/* ============================== ============================== */ void TwLimb::SetColor(const vec4& color) { int c[4] = {color[0]*255, color[1]*255, color[2]*255, color[3]*255}; TwSetParam(bar, 0, "color", TW_PARAM_INT32, 3, c); TwSetParam(bar, 0, "alpha", TW_PARAM_INT32, 1, &c[3]); }
void SetAxisMapping(TwBar* bar, const char* varName, Axis xAxis, Axis yAxis, Axis zAxis) { static const char* AxisStrings[] = { "x", "-x", "y", "-y", "z", "-z" }; TwCall(TwSetParam(bar, varName, "axisx", TW_PARAM_CSTRING, 1, AxisStrings[uint64(xAxis)])); TwCall(TwSetParam(bar, varName, "axisy", TW_PARAM_CSTRING, 1, AxisStrings[uint64(yAxis)])); TwCall(TwSetParam(bar, varName, "axisz", TW_PARAM_CSTRING, 1, AxisStrings[uint64(zAxis)])); }
void TW_CALL ClearDatabase(void *clientData){ DBDeleteAllGestures(); Gesture_ g; for (int i = 0; i < next_gesture_id; i++){ char visible[] = "false"; std::string varname; varname.append(std::to_string(i+1)); varname.append(" - Name:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i+1)); varname.append(" - ID:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i+1)); varname.append(" - Hands:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i+1)); varname.append(" - Fingers:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i+1)); varname.append(" - sep:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); g_gestureManager.gestures[i] = g; } next_gesture_id = 0; }
void SetValuesWidth(TwBar* bar, int32 width, bool32 fit) { if(fit) TwCall(TwSetParam(bar, nullptr, "valueswidth", TW_PARAM_CSTRING, 1, "fit")); else TwCall(TwSetParam(bar, nullptr, "valueswidth", TW_PARAM_INT32, 1, &width)); }
/* ============================== ============================== */ void TwLimb::SetSize(const ivec2& size) { int valueWidth = size.x*0.66f; TwSetParam(bar, 0, "size", TW_PARAM_INT32, 2, &size); TwSetParam(bar, 0, "valueswidth", TW_PARAM_INT32, 1, &valueWidth); }
void Loop(){ mat4 ModelMatrix(1.0f); float bgColor[] = { 0.2f, 0.4f, 0.5f }; do{ glClearColor(bgColor[0], bgColor[1], bgColor[2], 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); g_mutex.lock(); drawHands(); g_mutex.unlock(); g_text.printText2D(info, 30, 30, 15, 0); g_text.printText2D(counter, 370, 500, 100, 0); if (g_leapListener.saved){ int i = next_gesture_id - 1; printf("next = %d\ni = %d\n", next_gesture_id, i); char visible[] = "true"; std::string varname; varname.append(std::to_string(i + 1)); varname.append(" - Name:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i + 1)); varname.append(" - ID:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i + 1)); varname.append(" - Hands:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i + 1)); varname.append(" - Fingers:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); varname.clear(); varname.append(std::to_string(i + 1)); varname.append(" - sep:"); TwSetParam(bar2, varname.c_str(), "visible", TW_PARAM_CSTRING, 1, visible); g_leapListener.saved = false; } TwDraw(); glfwSwapBuffers(); } while (glfwGetKey(GLFW_KEY_ESC) != GLFW_PRESS && glfwGetWindowParam(GLFW_OPENED)); }
void Toolbar::init() { glm::ivec2 pos(4096); glm::ivec2 size(200, 1); tweakBar = TwNewBar(toolbarTitle); TwSetParam(tweakBar, nullptr, "help", TW_PARAM_CSTRING, 1, "Toggles the visibilty of other tweak bars"); TwSetParam(tweakBar, nullptr, "position", TW_PARAM_INT32, 2, &pos); TwSetParam(tweakBar, nullptr, "size", TW_PARAM_INT32, 2, &size); }
void SetUseArrowMode(TwBar* bar, const char* varName, bool32 useArrowMode, Float3 initialDirection) { if(useArrowMode) { std::string dirString = "'" + ToAnsiString(initialDirection.x) + " " + ToAnsiString(initialDirection.y) + " " + ToAnsiString(initialDirection.z) + "'"; TwCall(TwSetParam(bar, varName, "arrow", TW_PARAM_CSTRING, 1, dirString.c_str())); } else TwCall(TwSetParam(bar, varName, "arrow", TW_PARAM_CSTRING, 1, "0")); }
void SSAO::BuildUI() { TwInit(TW_DIRECT3D11, _device); TwWindowSize(_screenWidth, _screenHeight); _bar = TwNewBar("AmbientOcclusion"); TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar into a DirectX11 application.' "); // Message added to the help bar. int barSize[2] = {300, 375}; TwSetParam(_bar, NULL, "size", TW_PARAM_INT32, 2, barSize); TwAddVarCB(_bar, "Rad", TW_TYPE_FLOAT, SSAO::SetRad, SSAO::GetRad, this, "group=ShaderParams min=0 max=20 step=0.001 keyincr=+ keydecr=-"); TwAddVarCB(_bar, "TotalStr", TW_TYPE_FLOAT, SSAO::SetTotStr, SSAO::GetTotStr, this, "group=ShaderParams min=0 max=50 step=0.1 keyincr=+ keydecr=-"); TwAddVarCB(_bar, "Strength", TW_TYPE_FLOAT, SSAO::SetStrength, SSAO::GetStrength, this, "group=ShaderParams min=0.1 max=100 step=0.1 keyincr=+ keydecr=-"); TwAddVarCB(_bar, "Offset", TW_TYPE_FLOAT, SSAO::SetOffset, SSAO::GetOffset, this, "group=ShaderParams min=0 max=100 step=0.5 keyincr=+ keydecr=-"); TwAddVarCB(_bar, "Falloff", TW_TYPE_FLOAT, SSAO::SetFalloff, SSAO::GetFalloff, this, "group=ShaderParams min=0 max=0.01 step=0.00001 keyincr=+ keydecr=-"); TwAddVarCB(_bar, "BlurSize", TW_TYPE_FLOAT, SSAO::SetBlur, SSAO::GetBlur, this, "group=ShaderParams min=1 max=16 step=1 keyincr=+ keydecr=-"); TwAddButton(_bar, "Reset", SSAO::ResetButton, this, ""); TwAddButton(_bar, "ShowDebug", SSAO::ShowDebug, this, ""); TwEnumVal* a = new TwEnumVal[3]; a[0].Value = 0; a[0].Label = "buddha"; a[1].Value = 1; a[1].Label = "hairball"; a[2].Value = 2; a[2].Label = "sib"; _index = 0; TwType actMesh = TwDefineEnum("mesh", a, 3); TwAddVarCB(_bar, "ActiveVol", actMesh, SSAO::SetMesh, SSAO::GetMesh, this, " group='Mesh' keyIncr=Backspace keyDecr=SHIFT+Backspace help='Stop or change the rotation mode.' "); }
void SetColor(TwBar* bar, Float3 color) { int32 rgb[3] = { int32(Saturate(color.x) * 255.0f), int32(Saturate(color.y) * 255.0f), int32(Saturate(color.z) * 255.0f) }; TwCall(TwSetParam(bar, nullptr, "color", TW_PARAM_INT32, 3, rgb)); }
SceneDialog::SceneDialog() { // Create a tweak bar m_dialog = TwNewBar("Scene"); TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar into a DirectX11 application.' "); // Message added to the help bar. int barSize[2] = {200, 1060}; TwSetParam(m_dialog, NULL, "size", TW_PARAM_INT32, 2, barSize); TwDefine(" Scene position='10 10' "); TwAddButton(m_dialog, "Load Scene", LoadAGL, this, " label='Load Scene' key=c help='Load an Agile file into the editor.' group='I/O'"); TwAddButton(m_dialog, "Save Scene", SaveAGL, this, " label='Save Scene' key=c help='Save a scene into an Agile file.' group='I/O'"); TwAddVarRW(m_dialog, "Rotation", TW_TYPE_QUAT4F, Scene::GetInstance()->GetQuaternionRotation(), "opened=true axisz=-z"); TwStructMember pointMembers[] = { { "X", TW_TYPE_FLOAT, offsetof(AglVector3, x), " Step=0.01 " }, { "Y", TW_TYPE_FLOAT, offsetof(AglVector3, y), " Step=0.01 " }, { "Z", TW_TYPE_FLOAT, offsetof(AglVector3, z), " Step=0.01 " }}; TwType pointType = TwDefineStruct("POINT", pointMembers, 3, sizeof(AglVector3), NULL, NULL); TwAddVarRW(m_dialog, "Position", pointType, Scene::GetInstance()->GetPosition(), ""); TwAddVarRW(m_dialog, "ShowHideDiffuse", TW_TYPE_BOOLCPP, &DIFFUSEON, "group='Show/Hide'"); TwAddVarRW(m_dialog, "ShowHideSpec", TW_TYPE_BOOLCPP, &SPECULARON, "group='Show/Hide'"); TwAddVarRW(m_dialog, "ShowHideGlow", TW_TYPE_BOOLCPP, &GLOWON, "group='Show/Hide'"); TwAddVarRW(m_dialog, "ShowHideNormal", TW_TYPE_BOOLCPP, &NORMALON, "group='Show/Hide'"); m_meshDialog = new MeshDialog(); m_materialDialog = new MaterialDialog(); m_particleSystemDialog = new ParticleSystemDialog(); m_mergeDialog = new MergeDialog(); }
