Example #1
0
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);
}
Example #2
0
//! This function creates all the GLUI gui elements
void create_glui_ui(void)
{
  GLUI *glui = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_RIGHT );
  glui->add_statictext("Group 11 Simulation"); 
  new GLUI_Separator(glui);
  glui->add_statictext("Simulation Timesteps"); 
  GLUI_Spinner* velocityIterationSpinner =
    glui->add_spinner("Velocity Iterations", GLUI_SPINNER_INT, &settings.velocity_iterations);
  velocityIterationSpinner->set_int_limits(1, 500);
  
  GLUI_Spinner* positionIterationSpinner =
    glui->add_spinner("Position Iterations", GLUI_SPINNER_INT, &settings.position_iterations);
  positionIterationSpinner->set_int_limits(0, 100);
  
  GLUI_Spinner* hertzSpinner =
    glui->add_spinner("Sim steps per frame", GLUI_SPINNER_FLOAT, &settings.hz);
  hertzSpinner->set_float_limits(5.0f, 200.0f);


  new GLUI_Separator(glui);
  //new GLUI_Column( glui, false );
  glui->add_statictext("Simulation Parameters"); 
  glui->add_checkbox("Warm Starting", &settings.enable_warm_starting);
  glui->add_checkbox("Time of Impact", &settings.enable_continuous);
  glui->add_checkbox("Sub-Stepping", &settings.enable_sub_stepping);


  
  //new GLUI_Column( glui, false );
  new GLUI_Separator(glui);
  glui->add_statictext("Display Options"); 
  GLUI_Panel* drawPanel =	glui->add_panel("Draw");
  glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.draw_shapes);
  glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.draw_joints);
  glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.draw_AABBs);
  glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.draw_stats);
  glui->add_checkbox_to_panel(drawPanel, "Profile", &settings.draw_profile);
  
  //new GLUI_Column( glui, false );
  new GLUI_Separator(glui);
  glui->add_button("Pause", 0, callbacks_t::pause_cb);
  glui->add_button("Single Step", 0, callbacks_t::single_step_cb);
  glui->add_button("Restart", 0, callbacks_t::restart_cb);
  glui->add_button("Quit", 0,(GLUI_Update_CB)callbacks_t::exit_cb);
  glui->set_main_gfx_window( main_window );

  new GLUI_Separator(glui);
  glui->add_statictext("Mayank Meghwanshi"); 
  glui->add_statictext("Divyam Bansal"); 
  glui->add_statictext("Jaswant Kumar"); 

}
Example #3
0
// Initialize GLUI and the user interface
void initGlui()
{
    GLUI_Master.set_glutIdleFunc(NULL);

    // Create GLUI window
    glui = GLUI_Master.create_glui("Glui Window", 0, Win[0]+10, 0);

    /*
     * Add spinners and checkboxes for each degree of freedom.
     * The checkboxes determine whether or not that part should rotate
     * when the "animate" checkbox is on.
     *
     */

    addFloatSpinner("Leg 1", &leg1Rotation, 0.1, LIMB_MIN, LIMB_MAX);
    glui->add_checkbox("Animate Leg 1", &animateLeg1, 0, doNothing);

    addFloatSpinner("Leg 2", &leg2Rotation, 0.1, LIMB_MIN, LIMB_MAX);
    glui->add_checkbox("Animate Leg 2", &animateLeg2, 0, doNothing);

    addFloatSpinner("Foot 1", &foot1Rotation, 0.1, FOOT_MIN, FOOT_MAX);
    glui->add_checkbox("Animate Foot 1", &animateFoot1, 0, doNothing);

    addFloatSpinner("Foot 2", &foot2Rotation, 0.1, FOOT_MIN, FOOT_MAX);
	glui->add_checkbox("Animate Foot 2", &animateFoot2, 0, doNothing);

	addFloatSpinner("Arm", &armRotation, 0.1, LIMB_MIN, LIMB_MAX);
    glui->add_checkbox("Animate Arm", &animateArm, 0, doNothing);

    addFloatSpinner("Head", &headRotation, 0.1, HEAD_MIN, HEAD_MAX);
    glui->add_checkbox("Animate Head", &animateHead, 0, doNothing);

    /*
     * The beak spinner is an int value of the distance
     * between the top and bottom beaks
     *
     * The beak is also controlled by a checkbox
     */
    GLUI_Spinner *beakSpinner
		= glui->add_spinner("Beak", GLUI_SPINNER_INT, &beakDistance);
    beakSpinner->set_speed(1);
    beakSpinner->set_int_limits(BEAK_MIN, BEAK_MAX, GLUI_LIMIT_CLAMP);
    glui->add_checkbox("Animate Beak", &animateBeak, 0, doNothing);

    // Add button to specify animation mode 
    glui->add_separator();
    glui->add_checkbox("Animate Parts", &animate_mode, 0, animateButton);

    glui->add_checkbox("Play Animation", &animation_mode, 0, animationButton);

    // Add "Quit" button
    glui->add_separator();
    glui->add_button("Quit", 0, quitButton);

    // Set the main window to be the "active" window
    glui->set_main_gfx_window(windowID);
}
Example #4
0
int main(int argc, char **argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(650, 650);
    glutInitWindowPosition(50, 50);
    main_window = glutCreateWindow("Ferris Wheel");

    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glEnable(GL_NORMALIZE);

    p = gluNewQuadric();
    q = gluNewQuadric();
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    init();

    glEnable(GL_LIGHT0);
    setMaterial( &redPlasticMaterials );

    currentLighting = &whiteLighting;
    glLightfv(GL_LIGHT0, GL_AMBIENT, currentLighting->ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, currentLighting->diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, currentLighting->specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);

    GLUI *control_panel = GLUI_Master.create_glui( "Controls",0, 50, 700 );

    new GLUI_Button(control_panel, "Quit", 0, (GLUI_Update_CB)exit);

    new GLUI_Column(control_panel, true);

    GLUI_Rollout *eyePosRollout = new GLUI_Rollout(control_panel, "Camera Position", false);
    GLUI_Rollout *lookAtRollout = new GLUI_Rollout(control_panel, "Lookat Point", false);

    GLUI_Spinner *epxSpin = new GLUI_Spinner(eyePosRollout, "Camera X", GLUI_SPINNER_FLOAT, &EyeX, 0, look);
    GLUI_Spinner *epySpin = new GLUI_Spinner(eyePosRollout, "Camera Y", GLUI_SPINNER_FLOAT, &EyeY, 0, look);
    GLUI_Spinner *epzSpin = new GLUI_Spinner(eyePosRollout, "Camera Z", GLUI_SPINNER_FLOAT, &EyeZ, 0, look);


    GLUI_Spinner *laxSpin = new GLUI_Spinner(lookAtRollout, "Lookat X", GLUI_SPINNER_FLOAT, &LookAtX, 0, look);
    GLUI_Spinner *laySpin = new GLUI_Spinner(lookAtRollout, "Lookat Y", GLUI_SPINNER_FLOAT, &LookAtY, 0, look);
    GLUI_Spinner *lazSpin = new GLUI_Spinner(lookAtRollout, "Lookat Z", GLUI_SPINNER_FLOAT, &LookAtZ, 0, look);

    new GLUI_Column(control_panel, true);

    GLUI_Spinner *speedSpin = new GLUI_Spinner(control_panel, "Rotation Speed", GLUI_SPINNER_FLOAT, &Speed, 0, (GLUI_Update_CB)NULL);
    speedSpin->set_float_limits(-5.0f, 5.0f, GLUI_LIMIT_CLAMP);
    GLUI_Spinner *recSpin = new GLUI_Spinner(control_panel, "Recursive Depth", GLUI_SPINNER_INT, &RecursiveDepth, 0, (GLUI_Update_CB)NULL);
    recSpin->set_int_limits(0, 5, GLUI_LIMIT_CLAMP);

    control_panel->set_main_gfx_window(main_window);
    GLUI_Master.set_glutIdleFunc(update);

    glutMainLoop();
}
Example #5
0
int main(int argc, char* argv[])
{
  /****************************************/
  /*   Initialize GLUT and create window  */
  /****************************************/

  glutInit(&argc, argv);
  glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
  glutInitWindowPosition( 50, 50 );
  glutInitWindowSize( 800, 600 );
 
  main_window = glutCreateWindow( "GLUI Example 5" );
  glutDisplayFunc( myGlutDisplay );
  GLUI_Master.set_glutReshapeFunc( myGlutReshape );  
  GLUI_Master.set_glutKeyboardFunc( myGlutKeyboard );
  GLUI_Master.set_glutSpecialFunc( NULL );
  GLUI_Master.set_glutMouseFunc( myGlutMouse );
  glutMotionFunc( myGlutMotion );

  /****************************************/
  /*       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);

  glEnable(GL_LIGHT1);
  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() );

  /*** Create the side subwindow ***/
  glui = GLUI_Master.create_glui_subwindow( main_window, 
					    GLUI_SUBWINDOW_RIGHT );

  obj_panel = new GLUI_Rollout(glui, "Properties", false );

  /***** Control for object params *****/

  new GLUI_Checkbox( obj_panel, "Wireframe", &wireframe, 1, control_cb );
  GLUI_Spinner *spinner = 
    new GLUI_Spinner( obj_panel, "Segments:", &segments);
  spinner->set_int_limits( 3, 60 );
  spinner->set_alignment( GLUI_ALIGN_RIGHT );

  GLUI_Spinner *scale_spinner = 
    new GLUI_Spinner( obj_panel, "Scale:", &scale);
  scale_spinner->set_float_limits( .2f, 4.0 );
  scale_spinner->set_alignment( GLUI_ALIGN_RIGHT );


  /******** Add some controls for lights ********/

  GLUI_Rollout *roll_lights = new GLUI_Rollout(glui, "Lights", false );

