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/****************************************************************************
example4.cpp
A GLUI program demonstrating nested columns
-----------------------------------------------------------------------
10/2/98 Paul Rademacher (rademach@cs.unc.edu)
****************************************************************************/
#include <string.h>
#include <GL/glut.h>
#include "glui.h"
float xy_aspect;
int last_x, last_y;
float rotationX = 0.0, rotationY = 0.0;
/** These are the live variables passed into GLUI ***/
int wireframe = 0;
int obj_type = 1;
int segments = 8;
int segments2 = 8;
int light0_enabled = 1;
int light1_enabled = 0;
float light0_intensity = 1.0;
float light1_intensity = 1.0;
int main_window;
float scale = 1.0;
int show_sphere=1;
int show_torus=1;
/** Pointers to the windows and some of the controls we'll create **/
GLUI *glui;
GLUI_Checkbox *checkbox;
GLUI_Spinner *spinner, *light0_spinner, *light1_spinner;
GLUI_RadioGroup *radio;
GLUI_Panel *obj_panel;
/********** User IDs for callbacks ********/
#define LIGHT0_ENABLED_ID 200
#define LIGHT1_ENABLED_ID 201
#define LIGHT0_INTENSITY_ID 250
#define LIGHT1_INTENSITY_ID 251
/********** Miscellaneous global variables **********/
GLfloat light0_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f};
GLfloat light0_diffuse[] = {.6f, .6f, 1.0f, 1.0f};
GLfloat light0_position[] = {.5f, .5f, 1.0f, 0.0f};
GLfloat light1_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f};
GLfloat light1_diffuse[] = {.9f, .6f, 0.0f, 1.0f};
GLfloat light1_position[] = {-1.0f, -1.0f, 1.0f, 0.0f};
/**************************************** control_cb() *******************/
/* GLUI control callback */
void control_cb( int control )
{
if ( control == LIGHT0_ENABLED_ID ) {
if ( light0_enabled ) {
glEnable( GL_LIGHT0 );
light0_spinner->enable();
}
else {
glDisable( GL_LIGHT0 );
light0_spinner->disable();
}
}
else if ( control == LIGHT1_ENABLED_ID ) {
if ( light1_enabled ) {
glEnable( GL_LIGHT1 );
light1_spinner->enable();
}
else {
glDisable( GL_LIGHT1 );
light1_spinner->disable();
}
}
else if ( control == LIGHT0_INTENSITY_ID ) {
float v[] = { light0_diffuse[0], light0_diffuse[1],
light0_diffuse[2], light0_diffuse[3] };
v[0] *= light0_intensity;
v[1] *= light0_intensity;
v[2] *= light0_intensity;
glLightfv(GL_LIGHT0, GL_DIFFUSE, v );
}
else if ( control == LIGHT1_INTENSITY_ID ) {
float v[] = { light1_diffuse[0], light1_diffuse[1],
light1_diffuse[2], light1_diffuse[3] };
v[0] *= light1_intensity;
v[1] *= light1_intensity;
v[2] *= light1_intensity;
glLightfv(GL_LIGHT1, GL_DIFFUSE, v );
}
}
/**************************************** myGlutKeyboard() **********/
void myGlutKeyboard(unsigned char Key, int x, int y)
{
switch(Key)
{
case 27:
case 'q':
exit(0);
break;
};
glutPostRedisplay();
}
/***************************************** myGlutMenu() ***********/
void myGlutMenu( int value )
{
myGlutKeyboard( value, 0, 0 );
}
/***************************************** myGlutIdle() ***********/
void myGlutIdle( void )
{
/* According to the GLUT specification, the current window is
undefined during an idle callback. So we need to explicitly change
it if necessary */
if ( glutGetWindow() != main_window )
glutSetWindow(main_window);
glutPostRedisplay();
}
/***************************************** myGlutMouse() **********/
void myGlutMouse(int button, int button_state, int x, int y )
{
if ( button == GLUT_LEFT_BUTTON && button_state == GLUT_DOWN ) {
last_x = x;
last_y = y;
}
}
/***************************************** myGlutMotion() **********/
void myGlutMotion(int x, int y )
{
rotationX += (float) (y - last_y);
rotationY += (float) (x - last_x);
last_x = x;
last_y = y;
glutPostRedisplay();
}
/**************************************** myGlutReshape() *************/
void myGlutReshape( int x, int y )
{
xy_aspect = (float)x / (float)y;
glViewport( 0, 0, x, y );
glutPostRedisplay();
}
/************************************************** draw_axes() **********/
/* Disables lighting, then draws RGB axes */
void draw_axes( float scale )
{
glDisable( GL_LIGHTING );
glPushMatrix();
glScalef( scale, scale, scale );
glBegin( GL_LINES );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( .8f, 0.05f, 0.0 ); glVertex3f( 1.0, 0.25f, 0.0 ); /* Letter X*/
glVertex3f( 0.8f, .25f, 0.0 ); glVertex3f( 1.0, 0.05f, 0.0 );
glVertex3f( 0.0, 0.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 ); /* X axis */
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( 0.0, 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 ); /* Y axis */
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0.0, 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 ); /* Z axis */
