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.' "); }
BezierSceneObject::BezierSceneObject(string name, bool quad, const XMFLOAT3 & pos, ID3D11Device* device, HWND hwnd) { m_model = new ModelLightingClass(name, quad, pos); m_quadInvoker = new QuadInvoker; m_dataStruct = new BasePartition::clientDataStruct; m_model->BuildQuadPatch( device); updateIncrement = 0.0f; m_model->SetScale(XMFLOAT3(0.1f, 0.5f, 0.5f)); m_quadInvoker->InitializeVertexShader(device, hwnd, L"../Engine/BézierVS.hlsl", "BezierVertexShader", false); m_quadInvoker->InitializeShaderProgram(device, hwnd, L"../Engine/BézierHS.hlsl", "BezierHullShader","hs_5_0"); m_quadInvoker->InitializeShaderProgram(device, hwnd, L"../Engine/BézierDS.hlsl", "BezierDomainShader","ds_5_0"); m_quadInvoker->InitializeShaderProgram(device, hwnd, L"../Engine/BézierPS.hlsl", "BezierPixelShader","ps_5_0"); m_quadInvoker->InitializeCBuffer(device, "matrixBuffer", sizeof(QuadInvoker::MatrixBufferType)); m_quadInvoker->InitializeCBuffer(device, "tessBuffer", sizeof(QuadInvoker::TessellationBufferType)); m_quadInvoker->InitializeCBuffer(device, "LightBuffer", sizeof(QuadInvoker::LightBufferType)); m_quadInvoker->InitializeSampler(device, "heightSampler"); m_model->AddModelTweakVar(20.0f , "TessFactor", " step=0.01 group=Bézier"); m_model->AddModelTweakVar(8.0f , "AmpIncrement", " step=0.01 group=Bézier"); m_model->AddModelTweakVar(1.0f , "timeMod", " step=0.001 group=Bézier"); m_model->AddModel3FloatTweakVar(XMFLOAT3(-15.0f, 0.0f, 15.0f), "modifier1", "step=0.01 group=BézierControlGroup1"); string tempName = name + "/BézierControlGroup1 group=Bézier opened=false"; TwDefine(tempName.c_str()); m_dataStruct->m_dev = device; m_dataStruct->m_h = hwnd; m_dataStruct->m_q = m_quadInvoker; TwAddButton(m_model->getBar() ,"FractionalEven", &BezierSceneObject::FractionalEven, m_dataStruct, "" ); TwAddButton(m_model->getBar() ,"FractionalOdd", &BezierSceneObject::FractionalOdd, m_dataStruct, "" ); TwAddButton(m_model->getBar() ,"FractionalInt", &BezierSceneObject::Integer, m_dataStruct, "" ); }
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 ParticleEditor::refresh_emitter_ui() { per_emitter_info_.clear(); indices_for_tweakbar_.clear(); TwRemoveAllVars(emitter_window_); TwAddVarCB(emitter_window_, "Emitter Index", TW_TYPE_INT32, TweakBarParticleSetEmitter, TweakBarParticleGetEmitter, nullptr, ""); TwAddButton(emitter_window_, "Remove Emitter", TweakBarRemoveEmitter, &emitter_index_, ""); TwAddButton(emitter_window_, "Add State", TweakBarAddState, nullptr, ""); Reflection::Metadata* emitterMeta = FindType(ParticleEmitter); ParticleCallbackInfo emitterInfo; emitterInfo.baseData = emitterMeta; emitterInfo.type = ParticleUiType::Emitter; //first typical bullshit for(auto& it : emitterMeta->GetMembers()) { add_members(emitterInfo, &it.second, emitter_window_); } //so here we have to add controls to toggle interpolation //either something interpolates or it doesn't no selective interpolation for certain states Reflection::Metadata* stateMeta = FindType(ParticleDescription); ParticleCallbackInfo stateInfo; stateInfo.baseData = FindType(ParticleDescription); stateInfo.type = ParticleUiType::State; per_emitter_info_.push_back(stateInfo); void* dataToSend = &per_emitter_info_.back(); int index = 0; for(auto& it : stateMeta->GetMembers()) { indices_for_tweakbar_.push_back(index); ++index; TwAddVarCB(emitter_window_, it.second.GetName().c_str(), TW_TYPE_STDSTRING, TweakBarParticleSetRegistered, TweakBarParticleGetRegistered, &indices_for_tweakbar_.back(), "group = 'registered vars'"); } refresh_state_ui(); }