  GLUI_Panel *light0 = new GLUI_Panel( roll_lights, "Light 1" );
  GLUI_Panel *light1 = new GLUI_Panel( roll_lights, "Light 2" );

  new GLUI_Checkbox( light0, "Enabled", &light0_enabled,
                     LIGHT0_ENABLED_ID, control_cb );
  light0_spinner = 
    new GLUI_Spinner( light0, "Intensity:", 
                      &light0_intensity, LIGHT0_INTENSITY_ID,
                      control_cb );
  light0_spinner->set_float_limits( 0.0, 1.0 );
  GLUI_Scrollbar *sb;
  sb = new GLUI_Scrollbar( light0, "Red",GLUI_SCROLL_HORIZONTAL,
                           &light0_diffuse[0],LIGHT0_INTENSITY_ID,control_cb);
  sb->set_float_limits(0,1);
  sb = new GLUI_Scrollbar( light0, "Green",GLUI_SCROLL_HORIZONTAL,
                           &light0_diffuse[1],LIGHT0_INTENSITY_ID,control_cb);
  sb->set_float_limits(0,1);
  sb = new GLUI_Scrollbar( light0, "Blue",GLUI_SCROLL_HORIZONTAL,
                           &light0_diffuse[2],LIGHT0_INTENSITY_ID,control_cb);
  sb->set_float_limits(0,1);
  new GLUI_Checkbox( light1, "Enabled", &light1_enabled,
                     LIGHT1_ENABLED_ID, control_cb );
  light1_spinner = 
    new GLUI_Spinner( light1, "Intensity:",
                      &light1_intensity, LIGHT1_INTENSITY_ID,
                      control_cb );
  light1_spinner->set_float_limits( 0.0, 1.0 );
  sb = new GLUI_Scrollbar( light1, "Red",GLUI_SCROLL_HORIZONTAL,
                           &light1_diffuse[0],LIGHT1_INTENSITY_ID,control_cb);
  sb->set_float_limits(0,1);
  sb = new GLUI_Scrollbar( light1, "Green",GLUI_SCROLL_HORIZONTAL,
                           &light1_diffuse[1],LIGHT1_INTENSITY_ID,control_cb);
  sb->set_float_limits(0,1);
  sb = new GLUI_Scrollbar( light1, "Blue",GLUI_SCROLL_HORIZONTAL,
                           &light1_diffuse[2],LIGHT1_INTENSITY_ID,control_cb);
  sb->set_float_limits(0,1);


  /*** Add another rollout ***/
  GLUI_Rollout *options = new GLUI_Rollout(glui, "Options", true );
  new GLUI_Checkbox( options, "Draw sphere", &show_sphere );
  new GLUI_Checkbox( options, "Draw torus", &show_torus );
  new GLUI_Checkbox( options, "Draw axes", &show_axes );
  new GLUI_Checkbox( options, "Draw text", &show_text );

  /**** Add listbox ****/
  new GLUI_StaticText( glui, "" );
  GLUI_Listbox *list = new GLUI_Listbox( glui, "Text:", &curr_string );
  int i;
  for( i=0; i<4; i++ )
    list->add_item( i, string_list[i] );

  new GLUI_StaticText( glui, "" );


  /*** Disable/Enable buttons ***/
  new GLUI_Button( glui, "Disable movement", DISABLE_ID, control_cb );
  new GLUI_Button( glui, "Enable movement", ENABLE_ID, control_cb );
  new GLUI_Button( glui, "Hide", HIDE_ID, control_cb );
  new GLUI_Button( glui, "Show", SHOW_ID, control_cb );

  new GLUI_StaticText( glui, "" );

  /****** A 'quit' button *****/
  new GLUI_Button( glui, "Quit", 0,(GLUI_Update_CB)exit );


  /**** Link windows to GLUI, and register idle callback ******/
  
  glui->set_main_gfx_window( main_window );


  /*** Create the bottom subwindow ***/
  glui2 = GLUI_Master.create_glui_subwindow( main_window, 
                                             GLUI_SUBWINDOW_BOTTOM );
  glui2->set_main_gfx_window( main_window );

  GLUI_Rotation *view_rot = new GLUI_Rotation(glui2, "Objects", view_rotate );
  view_rot->set_spin( 1.0 );
  new GLUI_Column( glui2, false );
  GLUI_Rotation *sph_rot = new GLUI_Rotation(glui2, "Sphere", sphere_rotate );
  sph_rot->set_spin( .98 );
  new GLUI_Column( glui2, false );
  GLUI_Rotation *tor_rot = new GLUI_Rotation(glui2, "Torus", torus_rotate );
  tor_rot->set_spin( .98 );
  new GLUI_Column( glui2, false );
  GLUI_Rotation *lights_rot = new GLUI_Rotation(glui2, "Blue Light", lights_rotation );
  lights_rot->set_spin( .82 );
  new GLUI_Column( glui2, false );
  GLUI_Translation *trans_xy = 
    new GLUI_Translation(glui2, "Objects XY", GLUI_TRANSLATION_XY, obj_pos );
  trans_xy->set_speed( .005 );
  new GLUI_Column( glui2, false );
  GLUI_Translation *trans_x = 
    new GLUI_Translation(glui2, "Objects X", GLUI_TRANSLATION_X, obj_pos );
  trans_x->set_speed( .005 );
  new GLUI_Column( glui2, false );
  GLUI_Translation *trans_y = 
    new GLUI_Translation( glui2, "Objects Y", GLUI_TRANSLATION_Y, &obj_pos[1] );
  trans_y->set_speed( .005 );
  new GLUI_Column( glui2, false );
  GLUI_Translation *trans_z = 
    new GLUI_Translation( glui2, "Objects Z", GLUI_TRANSLATION_Z, &obj_pos[2] );
  trans_z->set_speed( .005 );

#if 0
  /**** We register the idle callback with GLUI, *not* with GLUT ****/
  GLUI_Master.set_glutIdleFunc( myGlutIdle );
#endif

  /**** Regular GLUT main loop ****/
  
  glutMainLoop();

  return EXIT_SUCCESS;
}
Example #6
0
int main(int argc, char** argv)
{
	entry = g_testEntries + testIndex;
	test = entry->createFcn();

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	glutInitWindowSize(width, height);
	char title[32];
	sprintf(title, "Box2D Version %d.%d.%d", b2_version.major, b2_version.minor, b2_version.revision);
	mainWindow = glutCreateWindow(title);
	//glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);

	glutDisplayFunc(SimulationLoop);
	GLUI_Master.set_glutReshapeFunc(Resize);  
	GLUI_Master.set_glutKeyboardFunc(Keyboard);
	GLUI_Master.set_glutSpecialFunc(KeyboardSpecial);
	GLUI_Master.set_glutMouseFunc(Mouse);
	glutMouseWheelFunc(MouseWheel);
	glutMotionFunc(MouseMotion);

	glui = GLUI_Master.create_glui_subwindow( mainWindow, 
		GLUI_SUBWINDOW_RIGHT );

	glui->add_statictext("Tests");
	GLUI_Listbox* testList =
		glui->add_listbox("", &testSelection);

	glui->add_separator();

	GLUI_Spinner* iterationSpinner =
		glui->add_spinner("Iterations", GLUI_SPINNER_INT, &settings.iterationCount);
	iterationSpinner->set_int_limits(1, 100);

	GLUI_Spinner* hertzSpinner =
		glui->add_spinner("Hertz", GLUI_SPINNER_FLOAT, &settings.hz);
	hertzSpinner->set_float_limits(5.0f, 200.0f);

	glui->add_checkbox("Position Correction", &settings.enablePositionCorrection);
	glui->add_checkbox("Warm Starting", &settings.enableWarmStarting);
	glui->add_checkbox("Time of Impact", &settings.enableTOI);

	glui->add_separator();

	GLUI_Panel* drawPanel =	glui->add_panel("Draw");
	glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.drawShapes);
	glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.drawJoints);
	glui->add_checkbox_to_panel(drawPanel, "Core Shapes", &settings.drawCoreShapes);
	glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.drawAABBs);
	glui->add_checkbox_to_panel(drawPanel, "OBBs", &settings.drawOBBs);
	glui->add_checkbox_to_panel(drawPanel, "Pairs", &settings.drawPairs);
	glui->add_checkbox_to_panel(drawPanel, "Contact Points", &settings.drawContactPoints);
	glui->add_checkbox_to_panel(drawPanel, "Contact Normals", &settings.drawContactNormals);
	glui->add_checkbox_to_panel(drawPanel, "Contact Forces", &settings.drawContactForces);
	glui->add_checkbox_to_panel(drawPanel, "Friction Forces", &settings.drawFrictionForces);
	glui->add_checkbox_to_panel(drawPanel, "Center of Masses", &settings.drawCOMs);
	glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.drawStats);

	int32 testCount = 0;
	TestEntry* e = g_testEntries;
	while (e->createFcn)
	{
		testList->add_item(testCount, e->name);
		++testCount;
		++e;
	}

	glui->add_button("Pause", 0, Pause);
	glui->add_button("Single Step", 0, SingleStep);

	glui->add_button("Quit", 0,(GLUI_Update_CB)exit);
	glui->set_main_gfx_window( mainWindow );

	// Use a timer to control the frame rate.
	glutTimerFunc(framePeriod, Timer, 0);

	glutMainLoop();

	return 0;
}
Example #7
0
void Interface::initGUI()
{
	GLUI_Panel *geral =addPanel("Opcoes", 1);
	addColumnToPanel(geral);
	GLUI_Panel *luzesPanel = addPanelToPanel(geral,"Luzes", 1);

	for(unsigned int i=0;i<((ANFScene *) scene)->parser.lights.size();i++){

		string str=((ANFScene *) scene)->parser.lights[i]->id;
		char * writable = new char[str.size() + 1];
		copy(str.begin(), str.end(), writable);
		writable[str.size()] = '\0';


		if(((ANFScene *) scene)->parser.lights[i]->enabled==true){
			addCheckboxToPanel(luzesPanel,writable,NULL,i)->set_int_val(1);
		}
		else{
			addCheckboxToPanel(luzesPanel,writable,NULL,i)->set_int_val(0);
		}
		delete[] writable;

	}

	addColumnToPanel(geral);
	GLUI_Panel *camerasPanel = addPanelToPanel(geral,"Camaras", 1);
	GLUI_RadioGroup *cameraList = addRadioGroupToPanel(camerasPanel,&(((ANFScene *) scene)->parser.activeCam));
	
	for(unsigned int i=0;i<((ANFScene *) scene)->parser.cameras.size();i++){

		string str=((ANFScene *) scene)->parser.cameras[i]->id;
		char * writable = new char[str.size() + 1];
		copy(str.begin(), str.end(), writable);
		writable[str.size()] = '\0';

		if(i == ((ANFScene *) scene)->parser.activeCam)
			addRadioButtonToGroup(cameraList, writable)->set_int_val(1);
		else
			addRadioButtonToGroup(cameraList, writable);

		delete[] writable;

	}
	addRadioButtonToGroup(cameraList, "Default");

	addColumnToPanel(geral);
	GLUI_Panel *drawPanel = addPanelToPanel(geral,"Draw Mode", 1);
	GLUI_RadioGroup *drawList = addRadioGroupToPanel(drawPanel,&(((ANFScene *) scene)->parser.globals->drawing.mode));
	addRadioButtonToGroup(drawList, "Fill");
	addRadioButtonToGroup(drawList, "Line");
	addRadioButtonToGroup(drawList, "Point");

	addColumnToPanel(geral);
	GLUI_Panel *windPanel = addPanelToPanel(geral,"Wind Value", 1);

