void initGLUI(int window) { GLUI *gluiSide = GLUI_Master.create_glui_subwindow(window, GLUI_SUBWINDOW_RIGHT); gluiSide->set_main_gfx_window(window); gluiSide->add_button("New Curve", NEW_CURVE, gluiHandler); gluiSide->add_button("New Surface", NEW_SURFACE, gluiHandler); surfPanel = gluiSide->add_panel("Surface Parms", GLUI_PANEL_EMBOSSED); GLUI_Spinner *xS = gluiSide->add_spinner_to_panel(surfPanel, "X Pts.", GLUI_SPINNER_INT, &surf_x, SURF_X, gluiHandler); xS->set_int_limits(3, 10); GLUI_Spinner *yS = gluiSide->add_spinner_to_panel(surfPanel, "Y Pts.", GLUI_SPINNER_INT, &surf_y, SURF_Y, gluiHandler); yS->set_int_limits(3, 10); gluiSide->add_button_to_panel(surfPanel, "Ok", SURF_OK, gluiHandler); surfPanel->disable(); gluiSide->add_button("Modify Points", MODIFY, gluiHandler); gluiSide->add_button("Clear Screen", CLEAR, gluiHandler); gluiSide->add_button("Camera Mode", CAMERA, gluiHandler); gluiSide->add_separator(); GLUI_Spinner *uS = gluiSide->add_spinner("U", GLUI_SPINNER_FLOAT, &u, U, gluiHandler); uS->set_float_limits(0.0f, 1.0f); uS->set_speed(50); GLUI_Spinner *vS = gluiSide->add_spinner("V", GLUI_SPINNER_FLOAT, &v, V, gluiHandler); vS->set_float_limits(0.0f, 1.0f); vS->set_speed(50); gluiSide->add_separator(); gluiSide->add_button("Quit", QUIT, gluiHandler); }
//////////////////// CGlutWin methods //////////////////// void CPCPView::_InitFunc() { _KeepUpdateOn(); ///////////////////////////////////////////// // set up GLUI GLUI *pcGlui = PCGetGluiSubwin(); GLUI_Panel *pcPanel_Line = pcGlui->add_rollout("Line"); GLUI_Panel *pcPanel_Color = pcGlui->add_panel_to_panel(pcPanel_Line, "Color"); static char* pszChannels[] = {"R", "G", "B", "A"}; float *pfColor = &f4Color.x; for(int c = 0; c < sizeof(pszChannels)/sizeof(pszChannels[0]); c++) { GLUI_Spinner* pcSpinner = pcGlui->add_spinner_to_panel(pcPanel_Color, pszChannels[c], GLUI_SPINNER_FLOAT, &pfColor[c]); pcSpinner->set_float_limits(0.0f, 1.0f); } GLUI_Spinner* pcSpinner_Width = pcGlui->add_spinner_to_panel(pcPanel_Line, "Width", GLUI_SPINNER_FLOAT, &fWidth); pcSpinner_Width->set_float_limits(1.0f, 16.0f); cFilter._AddGlui(this, pcGlui, NULL, pcBlockTree->uMaxLevel + 1); }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 Assignment 4"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI* glui = GLUI_Master.create_glui("GLUI"); filenameTextField = new GLUI_EditText( glui, "Filename:", filenamePath); filenameTextField->set_w(300); glui->add_button("Load", 0, callback_load); glui->add_button("Start!", 0, callback_start); glui->add_checkbox("Isect Only", &isectOnly); GLUI_Panel *camera_panel = glui->add_panel("Camera"); (new GLUI_Spinner(camera_panel, "RotateV:", &camRotV)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateU:", &camRotU)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateW:", &camRotW)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "Angle:", &viewAngle)) ->set_int_limits(1, 179); glui->add_column_to_panel(camera_panel, true); GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX); eyex_widget->set_float_limits(-10, 10); GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY); eyey_widget->set_float_limits(-10, 10); GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ); eyez_widget->set_float_limits(-10, 10); GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX); lookx_widget->set_float_limits(-10, 10); GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY); looky_widget->set_float_limits(-10, 10); GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ); lookz_widget->set_float_limits(-10, 10); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); glutMainLoop(); return