static void setupAntTweakBar() { g_bar = TwNewBar("TweakBar"); TwDefine(" TweakBar size='320 640' "); // resize bar TwDefine(" GLOBAL help='Simulation control.' "); // Message added to the help bar. /*TwAddVarRW(g_bar, "TD", TW_TYPE_FLOAT, &var_TIME_DELTA, " label='Time delta' precision=5 min=0 max=1 step=0.01 ");*/ TwAddVarRW(g_bar, "FPS", TW_TYPE_DOUBLE, &g_twVar.info_fps, " group=INFO label='Frame rate:' precision=1 "); TwAddSeparator(g_bar, "SEP0", 0); /*TwAddVarRW(g_bar, "ANIMATION_SPEED", TW_TYPE_FLOAT, &var_ANIMATION_SPEED, " group=ANIMATION label='Speed' precision=1 min=0 max=10 step=0.1 ");*/ TwAddVarRW(g_bar, "GRAVITY", TW_TYPE_FLOAT, &g_twVar.sim_gravity, " group=SIMULATION label='Gravity' precision=10 min=-1 max=1 step=0.0001 "); TwAddVarRW(g_bar, "SIMULATE", TW_TYPE_BOOL8, &g_twVar.sim_enable, " group=SIMULATION label='Run simulation' "); TwAddButton(g_bar, "SIMULATION_STEP", [](void*) { g_twVar.sim_step = true; }, NULL, " group=SIMULATION label='Step simulation' key=N "); TwAddButton(g_bar, "SIMULATION_RESET", [](void*) { g_ball->reset(false); s_model->resetAnimation(); }, NULL, " group=SIMULATION label='Reset' "); TwAddSeparator(g_bar, "SEP1", 0); TwAddVarRW(g_bar, "BLEND_VERT_STIFF", TW_TYPE_BOOL8, &g_twVar.blend_useWeights, " group=BLEND label='Use skin weights' "); TwAddVarRW(g_bar, "BLEND_STIFF_MULT", TW_TYPE_FLOAT, &g_twVar.blend_multiplier, " group=BLEND label='Multiplier' precision=4 min=0 max=1 step=0.0001 "); TwAddVarRW(g_bar, "BLEND_CONST_STIFF", TW_TYPE_FLOAT, &g_twVar.constraint_stiffness, " group=BLEND label='Stiffness k' precision=4 min=0 max=1 step=0.0001 "); TwAddSeparator(g_bar, "SEP2", 0); TwAddVarRW(g_bar, "RENDER_FILL", TW_TYPE_BOOL8, &g_twVar.render_fill, " group=RENDER label='Fill' "); TwAddVarRW(g_bar, "RENDER_WIREFRAME", TW_TYPE_BOOL8, &g_twVar.render_wireframe, " group=RENDER label='Wireframe' "); TwAddVarRW(g_bar, "RENDER_DISTMAG", TW_TYPE_BOOL8, &g_twVar.render_distMag, " group=RENDER label='Distortion magnitude' "); TwAddVarRW(g_bar, "rec_record", TW_TYPE_BOOL8, ffmpegRec(), " group=RECORD label='Record' "); TwAddSeparator(g_bar, "SEP3", 0); TwAddButton(g_bar, "BALL_RESET", [](void*) { g_ball->reset(); }, NULL, " label='Throw ball' "); }
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 outPut::init_Bars() { b_scene = TwNewBar("Scene"); _scene3d.distance = _dimensions.x+_dimensions.y; _scene3d.zoom = 60; _scene3d.focus = coords3d<float>::retournercoords3d(_dimensions.x/2,_dimensions.y/2,0); //_scene3d.orientation = {0, 0, 0, 1}; // direction pointing to +x and +y _scene3d.orientation[0]=_scene3d.orientation[1]=_scene3d.orientation[2]=0; _scene3d.orientation[3]=1; TwAddVarRW(b_scene, "Orientation", TW_TYPE_QUAT4F, &(_scene3d.orientation),"axisx=x axisy=y axisz=z"); TwAddVarRW(b_scene, "Distance", TW_TYPE_DOUBLE, &(_scene3d.distance),""); TwAddVarRW(b_scene, "Zoom", TW_TYPE_DOUBLE, &(_scene3d.zoom),"min = 5 max = 200"); TwAddVarRW(b_scene, "x", TW_TYPE_FLOAT, &(_scene3d.focus.x), "group = 'Focus' "); TwAddVarRW(b_scene, "y", TW_TYPE_FLOAT, &(_scene3d.focus.y), "group = 'Focus' "); TwAddVarRW(b_scene, "z", TW_TYPE_FLOAT, &(_scene3d.focus.z), "group = 'Focus'"); TwAddButton(b_scene, "Centrer", cbCenterView, this, " group = 'Focus' "); TwAddVarRW(b_scene, "Test de profondeur résultat", TW_TYPE_BOOLCPP, &(_reg.ZTEST_RESULT), "label='Z test