	GLUI_Spinner *spinner = addSpinnerToPanel(windPanel, "windScale",GLUI_SPINNER_INT,&(((ANFScene *) scene)->parser.wind),9);
	
	spinner->set_speed(0.5);
	spinner->set_int_limits(0,10,GLUI_LIMIT_WRAP);

	
	GLUI_Panel *varPanel= addPanelToPanel(geral,"Animations", 1);
	addButtonToPanel(varPanel, "Reset", 8);
}
Example #8
0
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);


}
Example #9
0
int main(int argc, char** argv)
{

//#define CHECK_FPU_EXCEPTIONS 1
#ifdef CHECK_FPU_EXCEPTIONS

	int cw = _control87(0, 0);

	// Set the exception masks off, turn exceptions on
	cw &= ~(EM_ZERODIVIDE | EM_INVALID);

	printf("control87 = %#x\n", cw);

	// Set the control word
	_control87(cw, MCW_EM);
#endif //CHECK_FPU_EXCEPTIONS


	setDefaultSettings();
	
	int bulletVersion = btGetVersion();
	printf("Bullet version %d\n",bulletVersion);

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE |GLUT_DEPTH | GLUT_STENCIL);
	glutInitWindowSize(width, height);
	mainWindow = glutCreateWindow("http://bulletphysics.com");
#ifdef BT_USE_FREEGLUT
	glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
#endif
	entry = g_demoEntries + testIndex;
	demo = CreatDemo(entry);
	
	glutDisplayFunc(SimulationLoop);
	GLUI_Master.set_glutReshapeFunc(Resize);  
	GLUI_Master.set_glutKeyboardFunc(Keyboard);
	GLUI_Master.set_glutSpecialFunc(KeyboardSpecial);
	GLUI_Master.set_glutSpecialUpFunc(KeyboardSpecialUp);
	GLUI_Master.set_glutMouseFunc(Mouse);
	glutMotionFunc(MouseMotion);


	glui = GLUI_Master.create_glui_subwindow( mainWindow, 
		GLUI_SUBWINDOW_RIGHT );

	

	glui->add_statictext("Tests");
	GLUI_Listbox* testList =
		glui->add_listbox("", &testSelection);
	glui->add_button("Next Scene", 0,(GLUI_Update_CB)NextScene);

	glui->add_separator();

	GLUI_Spinner* iterationSpinner =
		glui->add_spinner("Iterations", GLUI_SPINNER_INT, &iterationCount);
	iterationSpinner->set_int_limits(1, 250);

/*	GLUI_Spinner* hertzSpinner =
		glui->add_spinner("Hertz", GLUI_SPINNER_FLOAT, &hz);
	hertzSpinner->set_float_limits(5.0f, 200.0f);
*/

	
	glui->add_checkbox("DisableDeactivation", &gDebugNoDeactivation);
	glui->add_checkbox("Split Impulse", &gUseSplitImpulse);
	GLUI_Spinner* spinner = 0;

	spinner = glui->add_spinner("ERP", GLUI_SPINNER_FLOAT, &gErp);
//	spinner->set_float_limits(0.f,1.f);
//	spinner = glui->add_spinner("ERP2", GLUI_SPINNER_FLOAT, &gErp2);
	spinner->set_float_limits(0.f,1.f);
	spinner = glui->add_spinner("Slop", GLUI_SPINNER_FLOAT, &gSlop);
	spinner->set_float_limits(0.f,1.f);
//	spinner = glui->add_spinner("WSP", GLUI_SPINNER_FLOAT,&gWarmStartingParameter);
//	spinner->set_float_limits (0.f,1.0);
	glui->add_checkbox("Warmstarting", &gUseWarmstarting);
	glui->add_checkbox("Randomize Constraints", &gRandomizeConstraints);
	

	glui->add_button("Reset Defaults", 0,(GLUI_Update_CB)setDefaultSettingsAndSync);
	glui->add_separator();

	GLUI_Panel* drawPanel =	glui->add_panel("Debug Draw");

	glui->add_checkbox_to_panel(drawPanel, "AABBs", &gDrawAabb);
	glui->add_checkbox_to_panel(drawPanel, "Wireframe", &gWireFrame);
	glui->add_checkbox_to_panel(drawPanel, "Contacts", &gDebugContacts);
	glui->add_checkbox_to_panel(drawPanel, "Textures", &gDrawTextures);
	glui->add_checkbox_to_panel(drawPanel, "Shadows", &gDrawShadows);
	glui->add_checkbox_to_panel(drawPanel, "Clusters", &gDrawClusters);

	int testCount = 0;
	btDemoEntry* e = g_demoEntries;
	while (e->createFcn)
	{
		testList->add_item(testCount, e->name);
		++testCount;
		++e;
	}
	
	glui->add_separator();

	glui->add_button("Toggle Pause", 0,(GLUI_Update_CB)TogglePause);
	
	glui->add_button("Single Step", 0,(GLUI_Update_CB)SingleSimulationStep);
	glui->add_button("Reset Scene", 0,(GLUI_Update_CB)ResetScene);
	glui->add_button("Restart Scene", 0,(GLUI_Update_CB)RestartScene);

	glui->add_separator();
	
//	glui->add_button("Exit", 0,(GLUI_Update_CB)exit);

	glui->set_main_gfx_window( mainWindow );

	// Use a timer to control the frame rate.
	glutTimerFunc(framePeriod, Timer, 0);

	glutMainLoop();

	return 0;
}
Example #10
0
  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;
  }
Example #11
0
int main(int argc, char** argv)
{
	simulatorPageCount = 0;
	while (g_testEntries[simulatorPageCount].createFcn != NULL)
	{
		++simulatorPageCount;
	}

	simulatorPageIndex = b2Clamp(simulatorPageIndex, 0, simulatorPageCount-1);
	simulatorPageSelection = simulatorPageIndex;

	entry = g_testEntries + simulatorPageIndex;
	simulatorPage = entry->createFcn();

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	glutInitWindowSize(width, height);
	char title[32];
	sprintf(title, "Simulert plankesorteringsanlegg");
	mainWindow = glutCreateWindow(title);
	//glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);

	glutDisplayFunc(SimulationLoop);
	GLUI_Master.set_glutReshapeFunc(Resize);  
	GLUI_Master.set_glutKeyboardFunc(Keyboard);
	GLUI_Master.set_glutSpecialFunc(KeyboardSpecial);
	GLUI_Master.set_glutMouseFunc(Mouse);
#ifdef FREEGLUT
	glutMouseWheelFunc(MouseWheel);
#endif
	glutMotionFunc(MouseMotion);

	glutKeyboardUpFunc(KeyboardUp);

	glui = GLUI_Master.create_glui_subwindow( mainWindow, 
		GLUI_SUBWINDOW_RIGHT );

	glui->add_statictext("Tests");
	GLUI_Listbox* testList =
		glui->add_listbox("", &simulatorPageSelection);

	glui->add_separator();

	GLUI_Spinner* velocityIterationSpinner =
		glui->add_spinner("Vel Iters", GLUI_SPINNER_INT, &settings.velocityIterations);
	velocityIterationSpinner->set_int_limits(1, 500);

	GLUI_Spinner* positionIterationSpinner =
		glui->add_spinner("Pos Iters", GLUI_SPINNER_INT, &settings.positionIterations);
	positionIterationSpinner->set_int_limits(0, 100);

	GLUI_Spinner* hertzSpinner =
		glui->add_spinner("Hertz", GLUI_SPINNER_FLOAT, &settingsHz);

	hertzSpinner->set_float_limits(5.0f, 200.0f);

	glui->add_checkbox("Warm Starting", &settings.enableWarmStarting);
	glui->add_checkbox("Time of Impact", &settings.enableContinuous);
	glui->add_checkbox("Sub-Stepping", &settings.enableSubStepping);

	//glui->add_separator();

	GLUI_Panel* drawPanel =	glui->add_panel("Draw");
	glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.drawShapes);
	glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.drawJoints);
	glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.drawAABBs);
	glui->add_checkbox_to_panel(drawPanel, "Pairs", &settings.drawPairs);
	glui->add_checkbox_to_panel(drawPanel, "Contact Points", &settings.drawContactPoints);
	glui->add_checkbox_to_panel(drawPanel, "Contact Normals", &settings.drawContactNormals);
	glui->add_checkbox_to_panel(drawPanel, "Contact Forces", &settings.drawContactForces);
	glui->add_checkbox_to_panel(drawPanel, "Friction Forces", &settings.drawFrictionForces);
	glui->add_checkbox_to_panel(drawPanel, "Center of Masses", &settings.drawCOMs);
	glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.drawStats);
	glui->add_checkbox_to_panel(drawPanel, "Profile", &settings.drawProfile);

	int32 testCount = 0;
	SimulatorPageEntry* e = g_testEntries;
	while (e->createFcn)
	{
		testList->add_item(testCount, e->name);
		++testCount;
		++e;
	}

	glui->add_button("Pause", 0, Pause);
	glui->add_button("Single Step", 0, SingleStep);
	glui->add_button("Restart", 0, Restart);

	glui->add_button("Quit", 0,(GLUI_Update_CB)Exit);

	glui->add_separator();
	glui->add_edittext( "Serialport:", GLUI_EDITTEXT_TEXT, serialport );
	glui->add_button("Set serialport", 0, (GLUI_Update_CB)SetSerialport);

	glui->set_main_gfx_window( mainWindow );


	// Use a timer to control the frame rate.
	glutTimerFunc(framePeriod, Timer, 0);

	glutMainLoop();

	return 0;
}
Example #12
0
int main(int argc, char** argv)
{
	/* standard GLUT initialization */

	glutInit(&argc,argv);

    // Set up model Window
	glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); /* default, not needed */
    glutInitWindowSize(W_MODEL, H_MODEL);
    glutInitWindowPosition(X_MODEL, Y_MODEL);
	modelWindow = glutCreateWindow("Mimicry"); /* window title */
	glClearColor(0.5, 0.5, 0.5, 1);
	glutDisplayFunc(displayModel);
	glutReshapeFunc(reshapeModel);
	glutIdleFunc(0);

    // Set up statistics Window
	/*
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
    glutInitWindowSize(W_STATS, H_STATS);
    glutInitWindowPosition(X_STATS, Y_STATS);
    statsWindow = glutCreateWindow("Statistics");
    glClearColor(0, 0, 0, 1);
    glutDisplayFunc(displayStats);
    glutReshapeFunc(reshapeStats);
	*/

	glutKeyboardFunc(keyboard);

    // GLUI initialization
    glui = GLUI_Master.create_glui("Controls", 0, X_GLUI, Y_GLUI);