EXIT_SUCCESS; }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 Assignment 2"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); /****************************************/ /* Set up OpenGL lighting */ /****************************************/ glClearColor (0.38, 0.38, 0.38, 0.0); glShadeModel (GL_SMOOTH); GLfloat light_pos0[] = {0.0f, 0.0f, 1.0f, 0.0f}; GLfloat diffuse[] = {0.5f, 0.5f, 0.5f, 0.0f}; GLfloat ambient[] = {0.1f, 0.1f, 0.1f, 1.0f}; glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv (GL_LIGHT0, GL_POSITION, light_pos0); glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable (GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable (GL_LIGHT0); glEnable (GL_DEPTH_TEST); ///****************************************/ ///* Enable z-buferring */ ///****************************************/ glPolygonOffset(1, 1); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI *glui = GLUI_Master.create_glui("GLUI"); GLUI_Panel *render_panel = glui->add_panel("Render"); new GLUI_Checkbox(render_panel, "Wireframe", &wireframe); new GLUI_Checkbox(render_panel, "Fill", &fill); new GLUI_Checkbox(render_panel, "Normal", &normal); (new GLUI_Spinner(render_panel, "Segments X:", &segmentsX)) ->set_int_limits(3, 60); (new GLUI_Spinner(render_panel, "Segments Y:", &segmentsY)) ->set_int_limits(3, 60); GLUI_Panel *camera_panel = glui->add_panel("Camera"); (new GLUI_Spinner(camera_panel, "RotateV:", &camRotV)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateU:", &camRotU)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateW:", &camRotW)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "Angle:", &viewAngle)) ->set_int_limits(1, 179); GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX); eyex_widget->set_float_limits(-5, 5); GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY); eyey_widget->set_float_limits(-5, 5); GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ); eyez_widget->set_float_limits(-5, 5); GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX); lookx_widget->set_float_limits(-5, 5); GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY); looky_widget->set_float_limits(-5, 5); GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ); lookz_widget->set_float_limits(-5, 5); GLUI_Spinner* clipN_widget = glui->add_spinner_to_panel(camera_panel, "Near:", GLUI_SPINNER_FLOAT, &clipNear); clipN_widget->set_float_limits(0, 10); GLUI_Spinner* clipF_widget = glui->add_spinner_to_panel(camera_panel, "Far:", GLUI_SPINNER_FLOAT, &clipFar); clipF_widget->set_float_limits(0, 100); glui->add_column(true); GLUI_Panel *obj_panel = glui->add_panel("Object Type"); GLUI_RadioGroup *group1 = glui->add_radiogroup_to_panel(obj_panel, (int*)(&objType), 3, callback_obj); glui->add_radiobutton_to_group(group1, "Cube"); glui->add_radiobutton_to_group(group1, "Cylinder"); glui->add_radiobutton_to_group(group1, "Cone"); glui->add_radiobutton_to_group(group1, "Sphere"); glui->add_radiobutton_to_group(group1, "Special1"); GLUI_Panel *object_panel = glui->add_panel("Object"); (new GLUI_Spinner(object_panel, "Rotate X:", &rotX)) ->set_int_limits(0, 359); (new GLUI_Spinner(object_panel, "Rotate Y:", &rotY)) ->set_int_limits(0, 359); (new GLUI_Spinner(object_panel, "Rotate Z:", &rotZ)) ->set_int_limits(0, 359); (new GLUI_Spinner(object_panel, "Scale:", &scale)) ->set_int_limits(1, 100); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); glutMainLoop(); return EXIT_SUCCESS; }