resultat'"); TwAddVarRW(b_scene, "Temps de calcul (ms)", TW_TYPE_INT32, &(_status.drawDelay), "min=0 max=1000"); //_scene3d.lightDir = {1,1,-1}; _scene3d.lightDir[0]=_scene3d.lightDir[1]=1; _scene3d.lightDir[2]=-1; //_scene3d.lightPos = {-1,-1,1,0}; _scene3d.lightPos[0]=_scene3d.lightPos[1]=-1; _scene3d.lightPos[2]=1; _scene3d.lightPos[3]=0; TwAddVarRW(b_scene, "Direction", TW_TYPE_DIR3F, &(_scene3d.lightDir), "group = Lumiere" ); TwAddVarRW(b_scene, "Directionnelle", TW_TYPE_FLOAT, &(_scene3d.lightPos[3]), "group = Lumiere min=0 max =1" ); b_reglages = TwNewBar("Reglages"); TwAddVarRO(b_reglages, "MAX_FPS", TW_TYPE_INT32, &(_reg.MAX_FPS), "group='Window settings'"); TwAddButton(b_reglages, "Recalculer", recalculate, this, " group = Rendu "); TwAddVarRW(b_reglages, "Multiplicateur", TW_TYPE_DOUBLE, &(_reg.MULTIPLIER), "group = 'Rendu' min = 0 max = 100"); TwType colorsType; colorsType = TwDefineEnum("ColorsType", NULL, 0); //TwAddVarRW(b_reglages, "Couleurs", colorsType, &(_reg.COLORS), " enum='0 {Réelles}, 1 {Colorisé}, 2 {Uniforme}'"); TwAddVarRW(b_reglages, "Filaire", TW_TYPE_BOOLCPP, &(_reg.WIREFRAME), " group = Rendu "); TwAddVarRW(b_reglages, "Normales", TW_TYPE_BOOLCPP, &(_reg.DRAW_NORMALS), "group = 'Rendu'"); TwAddVarRW(b_reglages, "Couleur unie", TW_TYPE_COLOR3F, &(_reg.UNIFORM_COLOR), "colormode=hls group = 'Rendu'"); b_postprocess = TwNewBar("Post-processing"); _effect = 0; TwAddVarRW(b_postprocess, "Effet", TW_TYPE_INT32, &(_effect),"max=20 keyincr = p keydecr = m"); b_pathfind = TwNewBar("Pathfind"); TwAddVarRW(b_pathfind, "En cours", TW_TYPE_BOOLCPP, &(_status.running), "help='Fermer le programme' key=ESC"); TwAddVarRW(b_pathfind, "Pause", TW_TYPE_BOOLCPP, &(_status.pause), "key=t"); TwSetTopBar(b_scene); TwDefine(" Reglages iconified=true "); TwDefine(" Pathfind iconified=true "); TwDefine(" Post-processing iconified=true "); }
void RiftAppSkeleton::ToggleShaderWorld() { ShaderToy* pST = m_paneScene.GetFocusedShader(); if (m_shaderToyScene.m_bDraw) { // Back into gallery ResetAllTransformations(); m_headSize = 1.0f; m_shaderToyScene.m_bDraw = false; m_shaderToyScene.SetShaderToy(NULL); #ifdef USE_ANTTWEAKBAR TwRemoveVar(m_pTweakbar, "title"); TwRemoveVar(m_pTweakbar, "author"); TwRemoveVar(m_pTweakbar, "gotourl"); #endif } else if (pST != NULL) { // Transitioning into shader world ///@todo Will we drop frames here? Clear to black if so. m_shaderToyScene.m_bDraw = true; m_shaderToyScene.SetShaderToy(pST); const glm::vec3 hp = pST->GetHeadPos(); m_chassisPos.x = hp.x; m_chassisPos.y = hp.y; m_chassisPos.z = hp.z; m_headSize = pST->GetHeadSize(); m_chassisYaw = static_cast<float>(M_PI); #ifdef USE_ANTTWEAKBAR const std::string titleStr = "title: " + pST->GetSourceFile(); const std::string authorStr = "author: " + pST->GetAuthor(); std::stringstream ss; // Assemble a string to pass into help here ss << " label='" << titleStr << "' group=Shader "; TwAddButton(m_pTweakbar, "title", NULL, NULL, ss.str().c_str()); ss.str(""); ss << " label='" << authorStr << "' group=Shader "; TwAddButton(m_pTweakbar, "author", NULL, NULL, ss.str().c_str()); TwAddButton(m_pTweakbar, "gotourl", GoToURLCB, this, " label='Go to URL' group='Shader' "); #endif } }