    // Initialization panel
    GLUI_Panel *initializationPanel = glui->add_panel("Initialization");

    ctlGeneBankName = glui->add_edittext_to_panel(initializationPanel, "File   ", GLUI_EDITTEXT_TEXT);
    ctlGeneBankName->set_w(150);
    ctlGeneBankName->enable();
    ctlGeneBankName->set_text("initialconfig.xml");

	glui->add_column_to_panel(initializationPanel, true);

    ctlStart = glui->add_button_to_panel(initializationPanel, "Start", START, control);
    ctlStop = glui->add_button_to_panel(initializationPanel, "Stop", STOP, control);
    ctlStop->disable();
    ctlPause = glui->add_button_to_panel(initializationPanel, "Pause/Continue", PAUSE, control);
    ctlPause->disable();

    // Run-time controls panel
    GLUI_Panel *runtimePanel = glui->add_panel("Runtime Parameters");

    // Prey Runtime configuration panel
	GLUI_Panel *preyConfigPanel = glui->add_panel_to_panel(runtimePanel, "Prey Configuration");

    GLUI_Spinner *preySize = glui->add_spinner_to_panel(
        preyConfigPanel,
        "Prey Size",
        GLUI_SPINNER_INT,
        &System::PREY_SIZE,
        PREY_SIZE,
        control);
    preySize->set_int_limits(1, 5);

	GLUI_Panel *preyReprodConfigPanel = glui->add_panel_to_panel(preyConfigPanel, "Reproduction");

    GLUI_Spinner *preyReproductionAgeLimit = glui->add_spinner_to_panel(
        preyReprodConfigPanel,
        "Age Limit",
        GLUI_SPINNER_INT,
		&System::PREY_REPRODUCTION_AGE_LIMIT,
        PREY_REPRODUCTION_AGE_LIMIT,
        control);
    preyReproductionAgeLimit->set_int_limits(100, 10000);

    GLUI_Spinner *preyReproductionInterval = glui->add_spinner_to_panel(
        preyReprodConfigPanel,
        "Interval",
        GLUI_SPINNER_INT,
		&System::PREY_REPRODUCTION_INTERVAL,
        PREY_REPRODUCTION_INTERVAL,
        control);
    preyReproductionInterval->set_int_limits(100, 10000);

	GLUI_Panel *preyMutationRatePanel = glui->add_panel_to_panel(preyConfigPanel, "Mutation Rate");
	
	GLUI_Spinner *patternMutationRate = glui->add_spinner_to_panel(
        preyMutationRatePanel,
        "Pattern",
        GLUI_SPINNER_FLOAT,
		&System::PATTERN_MUTATION_RATE,
        PATTERN_MUTATION_RATE,
        control);
    patternMutationRate->set_int_limits(0.01, 1.0);

    GLUI_Spinner *preyGenomeMutationRate = glui->add_spinner_to_panel(
        preyMutationRatePanel,
        "Genome",
        GLUI_SPINNER_FLOAT,
		&System::PREY_GENOME_MUTATION_RATE,
        PREY_GENOME_MUTATION_RATE,
        control);
    preyGenomeMutationRate->set_int_limits(0.01, 1.0);

    GLUI_Spinner *preyDemiseAge = glui->add_spinner_to_panel(
        preyConfigPanel,
        "Demise Age",
        GLUI_SPINNER_INT,
		&System::PREY_DEMISE_AGE,
        PREY_DEMISE_AGE,
        control);
    preyDemiseAge->set_int_limits(100, 10000);

	glui->add_column_to_panel(runtimePanel, true);

	// Predator Runtime configuration panel
	GLUI_Panel *predatorConfigPanel = glui->add_panel_to_panel(runtimePanel, "Predator Configuration");

	GLUI_Panel *predatorReprodConfigPanel = glui->add_panel_to_panel(predatorConfigPanel, "Reproduction");

    GLUI_Spinner *predatorReproductionAgeLimit = glui->add_spinner_to_panel(
        predatorReprodConfigPanel,
        "Age Limit",
        GLUI_SPINNER_INT,
		&System::PREDATOR_REPRODUCTION_AGE_LIMIT,
        PREDATOR_REPRODUCTION_AGE_LIMIT,
        control);
    predatorReproductionAgeLimit->set_int_limits(100, 10000);

    GLUI_Spinner *predatorReproductionInterval = glui->add_spinner_to_panel(
        predatorReprodConfigPanel,
        "Interval",
        GLUI_SPINNER_INT,
		&System::PREDATOR_REPRODUCTION_INTERVAL,
        PREDATOR_REPRODUCTION_INTERVAL,
        control);
    predatorReproductionInterval->set_int_limits(100, 10000);

	GLUI_Panel *hopfieldNetworkConfg = glui->add_panel_to_panel(predatorConfigPanel, "Memory Configurations");

    GLUI_Spinner *predatorMinMemorySize = glui->add_spinner_to_panel(
        hopfieldNetworkConfg,
        "Minimum",
        GLUI_SPINNER_INT,
		&System::MIN_MEMORY_SIZE,
        MIN_MEMORY_SIZE,
        control);
    predatorMinMemorySize->set_int_limits(1, 20);

    GLUI_Spinner *predatorMaxMemorySize = glui->add_spinner_to_panel(
        hopfieldNetworkConfg,
        "Maximum",
        GLUI_SPINNER_INT,
		&System::MAX_MEMORY_SIZE,
        MAX_MEMORY_SIZE,
        control);
    predatorMaxMemorySize->set_int_limits(2, 20);

    GLUI_Spinner *predatorGenomeMutationRate = glui->add_spinner_to_panel(
        predatorConfigPanel,
        "Mutation Rate",
        GLUI_SPINNER_FLOAT,
		&System::PREDATOR_GENOME_MUTATION_RATE,
        PREDATOR_GENOME_MUTATION_RATE,
        control);
    predatorGenomeMutationRate->set_int_limits(0.01, 1.0);
	
	GLUI_Spinner *predatorDemiseAge = glui->add_spinner_to_panel(
        predatorConfigPanel,
        "Demise Age",
        GLUI_SPINNER_INT,
		&System::PREDATOR_DEMISE_AGE,
        PREDATOR_DEMISE_AGE,
        control);
    predatorDemiseAge->set_int_limits(100, 10000);

	glui->add_column(true);

    // Model view panel
    GLUI_Panel *modelViewPanel = glui->add_panel("Model view");

    ctlRot = glui->add_rotation_to_panel(modelViewPanel, "Orientation", gluiRotation);
    //glui->add_column_to_panel(modelViewPanel, true);
    GLUI_Translation *ctlTranslateXY = glui->add_translation_to_panel(
        modelViewPanel,
        "XY position",
        GLUI_TRANSLATION_XY,
        gluiPosition);
    //glui->add_column_to_panel(modelViewPanel, true);
    GLUI_Translation *ctlTranslateZ = glui->add_translation_to_panel(
        modelViewPanel,
        "Zoom",
        GLUI_TRANSLATION_Z,
        &gluiPosition[2],
        ZOOM, control);

    glui->add_separator_to_panel(modelViewPanel);

	glui->add_button_to_panel(modelViewPanel, "Reset view", RESET, control);
	glui->add_checkbox_to_panel(modelViewPanel, "Update model", &updateModel);
    glui->add_checkbox_to_panel(modelViewPanel, "Update statistics", &updateStats);

    // Run-time controls panel
    GLUI_Panel *controlsPanel = glui->add_panel("Runtime Controls");

    // View Selection panel
	GLUI_Panel *viewSelectionPanel = glui->add_panel_to_panel(controlsPanel, "View Selection");

	glui->add_checkbox_to_panel(viewSelectionPanel, "Outline", &System::showOutline);
	glui->add_checkbox_to_panel(viewSelectionPanel, "View Cells", &System::showCells);

    // Reports panel
    GLUI_Panel *reportPanel = glui->add_panel_to_panel(controlsPanel, "Reports");
    glui->add_button_to_panel(reportPanel, "Rings", RING_REPORT, control);

    ctlTranslateXY->set_speed(0.1);
    ctlTranslateZ->set_speed(0.1);

	/* display callback invoked when window opened */
	glutMainLoop(); /* enter event loop */
	return 0;
}
Example #13
0
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;
}
Example #14
0
int main(int argc, char* argv[])
{

	/****************************************/
	/*   Initialize GLUT and create window  */
	/****************************************/

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
	glutInitWindowPosition(80, 80);
	glutInitWindowSize(windowWidth, windowHeight);
	int main_window = glutCreateWindow("Rendering Test");
	glewInit();
	glutDisplayFunc(myGlutDisplay);
	glutMotionFunc(myGlutMotion);
	glutReshapeFunc(myGlutReshape);
	glutPassiveMotionFunc(myGlutPassiveMotion);
	glutMouseWheelFunc(myGlutMouseWheel);
	glutMouseFunc(myGlutMouse);
	glutKeyboardFunc(myGlutKeyboard);

	glEnable(GL_DEPTH_TEST);

	/****************************************/
	/*         Here's the GLSL code         */
	/****************************************/
	geomFb.AddExtraDrawTexture(GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_NEAREST, GL_CLAMP_TO_EDGE);
	geomFb.AddExtraDrawTexture(GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_NEAREST, GL_CLAMP_TO_EDGE);
	glClampColor(GL_CLAMP_READ_COLOR, GL_FALSE);
	glClampColor(GL_CLAMP_VERTEX_COLOR, GL_FALSE);
	glClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);

	/****************************************/
	/*               Loading Data           */
	/****************************************/

	ssaoPass.Build();
	blurPass.Build();
	lightingPass.Build();

#ifdef TRACK
	trackBall.SetRotationMatrix(MyMatrixf::RotateMatrix(90, 1, 0, 0));
	trackBall.ScaleMultiply(1.3);
	MyTracks tractData;
	MyBitmap bitmap;
	bitmap.Open("..\\SSAO\\data\\diverging.bmp");
	gTex = MyTexture::MakeGLTexture(&bitmap);
	//tractData.Read("data\\normal_s3.data");
	tractData.Read("C:\\Users\\GuohaoZhang\\Dropbox\\data\\normal_s4.tensorinfo");
	tractData.AppendTrackColor("C:\\Users\\GuohaoZhang\\Dropbox\\data\\normal_s4_boy.data");
	tractData.Save("C:\\Users\\GuohaoZhang\\Dropbox\\data\\normal_s4_tensorboy.trk");
	return 1;
	tractData.Read("C:\\Users\\GuohaoZhang\\Dropbox\\data\\normal_s3_tensorboy_RevZ.trk");
	//tractData.Read("data\\normal_s5.tensorinfo");
	//tractData.Read("data\\normal_s5_2pt.tensorinfo");
	//tractData.Read("data\\cFile.tensorinfo");
	//tractData.Read("C:\\Users\\GuohaoZhang\\Desktop\\tmpdata\\dti.trk");
	//tractData.Read("C:\\Users\\GuohaoZhang\\Desktop\\tmpdata\\ACR.trk");
	//tractData.Read("dti_20_0995.data");
	track.SetTracts(&tractData);
	track.SetTexture(gTex);
	//track.SetShape(MyTractVisBase::TRACK_SHAPE_LINE);
	track.SetShape(MyTractVisBase::TrackShape(trackShape + 1));
	track.ComputeGeometry();
	track.LoadShader();
	track.LoadGeometry();

	trackLine.SetTracts(&tractData);
	trackLine.SetShape(MyTractVisBase::TRACK_SHAPE_LINE);
	trackLine.ComputeGeometry();
	trackLine.LoadShader();
	trackLine.LoadGeometry();

	track.SetToInfluence(tractEncoding);