void SetArrowColor(TwBar* bar, const char* varName, Float3 color) { int32 rgb[3] = { int32(Saturate(color.x) * 255.0f), int32(Saturate(color.y) * 255.0f), int32(Saturate(color.z) * 255.0f) }; TwCall(TwSetParam(bar, varName, "arrowcolor", TW_PARAM_INT32, 3, rgb)); }
void MaterialDialog::setMaterial(int pIndex) { if (m_dialog) TwDeleteBar(m_dialog); // Create a tweak bar m_dialog = TwNewBar("Material"); int barSize[2] = {200, 1060}; TwDefine(" Material position='1710 10' "); TwSetParam(m_dialog, NULL, "size", TW_PARAM_INT32, 2, barSize); m_material = Scene::GetInstance()->GetMaterial(pIndex); TwAddVarCB(m_dialog, "MaterialName", TW_TYPE_CDSTRING, SetName, GetName, (void*)this, " label='Name: '"); TwAddVarRW(m_dialog, "Ambient", TW_TYPE_COLOR3F, (void*)&m_material->ambient, " help='Light color.' group='Properties'"); TwAddVarRW(m_dialog, "Diffuse", TW_TYPE_COLOR3F, (void*)&m_material->diffuse, " help='Light color.' group='Properties'"); TwAddVarRW(m_dialog, "Specular", TW_TYPE_COLOR3F, (void*)&m_material->specular, " help='Light color.' group='Properties'"); TwAddVarRW(m_dialog, "Emissive", TW_TYPE_COLOR3F, (void*)&m_material->emissive, " help='Light color.' group='Properties'"); TwAddVarRW(m_dialog, "Opacity", TW_TYPE_FLOAT, (void*)&m_material->opacity, " help='Light color.' group='Properties' min=0.0 max=1.0 step=0.01"); TwAddVarRW(m_dialog, "Reflectivity", TW_TYPE_FLOAT, (void*)&m_material->reflectivity, " help='Light color.' group='Properties' min=0.0 max=1.0 step=0.01"); TwAddVarRW(m_dialog, "Shininess", TW_TYPE_FLOAT, (void*)&m_material->shininess, " help='Light color.' group='Properties' min=0.0 max=100.0 step=1.0"); TwAddVarRW(m_dialog, "Texture Scale", TW_TYPE_FLOAT, (void*)&m_material->textureScale, " help='Light color.' group='Properties' min=0.0 max=10.0 step=0.01"); TwAddButton(m_dialog, "Load Diffuse Texture", LoadDiffuse, this, " label='Diffuse Texture' key=c help='Load an Agile file into the editor.' group='Load'"); TwAddButton(m_dialog, "Load Specular Texture", LoadSpecular, this, " label='Specular Texture' key=c help='Load an Agile file into the editor.' group='Load'"); TwAddButton(m_dialog, "Load Glow Texture", LoadGlow, this, " label='Glow Texture' key=c help='Load an Agile file into the editor.' group='Load'"); TwAddButton(m_dialog, "Load Normal Texture", LoadNormal, this, " label='Normal Texture' key=c help='Load an Agile file into the editor.' group='Load'"); TwAddButton(m_dialog, "Load Displacement Texture", LoadDisplacement, this, " label='Displacement Texture' key=c help='Load an Agile file into the editor.' group='Load'"); TwAddButton(m_dialog, "Load Gradient Texture", LoadGradient, this, " label='Gradient Texture' key=c help='Load an Agile file into the editor.' group='Load'"); TwStructMember tessMembers[] = { { "Edge1", TW_TYPE_FLOAT, offsetof(AglVector4, x), " Step=0.1 min=1.0 max=64.0" }, { "Edge2", TW_TYPE_FLOAT, offsetof(AglVector4, y), " Step=0.1 min=1.0 max=64.0" }, { "Edge3", TW_TYPE_FLOAT, offsetof(AglVector4, z), " Step=0.1 min=1.0 max=64.0" }, { "Internal", TW_TYPE_FLOAT, offsetof(AglVector4, w), " Step=0.1 min=1.0 max=64.0" }}; TwType tessType = TwDefineStruct("TESSELATIONFACTORS", tessMembers, 4, sizeof(AglVector4), NULL, NULL); TwAddVarRW(m_dialog, "Tess", tessType, &m_material->tesselationFactor, " group='Properties' "); TwAddVarRW(m_dialog, "Displacement", TW_TYPE_FLOAT, (void*)&m_material->displacement, " group='Properties' min=0.0 max=10.0 step=0.01"); TwAddButton(m_dialog, "Add Layer", AddLayer, this, " label='Add Layer' key=c help='Load an Agile file into the editor.' group='Gradient Mapping'"); TwAddButton(m_dialog, "Delete", Delete, this, ""); if (m_material->gradientDataIndex >= 0) { AglGradient* g = Scene::GetInstance()->GetGradient(m_material->gradientDataIndex); vector<AglGradientMaterial*> layers = g->getLayers(); for (unsigned int i = 0; i < layers.size(); i++) { AddLayer(g, layers[i], i); } } show(); }
/* * @brief Displays the TwBar specified by name in data, hiding all others. */ void TW_CALL Ui_ShowBar(void *data) { const char *name = (const char *) data; int32_t hidden = 0, visible = 1; Com_Debug("%s\n", name); if (ui.top) { TwSetParam(ui.top, NULL, "visible", TW_PARAM_INT32, 1, &hidden); } ui.top = TwGetBarByName(name); if (ui.top) { TwSetParam(ui.top, NULL, "visible", TW_PARAM_INT32, 1, &visible); } // then center the visible bar Ui_CenterBar((void *) name); }
void Game::Initialise(HINSTANCE hinstance, HWND hwnd, int screenWidth, int screenHeight) { //Initialise Input m_Input = new Input; m_Input->Initialise(hinstance,hwnd,screenWidth,screenHeight); //Initialise Graphics m_Graphics = new GameRenderer; m_Graphics->Initialise(screenWidth, screenHeight, hwnd); //Initialise AntTweakBar TwInit(TW_DIRECT3D11, m_Graphics->GetDevice()); TwWindowSize(screenWidth, screenHeight); //Create the camera m_Camera = new Camera; m_Camera->SetPosition(0, 25, -75); m_Camera->SetRotation(10, 0, 0); //Create the skybox m_sky = new Skybox; m_sky->Initialise(m_Graphics->GetDevice(), hwnd); m_sky->SetPosition(XMFLOAT3(0, 0, 0)); //Create the ant tweak bar m_gameTweakBar = TwNewBar("Water Wave Simulation"); int barSize[2] = { 200, 680 }; TwSetParam(m_gameTweakBar, NULL, "size", TW_PARAM_INT32, 2, barSize); //Toggle wireframe on/off TwAddButton(m_gameTweakBar, "comment1", Callback, m_Graphics, " label='Toggle Wireframe' "); //Create the wave manager m_waveManager = new WaveManager; TwAddButton(m_gameTweakBar, "comment2", NextPreset, m_waveManager, " label='Next Preset' "); m_waveManager->Initialise(m_Graphics->GetDevice(), m_Graphics->GetDeviceContext(), m_gameTweakBar); m_waveManager->CreateWater(XMFLOAT3(-480, 0, -480), m_Graphics->GetDevice(), m_Graphics->GetDeviceContext(), hwnd); m_hwnd = hwnd; //Create terrain Mesh* terrainMesh = new Mesh; terrainMesh->Initialise(m_Graphics->GetDevice(), m_Graphics->GetDeviceContext(), "terrain.txt", "../WaveSim/Data/Textures/sand.tga"); //Use same mesh for multiple instances CreateGameobject(new GameObject, terrainMesh, XMFLOAT3(1500, -10, 2000)); CreateGameobject(new GameObject, terrainMesh, XMFLOAT3(10, -10, 1000)); CreateGameobject(new GameObject, terrainMesh, XMFLOAT3(-1000, -10, 0)); Console::Log("Terrain Initalised..."); //Create directional light CreateLight(); }