void IntroOpenGl::CreateGui() { m_bar = TwNewBar("IntroToOpenGL"); TwDefine(" IntroToOpenGL position='10 10' "); // move bar to position (10, 10) TwDefine(" IntroToOpenGL size='430 320' "); // resize bar TwDefine(" IntroToOpenGL color='128 128 128' alpha=32 "); // semi-transparent blue bar TwDefine(" IntroToOpenGL resizable=false "); // mybar cannot be resized TwAddButton(m_bar, "label_01", NULL, NULL, "label='simply opengl scene, nothing much happening'"); //show as label TwAddButton(m_bar, "mainMenu", Callback, this, "label='main menu'"); //show as button }
void APP_SpotRotate::CreateGui() { m_bar = TwNewBar("SpotRotate"); TwDefine(" SpotRotate position='10 10' "); // move bar to position (10, 10) TwDefine(" SpotRotate size='430 320' "); // resize bar TwDefine(" SpotRotate color='128 128 128' alpha=32 "); // semi-transparent blue bar TwDefine(" SpotRotate resizable=false "); // mybar cannot be resized TwAddButton(m_bar, "label_01", NULL, NULL, "label='proof of concept for bill borded sprites with rotation'"); //show as label TwAddButton(m_bar, "mainMenu", Callback, this, "label='main menu'"); //show as button }
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(); }
/* * Ui_Root * * Defines the root TwBar. */ static TwBar *Ui_Root(void) { TwBar *bar = TwNewBar("Quake2World"); TwAddButton(bar, "Servers", Ui_ToggleBar, "Servers", NULL); TwAddButton(bar, "Controls", Ui_ToggleBar, "Controls", NULL); TwAddButton(bar, "Player", Ui_ToggleBar, "Player", NULL); TwAddButton(bar, "System", Ui_ToggleBar, "System", NULL); TwAddSeparator(bar, NULL, NULL); TwAddButton(bar, "Quit", Ui_Command, "quit\n", NULL); TwDefine("Quake2World size='200 130' alpha=200 iconifiable=false"); return bar; }
void initGUI() { // Initialize AntTweakBar GUI if (!TwInit(TW_OPENGL, NULL)) { assert(0); } TwWindowSize(g_WindowWidth, g_WindowHeight); TwBar *controlBar = TwNewBar("Controls"); TwDefine(" Controls position='10 10' size='200 320' refresh=0.1 "); TwAddVarCB(controlBar, "use_shaders", TW_TYPE_BOOLCPP, cbSetShaderStatus, cbGetShaderStatus, NULL, " label='shaders' key=s help='Turn programmable pipeline on/off.' "); // Shader panel setup TwAddVarRW(controlBar, "vs", TW_TYPE_BOOLCPP, &g_UseVertexShader, " group='Shaders' label='vertex' key=v help='Toggle vertex shader.' "); TwAddVarRW(controlBar, "gs", TW_TYPE_BOOLCPP, &g_UseGeometryShader, " group='Shaders' label='geometry' key=g help='Toggle geometry shader.' "); TwAddVarRW(controlBar, "fs", TW_TYPE_BOOLCPP, &g_UseFragmentShader, " group='Shaders' label='fragment' key=f help='Toggle fragment shader.' "); TwAddButton(controlBar, "build", cbCompileShaderProgram, NULL, " group='Shaders' label='build' key=b help='Build shader program.' "); //TwDefine( " Controls/Shaders readonly=true "); // Render panel setup TwAddVarRW(controlBar, "wiremode", TW_TYPE_BOOLCPP, &g_WireMode, " group='Render' label='wire mode' key=w help='Toggle wire mode.' "); TwAddVarRW(controlBar, "face_culling", TW_TYPE_BOOLCPP, &g_FaceCulling, " group=Render label='face culling' key=c help='Toggle face culling.' "); // Scene panel setup TwEnumVal geometry_type[] = { { ELEPHANT_GEOMETRY , "Elephant"}, { CUBE_GEOMETRY , "Cube" }, }; TwType geom_type = TwDefineEnum("Model", geometry_type, NUM_GEOMETRY_TYPES); TwAddVarRW(controlBar, "model", geom_type, &g_GeometryType, " group='Scene' keyIncr=Space help='Change model.' "); TwAddVarRW(controlBar, "auto-rotation", TW_TYPE_BOOLCPP, &g_SceneRotEnabled, " group='Scene' label='rotation' key=r help='Toggle scene rotation.' "); TwAddVarRW(controlBar, "Translate", TW_TYPE_FLOAT, &g_SceneTraZ, " group='Scene' label='translate' min=1 max=1000 step=0.5 keyIncr=t keyDecr=T help='Scene translation.' "); TwAddVarRW(controlBar, "SceneRotation", TW_TYPE_QUAT4F, &g_SceneRot, " group='Scene' label='rotation' open help='Toggle scene orientation.' "); }