	MyVec3f center = track.GetTracts()->GetBoundingBox().GetCenter();
	cout << "Center: " << center[0] << ", " << center[1] << ", " << center[2] << endl;
#endif

#ifdef MESH

	gTex = MakeTexture("2dir_128.bmp");

	meshPrecision = 0.01;
	//mesh.Read("data\\lh.trans.pial.obj");
	mesh.Read("data\\lh.pial.DK.fusiform_trans.obj");
	//mesh.Read("lh.pial.obj");
	//mesh.Read("data\\lh.trans.pial.obj");
	//MyMesh mesh2;
	//mesh2.Read("data\\rh.trans.pial.obj");
	//mesh.Merge(mesh2);
	mesh.MergeVertices(meshPrecision);
	mesh.GenPerVertexNormal();
	//mesh.Write("data\\rh.trans_wnormal.pial.obj");
	mesh.CompileShader();
	mesh.mTexture = gTex;
	mesh.Build();
	//glEnable(GL_BLEND);
	//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

#endif
	/****************************************/
	/*         Here's the GLUI code         */
	/****************************************/
	printf("GLUI version: %3.2f\n", GLUI_Master.get_version());

	GLUI_Master.set_glutDisplayFunc(myGlutDisplay);
	GLUI_Master.set_glutReshapeFunc(myGlutReshape);
	GLUI_Master.set_glutKeyboardFunc(myGlutKeyboard);
	GLUI_Master.set_glutSpecialFunc(NULL);
	GLUI_Master.set_glutMouseFunc(myGlutMouse);

	glui = GLUI_Master.create_glui_subwindow(main_window,
		GLUI_SUBWINDOW_RIGHT);

	glui->set_main_gfx_window(main_window);

	// add panels for parameter tunning


	panel[0] = new GLUI_Panel(glui, "Rendering Mode");
	GLUI_Spinner* dsrSpinner = new GLUI_Spinner(
		panel[0], "DSR Index", GLUI_SPINNER_INT,
		&dsrIndex, -1, changeDsr);
	dsrSpinner->set_int_limits(1, 4);
	GLUI_RadioGroup* radioGroup = new GLUI_RadioGroup(panel[0],
		&renderIdx, 0, switchRenderMode);
	new GLUI_RadioButton(radioGroup, "Geometry Pass");
	new GLUI_RadioButton(radioGroup, "SSAO Pass");
	new GLUI_RadioButton(radioGroup, "Blur Pass");
	new GLUI_RadioButton(radioGroup, "Lighting Pass");
	new GLUI_Button(panel[0], "Reset All", -1, resetRenderingParameters);
	new GLUI_Button(panel[0], "Reset Shaders", -1, resetShaders);

	// geometry pass
	panel[1] = new GLUI_Panel(glui, "Geometry Pass");
	new GLUI_Button(panel[1], "Reset", 0, resetRenderingParameters);
	new GLUI_Checkbox(panel[1], "Cull Backface",
		&cullface, -1, changeCullface);
	new GLUI_Checkbox(panel[1], "Draw Tracts",
		&bdrawTracks, -1, reRender);
	new GLUI_Checkbox(panel[1], "Draw Axes",
		&bdrawAxes, -1, reRender);

#ifdef MESH
	GLUI_Spinner* meshPrecisionSpinner = new GLUI_Spinner
		(panel[1], "Mesh Detail", GLUI_SPINNER_FLOAT,
		&meshPrecision, -1, changeMeshPrecision);
	meshPrecisionSpinner->set_float_limits(0.01, 10);
#endif

#ifdef TRACK
	GLUI_RadioGroup* shapeRadioGroup = new GLUI_RadioGroup(panel[1],
		&trackShape, 0, changeTrackShape);
	new GLUI_RadioButton(shapeRadioGroup, "Line");
	new GLUI_RadioButton(shapeRadioGroup, "Tube");
	new GLUI_RadioButton(shapeRadioGroup, "Superquadric");

	GLUI_RadioGroup* encodingRadioGroup = new GLUI_RadioGroup(panel[1],
		&tractEncoding, 0, changeTractEncoding);
	new GLUI_RadioButton(encodingRadioGroup, "Boy's");
	new GLUI_RadioButton(encodingRadioGroup, "Color");
	new GLUI_RadioButton(encodingRadioGroup, "Size");
	new GLUI_RadioButton(encodingRadioGroup, "Texture");

	tubeParameterPanel = new GLUI_Panel(panel[1], "Tube Parameters");
	new GLUI_StaticText(tubeParameterPanel, "Tube Radius");
	GLUI_Scrollbar* tubeRadiusSlider = new GLUI_Scrollbar
		(tubeParameterPanel, "Tube Radius", GLUI_SCROLL_HORIZONTAL,
		&(track.mTrackRadius), -1, reRender);
	tubeRadiusSlider->set_float_limits(0, 1);
	GLUI_Spinner* boxOpacitySpinner = new GLUI_Spinner(
		tubeParameterPanel, "Opacity Index", GLUI_SPINNER_INT,
		&boxOpacityIndex, -1, reRender);
	boxOpacitySpinner->set_int_limits(0, 2);
	GLUI_Spinner* trackFaceSpinner = new GLUI_Spinner(
		tubeParameterPanel, "Number Faces", GLUI_SPINNER_INT,
		&trackFaces, -1, changeTrackShape);
	trackFaceSpinner->set_int_limits(2, 20);
	trackFaceSpinner->set_int_val(track.GetNumberFaces());
#endif

	// ssao pass
	panel[2] = new GLUI_Panel(glui, "SSAO Pass");
	new GLUI_Button(panel[2], "Reset", 1, resetRenderingParameters);
	new GLUI_StaticText(panel[2], "Sample Radius");
	GLUI_Scrollbar* sampleRadiusSlider = new GLUI_Scrollbar
		(panel[2], "Sample Radius", GLUI_SCROLL_HORIZONTAL,
		&(ssaoPass.mSampleRadius), -1, reRender);
	sampleRadiusSlider->set_float_limits(0, 100);
	new GLUI_StaticText(panel[2], "Occlusion Power");
	GLUI_Scrollbar* occulusioPowerSlider = new GLUI_Scrollbar
		(panel[2], "Occlusion Power", GLUI_SCROLL_HORIZONTAL,
		&(ssaoPass.mOcclusionPower), -1, reRender);
	occulusioPowerSlider->set_float_limits(0, 4);

	// blur pass
	panel[3] = new GLUI_Panel(glui, "Blur Pass");
	new GLUI_Button(panel[3], "Reset", 2, resetRenderingParameters);
	GLUI_Spinner* blurRadiusSpinner = new GLUI_Spinner
		(panel[3], "Blur Radius (Pixel)", GLUI_SPINNER_INT,
		&(blurPass.mBlurRadius), -1, reRender);
	blurRadiusSpinner->set_int_limits(0, 20);

	// lighting pass
	lightingPass.mAmbient = 0.4;
	lightingPass.mDiffuse = 0.6;
	lightingPass.mSpecular = 0;
	lightingPass.mUseSsao = 1;
	panel[4] = new GLUI_Panel(glui, "Lighting Pass");
	new GLUI_Button(panel[4], "Reset", 3, resetRenderingParameters);
	new GLUI_Checkbox(panel[4], "Normalize Intensity",
		&lightComponentRatioControl, -1, changeLightComponent);
	new GLUI_Checkbox(panel[4], "Use SSAO",
		&lightingPass.mUseSsao, -1, changeLightComponent);
	new GLUI_StaticText(panel[4], "Light Intensity");
	GLUI_Scrollbar* lightIntensitySlider = new GLUI_Scrollbar
		(panel[4], "Light Intensity", GLUI_SCROLL_HORIZONTAL,
		&(lightingPass.mLightItensity), -1, reRender);
	lightIntensitySlider->set_float_limits(0, 10);
	new GLUI_StaticText(panel[4], "Ambient");
	lightComponentSlider[0] = new GLUI_Scrollbar
		(panel[4], "Ambient", GLUI_SCROLL_HORIZONTAL,
		&(lightingPass.mAmbient), 0, changeLightComponent);
	lightComponentSlider[0]->set_float_limits(0, 1);
	new GLUI_StaticText(panel[4], "Diffuse");
	lightComponentSlider[1] = new GLUI_Scrollbar
		(panel[4], "Diffuse", GLUI_SCROLL_HORIZONTAL,
		&(lightingPass.mDiffuse), 1, changeLightComponent);
	lightComponentSlider[1]->set_float_limits(0, 1);
	new GLUI_StaticText(panel[4], "Specular");
	lightComponentSlider[2] = new GLUI_Scrollbar
		(panel[4], "Specular", GLUI_SCROLL_HORIZONTAL,
		&(lightingPass.mSpecular), 2, changeLightComponent);
	lightComponentSlider[2]->set_float_limits(0, 1);
	new GLUI_StaticText(panel[4], "Shininess");
	GLUI_Scrollbar* shininessSlider = new GLUI_Scrollbar
		(panel[4], "Shininess", GLUI_SCROLL_HORIZONTAL,
		&(lightingPass.mShininess), -1, changeLightComponent);
	shininessSlider->set_float_limits(0, 128);


	// set init state right
	switchRenderMode(renderIdx);

	glutMainLoop();

	return EXIT_SUCCESS;
}
/**
Sets up the GLUI window.
*/
void InitGlui() {

	//User Input Section 
	GLUI_Panel *UserInput;
	GLUI_Rollout *UserInputRollout;
	//GLUI_Rollout * ReadInFileRollout;

	//Visualization Settings:
	GLUI_Panel *settings;

	//Transformation Settings:
	GLUI_Panel * transformationPanel;
	GLUI_Rollout * TransformationRollout;
	GLUI_Rotation *rotation;
	GLUI_Translation *trans, *scale;