void AtmosphereSample::UpdateGUI() { auto bar = TwGetBarByName( "Settings" ); { int32_t IsVisible = m_bEnableLightScattering ? 1 : 0; TwSetParam( bar, "Scattering", "visible", TW_PARAM_INT32, 1, &IsVisible ); TwSetParam( bar, "ToneMapping", "visible", TW_PARAM_INT32, 1, &IsVisible ); } bool bIsEpipolarSampling = m_PPAttribs.m_uiLightSctrTechnique == LIGHT_SCTR_TECHNIQUE_EPIPOLAR_SAMPLING; TwSetEnabled( bar, "NumSlices", bIsEpipolarSampling ); TwSetEnabled( bar, "MaxSamples", bIsEpipolarSampling ); TwSetEnabled( bar, "IntialStep", bIsEpipolarSampling ); TwSetEnabled( bar, "EpipoleSamplingDensity", bIsEpipolarSampling ); TwSetEnabled( bar, "RefinementThreshold", bIsEpipolarSampling ); TwSetEnabled( bar, "1DMinMaxOptimization", bIsEpipolarSampling ); TwSetEnabled( bar, "OptimizeSampleLocations", bIsEpipolarSampling ); TwSetEnabled( bar, "ShowSampling", bIsEpipolarSampling ); TwSetEnabled( bar, "CorrectScattering", bIsEpipolarSampling ); TwSetEnabled( bar, "ShowDepthBreaks", bIsEpipolarSampling && m_PPAttribs.m_bCorrectScatteringAtDepthBreaks != 0); TwSetEnabled( bar, "NumIntegrationSteps", !m_PPAttribs.m_bEnableLightShafts && m_PPAttribs.m_uiSingleScatteringMode == SINGLE_SCTR_MODE_INTEGRATION ); { int32_t IsVisible = m_PPAttribs.m_bUseCustomSctrCoeffs ? 1 : 0; TwSetParam( bar, "RayleighColor", "visible", TW_PARAM_INT32, 1, &IsVisible ); TwSetParam( bar, "MieColor", "visible", TW_PARAM_INT32, 1, &IsVisible ); TwSetParam( bar, "UpdateCoeffsBtn", "visible", TW_PARAM_INT32, 1, &IsVisible ); } TwSetEnabled( bar, "WhitePoint", m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_MODE_REINHARD_MOD || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_MODE_UNCHARTED2 || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_LOGARITHMIC || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_ADAPTIVE_LOG ); TwSetEnabled( bar, "LumSaturation", m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_MODE_EXP || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_MODE_REINHARD || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_MODE_REINHARD_MOD || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_LOGARITHMIC || m_PPAttribs.m_uiToneMappingMode == TONE_MAPPING_ADAPTIVE_LOG ); TwSetEnabled( bar, "LightAdaptation", m_PPAttribs.m_bAutoExposure ? true : false ); }
void engine::GameManager::InitializeTweakBars() { m_gameBar = TwNewBar("GameBar"); //TwAddVarRW(m_gameBar, "currentCamera", TW_TYPE_UINT32, &m_currentCameraIndex, " label='Current camera' "); //TwSetParam(m_gameBar, "currentCamera", "max", TW_PARAM_INT32, 1, &m_cameraCountMinusOne); TwSetParam(m_gameBar, nullptr, "visible", TW_PARAM_CSTRING, 1, "true"); // Hide the bar at startup // TODO: Move these to PlayGameState InitializeTweakBars() method. //TwAddVarRO(m_gameBar, "ambientLight", TW_TYPE_COLOR4F, &m_ambientLightColor, " label='Color' group='Ambient light'"); //TwAddVarRW(m_gameBar, "ambientLightDaytime", TW_TYPE_COLOR4F, &m_ambientDaytimeColor, " label='Daytime color' group='Ambient light'"); //TwAddVarRW(m_gameBar, "ambientLightSunNearHorizon", TW_TYPE_COLOR4F, &m_ambientSunNearHorizonColor, " label='Sun near horizon color' group='Ambient light'"); //TwAddVarRW(m_gameBar, "ambientLightNighttime", TW_TYPE_COLOR4F, &m_ambientNighttimeColor, " label='Nighttime color' group='Ambient light'"); }
bool TweakBar::Initialize() { TwDefine(" GLOBAL fontscaling=2 "); if(!TwInit(TW_OPENGL, NULL)) { Engine::Error("Initialization Failed: Tweak Bar"); return false; } m_bar = TwNewBar("CONTROLS"); TwWindowSize(TheGraphics::Instance()->GetWidth(), TheGraphics::Instance()->GetHeight()); int barSize[2] = { 1280, 160 }; int barPos[2] = { 0, 544 }; TwSetParam(m_bar, NULL, "size", TW_PARAM_INT32, 2, barSize); TwSetParam(m_bar, NULL, "position", TW_PARAM_INT32, 2, barPos); TwDefine(" CONTROLS alpha=255 movable=false fontsize=3 color='100 100 100' iconifiable=false resizable=false"); m_act = TwNewBar("GROUP"); TwDefine(" GROUP size='256 60' position='1024 520' alwaystop=true alpha=255 movable=false fontsize=3 color='150 70 70' iconifiable=false resizable=false"); TwSetTopBar(m_act); return true; }
void GetFilmRewindRate_main(int dummy1,int dummy2,float *pRewindRate) { static float fRewindRate = 0.0f; //ファイル巻取り率取得 fRewindRate = *pRewindRate * 100; static bool bFirstCall = true; if(bFirstCall){ TwAddVarRO(TW_Global::bar,TW_Global::sRewindRate, TW_TYPE_FLOAT, &fRewindRate, " label='Strip length' help='test' "); bFirstCall = false; } TwSetParam(TW_Global::bar, TW_Global::sRewindRate,"label",TW_PARAM_CSTRING,1,TW_Global::sRewindRate); }
void InitDialogs() { settings_bar = TwNewBar("Settings"); TwDefine("Settings color='72 115 1' alpha=32 text=light valueswidth=100 iconified=true resizable=false"); int barSize[2] = {400, 200}; TwSetParam(settings_bar, nullptr, "size", TW_PARAM_INT32, 2, barSize); TwAddVarRW(settings_bar, "Focus Distance", TW_TYPE_FLOAT, &g_focal_distance, "group='Depth of Field' min=0 max=1 step=0.0025 keydecr=o keyincr=p"); TwAddVarRW(settings_bar, "Focus Range", TW_TYPE_FLOAT, &g_focal_range, "group='Depth of Field' min=0.0 max=0.5 step=0.0025 keydecr=k keyincr=l"); TwAddVarRW(settings_bar, "Aperture", TW_TYPE_FLOAT, &g_focal_aperture, "group='Depth of Field' min=0.01 max=1.00 step=0.01 keydecr=n keyincr=m"); { TwEnumVal enumModeTypeEV[] = { { VIEW_MODE_DOF, "SAT Blur" }, { VIEW_MODE_BLUR_SIZE, "Blur Size" } }; TwType enumModeType = TwDefineEnum("RenderMode", enumModeTypeEV, sizeof(enumModeTypeEV) / sizeof(enumModeTypeEV[0])); TwAddVarRW(settings_bar, "View Mode", enumModeType, &g_view_mode, "keyIncr=v keyDecr=V"); } }
// Callback function called when the 'AutoRotate' variable value of the tweak bar has changed void TW_CALL SetAutoRotateCB(const void *value, void *clientData) { SubWindowData *win; win = (SubWindowData *)clientData; win->AutoRotate = *(const int *)value; // copy value to win->AutoRotate if (win->AutoRotate != 0) { // init rotation win->RotateTime = GetTimeMs(); win->RotateStart[0] = win->Rotation[0]; win->RotateStart[1] = win->Rotation[1]; win->RotateStart[2] = win->Rotation[2]; win->RotateStart[3] = win->Rotation[3]; } // make Rotation variable read-only or read-write TwSetCurrentWindow(win->WinID); TwSetParam(win->Bar, "ObjRotation", "readonly", TW_PARAM_INT32, 1, &win->AutoRotate); }
/* * @brief Centers the TwBar by the specified name. */ void TW_CALL Ui_CenterBar(void *data) { const char *name = (const char *) data; TwBar *bar = TwGetBarByName(name); if (bar) { double size[2], position[2]; TwGetParam(bar, NULL, "size", TW_PARAM_DOUBLE, 2, size); position[0] = (r_context.width - size[0]) / 2.0; position[1] = (r_context.height - size[1]) / 2.0; if (position[0] < (r_pixel_t) 0) position[0] = (r_pixel_t) 0; if (position[1] < (r_pixel_t) 0) position[1] = (r_pixel_t) 0; position[0] = (r_pixel_t) position[0]; position[1] = (r_pixel_t) position[1]; // Com_Debug("%s: %4f, %4f\n", name, position[0], position[1]); TwSetParam(bar, NULL, "position", TW_PARAM_DOUBLE, 2, position); } }