fractal_t::fractal_t() : pos_(0.5, 0), scale_factor_(1) { #ifdef USE_CORE_OPENGL TwInit(TW_OPENGL_CORE, NULL); #else TwInit(TW_OPENGL, NULL); #endif // Определение "контролов" GUI TwBar *bar = TwNewBar("Parameters"); TwDefine(" Parameters size='300 50' color='70 100 120' valueswidth=220 iconpos=topleft"); TwAddButton(bar, "Fullscreen toggle", toggle_fullscreen_callback, NULL, " label='Toggle fullscreen mode' key=f"); // Создание шейдеров vs_ = create_shader(GL_VERTEX_SHADER , "shaders//fractal.glslvs"); fs_ = create_shader(GL_FRAGMENT_SHADER, "shaders//fractal.glslfs"); // Создание программы путём линковки шейдерова program_ = create_program(vs_, fs_); // Создание буфера с вершинными данными init_buffer(); // Создание VAO init_vertex_array(); }
// Callback function to create a bar with a given title void TW_CALL CreateBarCB(void *clientData) { const std::string *title = (const std::string *)(clientData); // Create a unique bar name int barIndex = (int)g_BarTitles.size(); std::stringstream name; name << "bar_" << barIndex; g_BarTitles.push_back(*title); // Create bar TwBar *bar = TwNewBar(name.str().c_str()); TwAddButton(bar, "Info", NULL, NULL, " label='std::string variable:' "); // Set bar label (ie. the title) std::stringstream def; def << name.str() << " label=`" << *title << "` "; TwDefine(def.str().c_str()); // Cast barNum as void* to use it as clientData // (doing so it could be directly sent through the get/set callbacks) void *barIndexAsVoidPtr = *(void **)&barIndex; // Add a std::string variable to the bar to edit its title, // The variable will be accessed through callbacks TwAddVarCB(bar, "EditTitle", TW_TYPE_STDSTRING, SetBarTitleCB, GetBarTitleCB, barIndexAsVoidPtr, " label='Edit bar title' help='Edit this string to change the tweak bar title.' "); }
void ParticleEditor::refresh_state_ui() { per_state_info_.clear(); TwRemoveAllVars(state_window_); TwAddVarCB(state_window_, "State Index", TW_TYPE_INT32, TweakBarParticleSetState, TweakBarParticleGetState, nullptr, ""); TwAddButton(state_window_, "Remove State", TweakBarRemoveState, &state_index_, ""); Reflection::Metadata* stateMeta = FindType(ParticleDescription); ParticleCallbackInfo stateInfo; stateInfo.baseData = FindType(ParticleDescription); stateInfo.type = ParticleUiType::State; //once for particle for(auto& it : stateMeta->GetMembers()) { add_members(stateInfo, &it.second, state_window_, "state"); } //once for variance stateInfo.type = ParticleUiType::Variance; for(auto& it : stateMeta->GetMembers()) { add_members(stateInfo, &it.second, state_window_, "variance"); } }
void CGUI::Initialize() { TwInit(TW_DIRECT3D9, g_Device); m_pGUI = TwNewBar("SA::Render"); TwAddButton(m_pGUI, "ReloadShaders", ReloadShaders, NULL, "group=Global"); }
void ExtrapolationSystem::initialize() { AntTweakBarWrapper::getInstance()->addReadOnlyVariable( AntTweakBarWrapper::NETWORK, "Corrected delta", TwType::TW_TYPE_FLOAT, &m_correctedDeltaTime, "" ); TwAddButton(AntTweakBarWrapper::getInstance()->getAntBar(AntTweakBarWrapper::NETWORK), "Toggle pos extrapolation", togglePositionalExtrapolation, (void*)NULL, ""); }
void twGUI(TwBar *bar){ TwAddVarRW(bar, "Model path", TW_TYPE_CSSTRING(255), &filename, " group='Model' "); TwAddButton(bar, "Load", loadModel, NULL, " group='Model' "); TwAddVarRW(bar, "Radius", TW_TYPE_FLOAT, &mesh.radius, " group='Surfels' min=0 max=1 step = 0.002 "); TwAddVarRW(bar, "Normal Size", TW_TYPE_FLOAT, &mesh.normalSize, " group='Surfels' min=0 max=1 step = 0.02 "); }