void createInterface() { GLUI *glui = GLUI_Master.create_glui("RGBD Effects", 0, 1050, 100); //Effect Selection GLUI_Panel *effectSelectionPanel = glui->add_panel("Effect"); GLUI_RadioGroup *effectRadioGroup = glui->add_radiogroup_to_panel(effectSelectionPanel, &selectedEffect, -1, gluiCallback); glui->add_radiobutton_to_group(effectRadioGroup, "Maps"); glui->add_radiobutton_to_group(effectRadioGroup, "Fog"); glui->add_radiobutton_to_group(effectRadioGroup, "Depth of Field"); glui->add_radiobutton_to_group(effectRadioGroup, "Relighting"); glui->add_radiobutton_to_group(effectRadioGroup, "Cartoon Shading"); //Depth range glui->add_statictext(""); GLUI_Panel *depthRangePanel = glui->add_panel("Depth Range"); GLUI_Checkbox *adaptiveDepthRangeCheckBox = glui->add_checkbox_to_panel(depthRangePanel, "Adaptive ", &adaptiveDepthRange, -1, gluiCallback); GLUI_Spinner *nearPlaneSpinner = glui->add_spinner_to_panel(depthRangePanel, "Near Plane ", GLUI_SPINNER_FLOAT, &nearPlane, -1, gluiCallback); nearPlaneSpinner->set_float_limits(10, 2000); GLUI_Spinner *farPlaneSpinner = glui->add_spinner_to_panel(depthRangePanel, "Far Plane ", GLUI_SPINNER_FLOAT, &farPlane, -1, gluiCallback); farPlaneSpinner->set_float_limits(10, 2000); //View maps GLUI_Rollout *mapRollout = glui->add_rollout("Maps", 0); mapRollout->set_w(218); glui->add_statictext_to_panel(mapRollout, "")->set_w(200); GLUI_RadioGroup *mapRadioGroup = glui->add_radiogroup_to_panel(mapRollout, &mapEffect->selectedMap, -1, gluiCallback); glui->add_radiobutton_to_group(mapRadioGroup, "Colour"); glui->add_radiobutton_to_group(mapRadioGroup, "Depth"); glui->add_radiobutton_to_group(mapRadioGroup, "Normals"); GLUI_Panel* mapPreblurPanel = glui->add_panel_to_panel(mapRollout, "Pre-processing"); GLUI_RadioGroup *mapPreblurRadioGroup = glui->add_radiogroup_to_panel(mapPreblurPanel, &mapEffect->selectedPreFilter, -1, gluiCallback); glui->add_radiobutton_to_group(mapPreblurRadioGroup, "None"); glui->add_radiobutton_to_group(mapPreblurRadioGroup, "Blur"); glui->add_radiobutton_to_group(mapPreblurRadioGroup, "Bilateral"); GLUI_Spinner *mapPreblurPassesSpinner = glui->add_spinner_to_panel(mapPreblurPanel, "Filter Passes ", GLUI_SPINNER_INT, &mapEffect->preblurFilterPasses, -1, gluiCallback); mapPreblurPassesSpinner->set_int_limits(0, 10); GLUI_Spinner *mapPreblurKernelSizeSpinner = glui->add_spinner_to_panel(mapPreblurPanel, "Kernel Size ", GLUI_SPINNER_INT, &mapEffect->preblurKernelSize, -1, gluiCallback); mapPreblurKernelSizeSpinner->set_int_limits(1, 100); GLUI_Spinner *mapPreblurSigmaSpinner = glui->add_spinner_to_panel(mapPreblurPanel, "Sample Deviation ", GLUI_SPINNER_FLOAT, &mapEffect->preblurSigma, -1, gluiCallback); mapPreblurSigmaSpinner->set_float_limits(0.001, 0.15); //FOG GLUI_Rollout *fogRollout = glui->add_rollout("Fog", 0); fogRollout->set_w(218); glui->add_statictext_to_panel(fogRollout, "")->set_w(200); GLUI_Spinner *fogDensitySpinner = glui->add_spinner_to_panel(fogRollout, "Density ", GLUI_SPINNER_FLOAT, &fogEffect->fogDensity, -1, gluiCallback); fogDensitySpinner->set_float_limits(0.0, 20.0); GLUI_Spinner *fogAmountSpinner = glui->add_spinner_to_panel(fogRollout, "Amount ", GLUI_SPINNER_FLOAT, &fogEffect->fogAmount, -1, gluiCallback); fogAmountSpinner->set_float_limits(0.0, 1); glui->add_statictext_to_panel(fogRollout, ""); GLUI_Panel* fogPreblurPanel = glui->add_panel_to_panel(fogRollout, "Preblur"); GLUI_Spinner *fogPreblurPassesSpinner = glui->add_spinner_to_panel(fogPreblurPanel, "Filter Passes ", GLUI_SPINNER_INT, &fogEffect->preblurFilterPasses, -1, gluiCallback); fogPreblurPassesSpinner->set_int_limits(0, 10); GLUI_Spinner *fogPreblurKernelSizeSpinner = glui->add_spinner_to_panel(fogPreblurPanel, "Kernel Size ", GLUI_SPINNER_INT, &fogEffect->preblurKernelSize, -1, gluiCallback); fogPreblurKernelSizeSpinner->set_int_limits(1, 100); GLUI_Spinner *fogPreblurSigmaSpinner = glui->add_spinner_to_panel(fogPreblurPanel, "Sample Deviation ", GLUI_SPINNER_FLOAT, &fogEffect->preblurSigma, -1, gluiCallback); fogPreblurSigmaSpinner->set_float_limits(0.001, 0.15); glui->add_statictext_to_panel(fogRollout, ""); GLUI_Panel* fogColourPanel = glui->add_panel_to_panel(fogRollout, "Colour", GLUI_PANEL_EMBOSSED); GLUI_Spinner *fogColourRedSpinner = glui->add_spinner_to_panel(fogColourPanel, "Red ", GLUI_SPINNER_FLOAT, &fogEffect->fogColourRed, -1, gluiCallback); fogColourRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *fogColourGreenSpinner = glui->add_spinner_to_panel(fogColourPanel, "Green ", GLUI_SPINNER_FLOAT, &fogEffect->fogColourGreen, -1, gluiCallback); fogColourGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *fogColourBlueSpinner = glui->add_spinner_to_panel(fogColourPanel, "Blue ", GLUI_SPINNER_FLOAT, &fogEffect->fogColourBlue, -1, gluiCallback); fogColourBlueSpinner->set_float_limits(0.0, 1); //DEPTH OF FIELD GLUI_Rollout *DOFRollout = glui->add_rollout("Depth of Field", 0); DOFRollout->set_w(218); glui->add_statictext_to_panel(DOFRollout, "")->set_w(200); GLUI_Spinner *distributionSigmaSpinner = glui->add_spinner_to_panel(DOFRollout, "Sample Deviation ", GLUI_SPINNER_FLOAT, &dofEffect->distributionSigma, -1, gluiCallback); distributionSigmaSpinner->set_float_limits(0.001, 0.15); GLUI_Spinner *sampleRadiusSpinner = glui->add_spinner_to_panel(DOFRollout, "Sample Radius ", GLUI_SPINNER_INT, &dofEffect->sampleRadius, -1, gluiCallback); sampleRadiusSpinner->set_int_limits(1, 40); GLUI_Spinner *lensDiameterSpinner = glui->add_spinner_to_panel(DOFRollout, "Aperture Size ", GLUI_SPINNER_FLOAT, &dofEffect->lensDiameter, -1, gluiCallback); lensDiameterSpinner->set_float_limits(0.001, 1); GLUI_Spinner *focalLengthSpinner = glui->add_spinner_to_panel(DOFRollout, "Focal Length ", GLUI_SPINNER_FLOAT, &dofEffect->focalLength, -1, gluiCallback); focalLengthSpinner->set_float_limits(0.001, 1); GLUI_Spinner *focalDepthSpinner = glui->add_spinner_to_panel(DOFRollout, "Focal Depth ", GLUI_SPINNER_FLOAT, &dofEffect->focalPlaneDepth, -1, gluiCallback); focalDepthSpinner->set_float_limits(0.0, 1); glui->add_statictext_to_panel(DOFRollout, ""); GLUI_Panel* DOFPreblurPanel = glui->add_panel_to_panel(DOFRollout, "Preblur"); GLUI_Spinner *DOFPreblurPassesSpinner = glui->add_spinner_to_panel(DOFPreblurPanel, "Filter Passes ", GLUI_SPINNER_INT, &dofEffect->preblurFilterPasses, -1, gluiCallback); DOFPreblurPassesSpinner->set_int_limits(0, 10); GLUI_Spinner *DOFPreblurKernelSizeSpinner = glui->add_spinner_to_panel(DOFPreblurPanel, "Kernel Size ", GLUI_SPINNER_INT, &dofEffect->preblurKernelSize, -1, gluiCallback); DOFPreblurKernelSizeSpinner->set_int_limits(1, 100); GLUI_Spinner *DOFPreblurSigmaSpinner = glui->add_spinner_to_panel(DOFPreblurPanel, "Sample Deviation ", GLUI_SPINNER_FLOAT, &dofEffect->preblurSigma, -1, gluiCallback); DOFPreblurSigmaSpinner->set_float_limits(0.001, 0.15); //Relighting GLUI_Rollout *relightingRollout = glui->add_rollout("Relighting", 0); relightingRollout->set_w(218); glui->add_statictext_to_panel(relightingRollout, "")->set_w(200); glui->add_rotation_to_panel(relightingRollout, "Light Direction", relightingEffect->lightDirection, -1, gluiCallback); GLUI_Panel* relightingPreblurPanel = glui->add_panel_to_panel(relightingRollout, "Pre-processing"); GLUI_RadioGroup *relightingPreblurRadioGroup = glui->add_radiogroup_to_panel(relightingPreblurPanel, &relightingEffect->selectedPreFilter, -1, gluiCallback); glui->add_radiobutton_to_group(relightingPreblurRadioGroup, "None"); glui->add_radiobutton_to_group(relightingPreblurRadioGroup, "Blur"); glui->add_radiobutton_to_group(relightingPreblurRadioGroup, "Bilateral"); GLUI_Spinner *relightingPreblurPassesSpinner = glui->add_spinner_to_panel(relightingPreblurPanel, "Filter Passes ", GLUI_SPINNER_INT, &relightingEffect->preblurFilterPasses, -1, gluiCallback); relightingPreblurPassesSpinner->set_int_limits(0, 10); GLUI_Spinner *relightingPreblurKernelSizeSpinner = glui->add_spinner_to_panel(relightingPreblurPanel, "Kernel Size ", GLUI_SPINNER_INT, &relightingEffect->preblurKernelSize, -1, gluiCallback); relightingPreblurKernelSizeSpinner->set_int_limits(1, 100); GLUI_Spinner *relightingPreblurSigmaSpinner = glui->add_spinner_to_panel(relightingPreblurPanel, "Sample Deviation ", GLUI_SPINNER_FLOAT, &relightingEffect->preblurSigma, -1, gluiCallback); relightingPreblurSigmaSpinner->set_float_limits(0.001, 0.15); GLUI_Rollout* materialRollout = glui->add_rollout_to_panel(relightingRollout, "Material", 0, GLUI_PANEL_EMBOSSED); GLUI_Panel* materialAmbientPanel = glui->add_panel_to_panel(materialRollout, "Ambient", GLUI_PANEL_EMBOSSED); GLUI_Spinner *materialAmbientRedSpinner = glui->add_spinner_to_panel(materialAmbientPanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->materialAmbient[0], -1, gluiCallback); materialAmbientRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *materialAmbientGreenSpinner = glui->add_spinner_to_panel(materialAmbientPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->materialAmbient[1], -1, gluiCallback); materialAmbientGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *materialAmbientBlueSpinner = glui->add_spinner_to_panel(materialAmbientPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->materialAmbient[2], -1, gluiCallback); materialAmbientBlueSpinner->set_float_limits(0.0, 1); GLUI_Panel* materialDiffusePanel = glui->add_panel_to_panel(materialRollout, "Diffuse", GLUI_PANEL_EMBOSSED); GLUI_Spinner *materialDiffuseRedSpinner = glui->add_spinner_to_panel(materialDiffusePanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->materialDiffuse[0], -1, gluiCallback); materialDiffuseRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *materialDiffuseGreenSpinner = glui->add_spinner_to_panel(materialDiffusePanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->materialDiffuse[1], -1, gluiCallback); materialDiffuseGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *materialDiffuseBlueSpinner = glui->add_spinner_to_panel(materialDiffusePanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->materialDiffuse[2], -1, gluiCallback); materialDiffuseBlueSpinner->set_float_limits(0.0, 1); GLUI_Panel* materialSpecularPanel = glui->add_panel_to_panel(materialRollout, "Specular", GLUI_PANEL_EMBOSSED); GLUI_Spinner *materialSpecularRedSpinner = glui->add_spinner_to_panel(materialSpecularPanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->materialSpecular[0], -1, gluiCallback); materialSpecularRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *materialSpecularGreenSpinner = glui->add_spinner_to_panel(materialSpecularPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->materialSpecular[1], -1, gluiCallback); materialSpecularGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *materialSpecularBlueSpinner = glui->add_spinner_to_panel(materialSpecularPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->materialSpecular[2], -1, gluiCallback); materialSpecularBlueSpinner->set_float_limits(0.0, 1); GLUI_Rollout* lightRollout = glui->add_rollout_to_panel(relightingRollout, "Light", 0, GLUI_PANEL_EMBOSSED); GLUI_Panel* lightAmbientPanel = glui->add_panel_to_panel(lightRollout, "Ambient", GLUI_PANEL_EMBOSSED); GLUI_Spinner *lightAmbientRedSpinner = glui->add_spinner_to_panel(lightAmbientPanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->lightAmbient[0], -1, gluiCallback); lightAmbientRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *lightAmbientGreenSpinner = glui->add_spinner_to_panel(lightAmbientPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->lightAmbient[1], -1, gluiCallback); lightAmbientGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *lightAmbientBlueSpinner = glui->add_spinner_to_panel(lightAmbientPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->lightAmbient[2], -1, gluiCallback); lightAmbientBlueSpinner->set_float_limits(0.0, 1); GLUI_Panel* lightDiffusePanel = glui->add_panel_to_panel(lightRollout, "Diffuse", GLUI_PANEL_EMBOSSED); GLUI_Spinner *lightDiffuseRedSpinner = glui->add_spinner_to_panel(lightDiffusePanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->lightDiffuse[0], -1, gluiCallback); lightDiffuseRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *lightDiffuseGreenSpinner = glui->add_spinner_to_panel(lightDiffusePanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->lightDiffuse[1], -1, gluiCallback); lightDiffuseGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *lightDiffuseBlueSpinner = glui->add_spinner_to_panel(lightDiffusePanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->lightDiffuse[2], -1, gluiCallback); lightDiffuseBlueSpinner->set_float_limits(0.0, 1); GLUI_Panel* lightSpecularPanel = glui->add_panel_to_panel(lightRollout, "Specular", GLUI_PANEL_EMBOSSED); GLUI_Spinner *lightSpecularRedSpinner = glui->add_spinner_to_panel(lightSpecularPanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->lightSpecular[0], -1, gluiCallback); lightSpecularRedSpinner->set_float_limits(0.0, 1); GLUI_Spinner *lightSpecularGreenSpinner = glui->add_spinner_to_panel(lightSpecularPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->lightSpecular[1], -1, gluiCallback); lightSpecularGreenSpinner->set_float_limits(0.0, 1); GLUI_Spinner *lightSpecularBlueSpinner = glui->add_spinner_to_panel(lightSpecularPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->lightSpecular[2], -1, gluiCallback); lightSpecularBlueSpinner->set_float_limits(0.0, 1); glui->add_statictext_to_panel(relightingRollout, ""); GLUI_Spinner *specularPowerSpinner = glui->add_spinner_to_panel(relightingRollout, "Shininess ", GLUI_SPINNER_FLOAT, &relightingEffect->shininess, -1, gluiCallback); specularPowerSpinner->set_float_limits(0.0, 50); //CARTOON SHADING GLUI_Rollout *cartoonRollout = glui->add_rollout("Cartoon Shading", 0); cartoonRollout->set_w(218); glui->add_statictext_to_panel(cartoonRollout, "")->set_w(200); GLUI_Panel *filteringPanel = glui->add_panel_to_panel(cartoonRollout, "Filtering"); glui->add_statictext_to_panel(filteringPanel, ""); GLUI_RadioGroup *filteringMethodRadioGroup = glui->add_radiogroup_to_panel(filteringPanel, &cartoonEffect->filteringMethod, -1, gluiCallback); glui->add_radiobutton_to_group(filteringMethodRadioGroup, "None"); glui->add_radiobutton_to_group(filteringMethodRadioGroup, "Bilateral"); glui->add_radiobutton_to_group(filteringMethodRadioGroup, "Kuwahara"); glui->add_statictext_to_panel(filteringPanel, ""); glui->add_checkbox_to_panel(filteringPanel, "Quantize Colours", &cartoonEffect->quantize, -1, gluiCallback); //Bilateral. glui->add_statictext_to_panel(filteringPanel, ""); GLUI_Rollout* bilateralRollout = glui->add_rollout_to_panel(filteringPanel, "Bilateral", 0, GLUI_PANEL_EMBOSSED); GLUI_Spinner *bilateralFilterPassesSpinner = glui->add_spinner_to_panel(bilateralRollout, "Filter Passes ", GLUI_SPINNER_INT, &cartoonEffect->bilateralFilterPasses, -1, gluiCallback); bilateralFilterPassesSpinner->set_int_limits(1, 10); GLUI_Spinner *bilateralKernelSizeSpinner = glui->add_spinner_to_panel(bilateralRollout, "Kernel Size ", GLUI_SPINNER_INT, &cartoonEffect->bilateralKernelSize, -1, gluiCallback); bilateralKernelSizeSpinner->set_int_limits(1, 100); GLUI_Spinner *bilateralSigmaSpinner = glui->add_spinner_to_panel(bilateralRollout, "Sample Deviation ", GLUI_SPINNER_FLOAT, &cartoonEffect->bilateralSigma, -1, gluiCallback); bilateralSigmaSpinner->set_float_limits(0.001, 0.15); //Kuwahara. GLUI_Rollout* kuwaharaRollout = glui->add_rollout_to_panel(filteringPanel, "Kuwahara", 0, GLUI_PANEL_EMBOSSED); GLUI_Spinner *kuwaharaFilterPassesSpinner = glui->add_spinner_to_panel(kuwaharaRollout, "Filter Passes ", GLUI_SPINNER_INT, &cartoonEffect->kuwaharaFilterPasses, -1, gluiCallback); kuwaharaFilterPassesSpinner->set_int_limits(1, 10); GLUI_Spinner *kuwaharaKernelSizeSpinner = glui->add_spinner_to_panel(kuwaharaRollout, "Kernel Size ", GLUI_SPINNER_INT, &cartoonEffect->kuwaharaKernelSize, -1, gluiCallback); kuwaharaKernelSizeSpinner->set_int_limits(1, 100); //Edge glui->add_statictext_to_panel(cartoonRollout, ""); GLUI_Panel *edgeDetectionPanel = glui->add_panel_to_panel(cartoonRollout, "Edge Detection"); glui->add_statictext_to_panel(edgeDetectionPanel, ""); GLUI_RadioGroup *edgeMethodRadioGroup = glui->add_radiogroup_to_panel(edgeDetectionPanel, &cartoonEffect->edgeMethod, -1, gluiCallback); glui->add_radiobutton_to_group(edgeMethodRadioGroup, "None"); glui->add_radiobutton_to_group(edgeMethodRadioGroup, "Depth Discontinuity"); glui->add_radiobutton_to_group(edgeMethodRadioGroup, "Sobel Depth"); glui->add_radiobutton_to_group(edgeMethodRadioGroup, "Sobel Colour"); glui->add_statictext_to_panel(edgeDetectionPanel, ""); GLUI_Spinner *edgeThresholdSpinner = glui->add_spinner_to_panel(edgeDetectionPanel, "Threshold ", GLUI_SPINNER_FLOAT, &cartoonEffect->edgeThreshold, -1, gluiCallback); edgeThresholdSpinner->set_float_limits(0.0, 2.0); //glui->add_button("Quit", 0, (GLUI_Update_CB) exit); /** Tell GLUI window which other window to recognize as the main gfx window **/ glui->set_main_gfx_window(window); //GLUI_Master.set_glutIdleFunc(NULL); }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 Assignment 3"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); glShadeModel (GL_SMOOTH); glEnable(GL_DEPTH_TEST); // Specular reflections will be off without this, since OpenGL calculates // specular highlights using an infinitely far away camera by default, not // the actual location of the camera glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); // Show all ambient light for the entire scene (not one by default) GLfloat one[] = { 0.5f, 0.5f, 0.5f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, one); glPolygonOffset(1, 1); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI* glui = GLUI_Master.create_glui("GLUI"); filenameTextField = new GLUI_EditText( glui, "Filename:", filenamePath); filenameTextField->set_w(300); glui->add_button("Load", 0, callback_load); GLUI_Panel *camera_panel = glui->add_panel("Camera"); (new GLUI_Spinner(camera_panel, "RotateV:", &camRotV)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateU:", &camRotU)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateW:", &camRotW)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "Angle:", &viewAngle)) ->set_int_limits(1, 179); glui->add_column_to_panel(camera_panel, true); GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX); eyex_widget->set_float_limits(-10, 10); GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY); eyey_widget->set_float_limits(-10, 10); GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ); eyez_widget->set_float_limits(-10, 10); GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX); lookx_widget->set_float_limits(-10, 10); GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY); looky_widget->set_float_limits(-10, 10); GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ); lookz_widget->set_float_limits(-10, 10); glui->add_column(true); GLUI_Panel *render_panel = glui->add_panel("Render"); new GLUI_Checkbox(render_panel, "Wireframe", &wireframe); new GLUI_Checkbox(render_panel, "Fill", &fillObj); (new GLUI_Spinner(render_panel, "Segments X:", &segmentsX)) ->set_int_limits(3, 60); (new GLUI_Spinner(render_panel, "Segments Y:", &segmentsY)) ->set_int_limits(3, 60); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); glutMainLoop(); return EXIT_SUCCESS; }
virtual bool Initialize() { cur_link=0; cur_driver=0; link_value = 0; driver_value = 0; draw_geom = 1; draw_bbs = 0; draw_com = 0; draw_frame = 0; draw_expanded = 0; draw_self_collision_tests = 0; hoverLink=hoverWidget=-1; hoverPt.setZero(); pose_ik = 0; if(!RobotViewProgram::Initialize()) return false; self_colliding.resize(robot->links.size(),false); UpdateConfig(); /* //TEST: robot-to-robot IK test. only works for AL5Dx2 IKGoal test; test.link = 8; test.destLink = 16; test.localPosition.set(0,0,0.05); test.endPosition.set(0,0,0.05); //test.SetFixedPosition(test.endPosition); Matrix3 R; R.setRotateZ(120); test.SetFixedRotation(R); vector<IKGoal> problem(1,test); int iters=100; bool res=SolveIK(*robot,problem,1e-3,iters); printf("Solved IK: %d, %d iters, error %g\n",(int)res,iters,RobotIKError(*robot,test)); UpdateConfig(); */ //setup GUI glui = GLUI_Master.create_glui_subwindow(main_window,GLUI_SUBWINDOW_RIGHT); glui->set_main_gfx_window(main_window); GLUI_Panel* panel = glui->add_panel("Link controls"); link_spinner = glui->add_spinner_to_panel(panel,"Index",GLUI_SPINNER_INT,&cur_link,LINK_SPINNER_ID,ControlFunc); link_spinner->set_int_limits(0,robot->links.size()-1,GLUI_LIMIT_WRAP); link_listbox = glui->add_listbox_to_panel(panel,"Name",&cur_link,LINK_LISTBOX_ID,ControlFunc); for(size_t i=0;i<robot->links.size();i++) { char buf[256]; strcpy(buf,robot->linkNames[i].c_str()); link_listbox->add_item(i,buf); } link_value_spinner = glui->add_spinner_to_panel(panel,"Angle",GLUI_SPINNER_FLOAT,&link_value,LINK_VALUE_SPINNER_ID,ControlFunc); link_info = glui->add_statictext_to_panel(panel,"Info"); UpdateLinkValueGUI(); UpdateLinkInfoGUI(); panel = glui->add_panel("Driver controls"); glui->add_checkbox_to_panel(panel,"Pose by IK",&pose_ik); driver_spinner = glui->add_spinner_to_panel(panel,"Index",GLUI_SPINNER_INT,&cur_driver,DRIVER_SPINNER_ID,ControlFunc); driver_spinner->set_int_limits(0,(int)robot->drivers.size()-1,GLUI_LIMIT_WRAP); driver_listbox = glui->add_listbox_to_panel(panel,"Name",&cur_driver,DRIVER_LISTBOX_ID,ControlFunc); for(size_t i=0;i<robot->drivers.size();i++) { char buf[256]; strcpy(buf,robot->driverNames[i].c_str()); driver_listbox->add_item(i,buf); } driver_value_spinner = glui->add_spinner_to_panel(panel,"Angle",GLUI_SPINNER_FLOAT,&driver_value,DRIVER_VALUE_SPINNER_ID,ControlFunc); driver_info = glui->add_statictext_to_panel(panel,"Info"); glui->add_checkbox("Draw geometry",&draw_geom); glui->add_checkbox("Draw COM",&draw_com); glui->add_checkbox("Draw frame",&draw_frame); glui->add_checkbox("Draw bboxes",&draw_bbs); glui->add_checkbox("Draw expanded",&draw_expanded,DRAW_EXPANDED_CHECKBOX_ID,ControlFunc); glui->add_checkbox("Draw collision tests",&draw_self_collision_tests); UpdateDriverValueGUI(); UpdateDriverInfoGUI(); return true; }