimerThread.h>
#include <viz++/opengl/OpenGLTexture2D.h>

namespace VIZ {

class MainView :public OpenGLMainView {

private:
  SmartPtr<OpenGLGC>          gc;
  SmartPtr<OpenGLTexture2D>   texture;
  SmartPtr<OpenGLTimerThread> timerThread;
  CriticalSection    criticalSection;
    
  float              angle;
    
public:
  virtual void display()
  {
      criticalSection.enter();

      if (gc && texture) {
        gc -> clearColor(1.0, 1.0, 1.0, 1.0);
        gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        gc -> color(1.0, 1.0, 1.0);
        
        gc -> rotate(5.0+angle, 0.5, 1.0, 0.25);
        angle += 0.01f;
        gc -> begin(GL_TRIANGLES);
       //gc -> normal3d(0.0, 0.0, 1.0);
       
        texture -> coord(0.0, 0.0); 
        gc-> vertex(-1.0,  1.0, 0.0);

        texture -> coord(1.0, 0.0); 
        gc ->vertex( 1.0,  1.0, 0.0);

        //texture -> coord(1.0, 1.0); 
        //gc -> vertex( 1.0, -1.0, 0.0);

        texture -> coord(0.0, 1.0); 
        gc -> vertex(-1.0, -1.0, 0.0);
      
        gc -> end();
      }
      criticalSection.leave();
  }
 
  virtual void resize(int w, int h)
  {
      if (w == 0 || h == 0) {
        return;
      }
      if (gc) {
        gc -> matrixMode(GL_PROJECTION);
        gc -> loadIdentity();
        gc -> ortho(-1.25, 1.25, -1.25, 1.25, 1., 20.);

        gc -> matrixMode(GL_MODELVIEW);
        gc -> loadIdentity();
        gc -> lookAt(0., 0., 10., 0., 0., 0., 0., 1., 0.);
      }
  }

  virtual void initialize()
  {
      gc = new OpenGLGC();
      gc -> enable(GL_DEPTH_TEST);
      gc -> enable(GL_TEXTURE_2D);

      createTexture("./images/tulip.jpg");
      
      timerThread = new OpenGLTimerThread(this, 100);
      timerThread -> start();
  }

public:
  void createTexture(const char* filename)
  {
      if (texture) {
        texture = NULL;
      }
      texture = new OpenGLTexture2D();
      texture -> bind();
      texture -> parameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
      texture -> parameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
      texture -> env(GL_TEXTURE_ENV_MODE, GL_MODULATE); 

      try {
        texture -> imageFromJPGFile(filename);
      } catch (Exception& ex) {
        caught(ex);
      }
  }

public:
  MainView(OpenGLApplet& applet, int width, int height, const char* name)
  :OpenGLMainView(applet, width, height, name)
  {
    angle = 0.0f;
  }

  ~MainView()
  {
  }
};
}

//
int main(int argc, char** argv) 
{
  try {
    ModuleFileName module;
    const char*  name = module.getAppName();
    OpenGLWaitableApplet applet(argc, argv);

    MainView view(applet, 640, 360, 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.