bool UiButton::AddToPanel( const UiPanel& panel ) { return TwAddButton( panel.GetPanel(), GetName().c_str(), ButtonCallback, this, GetParameters().c_str()) != 0; }
void RTweakBar::AddButton(const char * table, const char * name, std::function<void(void*)> onButtonPressed, void* userdata) { if(!GetBarByName(table)) return; // Place the std::function into the map so we can call lambdas later ButtonCallbackMap[std::string(table) + "|" + std::string(name)] = cbStruct(userdata, onButtonPressed); TwAddButton(GetBarByName(table), name, OnButtonPressedHelper, &ButtonCallbackMap[std::string(table) + "|" + std::string(name)], ""); }
void SceneDialog::AddMaterial(AglMaterial* pMaterial) { if (pMaterial->id == -1) Scene::GetInstance()->AddMaterial(pMaterial, false, false); if (pMaterial->nameID == -1) pMaterial->nameID = Scene::GetInstance()->AddName("Material" + toString(pMaterial->id)); string s = Scene::GetInstance()->GetName(pMaterial->nameID); string info = " label='" + s + "' group='Materials'"; TwAddButton(m_dialog, ("Material" + toString(pMaterial->id)).c_str(), OpenMaterialDialog, (void*)pMaterial->id, info.c_str()); }
void SceneDialog::ClonePE(AglParticleSystemHeader pHeader) { AglParticleSystem* ps = new AglParticleSystem(pHeader); Scene::GetInstance()->AddParticleSystem(ps); string s = "NoName"; string info = " label='" + s + "' help='Load an Agile file into the editor.' group='Particle Effects'"; int zero = Scene::GetInstance()->GetParticleSystems().size()-1; TwAddButton(this->m_dialog, ("Particle Effect" + toString(zero)).c_str(), OpenParticleSystemDialog, (void*)zero, info.c_str()); }
GLWidget::GLWidget(QWidget *parent) : QGLWidget(QGLFormat(QGL::SampleBuffers), parent) { filename=0; hasToPick=false; setWindowTitle(tr("Hello GL")); bar = TwNewBar("TweakBar"); TwCopyCDStringToClientFunc (CopyCDStringToClient); TwAddVarRW(bar,"Input",TW_TYPE_CDSTRING, &filename," label='Filepath' group=SetMesh help=` Name of the file to load` "); TwAddButton(bar,"Load from file",loadMesh,0, " label='Load Mesh' group=SetMesh help=`load the mesh` "); TwAddButton(bar,"Use tetrahedron",loadTetrahedron,0, " label='Make Tetrahedron' group=SetMesh help=`use tetrahedron.` "); // ShapeEV associates Shape enum values with labels that will be displayed instead of enum values TwEnumVal drawmodes[6] = { {GLW::DMSmooth, "Smooth"}, {GLW::DMPoints, "Per Points"}, {GLW::DMWire, "Wire"}, {GLW::DMFlatWire, "FlatWire"},{GLW::DMHidden, "Hidden"},{GLW::DMFlat, "Flat"}}; // Create a type for the enum shapeEV TwType drawMode = TwDefineEnum("DrawMode", drawmodes, 6); // add 'g_CurrentShape' to 'bar': this is a variable of type ShapeType. Its key shortcuts are [<] and [>]. TwAddVarRW(bar, "Draw Mode", drawMode, &drawmode, " keyIncr='<' keyDecr='>' help='Change draw mode.' "); }
ofxTweakbarButton* ofxTweakbar::addButton( const char* pName ,TwButtonCallback fCallback ,void* pClientData ,const char* pDef ) { ofxTweakbarButton* type = new ofxTweakbarButton(this, pName); TwAddButton(bar, type->getName(), fCallback, pClientData, pDef); variables[type->getName()] = type; return type; }