MillerRender::MillerRender() { gLookAtOther = true; gPosition1 = vec3(-1.5f, 0.0f, 0.0f); // gOrientation1; // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); //return -1;exit } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context window = glfwCreateWindow( 1024, 768, "Tutorial 17 - Rotations", NULL, NULL); if( window == NULL ){ fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" ); glfwTerminate(); // return -1;exit } glfwMakeContextCurrent(window); // Initialize GLEW glewExperimental = true; // Needed for core profile if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); // return -1; exit } //initGL(window); // Initialize the GUI TwInit(TW_OPENGL_CORE, NULL); TwWindowSize(1024, 768); TwBar * EulerGUI = TwNewBar("Euler settings"); // TwBar * QuaternionGUI = TwNewBar("Quaternion settings"); TwSetParam(EulerGUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1"); // TwSetParam(QuaternionGUI, NULL, "position", TW_PARAM_CSTRING, 1, "808 16"); TwAddVarRW(EulerGUI, "Euler X", TW_TYPE_FLOAT, &gOrientation1.x, "step=0.01"); TwAddVarRW(EulerGUI, "Euler Y", TW_TYPE_FLOAT, &gOrientation1.y, "step=0.01"); TwAddVarRW(EulerGUI, "Euler Z", TW_TYPE_FLOAT, &gOrientation1.z, "step=0.01"); TwAddVarRW(EulerGUI, "Pos X" , TW_TYPE_FLOAT, &gPosition1.x, "step=0.1"); TwAddVarRW(EulerGUI, "Pos Y" , TW_TYPE_FLOAT, &gPosition1.y, "step=0.1"); TwAddVarRW(EulerGUI, "Pos Z" , TW_TYPE_FLOAT, &gPosition1.z, "step=0.1"); //TwAddVarRW(QuaternionGUI, "Quaternion", TW_TYPE_QUAT4F, &gOrientation2, "showval=true open=true "); //TwAddVarRW(QuaternionGUI, "Use LookAt", TW_TYPE_BOOL8 , &gLookAtOther, "help='Look at the other monkey ?'"); // Set GLFW event callbacks. I removed glfwSetWindowSizeCallback for conciseness glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)TwEventMouseButtonGLFW); // - Directly redirect GLFW mouse button events to AntTweakBar glfwSetCursorPosCallback(window, (GLFWcursorposfun)TwEventMousePosGLFW); // - Directly redirect GLFW mouse position events to AntTweakBar glfwSetScrollCallback(window, (GLFWscrollfun)TwEventMouseWheelGLFW); // - Directly redirect GLFW mouse wheel events to AntTweakBar glfwSetKeyCallback(window, (GLFWkeyfun)TwEventKeyGLFW); // - Directly redirect GLFW key events to AntTweakBar glfwSetCharCallback(window, (GLFWcharfun)TwEventCharGLFW); // - Directly redirect GLFW char events to AntTweakBar // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); glfwSetCursorPos(window, 1024/2, 768/2); // Dark blue background glClearColor(0.0f, 0.0f, 0.4f, 0.0f); // Enable depth test glEnable(GL_DEPTH_TEST); // Accept fragment if it closer to the camera than the former one glDepthFunc(GL_LESS); // Cull triangles which normal is not towards the camera glEnable(GL_CULL_FACE); // Read our .obj file std::vector<unsigned short> indices; std::vector<glm::vec3> indexed_vertices; std::vector<glm::vec2> indexed_uvs; std::vector<glm::vec3> indexed_normals; // load model //char* file = "/home/kaeon/MyProgram/src/rim.stl"; //char* file = "/home/kaeon/MyProgram/src/box.stl"; char* file = "/home/kaeon/MyProgram/OpenGL-33-myproject/src/cube.obj"; //char* file = "/home/kaeon/MyProgram/OpenGL-33-myproject/src/ES4.STL"; //char* file = "/home/kaeon/MyProgram/src/suzanne.obj"; //char* file = "/home/kaeon/MyProgram/src/monkey.obj"; //loadOBJ(file,outIndices,vertexArray,uvArray,normalArray); //bool res = loadAssImp(file, indices, indexed_vertices, indexed_uvs, indexed_normals); loadOBJ(file, indices,indexed_vertices,indexed_uvs,indexed_normals); ChangeVerticesCoord(indexed_vertices); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint WP_VertexArrayID; glGenVertexArrays(1, &WP_VertexArrayID); glBindVertexArray(WP_VertexArrayID); // Create and compile our GLSL program from the shaders //GLuint programID = LoadShaders( "/home/kaeon/MyProgram/opengl_test_success/SimpleTransform.vertexshader", "/home/kaeon/MyProgram/opengl_test_success/SingleColor.fragmentshader" ); programID = LoadShaders( "/home/kaeon/MyProgram/OpenGL-33-myproject/src/StandardShading.vertexshader", "/home/kaeon/MyProgram/OpenGL-33-myproject/src/StandardShading.fragmentshader" ); // Get a handle for our "MVP" uniform MatrixID = glGetUniformLocation(programID, "MVP"); ViewMatrixID = glGetUniformLocation(programID, "V"); ModelMatrixID = glGetUniformLocation(programID, "M"); // Load the texture Texture = loadDDS("/home/kaeon/MyProgram/OpenGL-33-myproject/src/uvmap.DDS"); // Get a handle for our "myTextureSampler" uniform TextureID = glGetUniformLocation(programID, "myTextureSampler"); /***==================== My triangle=============================e **/ std::vector<unsigned short> indices2;//(101*101); std::vector<glm::vec3> indexed_vertices2;//(101*101); std::vector<glm::vec2> indexed_uvs2; std::vector<glm::vec3> indexed_normals2; // /* for (int i = 0; i < 101; i++) { for (int j = 0; j < 101; j++) { double z = sin(float(i)/10.0)*sin(float(i)/10.0); indexed_vertices2[i] = glm::vec3( i-50, j-50, z-20.0); } }*/ // CalculateIndices(indices2); // calculate indices //loadOBJ("/home/kaeon/MyProgram/OpenGL-33-myproject/src/ES4.STL", indices2,indexed_vertices2,indexed_uvs2,indexed_normals2); loadOBJ("/home/kaeon/MyProgram/OpenGL-33-myproject/src/cube.obj", indices2,indexed_vertices2,indexed_uvs2,indexed_normals2); ChangeVerticesCoord(indexed_vertices2); /***==================================================================**/ // Load it into a VBO GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); // glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, (indexed_vertices.size() + indexed_vertices2.size()) * sizeof(glm::vec3), 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_vertices.size()*sizeof(glm::vec3), &indexed_vertices[0] ); glBufferSubData(GL_ARRAY_BUFFER, indexed_vertices.size()*sizeof(glm::vec3), indexed_vertices2.size()*sizeof(glm::vec3), &indexed_vertices2[0]); GLuint uvbuffer; glGenBuffers(1, &uvbuffer); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); //glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, (indexed_uvs.size()+indexed_uvs2.size() )* sizeof(glm::vec2), 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_uvs.size()*sizeof(glm::vec2), &indexed_uvs[0] ); glBufferSubData(GL_ARRAY_BUFFER, indexed_uvs.size()*sizeof(glm::vec2), indexed_uvs2.size()*sizeof(glm::vec2), &indexed_uvs2[0]); GLuint normalbuffer; glGenBuffers(1, &normalbuffer); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); //glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, (indexed_normals.size()+indexed_normals2.size() )* sizeof(glm::vec3), 0, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0 ,indexed_normals.size()*sizeof(glm::vec3), &indexed_normals[0] ); glBufferSubData(GL_ARRAY_BUFFER, indexed_normals.size()*sizeof(glm::vec3), indexed_normals2.size()*sizeof(glm::vec3), &indexed_normals2[0]); // Generate a buffer for the indices as well GLuint elementbuffer; glGenBuffers(1, &elementbuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); //glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0] , GL_STATIC_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (indices.size()+indices2.size() )* sizeof(unsigned short), 0, GL_STATIC_DRAW); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0 ,indices.size()*sizeof(unsigned short), &indices[0] ); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned short), indices2.size()*sizeof(unsigned short), &indices2[0]); // Get a handle for our "LightPosition" uniform glUseProgram(programID); GLuint LightID = glGetUniformLocation(programID, "LightPosition_worldspace"); // For speed computation double lastTime = glfwGetTime(); double lastFrameTime = lastTime; int nbFrames = 0; std::cout<<"test0"<<std::endl; float tt = 0.0; do{ // Measure speed double currentTime = glfwGetTime(); float deltaTime = (float)(currentTime - lastFrameTime); lastFrameTime = currentTime; nbFrames++; if ( currentTime - lastTime >= 1.0 ){ // If last prinf() was more than 1sec ago // printf and reset printf("%f ms/frame\n", 1000.0/double(nbFrames)); nbFrames = 0; lastTime += 1.0; } // Clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use our shader glUseProgram(programID); /* // Compute the MVP matrix from keyboard and mouse input // computeMatricesFromInputs(); glm::mat4 ProjectionMatrix = getProjectionMatrix(); glm::mat4 ViewMatrix = getViewMatrix(); glm::mat4 ModelMatrix = glm::mat4(1.0); glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix; // Send our transformation to the currently bound shader, // in the "MVP" uniform glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]); glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]); */ glm::mat4 ProjectionMatrix = glm::perspective(45.0f, 4.0f / 3.0f, 0.1f, 110.0f);// display range glm::mat4 ViewMatrix = glm::lookAt( //glm::vec3( 0, 0, 70 ), // Camera is here glm::vec3( 20,30, 70 ), // Camera is here //glm::vec3(gOrientation1.x,0,0),// and looks here glm::vec3( 0, 0, 0 ), // and looks here //glm::vec3( 0, 1, 0 ) // Head is up (set to 0,-1,0 to look upside-down) glm::vec3( 3, 10, 5 ) // Head is up (set to 0,-1,0 to look upside-down) ); glm::vec3 lightPos = glm::vec3(gPosition1.x,2,10); //glm::vec3 lightPos = glm::vec3(0,2,10); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); // Bind our texture in Texture Unit 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, Texture); // Set our "myTextureSampler" sampler to user Texture Unit 0 glUniform1i(TextureID, 0); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // 2nd attribute buffer : UVs glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); glVertexAttribPointer( 1, // attribute 2, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // 3rd attribute buffer : normals glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); glVertexAttribPointer( 2, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); { // Euler // As an example, rotate arount the vertical axis at 180\B0/sec /* gOrientation1.z += 3.14159f/2.0f * deltaTime * 5; gOrientation1.x = 3.14159f/2; gPosition1.y = 40; // Build the model matrix glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z); glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f)); glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;*/ gOrientation1.z += 3.14159f/2.0f * deltaTime; gOrientation1.x = 20;3.14159f/2; gPosition1.y = 10; tt = tt + 0.01f; gPosition1.x = 20.0*sin(tt); //gPosition1.z = tt;//20.0*sin(tt); // Build the model matrix glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z); glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f)); glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix; // glm::mat4 ModelMatrix = eulerAngleYXZ((float)3,(float)0,(float)0)*translate(mat4(), glm::vec3(5,0,0)) *TranslationMatrix* RotationMatrix * ScalingMatrix; glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix; // Send our transformation to the currently bound shader, // in the "MVP" uniform glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]); glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]); // Draw the triangles ! glDrawElements( GL_TRIANGLES, // mode indices.size(), // count GL_UNSIGNED_SHORT, // type (void*)0 // element array buffer offset ); } //=============================================================================// glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)(0+indexed_vertices.size()*sizeof(glm::vec3)) // array buffer offset ); // 2nd attribute buffer : UVs glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); glVertexAttribPointer( 1, // attribute 2, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)(0+indexed_uvs.size()*sizeof(glm::vec2)) // array buffer offset ); // 3rd attribute buffer : normals glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); glVertexAttribPointer( 2, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)(0+indexed_normals.size()*sizeof(glm::vec3)) // array buffer offset ); // Index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glUniform3f(LightID, lightPos.x, lightPos.y, lightPos.z); { // Euler // As an example, rotate arount the vertical axis at 180\B0/sec /* gOrientation1.z += 3.14159f/2.0f * deltaTime * 5; gOrientation1.x = 3.14159f/2; gPosition1.y = 40; // Build the model matrix glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z); glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f)); glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix;*/ gOrientation1.z += 3.14159f/2.0f * deltaTime/1000.0; gOrientation1.x = 3.14159f/2; gPosition1.y = 10;40; tt = tt + 0.01f; gPosition1.x = 20.0*sin(tt/100.0); //gPosition1.z = tt;//20.0*sin(tt); // Build the model matrix glm::mat4 RotationMatrix = eulerAngleYXZ(gOrientation1.y, gOrientation1.x, gOrientation1.z); glm::mat4 TranslationMatrix = translate(mat4(), gPosition1); // A bit to the left glm::mat4 ScalingMatrix = scale(mat4(), vec3(1.0f, 1.0f, 1.0f)); glm::mat4 ModelMatrix = TranslationMatrix * RotationMatrix * ScalingMatrix; // glm::mat4 ModelMatrix = eulerAngleYXZ((float)3,(float)0,(float)0)*translate(mat4(), glm::vec3(5,0,0)) *TranslationMatrix* RotationMatrix * ScalingMatrix; glm::mat4 MVP = ProjectionMatrix * ViewMatrix * ModelMatrix; // Send our transformation to the currently bound shader, // in the "MVP" uniform glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); glUniformMatrix4fv(ModelMatrixID, 1, GL_FALSE, &ModelMatrix[0][0]); glUniformMatrix4fv(ViewMatrixID, 1, GL_FALSE, &ViewMatrix[0][0]); // Draw the triangles ! glDrawElements( GL_TRIANGLES, // mode indices2.size(), // count GL_UNSIGNED_SHORT, // type (void*)(0 + indices.size()) // element array buffer offset ); } //======================================================================================// glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); // Draw GUI TwDraw(); // Swap buffers glfwSwapBuffers(window); glfwPollEvents(); } // Check if the ESC key was pressed or the window was closed while( glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 ); // Cleanup VBO and shader glDeleteBuffers(1, &vertexbuffer); glDeleteBuffers(1, &uvbuffer); glDeleteBuffers(1, &normalbuffer); glDeleteBuffers(1, &elementbuffer); glDeleteProgram(programID); glDeleteTextures(1, &Texture); glDeleteVertexArrays(1, &VertexArrayID); glDeleteVertexArrays(1, &WP_VertexArrayID); }
