VIZ++ Sample: MultiColoredTriangleShader

VIZ++ Samples

1 Screenshot


2 Source code

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


//2017/02/10 Modifed to use openglarb/OpenGLBufferARB.h

#include <viz++/opengl/OpenGLMainView.h>
#include <viz++/opengl/OpenGLGC.h>
#include <viz++/openglarb/OpenGLBufferARB.h>

#include <viz++/opengl/OpenGLVertex3.h>
#include <viz++/opengl/OpenGLClientState.h>

#include <viz++/opengl2/OpenGLVertexShader.h>
#include <viz++/opengl2/OpenGLFragmentShader.h>
#include <viz++/opengl2/OpenGLProgram.h>
#include <viz++/opengl2/OpenGLVertexAttribute.h>
#include <viz++/opengl2/OpenGLUniform.h>

#include "Resource.h"

namespace VIZ {

class MainView :public OpenGLMainView {
private:
  struct Coord2Color3 {
    GLfloat coord[2];
    GLfloat color[3];
  };
  SmartPtr<OpenGLGC>        gc;
  SmartPtr<OpenGLProgram>   program;
  SmartPtr<OpenGLBufferARB> buffer;
  int                       trianglesCount;
public:
  virtual void display()
  {
    if (gc && program) {
      gc -> clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      gc -> loadIdentity();
      gc -> clearColor(1.0f, 1.0f, 1.0f, 1.0f);
      
      try {
        program -> use();
 
        OpenGLClientState clientState(GL_VERTEX_ARRAY);
         
        buffer->bind();
        
        OpenGLVertexAttribute coord(program->getAttributeLocation("coord2d"));
        
        OpenGLVertexAttribute vcolor(program->getAttributeLocation("v_color"));
 
        coord.setPointer(2, GL_FLOAT, GL_FALSE, sizeof(Coord2Color3), 0);         
        vcolor.setPointer(3, GL_FLOAT, GL_FALSE,  sizeof(Coord2Color3), (GLvoid*) (2 * sizeof(GLfloat)) );

        gc -> drawArrays(GL_TRIANGLES, 0, trianglesCount);
          
        buffer->unbind();
          
      } catch (Exception& ex) {
        caught(ex);
      }
    }
  }
 
  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 -> loadIdentity();

    gc -> enable( GL_DEPTH_TEST );
    gc -> frustum(1 , -1 , -1 , 1 , 1 , 10);
    
    try {
      Coord2Color3 triangles[] = {
          {{ 0.0,  0.5},  { 1.0, 1.0, 0.0}},
          {{-0.5, -0.5},  { 0.0, 0.0, 1.0}},
          {{ 0.5, -0.5},  { 1.0, 0.0, 0.0}},
      };
        
      trianglesCount = CountOf(triangles);
      
      buffer = new OpenGLBufferARB();
      buffer -> bind();
      buffer -> data(sizeof(triangles), triangles);//, GL_STATIC_DRAW);
      buffer -> unbind();
      
      OpenGLVertexShader vertexShader("vertexShader.glsl");
      OpenGLFragmentShader fragmentShader("fragmentShader.glsl");      
      
      program = new OpenGLProgram();
      program -> attachShader(vertexShader);
      program -> attachShader(fragmentShader);
      program -> link();
      
      program -> detachShader(vertexShader);
      program -> detachShader(fragmentShader);
      
    } catch (Exception& ex) {
      caught(ex);
    }
  }


public:
  MainView(OpenGLApplet& applet, int width, int height, const char* name)
  :OpenGLMainView(applet, width, height, name) 
  {
  }

  ~MainView()
  {
  }
};
}

//
int main(int argc, char** argv) 
{
  try {    
    ModuleFileName module;
    const char*  name = module.getAppName();
    OpenGLApplet applet(argc, argv);
    
    MainView view(applet, 480, 400, 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.