void initializeTwGUI() { TwDefine(" OSGDemo size='240 400' color='96 216 224' "); TwAddVarRW( g_twBar, "ModelName", TW_TYPE_CSSTRING(sizeof(g_fileName)), g_fileName, " label='Model name' " ); TwAddButton( g_twBar, "LoadButton", TwGUIManager::loadModelFunc, this, " label='Load model from file' " ); TwAddSeparator( g_twBar, NULL, NULL ); TwAddVarRW( g_twBar, "PosX", TW_TYPE_FLOAT, &(position[0]), " step=0.1 " ); TwAddVarRW( g_twBar, "PosY", TW_TYPE_FLOAT, &(position[1]), " step=0.1 " ); TwAddVarRW( g_twBar, "PosZ", TW_TYPE_FLOAT, &(position[2]), " step=0.1 " ); TwAddVarRW( g_twBar, "Rotation", TW_TYPE_QUAT4F, &(rotation[0]), NULL ); }
void APP_OBJLoader::CreateGui() { m_bar = TwNewBar("ObjLoader"); TwDefine(" ObjLoader position='10 10' "); // move bar to position (10, 10) TwDefine(" ObjLoader size='430 320' "); // resize bar TwDefine(" ObjLoader color='128 128 128' alpha=32 "); // semi-transparent blue bar TwDefine(" ObjLoader resizable=false "); // mybar cannot be resized TwAddButton(m_bar, "label_01", NULL, NULL, "label='loads obj and shows normals'"); //show as label TwAddButton(m_bar, "mainMenu", Callback, this, "label='main menu'"); //show as button //resets the camera when app re-opens GameCam->SetPosition(vec3(-9.8, 3.65, 13.46)); GameCam->SetFront(vec3(.483, .0558, -.87)); GameCam->SetPitchYaw(3.2, -61); GameCam->SetMouseSnapToCurrent(); GameCam->ManualSnap(); }
void SceneDialog::AddPE(AglParticleSystem* pParticleSystem, int p_index) { int index = p_index; if (Scene::GetInstance()->GetIndex(pParticleSystem) < 0) { Scene::GetInstance()->AddParticleSystem(pParticleSystem); index = Scene::GetInstance()->GetIndex(pParticleSystem); } string s = "NoName"; string info = " label='" + s + "' group='Particle Effects'"; TwAddButton(m_dialog, ("Particle Effect" + toString(index)).c_str(), OpenParticleSystemDialog, (void*)index, info.c_str()); }
void TweakBar::Create() { TwAddVarRO(m_act, "Active ID", TW_TYPE_INT32, &m_groupId, ""); TwAddButton(m_bar, "Press1", NULL, NULL, " label='| [1]Select Group 1 | [2]Select Group 2 | [WASD]Camera Movement |'"); TwAddButton(m_bar, "Press2", NULL, NULL, " label='-----------------------------------------------------------------'"); TwAddButton(m_bar, "click", NULL, NULL, " label='Select a group to select a mode'"); TwAddButton(m_bar, "Press3", NULL, NULL, " label='-----------------------------------------------------------------'"); TwAddButton(m_bar, "cameramove", NULL, NULL, " label='[Left Mouse]Click anywhere on the ground for Patrol Mode'"); TwAddButton(m_bar, "Press4", NULL, NULL, " label='-----------------------------------------------------------------'"); TwAddButton(m_bar, "Press5", NULL, NULL, " label='MODES | [I]dle | [P]atrol | Attac[K] |'"); }
void TweakRivers::updateBar(TwBar *bar) { if (drawer == NULL) { return; } LifeCycleParticleLayer *lifeLayer = drawer->getParticles()->getLayer<LifeCycleParticleLayer>(); WorldParticleLayer *worldLayer = drawer->getParticles()->getLayer<WorldParticleLayer>(); TwAddVarCB(bar, "pauseFlow", TW_TYPE_BOOL8, SetPausedCallback, GetPausedCallback, worldLayer, " group=Flow label='Update Particles' help='Activate/Deactivate the flow' false='True' true='False' "); TwAddVarCB(bar, "timeStep", TW_TYPE_FLOAT, SetTimeStepCallback, GetTimeStepCallback, drawer.get(), " group=Flow label='Time Step' help='Number of Time Steps between each frame' step=0.01 "); TwAddVarCB(bar, "flowSpeed", TW_TYPE_FLOAT, SetFlowSpeedCallback, GetFlowSpeedCallback, worldLayer, " group=Flow label='Flow Speed' help='Flow Speed' step=0.01 "); TwAddButton(bar, "Clear", ClearParticlesCallback, drawer->getParticles()->getStorage().get(), "group='Flow'"); TwType twMeshDisplayType = TwDefineEnum("MeshDisplayType", NULL, 