	//Color Options Settings:
	GLUI_Rollout * ColorOptions;
	GLUI_Spinner * backgroundColorSpinnerR;
	GLUI_Spinner * backgroundColorSpinnerG;
	GLUI_Spinner * backgroundColorSpinnerB;
	GLUI_Spinner * boxColorSpinner;

	//Graphics Options Settings:
	GLUI_Panel * graphicsOptions;

	//Graphics Rollouts:
	GLUI_Panel * CustomSettings;





	GLUI_Rollout * ArrowSettings;
	GLUI_Rollout * AnimationSettings;
	GLUI_Rollout * IsosurfaceSettings;
	GLUI_Rollout * PointsSettings;
	GLUI_Rollout * StreamlineSettings;
	GLUI_Rollout * VectorBlobSettings; 
	GLUI_Rollout * CuttingPlaneSettings;
	
	//ObjFileSettings:
	//GLUI_Panel * ObjFileSettings;

	//Arrow Settings:
	GLUI_Spinner * spinArrowLength;
	GLUI_Spinner * spinNumPoints;
	GLUI_Spinner * spinMinVector;
	GLUI_Spinner * spinMaxVector;
	//GLUI_Spinner * alphaVector;

	//Isosurface Settings
	GLUI_Spinner * spinIsoValue;
	GLUI_Spinner * spinNumContours;
	GLUI_Spinner * spinIsoResolution;
	//GLUI_Spinner * spinZPlaneVal;

	//Streamline Controls:
	GLUI_Spinner * spinNumStreamlines;

	//Probe Controls:
	//GLUI_Panel * probePanel;
	GLUI_Spinner * ProbeX;
	GLUI_Spinner * ProbeY;
	GLUI_Spinner * ProbeZ;

	//Vector Sheet Controls:
	//GLUI_Spinner * VectorBlobTime;
	GLUI_Spinner * VectorBlobXLoc;
	GLUI_Spinner * VectorBlobYLoc;
	GLUI_Spinner * VectorBlobZLoc;
	GLUI_Spinner * VectorBlobXVec;
	GLUI_Spinner * VectorBlobYVec;
	GLUI_Spinner * VectorBlobZVec;

	//Cutting Plane Controls:
	//GLUI_Spinner * VectorBlobTime;
	GLUI_Spinner * CuttingPlaneXLoc;
	GLUI_Spinner * CuttingPlaneYLoc;
	GLUI_Spinner * CuttingPlaneZLoc;
	GLUI_Spinner * CuttingPlaneXVec;
	GLUI_Spinner * CuttingPlaneYVec;
	GLUI_Spinner * CuttingPlaneZVec;
	GLUI_Spinner * Tolerence;
	GLUI_Spinner * ContDist;

	//dot point animation controls:
	GLUI_Spinner * dotPointColorSpinnerR;
	GLUI_Spinner * dotPointColorSpinnerG;
	//GLUI_Spinner * dotPointColorSpinnerB;

	//Strings for Sliders:
	//char tempstr[128];
	//char xstr[128];
	//char ystr[128];
	//char zstr[128];
	//char radstr[128];
	//char gradstr[128];
	//char vecstr[128];

	// setup the glui window:

	glutInitWindowPosition(Framework::instance()->INIT_WINDOW_SIZE + 50, 0);
	TestGlui = GLUI_Master.create_glui((char *)Framework::instance()->GLUITITLE);
	TestGlui->add_statictext((char *)Framework::instance()->GLUITITLE);

	//Here is Where the User Defined 
	UserInputRollout = TestGlui->add_rollout("User Input  Options");
	UserInput = TestGlui->add_panel_to_panel(UserInputRollout, "User Input Options");
	TestGlui->add_checkbox_to_panel(UserInput, "Use Prism Space Definer", &Framework::instance()->usePrism);
	TestGlui->add_checkbox_to_panel(UserInput, "Use Point Grid", &Framework::instance()->useGrid);
	Framework::instance()->spaceEditText = TestGlui->add_edittext_to_panel(UserInput, "Space Definer Equation:", GLUI_EDITTEXT_TEXT, Framework::instance()->SpaceDefinerString);
	Framework::instance()->spaceEditText->set_w(400);
	Framework::instance()->vectorEditText = TestGlui->add_edittext_to_panel(UserInput,"Vector Definer Equation:", GLUI_EDITTEXT_TEXT, Framework::instance()->VectorDefinerString);
	Framework::instance()->vectorEditText->set_w(400);
	GLUI_Panel* buttons = TestGlui->add_panel_to_panel(UserInput, "");
	TestGlui->add_column_to_panel(buttons, 0);
	TestGlui->add_button_to_panel(buttons, "Reset", 0, ((GLUI_Update_CB)MyButtons));
	TestGlui->add_column_to_panel(buttons, 0);
	TestGlui->add_button_to_panel(buttons, "Render", 1, ((GLUI_Update_CB)MyButtons));
	TestGlui->add_column_to_panel(buttons, 0);
	TestGlui->add_button_to_panel(buttons, "Get File", 3, ((GLUI_Update_CB)MyButtons));
	
	//Visualization Settings:
	TestGlui->add_separator();
	settings = TestGlui->add_panel("Visual Settings");
	TestGlui->add_column_to_panel(settings, 0);
	TestGlui->add_checkbox_to_panel(settings, "Axes", &Framework::instance()->AxesOn);
	TestGlui->add_column_to_panel(settings, 0);
	TestGlui->add_checkbox_to_panel(settings, "Box", &Framework::instance()->BoxOn);
	TestGlui->add_column_to_panel(settings,0);
	TestGlui->add_checkbox_to_panel(settings, "Perspective", &Framework::instance()->WhichProjection);
	TestGlui->add_column_to_panel(settings, 0);
	TestGlui->add_checkbox_to_panel(settings, "Intensity Depth Cue", &Framework::instance()->DepthCueOn);
	
	//Transformation Settings:
	TransformationRollout = TestGlui->add_rollout("Transformation", 1);
	transformationPanel = TestGlui->add_panel_to_panel(TransformationRollout, "Object Transformation");
	TestGlui->add_column_to_panel(transformationPanel, 0);
	rotation = TestGlui->add_rotation_to_panel(transformationPanel, "Rotation", (float *)Framework::instance()->RotMatrix);
	rotation->set_spin(1.0);
	rotation->reset();

	TestGlui->add_column_to_panel(transformationPanel, 0);
	scale = TestGlui->add_translation_to_panel(transformationPanel, "Scale", GLUI_TRANSLATION_Y, &Framework::instance()->Scale2);
	scale->set_speed(0.005f);

	TestGlui->add_column_to_panel(transformationPanel, 0);
	trans = TestGlui->add_translation_to_panel(transformationPanel, "Trans XY", GLUI_TRANSLATION_XY, &Framework::instance()->TransXYZ[0]);
	trans->set_speed(0.05f);

	TestGlui->add_column_to_panel(transformationPanel, 0);
	trans = TestGlui->add_translation_to_panel(transformationPanel, "Trans Z", GLUI_TRANSLATION_Z, &Framework::instance()->TransXYZ[2]);
	trans->set_speed(0.05f);

	//Color Settings Rollout:
	TestGlui->add_separator();
	ColorOptions = TestGlui->add_rollout("Color Settings", 0);
	TestGlui->add_checkbox_to_panel(ColorOptions, "Alternate Color Scheme", &Framework::instance()->ColorAlternate, 1, CheckboxCallback);
	TestGlui->add_separator();
	backgroundColorSpinnerR = TestGlui->add_spinner_to_panel(ColorOptions, "Background Color R", GLUI_SPINNER_FLOAT, &Framework::instance()->backgroundColorR);
	backgroundColorSpinnerR->set_float_limits(0.0, 1.0);
	backgroundColorSpinnerR ->set_speed(0.05);
	backgroundColorSpinnerG = TestGlui->add_spinner_to_panel(ColorOptions, "Background Color G", GLUI_SPINNER_FLOAT, &Framework::instance()->backgroundColorG);
	backgroundColorSpinnerG->set_float_limits(0.0, 1.0);
	backgroundColorSpinnerG->set_speed(0.05);
	backgroundColorSpinnerB = TestGlui->add_spinner_to_panel(ColorOptions, "Background Color B", GLUI_SPINNER_FLOAT, &Framework::instance()->backgroundColorB);
	backgroundColorSpinnerB->set_float_limits(0.0, 1.0);
	backgroundColorSpinnerB->set_speed(0.05);
	boxColorSpinner = TestGlui->add_spinner_to_panel(ColorOptions, "Box And Axes Color", GLUI_SPINNER_FLOAT, &Framework::instance()->boxColor);
	boxColorSpinner->set_float_limits(0.0, 1.0);
	boxColorSpinner->set_speed(0.05);

	//Graphics Options Panel:
	graphicsOptions = TestGlui->add_panel("Grahics Options");
	TestGlui->add_column_to_panel(graphicsOptions, 0);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use Arrows", &Framework::instance()->useArrows);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use Animation", &Framework::instance()->useAnimation);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use CuttingPlane", &Framework::instance()->useCuttingPlane);
	TestGlui->add_column_to_panel(graphicsOptions, 0);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use Isosurfaces", &Framework::instance()->useIsosurfaces);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use Points", &Framework::instance()->usePoints);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use Streamlines", &Framework::instance()->useStreamlines);
	TestGlui->add_column_to_panel(graphicsOptions, 0);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use VectorBlob", &Framework::instance()->useVectorBlob, 1, SpinnerCallback);
	TestGlui->add_checkbox_to_panel(graphicsOptions, "Use VectorSheet", &Framework::instance()->useVectorSheet);


	CustomSettings = TestGlui->add_panel("", 0);
	ArrowSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Arrow Settings", 0);
	ArrowSettings->set_w(200);
	AnimationSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Animation Settings", 0);
	AnimationSettings->set_w(200);
	IsosurfaceSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Isosurface Settings", 0);
	IsosurfaceSettings->set_w(200);
	PointsSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Points Settings", 0);
	PointsSettings->set_w(200);
	StreamlineSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Streamline Settings", 0);
	StreamlineSettings->set_w(200);
	VectorBlobSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Vector Blob Settings", 0);
	VectorBlobSettings ->set_w(200);
	CuttingPlaneSettings = TestGlui->add_rollout_to_panel(CustomSettings, "Cutting Plane Settings", 0);
	CuttingPlaneSettings->set_w(200);

