//############################################ Menu window functions ############################################### void init_menu() { GLUI_Master.close_all(); // Closes the previous windows GLUI *glui = GLUI_Master.create_glui( "RMS v1.0"); glui->add_column(true); // Adds a column separator glui->add_statictext("WELCOME!"); glui->add_separator(); // Adds horizontal separator glui->add_button("NEW USER",SET_NEW_USER,(GLUI_Update_CB)switcher_function); // Adds a button glui->add_separator(); glui->add_button("OLD USER",SET_OLD_USER, (GLUI_Update_CB)switcher_function); glui->add_separator(); glui->add_button("Quit",ERROR_CHECK,(GLUI_Update_CB)exit); glui->add_separator(); glui->add_column(true); }
//metodo main de la aplicacion void main(int argc, char** argv){ //inicializar la glut y los buffers glutInit(&argc, argv); //frame buffer doble y z-bufer glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB|GLUT_DEPTH); //construir ventana glutInitWindowSize(1280,650); glutInitWindowPosition(20,20); window=glutCreateWindow("Prueba Theremin"); std::cout << "Arranca el programa" << std::endl; //registrar las callbacks GLUI_Master.set_glutDisplayFunc(display); //glutReshapeFunc(reshape); GLUI_Master.set_glutKeyboardFunc(onKey); GLUI_Master.set_glutReshapeFunc(reshape); GLUI * glui; glui = GLUI_Master.create_glui_subwindow (window,GLUI_SUBWINDOW_TOP); bt1 = glui->add_button ("Play", 1, gluiMainWindow); glui->add_column (0); bt2 = glui->add_button ("Configuracion", 2, gluiMainWindow); glui->add_column (0); bt3 = glui->add_button ("Acerca de", 3, gluiMainWindow); glui->add_column (0); bt4 = glui->add_button ("Quit", -3, gluiMainWindow); GLUI_Master.set_glutIdleFunc(idle); glEnable(GL_DEPTH_TEST); //Poner en marcha el bucle de eventos glutMainLoop(); }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 Assignment 2"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); /****************************************/ /* Set up OpenGL lighting */ /****************************************/ glClearColor (0.38, 0.38, 0.38, 0.0); glShadeModel (GL_SMOOTH); GLfloat light_pos0[] = {0.0f, 0.0f, 1.0f, 0.0f}; GLfloat diffuse[] = {0.5f, 0.5f, 0.5f, 0.0f}; GLfloat ambient[] = {0.1f, 0.1f, 0.1f, 1.0f}; glLightfv (GL_LIGHT0, GL_AMBIENT, ambient); glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv (GL_LIGHT0, GL_POSITION, light_pos0); glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable (GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable (GL_LIGHT0); glEnable (GL_DEPTH_TEST); ///****************************************/ ///* Enable z-buferring */ ///****************************************/ glPolygonOffset(1, 1); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI *glui = GLUI_Master.create_glui("GLUI"); GLUI_Panel *render_panel = glui->add_panel("Render"); new GLUI_Checkbox(render_panel, "Wireframe", &wireframe); new GLUI_Checkbox(render_panel, "Fill", &fill); new GLUI_Checkbox(render_panel, "Normal", &normal); (new GLUI_Spinner(render_panel, "Segments X:", &segmentsX)) ->set_int_limits(3, 60); (new GLUI_Spinner(render_panel, "Segments Y:", &segmentsY)) ->set_int_limits(3, 60); GLUI_Panel *camera_panel = glui->add_panel("Camera"); (new GLUI_Spinner(camera_panel, "RotateV:", &camRotV)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateU:", &camRotU)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateW:", &camRotW)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "Angle:", &viewAngle)) ->set_int_limits(1, 179); GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX); eyex_widget->set_float_limits(-5, 5); GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY); eyey_widget->set_float_limits(-5, 5); GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ); eyez_widget->set_float_limits(-5, 5); GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX); lookx_widget->set_float_limits(-5, 5); GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY); looky_widget->set_float_limits(-5, 5); GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ); lookz_widget->set_float_limits(-5, 5); GLUI_Spinner* clipN_widget = glui->add_spinner_to_panel(camera_panel, "Near:", GLUI_SPINNER_FLOAT, &clipNear); clipN_widget->set_float_limits(0, 10); GLUI_Spinner* clipF_widget = glui->add_spinner_to_panel(camera_panel, "Far:", GLUI_SPINNER_FLOAT, &clipFar); clipF_widget->set_float_limits(0, 100); glui->add_column(true); GLUI_Panel *obj_panel = glui->add_panel("Object Type"); GLUI_RadioGroup *group1 = glui->add_radiogroup_to_panel(obj_panel, (int*)(&objType), 3, callback_obj); glui->add_radiobutton_to_group(group1, "Cube"); glui->add_radiobutton_to_group(group1, "Cylinder"); glui->add_radiobutton_to_group(group1, "Cone"); glui->add_radiobutton_to_group(group1, "Sphere"); glui->add_radiobutton_to_group(group1, "Special1"); GLUI_Panel *object_panel = glui->add_panel("Object"); (new GLUI_Spinner(object_panel, "Rotate X:", &rotX)) ->set_int_limits(0, 359); (new GLUI_Spinner(object_panel, "Rotate Y:", &rotY)) ->set_int_limits(0, 359); (new GLUI_Spinner(object_panel, "Rotate Z:", &rotZ)) ->set_int_limits(0, 359); (new GLUI_Spinner(object_panel, "Scale:", &scale)) ->set_int_limits(1, 100); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); glutMainLoop(); return EXIT_SUCCESS; }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(100, 100); glutInitWindowSize(windowXSize, windowYSize); main_window = glutCreateWindow("COMP 175 In Class Assignment 7"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); /****************************************/ /* Set up OpenGL lighting */ /****************************************/ glShadeModel(GL_SMOOTH); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); static float one[] = { 1, 1, 1, 1 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, one); /****************************************/ /* Enable z-buferring */ /****************************************/ glEnable(GL_DEPTH_TEST); glPolygonOffset(1, 1); /****************************************/ /* Setup textured Objects */ /****************************************/ myObject->setTexture(0,"./data/pink.ppm"); myObject->setTexture(1,"./data/smile.ppm"); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI *glui = GLUI_Master.create_glui("GLUI"); GLUI_Scrollbar* sb1 = new GLUI_Scrollbar(glui, "Red", GLUI_SCROLL_HORIZONTAL, &red_Scroll, COLORR_ID, control_cb); sb1->set_int_limits(0, 255); GLUI_Scrollbar* sb2 = new GLUI_Scrollbar(glui, "Green", GLUI_SCROLL_HORIZONTAL, &green_Scroll, COLORG_ID, control_cb); sb2->set_int_limits(0, 255); GLUI_Scrollbar* sb3 = new GLUI_Scrollbar(glui, "Blue", GLUI_SCROLL_HORIZONTAL, &blue_Scroll, COLORB_ID, control_cb); sb3->set_int_limits(0, 255); sb1->set_int_val(255); sb2->set_int_val(255); /* // Create a rotation widget GLUI_Rotation *view_rot = new GLUI_Rotation(glui, "Objects", view_rotate ); view_rot->set_spin( 1.0 ); // Navigate our scene new GLUI_Column( glui, false ); GLUI_Translation *trans_x = new GLUI_Translation(glui, "Objects X", GLUI_TRANSLATION_X, obj_pos ); trans_x->set_speed( .1 ); new GLUI_Column( glui, false ); GLUI_Translation *trans_y = new GLUI_Translation( glui, "Objects Y", GLUI_TRANSLATION_Y, &obj_pos[1] ); trans_y->set_speed( .1 ); new GLUI_Column( glui, false ); GLUI_Translation *trans_z = new GLUI_Translation( glui, "Objects Z", GLUI_TRANSLATION_Z, &obj_pos[2] ); trans_z->set_speed( .1 ); */ glui->add_column(true); GLUI_Panel *render_panel = glui->add_panel("Render"); new GLUI_Checkbox(render_panel, "Wireframe", &wireframe); new GLUI_Checkbox(render_panel, "Filled", &filled); new GLUI_Checkbox(render_panel, "Paint", &paint); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); GLUI_Master.set_glutMouseFunc( myGlutMouse ); glutMotionFunc( myGlutMotion ); glutMainLoop(); return EXIT_SUCCESS; }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 In Class Lab 7"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); /****************************************/ /* Set up OpenGL lighting */ /****************************************/ // Essentially set the background color of the 3D scene. //glClearColor(.9f, .9f, .9f, 1.0f); glClearColor(0.1, 0.1, 0.1, 1.0); glShadeModel(GL_FLAT); GLfloat light_pos0[] = { 0.0f, 0.0f, 1.0f, 0.0f }; GLfloat diffuse[] = { 0.5f, 0.5f, 0.5f, 0.0f }; GLfloat ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light_pos0); //glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); /****************************************/ /* Enable z-buferring */ /****************************************/ glEnable(GL_DEPTH_TEST); glPolygonOffset(1, 1); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI *glui = GLUI_Master.create_glui("GLUI"); GLUI_Panel *render_panel = glui->add_panel("Render"); new GLUI_Checkbox(render_panel, "Wireframe", &wireframe); new GLUI_Checkbox(render_panel, "Filled", &filled); new GLUI_Checkbox(render_panel, "Silhouette", &silhouette); GLUI_Panel *camera_panel = glui->add_panel("Camera"); (new GLUI_Spinner(camera_panel, "Rotate Y:", &rotY))->set_int_limits(0, 359); (new GLUI_Spinner(camera_panel, "Scale:", &scale)) ->set_int_limits(1, 1000); filenameTextField = new GLUI_EditText( glui, "Filename:", filenamePath); filenameTextField->set_w(300); glui->add_button("Load PLY", 0, callback_load); glui->add_column(true); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); glutMainLoop(); return EXIT_SUCCESS; }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 Assignment 3"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); glShadeModel (GL_SMOOTH); glEnable(GL_DEPTH_TEST); // Specular reflections will be off without this, since OpenGL calculates // specular highlights using an infinitely far away camera by default, not // the actual location of the camera glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); // Show all ambient light for the entire scene (not one by default) GLfloat one[] = { 0.5f, 0.5f, 0.5f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, one); glPolygonOffset(1, 1); /****************************************/ /* Here's the GLUI code */ /****************************************/ GLUI* glui = GLUI_Master.create_glui("GLUI"); filenameTextField = new GLUI_EditText( glui, "Filename:", filenamePath); filenameTextField->set_w(300); glui->add_button("Load", 0, callback_load); GLUI_Panel *camera_panel = glui->add_panel("Camera"); (new GLUI_Spinner(camera_panel, "RotateV:", &camRotV)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateU:", &camRotU)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "RotateW:", &camRotW)) ->set_int_limits(-179, 179); (new GLUI_Spinner(camera_panel, "Angle:", &viewAngle)) ->set_int_limits(1, 179); glui->add_column_to_panel(camera_panel, true); GLUI_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX); eyex_widget->set_float_limits(-10, 10); GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY); eyey_widget->set_float_limits(-10, 10); GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ); eyez_widget->set_float_limits(-10, 10); GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX); lookx_widget->set_float_limits(-10, 10); GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY); looky_widget->set_float_limits(-10, 10); GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ); lookz_widget->set_float_limits(-10, 10); glui->add_column(true); GLUI_Panel *render_panel = glui->add_panel("Render"); new GLUI_Checkbox(render_panel, "Wireframe", &wireframe); new GLUI_Checkbox(render_panel, "Fill", &fillObj); (new GLUI_Spinner(render_panel, "Segments X:", &segmentsX)) ->set_int_limits(3, 60); (new GLUI_Spinner(render_panel, "Segments Y:", &segmentsY)) ->set_int_limits(3, 60); glui->add_button("Quit", 0, (GLUI_Update_CB)exit); glui->set_main_gfx_window(main_window); /* We register the idle callback with GLUI, *not* with GLUT */ GLUI_Master.set_glutIdleFunc(myGlutIdle); glutMainLoop(); return EXIT_SUCCESS; }