зеркало из https://github.com/AvaloniaUI/angle.git
116 строки
3.1 KiB
C++
116 строки
3.1 KiB
C++
//
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// Copyright 2018 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Based on Hello_Triangle.c from
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// Book: OpenGL(R) ES 2.0 Programming Guide
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// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
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// ISBN-10: 0321502795
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// ISBN-13: 9780321502797
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// Publisher: Addison-Wesley Professional
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// URLs: http://safari.informit.com/9780321563835
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// http://www.opengles-book.com
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#include "SampleApplication.h"
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#include <algorithm>
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#include "util/gles_loader_autogen.h"
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class SimpleLightingSample : public SampleApplication
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{
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public:
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SimpleLightingSample(int argc, char **argv)
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: SampleApplication("SimpleLightingSample", argc, argv, 1, 0)
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{}
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bool initialize() override
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{
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glClearColor(0.4f, 0.3f, 0.2f, 1.0f);
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mRotDeg = 0.0f;
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return true;
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}
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void destroy() override {}
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void draw() override
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glColor4f(0.2f, 0.6f, 0.8f, 1.0f);
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GLfloat mat_ambient[] = {0.7f, 0.4f, 0.2f, 1.0f};
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GLfloat mat_specular[] = {0.5f, 0.5f, 0.5f, 1.0f};
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GLfloat mat_diffuse[] = {0.3f, 0.4f, 0.6f, 1.0f};
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GLfloat lightpos[] = {0.0f, 1.0f, 0.0f, 0.0f};
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GLfloat normals[] = {
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-0.4f, 0.4f, -0.4f, -0.4f, -0.4f, -0.4f, 0.2f, 0.0f, -0.4f,
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-0.4f, 0.4f, 0.4f, -0.4f, -0.4f, 0.4f, 0.2f, 0.0f, 0.4f,
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};
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GLfloat vertices[] = {
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-0.5f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, 0.0f, 0.0f,
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-0.5f, 0.5f, 0.3f, -0.5f, -0.5f, 0.3f, 0.5f, 0.0f, 0.3f,
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};
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GLuint indices[] = {
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0, 1, 2, 3, 4, 5,
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0, 4, 3, 4, 0, 1,
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4, 1, 2, 2, 5, 4,
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5, 2, 3, 3, 2, 0,
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};
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glNormalPointer(GL_FLOAT, 0, normals);
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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glPushMatrix();
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glTranslatef(-0.6f + i * 0.6f, -0.6f + j * 0.6f, 0.0f);
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glRotatef(mRotDeg + (10.0f * (3.0f * i + j)), 0.0f, 1.0f, 0.0f);
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glRotatef(20.0f + (20.0f * (3.0f * i + j)), 1.0f, 0.0f, 0.0f);
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GLfloat scale = 0.5;
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glScalef(scale, scale, scale);
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glDrawElements(GL_TRIANGLES, 3 * 8, GL_UNSIGNED_INT, indices);
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glPopMatrix();
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}
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}
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mRotDeg += 0.03f;
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}
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private:
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float mRotDeg;
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};
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int main(int argc, char **argv)
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{
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SimpleLightingSample app(argc, argv);
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return app.run();
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}
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