glEnd();
glPopMatrix();
glEnable( GL_LIGHTING );
}
/***************************************** myGlutDisplay() *****************/
void myGlutDisplay( void )
{
glClearColor( .9f, .9f, .9f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glFrustum( -xy_aspect*.04, xy_aspect*.04, -.04, .04, .1, 15.0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0, 0.0, -2.6f );
glScalef( scale, scale, scale );
/*** Now we render object, using the variables 'obj_type', 'segments', and
'wireframe'. These are _live_ variables, which are transparently
updated by GLUI ***/
glPushMatrix();
glTranslatef( -.5, 0.0, 0.0 );
glRotatef( rotationY, 0.0, 1.0, 0.0 );
glRotatef( rotationX, 1.0, 0.0, 0.0 );
if ( wireframe && show_sphere)
glutWireSphere( .4, segments, segments );
else if ( show_sphere )
glutSolidSphere( .4, segments, segments );
draw_axes(.52f);
glPopMatrix();
glPushMatrix();
glTranslatef( .5, 0.0, 0.0 );
glRotatef( rotationY, 0.0, 1.0, 0.0 );
glRotatef( rotationX, 1.0, 0.0, 0.0 );
if ( wireframe && show_torus )
glutWireTorus( .15,.3,16,segments );
else if ( show_torus )
glutSolidTorus( .15,.3,16,segments );
draw_axes(.52f);
glPopMatrix();
glutSwapBuffers();
}
/**************************************** main() ********************/
int main(int argc, char* argv[])
{
/****************************************/
/* Initialize GLUT and create window */
/****************************************/
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowPosition( 50, 50 );
glutInitWindowSize( 300, 300 );
main_window = glutCreateWindow( "GLUI Example 4" );
glutDisplayFunc( myGlutDisplay );
glutReshapeFunc( myGlutReshape );
glutKeyboardFunc( myGlutKeyboard );
glutMotionFunc( myGlutMotion );
glutMouseFunc( myGlutMouse );
/****************************************/
/* Set up OpenGL lights */
/****************************************/
glEnable(GL_LIGHTING);
glEnable( GL_NORMALIZE );
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
/****************************************/
/* Enable z-buferring */
/****************************************/
glEnable(GL_DEPTH_TEST);
/****************************************/
/* Here's the GLUI code */
/****************************************/
printf( "GLUI version: %3.2f\n", GLUI_Master.get_version() );
glui = GLUI_Master.create_glui( "GLUI", 0, 400, 50 ); /* name, flags,
x, and y */
/*** Add invisible panel to hold rest of controls ***/
GLUI_Panel *panel1 = glui->add_panel( "", GLUI_PANEL_NONE );
obj_panel = glui->add_panel_to_panel( panel1, "Objects" );
/***** Control for object params *****/
checkbox =
glui->add_checkbox_to_panel( obj_panel, "Wireframe", &wireframe, 1,
control_cb );
spinner = glui->add_spinner_to_panel( obj_panel, "Segments:",
GLUI_SPINNER_INT, &segments);
spinner->set_int_limits( 3, 60 );
spinner->set_alignment( GLUI_ALIGN_RIGHT );
GLUI_Spinner *scale_spinner =
glui->add_spinner_to_panel( obj_panel, "Scale:",
GLUI_SPINNER_FLOAT, &scale);
scale_spinner->set_float_limits( .2f, 4.0 );
scale_spinner->set_alignment( GLUI_ALIGN_RIGHT );
GLUI_Panel *panel2 = glui->add_panel_to_panel( obj_panel, "",
GLUI_PANEL_NONE );
glui->add_checkbox_to_panel( panel2, "Sphere", &show_sphere );
glui->add_column_to_panel( panel2 );
glui->add_checkbox_to_panel( panel2, "Torus", &show_torus );
/*** Start a new column in this panel ***/
glui->add_column_to_panel(panel1, false); /* 'false' means don't draw bar */
/******** Add some controls for lights ********/
GLUI_Panel *light0 = glui->add_panel_to_panel( panel1, "Light 1" );
GLUI_Panel *light1 = glui->add_panel_to_panel( panel1, "Light 2" );
glui->add_checkbox_to_panel( light0, "Enabled", &light0_enabled,
LIGHT0_ENABLED_ID, control_cb );
light0_spinner =
glui->add_spinner_to_panel( light0, "Intensity:", GLUI_SPINNER_FLOAT,
&light0_intensity, LIGHT0_INTENSITY_ID,
control_cb );
light0_spinner->set_float_limits( 0.0, 1.0 );
glui->add_checkbox_to_panel( light1, "Enabled", &light1_enabled,
LIGHT1_ENABLED_ID, control_cb );
light1_spinner =
glui->add_spinner_to_panel( light1, "Intensity:", GLUI_SPINNER_FLOAT,
&light1_intensity, LIGHT1_INTENSITY_ID,
control_cb );
light1_spinner->set_float_limits( 0.0, 1.0 );
light1_spinner->disable(); /* Disable this light initially */
/****** A 'quit' button *****/
glui->add_button( "Quit", 0,(GLUI_Update_CB)exit );
/**** Link windows to GLUI, and register idle callback ******/
glui->set_main_gfx_window( main_window );
/**** We register the idle callback with GLUI, *not* with GLUT ****/
GLUI_Master.set_glutIdleFunc( myGlutIdle );
/**** Regular GLUT main loop ****/
glutMainLoop();
return 0; /* not reached */
}
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