void InitializeBar() { ///@note Bad size errors will be thrown if this is not called before bar creation. TwWindowSize(g_auxWindow_w, g_auxWindow_h); // Create a tweak bar g_pTweakbar = TwNewBar("TweakBar"); g_app.m_pTweakbar = g_pTweakbar; TwDefine(" GLOBAL fontsize=3 "); TwDefine(" TweakBar size='300 700' "); TwAddButton(g_pTweakbar, "Disable VSync", DisableVSyncCB, NULL, " group='VSync' "); TwAddButton(g_pTweakbar, "Enable VSync", EnableVSyncCB, NULL, " group='VSync' "); TwAddButton(g_pTweakbar, "Adaptive VSync", AdaptiveVSyncCB, NULL, " group='VSync' "); TwAddVarCB(g_pTweakbar, "Display FPS", TW_TYPE_UINT32, NULL, GetDisplayFPS, NULL, " group='Performance' "); TwAddVarRW(g_pTweakbar, "Target FPS", TW_TYPE_INT32, &g_targetFPS, " min=45 max=200 group='Performance' "); TwAddVarRW(g_pTweakbar, "FBO Scale", TW_TYPE_FLOAT, g_app.GetFBOScalePointer(), " min=0.05 max=1.0 step=0.005 group='Performance' "); TwAddVarRW(g_pTweakbar, "Dynamic FBO Scale", TW_TYPE_BOOLCPP, &g_dynamicallyScaleFBO, " group='Performance' "); TwAddVarRW(g_pTweakbar, "DynFBO Smooth", TW_TYPE_FLOAT, &g_fpsSmoothingFactor, " min=0.001 max=1.0 step=0.001 group='Performance' "); TwAddVarRW(g_pTweakbar, "FPS Delta Threshold", TW_TYPE_FLOAT, &g_fpsDeltaThreshold, " min=0.0 max=100.0 step=1.0 group='Performance' "); TwAddVarRW(g_pTweakbar, "CinemaScope", TW_TYPE_FLOAT, &g_app.m_cinemaScopeFactor, " min=0.0 max=0.95 step=0.005 group='Performance' "); TwAddButton(g_pTweakbar, "Recenter Pose", RecenterPoseCB, NULL, " group='Position' "); TwAddButton(g_pTweakbar, "Standing", StandingCB, NULL, " group='Position' "); TwAddButton(g_pTweakbar, "Sitting", SittingCB, NULL, " group='Position' "); TwAddButton(g_pTweakbar, "Reset Timer", ResetTimerCB, &g_app.m_shaderToyScene, " label='Reset Timer' group='Shader' "); TwAddVarRW(g_pTweakbar, "head Size", TW_TYPE_FLOAT, &g_app.m_headSize, " label='head Size' precision=4 min=0.0001 step=0.001 group='Shader' "); TwAddVarRW(g_pTweakbar, "Draw Scene", TW_TYPE_BOOLCPP, &g_app.m_scene.m_bDraw, " group='Scene' "); TwAddVarRW(g_pTweakbar, "Draw HydraScene", TW_TYPE_BOOLCPP, &g_app.m_hydraScene.m_bDraw, " group='HydraScene' "); TwAddVarRW(g_pTweakbar, "Hydra Location x", TW_TYPE_FLOAT, &g_app.m_fm.m_baseOffset.x, " min=-10 max=10 step=0.05 group='HydraScene' "); TwAddVarRW(g_pTweakbar, "Hydra Location y", TW_TYPE_FLOAT, &g_app.m_fm.m_baseOffset.y, " min=-10 max=10 step=0.05 group='HydraScene' "); TwAddVarRW(g_pTweakbar, "Hydra Location z", TW_TYPE_FLOAT, &g_app.m_fm.m_baseOffset.z, " min=-10 max=10 step=0.05 group='HydraScene' "); TwAddVarRW(g_pTweakbar, "Draw RaymarchScene", TW_TYPE_BOOLCPP, &g_app.m_raymarchScene.m_bDraw, " group='RaymarchScene' "); int opened = 0; TwSetParam(g_pTweakbar, "Scene", "opened", TW_PARAM_INT32, 1, &opened); TwSetParam(g_pTweakbar, "HydraScene", "opened", TW_PARAM_INT32, 1, &opened); TwSetParam(g_pTweakbar, "RaymarchScene", "opened", TW_PARAM_INT32, 1, &opened); }
void AtmosphereSample::Initialize(IRenderDevice *pDevice, IDeviceContext **ppContexts, Uint32 NumDeferredCtx, ISwapChain *pSwapChain) { const auto& deviceCaps = pDevice->GetDeviceCaps(); if(!deviceCaps.bComputeShadersSupported) { throw std::runtime_error("Compute shaders are required to run this sample"); } SampleBase::Initialize(pDevice, ppContexts, NumDeferredCtx, pSwapChain); m_bIsDXDevice = deviceCaps.DevType == DeviceType::D3D11 || deviceCaps.DevType == DeviceType::D3D12; if( pDevice->GetDeviceCaps().DevType == DeviceType::OpenGLES ) { m_uiShadowMapResolution = 512; m_PPAttribs.m_iFirstCascade = 2; m_PPAttribs.m_uiSingleScatteringMode = SINGLE_SCTR_MODE_LUT; m_TerrainRenderParams.m_iNumShadowCascades = 4; m_TerrainRenderParams.m_iNumRings = 10; m_TerrainRenderParams.m_TexturingMode = RenderingParams::TM_MATERIAL_MASK; } m_f4CustomRlghBeta = m_PPAttribs.m_f4CustomRlghBeta; m_f4CustomMieBeta = m_PPAttribs.m_f4CustomMieBeta; m_strRawDEMDataFile = "Terrain\\HeightMap.tif"; m_strMtrlMaskFile = "Terrain\\Mask.png"; m_strTileTexPaths[0] = "Terrain\\Tiles\\gravel_DM.dds"; m_strTileTexPaths[1] = "Terrain\\Tiles\\grass_DM.dds"; m_strTileTexPaths[2] = "Terrain\\Tiles\\cliff_DM.dds"; m_strTileTexPaths[3] = "Terrain\\Tiles\\snow_DM.dds"; m_strTileTexPaths[4] = "Terrain\\Tiles\\grassDark_DM.dds"; m_strNormalMapTexPaths[0] = "Terrain\\Tiles\\gravel_NM.dds"; m_strNormalMapTexPaths[1] = "Terrain\\Tiles\\grass_NM.dds"; m_strNormalMapTexPaths[2] = "Terrain\\Tiles\\cliff_NM.dds"; m_strNormalMapTexPaths[3] = "Terrain\\Tiles\\Snow_NM.jpg"; m_strNormalMapTexPaths[4] = "Terrain\\Tiles\\grass_NM.dds"; // Create data source try { m_pElevDataSource.reset( new ElevationDataSource(m_strRawDEMDataFile.c_str()) ); m_pElevDataSource->SetOffsets(m_TerrainRenderParams.m_iColOffset, m_TerrainRenderParams.m_iRowOffset); m_fMinElevation = m_pElevDataSource->GetGlobalMinElevation() * m_TerrainRenderParams.m_TerrainAttribs.m_fElevationScale; m_fMaxElevation = m_pElevDataSource->GetGlobalMaxElevation() * m_TerrainRenderParams.m_TerrainAttribs.m_fElevationScale; } catch(const std::exception &) { LOG_ERROR("Failed to create elevation data source"); return; } const Char *strTileTexPaths[EarthHemsiphere::NUM_TILE_TEXTURES], *strNormalMapPaths[EarthHemsiphere::NUM_TILE_TEXTURES]; for(int iTile=0; iTile < _countof(strTileTexPaths); ++iTile ) { strTileTexPaths[iTile] = m_strTileTexPaths[iTile].c_str(); strNormalMapPaths[iTile] = m_strNormalMapTexPaths[iTile].c_str(); } CreateUniformBuffer( pDevice, sizeof( CameraAttribs ), "Camera Attribs CB", &m_pcbCameraAttribs ); CreateUniformBuffer( pDevice, sizeof( LightAttribs ), "Light Attribs CB", &m_pcbLightAttribs ); const auto &SCDesc = pSwapChain->GetDesc(); m_pLightSctrPP.reset( new LightSctrPostProcess(m_pDevice, m_pImmediateContext, SCDesc.ColorBufferFormat, SCDesc.DepthBufferFormat, TEX_FORMAT_R11G11B10_FLOAT) ); auto *pcMediaScatteringParams = m_pLightSctrPP->GetMediaAttribsCB(); m_EarthHemisphere.Create(m_pElevDataSource.get(), m_TerrainRenderParams, m_pDevice, m_pImmediateContext, m_strMtrlMaskFile.c_str(), strTileTexPaths, strNormalMapPaths, m_pcbCameraAttribs, m_pcbLightAttribs, pcMediaScatteringParams ); CreateShadowMap(); // Create a tweak bar TwBar *bar = TwNewBar("Settings"); TwDefine(" GLOBAL fontsize=3 "); int barSize[2] = {300, 900}; #ifdef ANDROID barSize[0] = 800; barSize[1] = 1000; #endif TwSetParam(bar, NULL, "size", TW_PARAM_INT32, 2, barSize); // Add variables to the tweak bar #if 0 float3 axis(-1, 1, 0); m_SpongeRotation = RotationFromAxisAngle(axis, FLOAT_PI/4); TwAddVarRW(bar, "Rotation", TW_TYPE_QUAT4F, &m_SpongeRotation, "opened=true axisz=-z group=Sponge"); #endif TwAddVarRW(bar, "FPS", TW_TYPE_FLOAT, &m_fFPS, "readonly=true"); TwAddVarRW(bar, "Light direction", TW_TYPE_DIR3F, &m_f3LightDir, "opened=true axisz=-z showval=false"); TwAddVarRW(bar, "Camera direction", TW_TYPE_DIR3F, &m_f3CameraDir, "opened=true axisz=-z showval=false"); TwAddVarRW( bar, "Camera altitude", TW_TYPE_FLOAT, &m_f3CameraPos.y, "min=2000 max=100000 step=100 keyincr=PGUP keydecr=PGDOWN" ); // Shadows { // Define a new enum type for the tweak bar TwEnumVal ShadowMapRes[] = // array used to describe the shadow map resolution { { 512, "512" }, { 1024, "1024" }, { 2048, "2048" }, { 4096, "4096" } }; TwType modeType = TwDefineEnum( "Shadow Map Resolution", ShadowMapRes, _countof( ShadowMapRes ) ); // create a new TwType associated to the enum defined by the ShadowMapRes array TwAddVarCB( bar, "Shadow map resolution", modeType, SetShadowMapResCB, GetShadowMapResCB, this, "group=Shadows" ); TwAddVarRW( bar, "Show cascades", TW_TYPE_BOOLCPP, &m_bVisualizeCascades, "group=Shadows" ); TwAddVarRW( bar, "Partitioning factor", TW_TYPE_FLOAT, &m_fCascadePartitioningFactor, "min=0 max=1 step=0.01 group=Shadows" ); TwAddVarRW( bar, "Find best cascade", TW_TYPE_BOOLCPP, &m_TerrainRenderParams.m_bBestCascadeSearch, "group=Shadows" ); TwAddVarRW( bar, "Smooth shadows", TW_TYPE_BOOLCPP, &m_TerrainRenderParams.m_bSmoothShadows, "group=Shadows" ); TwAddVarCB( bar, "Num cascades", TW_TYPE_INT32, SetNumCascadesCB, GetNumCascadesCB, this, "min=1 max=8 group=Shadows" ); } TwAddVarRW( bar, "Enable Light Scattering", TW_TYPE_BOOLCPP, &m_bEnableLightScattering, "" ); // Light scattering GUI controls { TwAddVarRW( bar, "Enable light shafts", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bEnableLightShafts, "group=Scattering" ); // Define a new enum type for the tweak bar TwEnumVal LightSctrTech[] = // array used to describe the shadow map resolution { { LIGHT_SCTR_TECHNIQUE_EPIPOLAR_SAMPLING, "Epipolar" }, { LIGHT_SCTR_TECHNIQUE_BRUTE_FORCE, "Brute force" } }; TwType LightSctrTechType = TwDefineEnum( "Light scattering tech", LightSctrTech, _countof( LightSctrTech ) ); TwAddVarRW( bar, "Light scattering tech", LightSctrTechType, &m_PPAttribs.m_uiLightSctrTechnique, "group=Scattering" ); TwEnumVal Pow2Values[] = { { 1, "1" }, { 2, "2" }, { 4, "4" }, { 8, "8" }, { 16, "16" }, { 32, "32" }, { 64, "64" }, { 128, "128" }, { 256, "256" }, { 512, "512" }, { 1024, "1024" }, { 2048, "2048" } }; TwType BigPow2Enum = TwDefineEnum( "Large powers of two", Pow2Values + 7, 5 ); TwAddVarRW( bar, "NumSlices", BigPow2Enum, &m_PPAttribs.m_uiNumEpipolarSlices, "group=Scattering label=\'Num slices\'" ); TwAddVarRW( bar, "MaxSamples", BigPow2Enum, &m_PPAttribs.m_uiMaxSamplesInSlice, "group=Scattering label=\'Max samples\'" ); TwType SmallPow2Enum = TwDefineEnum( "Small powers of two", Pow2Values+2, 5 ); TwAddVarRW( bar, "IntialStep", SmallPow2Enum, &m_PPAttribs.m_uiInitialSampleStepInSlice, "group=Scattering label=\'Initial step\'" ); TwAddVarRW( bar, "ShowSampling", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bShowSampling, "group=Scattering label=\'Show Sampling\'" ); TwAddVarRW( bar, "RefinementThreshold", TW_TYPE_FLOAT, &m_PPAttribs.m_fRefinementThreshold, "group=Scattering label=\'Refinement Threshold\' min=0.01 max=0.5 step=0.01" ); TwAddVarRW( bar, "1DMinMaxOptimization", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bUse1DMinMaxTree, "group=Scattering label=\'Use 1D min/max trees\'" ); TwAddVarRW( bar, "OptimizeSampleLocations", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bOptimizeSampleLocations, "group=Scattering label=\'Optimize Sample Locations\'" ); TwAddVarRW( bar, "CorrectScattering", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bCorrectScatteringAtDepthBreaks, "group=Scattering label=\'Correct Scattering At Depth Breaks\'" ); TwAddVarRW( bar, "ShowDepthBreaks", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bShowDepthBreaks, "group=Scattering label=\'Show Depth Breaks\'" ); TwAddVarRW( bar, "LightingOnly", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bShowLightingOnly, "group=Scattering label=\'Lighting Only\'" ); //TwAddVarRW( bar, "ScatteringScale", TW_TYPE_FLOAT, &m_fScatteringScale, "group=Scattering label=\'Scattering scale\' min=0 max=2 step=0.1" ); TwAddVarRW( bar, "NumIntegrationSteps", TW_TYPE_UINT32, &m_PPAttribs.m_uiInstrIntegralSteps, "min=5 max=100 step=5 group=Advanced label=\'Num Integrtion Steps\'" ); TwDefine( "Settings/Advanced group=Scattering" ); { TwType EpipoleSamplingDensityEnum = TwDefineEnum( "Epipole sampling density enum", Pow2Values, 4 ); TwAddVarRW( bar, "EpipoleSamplingDensity", EpipoleSamplingDensityEnum, &m_PPAttribs.m_uiEpipoleSamplingDensityFactor, "group=Advanced label=\'Epipole sampling density\'" ); } { TwEnumVal SinglSctrMode[] = { { SINGLE_SCTR_MODE_NONE, "None" }, { SINGLE_SCTR_MODE_INTEGRATION, "Integration" }, { SINGLE_SCTR_MODE_LUT, "Look-up table" } }; TwType SinglSctrModeEnum = TwDefineEnum( "Single scattering mode enum", SinglSctrMode, _countof(SinglSctrMode) ); TwAddVarRW( bar, "SingleSctrMode", SinglSctrModeEnum, &m_PPAttribs.m_uiSingleScatteringMode, "group=Advanced label=\'Single scattering\'" ); } { TwEnumVal MultSctrMode[] = { { MULTIPLE_SCTR_MODE_NONE, "None" }, { MULTIPLE_SCTR_MODE_UNOCCLUDED, "Unoccluded" }, { MULTIPLE_SCTR_MODE_OCCLUDED, "Occluded" } }; TwType MultSctrModeEnum = TwDefineEnum( "Higher-order scattering mode enum", MultSctrMode, _countof( MultSctrMode ) ); TwAddVarRW( bar, "MultipleSctrMode", MultSctrModeEnum, &m_PPAttribs.m_uiMultipleScatteringMode, "group=Advanced label=\'Higher-order scattering\'" ); } { TwEnumVal CascadeProcessingMode[] = { { CASCADE_PROCESSING_MODE_SINGLE_PASS, "Single pass" }, { CASCADE_PROCESSING_MODE_MULTI_PASS, "Multi-pass" }, { CASCADE_PROCESSING_MODE_MULTI_PASS_INST, "Multi-pass inst" } }; TwType CascadeProcessingModeEnum = TwDefineEnum( "Cascade processing mode enum", CascadeProcessingMode, _countof( CascadeProcessingMode ) ); TwAddVarRW( bar, "CascadeProcessingMode", CascadeProcessingModeEnum, &m_PPAttribs.m_uiCascadeProcessingMode, "group=Advanced