	//Arrow Settings: 
	//TRadLowHigh[0] = VecTest[0];
	//TRadLowHigh[1] = VecTest[1];
	/*
	printf("Before Sliders are initialize, Value of RadLowHigh[0] is %f, RadLowHigh[1] is %f,  VecTest[0] is %f, VecTest[1] is %f\n", TRadLowHigh[0], TRadLowHigh[1], VecTest[0], VecTest[1]);
	TRadSlider = TestGlui->add_slider_to_panel(ArrowSettings, true, GLUI_HSLIDER_FLOAT, VecTest, RADID, MySliders);
	TRadSlider->set_float_limits(TRADIUSMIN, TRADIUSMAX);
	TRadSlider->set_w(250);		// good slider width
	sprintf(radstr, TRADIUSFORMAT, TRadLowHigh[0], TRadLowHigh[1]);
	TRadLabel = TestGlui->add_statictext_to_panel(ArrowSettings, radstr);
	printf("After Sliders are initialized, Value of RadLowHigh[0] is %f, RadLowHigh[1] is %f,  VecTest[0] is %f, VecTest[1] is %f\n", TRadLowHigh[0], TRadLowHigh[1], VecTest[0], VecTest[1]);
	*/
	spinArrowLength = TestGlui->add_spinner_to_panel(ArrowSettings, "Arrow Size", GLUI_SPINNER_FLOAT, &Framework::instance()->ArrowLength);
	spinArrowLength ->set_float_limits(0.0, 15.0);
	spinArrowLength ->set_speed(0.1);

	Framework::instance()->spinVecMin = Framework::instance()->GetVectorMin();
	Framework::instance()->spinVecMax = Framework::instance()->GetVectorMax();

	spinMinVector = TestGlui->add_spinner_to_panel(ArrowSettings, "Vector Magnitude Min", GLUI_SPINNER_FLOAT, &Framework::instance()->spinVecMin);
	spinMinVector->set_float_limits(0.0, 1000.0);
	spinMinVector->set_speed(0.05);
	spinMaxVector = TestGlui->add_spinner_to_panel(ArrowSettings, "Vector Magnitude Max", GLUI_SPINNER_FLOAT, &Framework::instance()->spinVecMax);
	spinMaxVector->set_float_limits(0.0, 1000.0);
	spinMaxVector->set_speed(0.05);
	/*
	alphaVector = TestGlui->add_spinner_to_panel(ArrowSettings, "Arrow Alpha", GLUI_SPINNER_FLOAT, &Framework::instance()->vecAlphaVal);
	alphaVector->set_float_limits(0.0, 1.0);
	alphaVector->set_speed(0.05);
	*/

	//Streamline & Probe Settings:
	spinNumStreamlines = TestGlui->add_spinner_to_panel(StreamlineSettings, "Cubed Number of Streamlines", GLUI_SPINNER_INT, &Framework::instance()->NumStreamlines, 0, SpinnerCallback);
	spinNumStreamlines -> set_float_limits(1, 10);
	spinNumStreamlines -> set_speed(0.1);

	TestGlui->add_checkbox_to_panel(StreamlineSettings, "Use Probe", &Framework::instance()->useProbe);
	ProbeX = TestGlui->add_spinner_to_panel(StreamlineSettings, "XProbeValue", GLUI_SPINNER_FLOAT, &Framework::instance()->ProbeXVal);
	ProbeX->set_float_limits(-1.0, 1.0);
	ProbeX->set_speed(0.1);

	ProbeY = TestGlui->add_spinner_to_panel(StreamlineSettings, "YProbeValue", GLUI_SPINNER_FLOAT, &Framework::instance()->ProbeYVal);
	ProbeY->set_float_limits(-1.0, 1.0);
	ProbeY->set_speed(0.1);

	ProbeZ = TestGlui->add_spinner_to_panel(StreamlineSettings, "ZProbeValue", GLUI_SPINNER_FLOAT, &Framework::instance()->ProbeZVal);
	ProbeZ->set_float_limits(-1.0, 1.0);
	ProbeZ->set_speed(0.1);


	//Point Settings:
	TestGlui->add_checkbox_to_panel(PointsSettings, "Use Jitter", &Framework::instance()->useJitter);

	//Isosurface Settings:
	spinNumContours = TestGlui->add_spinner_to_panel(IsosurfaceSettings, "NumContours", GLUI_SPINNER_INT, &Framework::instance()->numContours, 3, SpinnerCallback);
	spinNumContours->set_int_limits(1, 30);
	spinNumContours->set_speed(0.5);

	float tempMin = Framework::instance()->GetVectorMin();
	float tempMax = Framework::instance()->GetVectorMax();
	printf("IsoMin is %f, IsoMax is %f\n", tempMin, tempMax);
	spinIsoValue = TestGlui->add_spinner_to_panel(IsosurfaceSettings, "IsoValue", GLUI_SPINNER_FLOAT, &Framework::instance()->IsosurfacesVal, 3, SpinnerCallback);
	spinIsoValue->set_float_limits(tempMin, tempMax);
	spinIsoValue->set_speed(0.5);
	spinIsoResolution = TestGlui->add_spinner_to_panel(IsosurfaceSettings, "IsoResolution", GLUI_SPINNER_INT, &Framework::instance()->IsoResolution, 3, SpinnerCallback);
	spinIsoResolution->set_int_limits(10, 100);
	spinIsoResolution->set_speed(0.1);
	//VectorBlob Settings:
	VectorBlobTime = TestGlui->add_spinner_to_panel(VectorBlobSettings, "Time Value", GLUI_SPINNER_INT, &Framework::instance()->VectorBlobTimeVal, 2, SpinnerCallback);
	VectorBlobTime->set_int_limits(0, 100);
	VectorBlobTime->set_speed(0.5);

	VectorBlobXLoc = TestGlui->add_spinner_to_panel(VectorBlobSettings, "XVectorBlobLocation", GLUI_SPINNER_FLOAT, &Framework::instance()->VectorBlobXLoc, 1, SpinnerCallback);
	VectorBlobXLoc->set_float_limits(-1.0, 1.0);
	VectorBlobXLoc->set_speed(0.2);

	VectorBlobYLoc = TestGlui->add_spinner_to_panel(VectorBlobSettings, "YVectorBlobLocation", GLUI_SPINNER_FLOAT, &Framework::instance()->VectorBlobYLoc, 1, SpinnerCallback);
	VectorBlobYLoc->set_float_limits(-1.0, 1.0);
	VectorBlobYLoc->set_speed(0.2);

	VectorBlobZLoc = TestGlui->add_spinner_to_panel(VectorBlobSettings, "ZVectorBlobLocation", GLUI_SPINNER_FLOAT, &Framework::instance()->VectorBlobZLoc, 1, SpinnerCallback);
	VectorBlobZLoc->set_float_limits(-1.0, 1.0);
	VectorBlobZLoc->set_speed(0.2);

	VectorBlobXVec = TestGlui->add_spinner_to_panel(VectorBlobSettings, "XVectorBlobVector", GLUI_SPINNER_FLOAT, &Framework::instance()->VectorBlobXVec, 1, SpinnerCallback);
	VectorBlobXVec->set_float_limits(-1.0, 1.0);
	VectorBlobXVec->set_speed(0.2);

	VectorBlobYVec = TestGlui->add_spinner_to_panel(VectorBlobSettings, "YVectorBlobVector", GLUI_SPINNER_FLOAT, &Framework::instance()->VectorBlobYVec, 1, SpinnerCallback);
	VectorBlobYVec->set_float_limits(-1.0, 1.0);
	VectorBlobYVec->set_speed(0.2);

	VectorBlobZVec = TestGlui->add_spinner_to_panel(VectorBlobSettings, "ZVectorBlobVector", GLUI_SPINNER_FLOAT, &Framework::instance()->VectorBlobZVec, 1, SpinnerCallback);
	VectorBlobZVec->set_float_limits(-1.0, 1.0);
	VectorBlobZVec->set_speed(0.2);

	//Cutting Plane Settings:

	CuttingPlaneXLoc = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "XCuttingPlaneLocation", GLUI_SPINNER_FLOAT, &Framework::instance()->CuttingPlaneXLoc);
	CuttingPlaneXLoc->set_float_limits(-1.0, 1.0);
	CuttingPlaneXLoc->set_speed(0.2);

	CuttingPlaneYLoc = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "YCuttingPlaneLocation", GLUI_SPINNER_FLOAT, &Framework::instance()->CuttingPlaneYLoc);
	CuttingPlaneYLoc->set_float_limits(-1.0, 1.0);
	CuttingPlaneYLoc->set_speed(0.2);

	CuttingPlaneZLoc = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "ZCuttingPlaneLocation", GLUI_SPINNER_FLOAT, &Framework::instance()->CuttingPlaneZLoc);
	CuttingPlaneZLoc->set_float_limits(-1.0, 1.0);
	CuttingPlaneZLoc->set_speed(0.2);

	CuttingPlaneXVec = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "XCuttingPlaneVector", GLUI_SPINNER_FLOAT, &Framework::instance()->CuttingPlaneXVec);
	CuttingPlaneXVec->set_float_limits(-1.0, 1.0);
	CuttingPlaneXVec->set_speed(0.2);

	CuttingPlaneYVec = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "YCuttingPlaneVector", GLUI_SPINNER_FLOAT, &Framework::instance()->CuttingPlaneYVec);
	CuttingPlaneYVec->set_float_limits(-1.0, 1.0);
	CuttingPlaneYVec->set_speed(0.2);

	CuttingPlaneZVec = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "ZCuttingPlaneVector", GLUI_SPINNER_FLOAT, &Framework::instance()->CuttingPlaneZVec);
	CuttingPlaneZVec->set_float_limits(-1.0, 1.0);
	CuttingPlaneZVec->set_speed(0.2);

	TestGlui->add_checkbox_to_panel(CuttingPlaneSettings, "Use Contour", &Framework::instance()->ContourOn,0, CheckboxCallback);
	TestGlui ->add_checkbox_to_panel(CuttingPlaneSettings, "Use MineCraft Setting", &Framework::instance()->MineCraftOn, 0, CheckboxCallback);
	
	Tolerence = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "Tolerence", GLUI_SPINNER_FLOAT, &Framework::instance()->Tolerence);
	Tolerence->set_float_limits(0., 5.0);
	Tolerence->set_speed(0.04);

	ContDist = TestGlui->add_spinner_to_panel(CuttingPlaneSettings, "Distance", GLUI_SPINNER_FLOAT, &Framework::instance()->ContDist);
	ContDist->set_float_limits(0., 5.0);
	ContDist->set_speed(0.04);
	
