void TPinterface::initGUI() { // Check CGFinterface.h and GLUI documentation for the types of controls available //GLUI_Panel *varPanel= addPanel("Group", 1); //addSpinnerToPanel(varPanel, "Val 1(interface)", 2, &testVar, 1); // You could also pass a reference to a variable from the scene class, if public //addSpinnerToPanel(varPanel, "Val 2(scene)", 2, &(((LightingScene*) scene)->sceneVar), 2); //addColumn (); GLUI_Panel *varLuz= addPanel("Luzes", 2); addCheckboxToPanel(varLuz, "Luz 1",&((LightingScene *) scene)->state1,NULL); addCheckboxToPanel(varLuz, "Luz 2",&((LightingScene *) scene)->state2,NULL); addCheckboxToPanel(varLuz, "Luz 3",&((LightingScene *) scene)->state3,NULL); addCheckboxToPanel(varLuz, "Luz 4",&((LightingScene *) scene)->state4,NULL); addColumn (); GLUI_Panel *varClock= addPanel("Relogio", 3); addStaticText("Relógio"); addButton ("Pause/Start",1); addColumn (); GLUI_Panel *vartext= addPanel("Texturas",4); GLUI_Listbox *textvar =addListboxToPanel(vartext,"Texturas",&((LightingScene *) scene)->statetext,NULL); textvar->add_item (1, "Default"); textvar->add_item (2, "Sky"); textvar->add_item (3, "Space"); textvar->set_int_val (3); addColumn(); GLUI_Panel *varwire= addPanel("Wireframe",5); GLUI_RadioGroup *group=addRadioGroupToPanel(varwire,&((LightingScene *) scene)->wire); addRadioButtonToGroup(group,"Normal"); addRadioButtonToGroup(group,"Wireframe"); addColumn(); }
int main(int argc, char **argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(50, 50); glutInitWindowSize(WIN_WIDTH, WIN_HEIGHT); main_window = glutCreateWindow("OBJ Loader"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); glutMouseFunc(myGlutMouse); glutMotionFunc(myGlutMotion); initScene(); Objects.push_back(Object()); glui = GLUI_Master.create_glui("OBJ Loader GUI", 0, 600, 50); GLUI_Panel *objPanel = glui->add_panel(""); GLUI_Panel *objPanel2 = glui->add_panel_to_panel(objPanel, "", 0); objFileNameTextField = glui->add_edittext_to_panel(objPanel2, "Filename:",GLUI_EDITTEXT_TEXT,NULL,OBJ_TEXTFIELD,textCB); objFileNameTextField->set_text("cow"); glui->add_button_to_panel(objPanel2, "Load", LOAD_BUTTON, buttonCB); glui->add_button_to_panel(objPanel2, "Screenshot (or it didn't happen)", SCREENSHOT, buttonCB); glui->add_column_to_panel(objPanel, 0); GLUI_Panel *projPanel = glui->add_panel_to_panel(objPanel, "", 0); GLUI_RadioGroup *projGroup = glui->add_radiogroup_to_panel(projPanel, (int*) &projType, -1, projCB); glui->add_radiobutton_to_group(projGroup, "Orthographic"); glui->add_radiobutton_to_group(projGroup, "Perspective"); projGroup->set_int_val(ORTHO); GLUI_Spinner *fovSpinner = glui->add_spinner_to_panel(projPanel, "FOV", GLUI_SPINNER_INT, &fov, FOV, projCB); fovSpinner->set_int_limits(FOVMIN, FOVMAX); fovSpinner->set_int_val(30); glui->add_column_to_panel(projPanel, 0); GLUI_Translation *scale = glui->add_translation_to_panel(projPanel, "Scale", GLUI_TRANSLATION_Y , &scaleFactor, -1, (GLUI_Update_CB) projCB); scale->set_speed(0.005f); GLUI_Panel *lightingPanel = glui->add_panel("", 0); GLUI_Panel *objMaterialPanel = glui->add_panel_to_panel(lightingPanel, "Object material"); GLUI_Panel *objDiffusePanel = glui->add_panel_to_panel(objMaterialPanel, "Diffuse"); GLUI_Spinner *kdRedValue = glui->add_spinner_to_panel(objDiffusePanel, "Red", GLUI_SPINNER_FLOAT, &objectMat.diffuse[0], 0, colorCB); kdRedValue->set_float_limits(0.f, 1.f); kdRedValue->set_float_val(1.f); GLUI_Spinner *kdGreenValue = glui->add_spinner_to_panel(objDiffusePanel, "Green", GLUI_SPINNER_FLOAT, &objectMat.diffuse[1], 0, colorCB); kdGreenValue->set_float_limits(0.f, 1.f); kdGreenValue->set_float_val(1.f); GLUI_Spinner *kdBlueValue = glui->add_spinner_to_panel(objDiffusePanel, "Blue", GLUI_SPINNER_FLOAT, &objectMat.diffuse[2], 0, colorCB); kdBlueValue->set_float_limits(0.f, 1.f); kdBlueValue->set_float_val(1.f); GLUI_Panel *objAmbientPanel = glui->add_panel_to_panel(objMaterialPanel, "Ambient"); GLUI_Spinner *kaRedValue = glui->add_spinner_to_panel(objAmbientPanel, "Red", GLUI_SPINNER_FLOAT, &objectMat.ambient[0], 0, colorCB); kaRedValue->set_float_limits(0.f, 1.f); kaRedValue->set_float_val(1.f); GLUI_Spinner *kaGreenValue = glui->add_spinner_to_panel(objAmbientPanel, "Green", GLUI_SPINNER_FLOAT, &objectMat.ambient[1], 0, colorCB); kaGreenValue->set_float_limits(0.f, 1.f); kaGreenValue->set_float_val(1.f); GLUI_Spinner *kaBlueValue = glui->add_spinner_to_panel(objAmbientPanel, "Blue", GLUI_SPINNER_FLOAT, &objectMat.ambient[2], 0, colorCB); kaBlueValue->set_float_limits(0.f, 1.f); kaBlueValue->set_float_val(1.f); GLUI_Panel *objSpecularPanel = glui->add_panel_to_panel(objMaterialPanel, "Specular"); GLUI_Spinner *ksRedValue = glui->add_spinner_to_panel(objSpecularPanel, "Red", GLUI_SPINNER_FLOAT, &objectMat.specular[0], 0, colorCB); ksRedValue->set_float_limits(0.f, 1.f); ksRedValue->set_float_val(1.f); GLUI_Spinner *ksGreenValue = glui->add_spinner_to_panel(objSpecularPanel, "Green", GLUI_SPINNER_FLOAT, &objectMat.specular[1], 0, colorCB); ksGreenValue->set_float_limits(0.f, 1.f); ksGreenValue->set_float_val(1.f); GLUI_Spinner *ksBlueValue = glui->add_spinner_to_panel(objSpecularPanel, "Blue", GLUI_SPINNER_FLOAT, &objectMat.specular[2], 0, colorCB); ksBlueValue->set_float_limits(0.f, 1.f); ksBlueValue->set_float_val(1.f); glui->add_column_to_panel(lightingPanel,0); GLUI_Panel *lightPanel = glui->add_panel_to_panel(lightingPanel, "Light source"); GLUI_Panel *lightDiffusePanel = glui->add_panel_to_panel(lightPanel, "Diffuse"); GLUI_Spinner *ldRedValue = glui->add_spinner_to_panel(lightDiffusePanel, "Red", GLUI_SPINNER_FLOAT, &lightCoeffs.diffuse[0], -1, colorCB); ldRedValue->set_float_limits(0.f, 1.f); ldRedValue->set_float_val(1.f); GLUI_Spinner *ldGreenValue = glui->add_spinner_to_panel(lightDiffusePanel, "Green", GLUI_SPINNER_FLOAT, &lightCoeffs.diffuse[1], -1, colorCB); ldGreenValue->set_float_limits(0.f, 1.f); ldGreenValue->set_float_val(1.f); GLUI_Spinner *ldBlueValue = glui->add_spinner_to_panel(lightDiffusePanel, "Blue", GLUI_SPINNER_FLOAT, &lightCoeffs.diffuse[2], -1, colorCB); ldBlueValue->set_float_limits(0.f, 1.f); ldBlueValue->set_float_val(1.f); GLUI_Panel *lightAmbientPanel = glui->add_panel_to_panel(lightPanel, "Ambient"); GLUI_Spinner *laRedValue = glui->add_spinner_to_panel(lightAmbientPanel, "Red", GLUI_SPINNER_FLOAT, &lightCoeffs.ambient[0], -1, colorCB); laRedValue->set_float_limits(0.f, 1.f); laRedValue->set_float_val(1.f); GLUI_Spinner *laGreenValue = glui->add_spinner_to_panel(lightAmbientPanel, "Green", GLUI_SPINNER_FLOAT, &lightCoeffs.ambient[1], -1, colorCB); laGreenValue->set_float_limits(0.f, 1.f); laGreenValue->set_float_val(1.f); GLUI_Spinner *laBlueValue = glui->add_spinner_to_panel(lightAmbientPanel, "Blue", GLUI_SPINNER_FLOAT, &lightCoeffs.ambient[2], -1, colorCB); laBlueValue->set_float_limits(0.f, 1.f); laBlueValue->set_float_val(1.f); GLUI_Panel *lightSpecularPanel = glui->add_panel_to_panel(lightPanel, "Specular"); GLUI_Spinner *lsRedValue = glui->add_spinner_to_panel(lightSpecularPanel, "Red", GLUI_SPINNER_FLOAT, &lightCoeffs.specular[0], -1, colorCB); lsRedValue->set_float_limits(0.f, 1.f); lsRedValue->set_float_val(1.f); GLUI_Spinner *lsGreenValue = glui->add_spinner_to_panel(lightSpecularPanel, "Green", GLUI_SPINNER_FLOAT, &lightCoeffs.specular[1], -1, colorCB); lsGreenValue->set_float_limits(0.f, 1.f); lsGreenValue->set_float_val(1.f); GLUI_Spinner *lsBlueValue = glui->add_spinner_to_panel(lightSpecularPanel, "Blue", GLUI_SPINNER_FLOAT, &lightCoeffs.specular[2], -1, colorCB); lsBlueValue->set_float_limits(0.f, 1.f); lsBlueValue->set_float_val(1.f); GLUI_Panel *texturingPanel = glui->add_panel("Texturing"); GLUI_Listbox *textureListbox = glui->add_listbox_to_panel(texturingPanel, "Texture", (int*)&texture, -1, textureCB); textureListbox->add_item(NOTEXTURE, "No texture"); textureListbox->add_item(OSU, "OSU"); textureListbox->add_item(EARTH, "EARTH"); textureListbox->add_item(WOOD, "WOOD"); textureListbox->set_int_val(NOTEXTURE); GLUI_Panel *texFiltersPanel = glui->add_panel_to_panel(texturingPanel, "", 0); GLUI_Panel *minFilterPanel = glui->add_panel_to_panel(texFiltersPanel, "Minifying filter", 1); GLUI_RadioGroup *minFilterGroup = glui->add_radiogroup_to_panel(minFilterPanel, (int*) &texMinFilter, -1, textureCB); glui->add_radiobutton_to_group(minFilterGroup, "Linear"); glui->add_radiobutton_to_group(minFilterGroup, "Nearest"); minFilterGroup->set_int_val(LINEAR); GLUI_Panel *magFilterPanel = glui->add_panel_to_panel(texFiltersPanel, "Magnifying filter", 1); GLUI_RadioGroup *magFilterGroup = glui->add_radiogroup_to_panel(magFilterPanel, (int*) &texMagFilter, -1, textureCB); glui->add_radiobutton_to_group(magFilterGroup, "Linear"); glui->add_radiobutton_to_group(magFilterGroup, "Nearest"); magFilterGroup->set_int_val(LINEAR); glui->add_column_to_panel(texFiltersPanel, 0); GLUI_Panel *texWrapSPanel = glui->add_panel_to_panel(texFiltersPanel, "Wrapping S", 1); GLUI_RadioGroup *texWrapSGroup = glui->add_radiogroup_to_panel(texWrapSPanel, (int*) &texWrap_S, -1, textureCB); glui->add_radiobutton_to_group(texWrapSGroup, "Repeat"); glui->add_radiobutton_to_group(texWrapSGroup, "Clamp to edge"); texWrapSGroup->set_int_val(CLAMPTOEDGE); GLUI_Panel *texWrapTPanel = glui->add_panel_to_panel(texFiltersPanel, "Wrapping T", 1); GLUI_RadioGroup *texWrapTGroup = glui->add_radiogroup_to_panel(texWrapTPanel, (int*) &texWrap_T, -1, textureCB); glui->add_radiobutton_to_group(texWrapTGroup, "Repeat"); glui->add_radiobutton_to_group(texWrapTGroup, "Clamp to edge"); texWrapTGroup->set_int_val(CLAMPTOEDGE); GLUI_Listbox *texEnvListbox = glui->add_listbox_to_panel(texturingPanel, "Environment", (int*)&texEnv, -1, textureCB); texEnvListbox->add_item(REPLACE, "GL_REPLACE"); texEnvListbox->add_item(MODULATE, "GL_MODULATE"); texEnvListbox->add_item(DECAL, "GL_DECAL"); texEnvListbox->add_item(BLEND, "GL_BLEND"); texEnvListbox->set_int_val(MODULATE); GLUI_Listbox *texGenListbox = glui->add_listbox_to_panel(texturingPanel, "UV Generation", (int*)&texGen, -1, textureCB); texGenListbox->add_item(OBJECT, "Object Linear"); texGenListbox->add_item(EYE, "Eye Linear"); texGenListbox->add_item(SPHERE, "Sphere Map"); texGenListbox->set_int_val(OBJECT); GLUI_Panel *shadingPanel = glui->add_panel("Shading"); GLUI_RadioGroup *shadingGroup = glui->add_radiogroup_to_panel(shadingPanel, (int*) &shadingModel, -1, shadingCB); glui->add_radiobutton_to_group(shadingGroup, "Flat"); glui->add_radiobutton_to_group(shadingGroup, "Smooth"); shadingGroup->set_int_val(SMOOTH); GLUI_Listbox *shaderListbox = glui->add_listbox_to_panel(shadingPanel, "Shader", (int*)&shader, -1, shadingCB); shaderListbox->add_item(NOSHADER, "Fixed function"); shaderListbox->add_item(PASS_THROUGH, "Pass through"); shaderListbox->add_item(DIFFUSE, "Lambert illumination"); shaderListbox->add_item(PHONG, "Phong illumination"); shaderListbox->add_item(TOON, "Toon shading"); shaderListbox->add_item(PROCEDURAL, "Procedural texture"); shaderListbox->set_int_val(PASS_THROUGH); glui->set_main_gfx_window(main_window); // We register the idle callback with GLUI, *not* with GLUT GLUI_Master.set_glutIdleFunc(NULL); glui->sync_live(); glutMainLoop(); return EXIT_SUCCESS; }
void UpdateDriverListboxGUI() { driver_listbox->set_int_val(cur_driver); //driver_listbox->set_int_val(cur_driver); UpdateDriverInfoGUI(); }
void UpdateLinkListboxGUI() { link_listbox->set_int_val(cur_link); UpdateLinkInfoGUI(); //driver_listbox->set_int_val(cur_driver); }