0); TwAddVarCB(bar, "displayMesh", twMeshDisplayType, SetMeshDisplayTypeCallback, GetMeshDisplayTypeCallback, drawer.get(), "group=Display label='Display Mode' enum='0 {Hidden}, 1 {Particle Coverage}, 5 {Advected}, 6 {Pre-Advected}, 10 {Non Advected} ' "); TwAddVarCB(bar, "displayGrid", TW_TYPE_BOOL8, SetDisplayGridCallback, GetDisplayGridCallback, drawer.get(), "group=Display label='Display Grid' "); TwAddVarCB(bar, "displayParticles", TW_TYPE_BOOL8, SetDisplayParticlesCallback, GetdisplayParticlesCallback, drawer.get(), "group=Display label='Display Particles' "); TwAddVarCB(bar, "displayVelocities", TW_TYPE_BOOL8, SetDisplayVelocitiesCallback, GetDisplayVelocitiesCallback, drawer.get(), "group=Display label='Display Velocities' "); TwAddVarCB(bar, "displaySun", TW_TYPE_BOOL8, SetDisplaySunEffectsCallback, GetDisplaySunEffectsCallback, drawer.get(), "group=Display label='Display Sun Effects' "); TwAddVarCB(bar, "waveSlope", TW_TYPE_FLOAT, SetWaveSlopeCallback, GetWaveSlopeCallback, drawer.get(), "group=Display label='Wave slope factor' "); TwAddVarCB(bar, "waveLength", TW_TYPE_FLOAT, SetWaveLengthCallback, GetWaveLengthCallback, drawer.get(), "group=Display label='Wave length factor' "); TwAddVarCB(bar, "riverDepth", TW_TYPE_FLOAT, SetRiverDepthCallback, GetRiverDepthCallback, drawer.get(), "group=Display label='River Depth' min='1' step='0.1' "); TwAddVarCB(bar, "bedLength", TW_TYPE_FLOAT, SetBedLengthCallback, GetBedLengthCallback, drawer.get(), "group=Display label='Bed texture length' min='0.001' step='0.001'"); TwAddVarCB(bar, "fadeInTime", TW_TYPE_FLOAT, SetFadeInCallback, GetFadeInCallback, lifeLayer, "group=Other label='Fading in Time' step=0.1 "); TwAddVarCB(bar, "fadeOutTime", TW_TYPE_FLOAT, SetFadeOutCallback, GetFadeOutCallback, lifeLayer, "group=Other label='Fading Out Time' step=0.1 "); TwAddVarCB(bar, "maxAge", TW_TYPE_FLOAT, SetMaxAgeCallback, GetMaxAgeCallback, lifeLayer, "group=Other label='Max Particle Age' step=0.1 "); TwAddVarCB(bar, "particleSize", TW_TYPE_FLOAT, SetRadiusCallback, GetRadiusCallback, drawer.get(), "group=Other label='Particle Size' min=0.020 step=0.1 "); // TwAddVarCB(bar, "maxParticles", TW_TYPE_INT32, SetMaxPCallback, GetMaxPCallback, drawer.get()->particles, "group=Other label='Max Particles' min=0 "); TwAddVarCB(bar, "slipParameter", TW_TYPE_FLOAT, SetSlipCallback, GetSlipCallback, drawer.get(), "group=Other label='Slip Parameter' step='0.05' "); TwAddVarCB(bar, "potentialDelta", TW_TYPE_FLOAT, SetPotentialDeltaCallback, GetPotentialDeltaCallback, drawer.get(), "group=Other label='Potential Delta' min=0.01 step='0.01' "); // Defining groups TwSetParam(bar, "Flow", "readonly", TW_PARAM_CSTRING, 1, "false"); TwSetParam(bar, "Flow", "opened", TW_PARAM_INT32, 1, &(barStates[0])); TwSetParam(bar, "Flow", "group", TW_PARAM_CSTRING, 1, "riverManager"); TwSetParam(bar, "Display", "readonly", TW_PARAM_CSTRING, 1, "false"); TwSetParam(bar, "Display", "opened", TW_PARAM_INT32, 1, &(barStates[1])); TwSetParam(bar, "Display", "group", TW_PARAM_CSTRING, 1, "riverManager"); TwSetParam(bar, "Other", "readonly", TW_PARAM_CSTRING, 1, "false"); TwSetParam(bar, "Other", "opened", TW_PARAM_INT32, 1, &(barStates[2])); TwSetParam(bar, "Other", "group", TW_PARAM_CSTRING, 1, "riverManager"); TwSetParam(bar, "riverManager", "readonly", TW_PARAM_CSTRING, 1, "false"); TwSetParam(bar, "riverManager", "opened", TW_PARAM_INT32, 1, &(barStates[3])); TwSetParam(bar, "riverManager", "label", TW_PARAM_CSTRING, 1, getName()); currentBar = bar; }