	//animation items
	spinNumPoints = TestGlui->add_spinner_to_panel(AnimationSettings, "Animation NumPoints", GLUI_SPINNER_INT, &Framework::instance()->NumPoints);
	spinNumPoints->set_int_limits(5, 1000);
	spinNumPoints->set_speed(0.5);
	TestGlui->add_checkbox_to_panel(AnimationSettings, "Color As Velocity", &Framework::instance()->colorAsVelocity);
	TestGlui->add_checkbox_to_panel(AnimationSettings, "TracePath", &Framework::instance()->traceDotPath);//for turning off and on trace path.
	dotPointColorSpinnerR = TestGlui->add_spinner_to_panel(AnimationSettings, "Dot Time Interval", GLUI_SPINNER_FLOAT, &Framework::instance()->timestep);
	dotPointColorSpinnerR->set_float_limits(0.0, 1.0);
	dotPointColorSpinnerR->set_speed(0.05);
	dotPointColorSpinnerG = TestGlui->add_spinner_to_panel(AnimationSettings, "Dot Sample Length", GLUI_SPINNER_FLOAT, &Framework::instance()->dotPointColorG);
	dotPointColorSpinnerG->set_float_limits(0.0, 100.0);
	dotPointColorSpinnerG->set_speed(1);
	//dotPointColorSpinnerB = TestGlui->add_spinner_to_panel(AnimationSettings, "Dot Color B", GLUI_SPINNER_FLOAT, &Framework::instance()->dotPointColorB);
	//dotPointColorSpinnerB->set_float_limits(0.0, 1.0);
	//dotPointColorSpinnerB->set_speed(0.05);
	

	//Final Setup for Glui - making it the main window
	TestGlui->set_main_gfx_window(Framework::instance()->MainWindow);

	// set the graphics window's idle function if needed:

	GLUI_Master.set_glutIdleFunc(NULL);
}
Example #16
0
int main(int argc, char** argv)
{
	using namespace TestMain;

	testCount = 0;
	while (g_testEntries[testCount].createFcn != NULL)
	{
		++testCount;
	}

	testIndex = b2Clamp(testIndex, 0, testCount-1);
	testSelection = testIndex;

	entry = g_testEntries + testIndex;
	if (entry && entry->createFcn) {
		test = entry->createFcn();
		testSelection = testIndex;
		testIndex = -1;
	}

	glutInit(&argc, argv);
	glutInitContextVersion(2, 0);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	glutInitWindowSize(width, height);
	char title[32];
	sprintf(title, "Box2D Version %d.%d.%d", b2_version.major, b2_version.minor, b2_version.revision);
	mainWindow = glutCreateWindow(title);
	//glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);

	glutDisplayFunc(SimulationLoop);

#if ENABLE_GLUI
	GLUI_Master.set_glutReshapeFunc(Resize);
	GLUI_Master.set_glutKeyboardFunc(Keyboard);
	GLUI_Master.set_glutSpecialFunc(KeyboardSpecial);
	GLUI_Master.set_glutMouseFunc(Mouse);
#else
	{
		glutReshapeFunc(Resize);
		glutKeyboardFunc(Keyboard);
		glutSpecialUpFunc(KeyboardSpecial);
		glutMouseFunc(Mouse);
	}
#endif  // ENABLE_GLUI

#ifdef FREEGLUT
	glutMouseWheelFunc(MouseWheel);
#endif
	glutMotionFunc(MouseMotion);

	glutKeyboardUpFunc(KeyboardUp);

#if ENABLE_GLUI
	glui = GLUI_Master.create_glui_subwindow( mainWindow,
		GLUI_SUBWINDOW_RIGHT );

	glui->add_statictext("Tests");
	GLUI_Listbox* testList =
		glui->add_listbox("", &testSelection);

	glui->add_separator();

	GLUI_Spinner* velocityIterationSpinner =
		glui->add_spinner("Vel Iters", GLUI_SPINNER_INT, &settings.velocityIterations);
	velocityIterationSpinner->set_int_limits(1, 500);

	GLUI_Spinner* positionIterationSpinner =
		glui->add_spinner("Pos Iters", GLUI_SPINNER_INT, &settings.positionIterations);
	positionIterationSpinner->set_int_limits(0, 100);

	GLUI_Spinner* particleIterationSpinner =
		glui->add_spinner("Pcl Iters", GLUI_SPINNER_INT, &settings.particleIterations);
	particleIterationSpinner->set_int_limits(1, 100);

	GLUI_Spinner* hertzSpinner =
		glui->add_spinner("Hertz", GLUI_SPINNER_FLOAT, &settingsHz);

	hertzSpinner->set_float_limits(5.0f, 200.0f);

	glui->add_checkbox("Sleep", &settings.enableSleep);
	glui->add_checkbox("Warm Starting", &settings.enableWarmStarting);
	glui->add_checkbox("Time of Impact", &settings.enableContinuous);
	glui->add_checkbox("Sub-Stepping", &settings.enableSubStepping);
	glui->add_checkbox("Strict Particle/Body Contacts", &settings.strictContacts);

	//glui->add_separator();

	GLUI_Panel* drawPanel =	glui->add_panel("Draw");
	glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.drawShapes);
	glui->add_checkbox_to_panel(drawPanel, "Particles", &settings.drawParticles);
	glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.drawJoints);
	glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.drawAABBs);
	glui->add_checkbox_to_panel(drawPanel, "Contact Points", &settings.drawContactPoints);
	glui->add_checkbox_to_panel(drawPanel, "Contact Normals", &settings.drawContactNormals);
	glui->add_checkbox_to_panel(drawPanel, "Contact Impulses", &settings.drawContactImpulse);
	glui->add_checkbox_to_panel(drawPanel, "Friction Impulses", &settings.drawFrictionImpulse);
	glui->add_checkbox_to_panel(drawPanel, "Center of Masses", &settings.drawCOMs);
	glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.drawStats);
	glui->add_checkbox_to_panel(drawPanel, "Profile", &settings.drawProfile);

	int32 testCount = 0;
	TestEntry* e = g_testEntries;
	while (e->createFcn)
	{
		testList->add_item(testCount, e->name);
		++testCount;
		++e;
	}

	glui->add_button("Pause", 0, Pause);
	glui->add_button("Single Step", 0, SingleStep);
	glui->add_button("Restart", 0, Restart);

	glui->add_button("Quit", 0,(GLUI_Update_CB)Exit);

	glui->set_main_gfx_window( mainWindow );

#endif  // ENABLE_GLUI

	// Configure the fullscreen UI's viewport parameters.
	fullscreenUI.SetViewParameters(&settings.viewCenter, &extents);

	// Use a timer to control the frame rate.
	glutTimerFunc(framePeriod, Timer, 0);

	glutMainLoop();

	return 0;
}
Example #17
0
int main(int argc, char** argv)
{
	testCount = 0;
	while (g_testEntries[testCount].createFcn != NULL)
	{
		++testCount;
	}

	testIndex = b2Clamp(testIndex, 0, testCount-1);
	testSelection = testIndex;

	entry = g_testEntries + testIndex;

	test = entry->createFcn();

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
	glutInitWindowSize(width, height);
	char title[32];
	sprintf(title, "Box2D Version %d.%d.%d", b2_version.major, b2_version.minor, b2_version.revision);
	mainWindow = glutCreateWindow(title);
	//glutSetOption (GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);

	glutDisplayFunc(SimulationLoop);

/*	int theConnection=0;
	theConnection=setup_rlglue_network();
	runEnvironmentEventLoop(theConnection);*/

	GLUI_Master.set_glutReshapeFunc(Resize);  
	GLUI_Master.set_glutKeyboardFunc(Keyboard);
	GLUI_Master.set_glutSpecialFunc(KeyboardSpecial);
	GLUI_Master.set_glutMouseFunc(Mouse);
#ifdef FREEGLUT
	glutMouseWheelFunc(MouseWheel);
#endif
	glutMotionFunc(MouseMotion);

	glui = GLUI_Master.create_glui_subwindow( mainWindow, 
		GLUI_SUBWINDOW_RIGHT );

	glui->add_statictext("Tests");
	GLUI_Listbox* testList =
		glui->add_listbox("", &testSelection);

	glui->add_separator();

	GLUI_Spinner* velocityIterationSpinner =
		glui->add_spinner("Vel Iters", GLUI_SPINNER_INT, &settings.velocityIterations);
	velocityIterationSpinner->set_int_limits(1, 500);

	GLUI_Spinner* positionIterationSpinner =
		glui->add_spinner("Pos Iters", GLUI_SPINNER_INT, &settings.positionIterations);
	positionIterationSpinner->set_int_limits(0, 100);

	GLUI_Spinner* hertzSpinner =
		glui->add_spinner("Hertz", GLUI_SPINNER_FLOAT, &settingsHz);

	hertzSpinner->set_float_limits(5.0f, 200.0f);

	glui->add_checkbox("Warm Starting", &settings.enableWarmStarting);
	glui->add_checkbox("Time of Impact", &settings.enableContinuous);

	//glui->add_separator();

	GLUI_Panel* drawPanel =	glui->add_panel("Draw");
	glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.drawShapes);
	glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.drawJoints);
	glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.drawAABBs);
	glui->add_checkbox_to_panel(drawPanel, "Pairs", &settings.drawPairs);
	glui->add_checkbox_to_panel(drawPanel, "Contact Points", &settings.drawContactPoints);
	glui->add_checkbox_to_panel(drawPanel, "Contact Normals", &settings.drawContactNormals);
	glui->add_checkbox_to_panel(drawPanel, "Contact Forces", &settings.drawContactForces);
	glui->add_checkbox_to_panel(drawPanel, "Friction Forces", &settings.drawFrictionForces);
	glui->add_checkbox_to_panel(drawPanel, "Center of Masses", &settings.drawCOMs);
	glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.drawStats);

	int32 testCount = 0;
	TestEntry* e = g_testEntries;
	while (e->createFcn)
	{
		testList->add_item(testCount, e->name);
		++testCount;
		++e;
	}

	glui->add_button("Pause", 0, Pause);
	glui->add_button("Single Step", 0, SingleStep);
	glui->add_button("Restart", 0, Restart);

	glui->add_button("Quit", 0,(GLUI_Update_CB)exit);
	glui->set_main_gfx_window( mainWindow );

	// Use a timer to control the frame rate.
	glutTimerFunc(framePeriod, Timer, 0);

////////////////////////////////////////////////////////////////////////////////////////////
	/*const char *task_spec;
	printf("\nThis is a RL Test program(Start)\n");
	task_spec = RL_init();
	printf("\nTASK SPEC : %s\n",task_spec);
   	printf("Starting offline demo\n----------------------------\nWill alternate learning for 25 episodes, then freeze policy and evaluate for 10 episodes.\n\n");
	printf("After Episode\tMean Return\tStandard Deviation\n-------------------------------------------------------------------------\n");

	oa = RL_start();

	RL_agent_message("load_policy results.dat");
	RL_agent_message("freeze learning");*/

	const char* task_spec;
	task_spec = env_init();
	agent_init(task_spec);

////////////////////////////////////////////////////////////////////////////////////////////
/*
	agent_message("load_policy results.dat");
	agent_message("freeze learning");*/

	glutMainLoop();

	return 0;
}