label=\'Cascade processing mode\'" ); } TwAddVarRW( bar, "FirstCascadeToRayMarch", TW_TYPE_INT32, &m_PPAttribs.m_iFirstCascade, "min=0 max=8 step=1 group=Advanced label=\'Start cascade\'" ); TwAddVarRW( bar, "Is32BitMinMaxShadowMap", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bIs32BitMinMaxMipMap, "group=Advanced label=\'Use 32-bit float min/max SM\'" ); { TwEnumVal RefinementCriterion[] = { { REFINEMENT_CRITERION_DEPTH_DIFF, "Depth difference" }, { REFINEMENT_CRITERION_INSCTR_DIFF, "Scattering difference" } }; TwType CascadeProcessingModeEnum = TwDefineEnum( "Refinement criterion enum", RefinementCriterion, _countof( RefinementCriterion ) ); TwAddVarRW( bar, "RefinementCriterion", CascadeProcessingModeEnum, &m_PPAttribs.m_uiRefinementCriterion, "group=Advanced label=\'Refinement criterion\'" ); } { TwEnumVal ExtinctionEvalMode[] = { { EXTINCTION_EVAL_MODE_PER_PIXEL, "Per pixel" }, { EXTINCTION_EVAL_MODE_EPIPOLAR, "Epipolar" } }; TwType ExtinctionEvalModeEnum = TwDefineEnum( "Extinction eval mode enum", ExtinctionEvalMode, _countof( ExtinctionEvalMode ) ); TwAddVarRW( bar, "ExtinctionEval", ExtinctionEvalModeEnum, &m_PPAttribs.m_uiExtinctionEvalMode, "group=Advanced label=\'Extinction eval mode\'" ); } TwAddVarRW( bar, "AerosolDensity", TW_TYPE_FLOAT, &m_PPAttribs.m_fAerosolDensityScale, "group=Advanced label=\'Aerosol density\' min=0.1 max=5.0 step=0.1" ); TwAddVarRW( bar, "AerosolAbsorption", TW_TYPE_FLOAT, &m_PPAttribs.m_fAerosolAbsorbtionScale, "group=Advanced label=\'Aerosol absorption\' min=0.0 max=5.0 step=0.1" ); TwAddVarRW( bar, "UseCustomSctrCoeffs", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bUseCustomSctrCoeffs, "group=Advanced label=\'Use custom scattering coeffs\'" ); #define RLGH_COLOR_SCALE 5e-5f #define MIE_COLOR_SCALE 5e-5f TwAddVarCB(bar, "RayleighColor", TW_TYPE_COLOR4F, []( const void *value, void * clientData ) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); pTheSample->m_f4CustomRlghBeta = *reinterpret_cast<const float4 *>(value) * RLGH_COLOR_SCALE; if( (float3&)pTheSample->m_f4CustomRlghBeta == float3( 0, 0, 0 ) ) { pTheSample->m_f4CustomRlghBeta = float4( 1, 1, 1, 1 ) * RLGH_COLOR_SCALE / 255.f; } }, [](void *value, void * clientData) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); float4 RlghColor = pTheSample->m_f4CustomRlghBeta / RLGH_COLOR_SCALE; RlghColor.w = 1; *reinterpret_cast<float4*>(value) = RlghColor; }, this, "group=Advanced label=\'Rayleigh color\' colormode=rgb"); TwAddVarCB(bar, "MieColor", TW_TYPE_COLOR4F, []( const void *value, void * clientData ) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); pTheSample->m_f4CustomMieBeta = *reinterpret_cast<const float4 *>(value) * MIE_COLOR_SCALE; if( (float3&)pTheSample->m_f4CustomMieBeta == float3( 0, 0, 0 ) ) { pTheSample->m_f4CustomMieBeta = float4( 1, 1, 1, 1 ) * MIE_COLOR_SCALE / 255.f; } }, [](void *value, void * clientData) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); float4 MieColor = pTheSample->m_f4CustomMieBeta / MIE_COLOR_SCALE; MieColor.w = 1; *reinterpret_cast<float4*>(value) = MieColor; }, this, "group=Advanced label=\'Mie color\' colormode=rgb"); #undef RLGH_COLOR_SCALE #undef MIE_COLOR_SCALE TwAddButton(bar, "UpdateCoeffsBtn", [](void *clientData) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); pTheSample->m_PPAttribs.m_f4CustomRlghBeta = pTheSample->m_f4CustomRlghBeta; pTheSample->m_PPAttribs.m_f4CustomMieBeta = pTheSample->m_f4CustomMieBeta; }, this, "group=Advanced label=\'Update coefficients\'"); } // Tone mapping GUI controls { { TwEnumVal ToneMappingMode[] = { {TONE_MAPPING_MODE_EXP, "Exp"}, {TONE_MAPPING_MODE_REINHARD, "Reinhard"}, {TONE_MAPPING_MODE_REINHARD_MOD, "Reinhard Mod"}, {TONE_MAPPING_MODE_UNCHARTED2, "Uncharted 2"}, {TONE_MAPPING_FILMIC_ALU, "Filmic ALU"}, {TONE_MAPPING_LOGARITHMIC, "Logarithmic"}, {TONE_MAPPING_ADAPTIVE_LOG, "Adaptive log"} }; TwType ToneMappingModeEnum = TwDefineEnum( "Tone mapping mode enum", ToneMappingMode, _countof( ToneMappingMode ) ); TwAddVarRW( bar, "ToneMappingMode", ToneMappingModeEnum, &m_PPAttribs.m_uiToneMappingMode, "group=ToneMapping label=\'Mode\'" ); } TwAddVarRW( bar, "WhitePoint", TW_TYPE_FLOAT, &m_PPAttribs.m_fWhitePoint, "group=ToneMapping label=\'White point\' min=0.01 max=10.0 step=0.1" ); TwAddVarRW( bar, "LumSaturation", TW_TYPE_FLOAT, &m_PPAttribs.m_fLuminanceSaturation, "group=ToneMapping label=\'Luminance saturation\' min=0.01 max=2.0 step=0.1" ); TwAddVarRW( bar, "MiddleGray", TW_TYPE_FLOAT, &m_PPAttribs.m_fMiddleGray, "group=ToneMapping label=\'Middle Gray\' min=0.01 max=1.0 step=0.01" ); TwAddVarRW( bar, "AutoExposure", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bAutoExposure, "group=ToneMapping label=\'Auto exposure\'" ); TwAddVarRW( bar, "LightAdaptation", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bLightAdaptation, "group=ToneMapping label=\'Light adaptation\'" ); } const auto& RG16UAttribs = pDevice->GetTextureFormatInfoExt( TEX_FORMAT_RG16_UNORM ); const auto& RG32FAttribs = pDevice->GetTextureFormatInfoExt( TEX_FORMAT_RG32_FLOAT ); bool RG16USupported = RG16UAttribs.Supported && RG16UAttribs.ColorRenderable; bool RG32FSupported = RG32FAttribs.Supported && RG32FAttribs.ColorRenderable; if( !RG16USupported && !RG32FSupported ) { int32_t IsVisible = 0; TwSetParam( bar, "1DMinMaxOptimization", "visible", TW_PARAM_INT32, 1, &IsVisible ); m_PPAttribs.m_bUse1DMinMaxTree = FALSE; } if( !RG16USupported || !RG32FSupported ) { int32_t IsVisible = 0; TwSetParam( bar, "Is32BitMinMaxShadowMap", "visible", TW_PARAM_INT32, 1, &IsVisible ); if( RG16USupported && !RG32FSupported ) m_PPAttribs.m_bIs32BitMinMaxMipMap = FALSE; if( !RG16USupported && RG32FSupported ) m_PPAttribs.m_bIs32BitMinMaxMipMap = TRUE; } }
void TwSetEnabled( TwBar* bar, const char *VarName, bool bEnabled ) { int32_t ReadOnly = bEnabled ? 0 : 1; TwSetParam( bar, VarName, "readonly", TW_PARAM_INT32, 1, &ReadOnly ); }
void SetColorOrder(TwBar* bar, const char* varName, ColorOrder order) { static const char* ColorOrderStrings[] = { "rgba", "bgra" }; TwCall(TwSetParam(bar, varName, "colororder", TW_PARAM_CSTRING, 1, ColorOrderStrings[uint64(order)])); }
void SetUseAlphaChannel(TwBar* bar, const char* varName, bool32 useAlpha) { TwCall(TwSetParam(bar, varName, "coloralpha", TW_PARAM_INT32, 1, &useAlpha)); }
void SetBoolLabels(TwBar* bar, const char* varName, const char* falseLabel, const char* trueLabel) { TwCall(TwSetParam(bar, varName, "false", TW_PARAM_CSTRING, 1, falseLabel)); TwCall(TwSetParam(bar, varName, "true", TW_PARAM_CSTRING, 1, trueLabel)); }
void SetShortcutKeyDecrement(TwBar* bar, const char* varName, const char* shortcutKey) { TwCall(TwSetParam(bar, varName, "keydecr", TW_PARAM_CSTRING, 1, shortcutKey)); }