void CrowdTool::handleMenu() { if (imguiCheck("Create Agents", m_mode == TOOLMODE_CREATE)) m_mode = TOOLMODE_CREATE; if (imguiCheck("Move Target", m_mode == TOOLMODE_MOVE_TARGET)) m_mode = TOOLMODE_MOVE_TARGET; imguiSeparator(); if (m_mode == TOOLMODE_CREATE) { imguiValue("Click to add agents."); imguiValue("Shift+Click to remove."); } else if (m_mode == TOOLMODE_MOVE_TARGET) { imguiValue("Click to set move target."); imguiValue("Shift+Click to adjust target."); imguiValue("Adjusting uses special pathfinder"); imguiValue("which is really fast to change the"); imguiValue("target in small increments."); } imguiSeparator(); imguiSeparator(); if (imguiCollapse("Options", 0, m_expandOptions)) m_expandOptions = !m_expandOptions; if (m_expandOptions) { imguiIndent(); if (imguiCheck("Optimize Visibility", m_optimizeVis)) m_optimizeVis = !m_optimizeVis; if (imguiCheck("Optimize Topology", m_optimizeTopo)) m_optimizeTopo = !m_optimizeTopo; if (imguiCheck("Anticipate Turns", m_anticipateTurns)) m_anticipateTurns = !m_anticipateTurns; if (imguiCheck("Use VO", m_useVO)) m_useVO = !m_useVO; if (imguiCheck("Drunk Move", m_drunkMove)) m_drunkMove = !m_drunkMove; imguiUnindent(); } if (imguiCollapse("Debug Draw", 0, m_expandDebugDraw)) m_expandDebugDraw = !m_expandDebugDraw; if (m_expandDebugDraw) { imguiIndent(); if (imguiCheck("Show Labels", m_showLabels)) m_showLabels = !m_showLabels; if (imguiCheck("Show Corners", m_showCorners)) m_showCorners = !m_showCorners; if (imguiCheck("Show Targets", m_showTargets)) m_showTargets = !m_showTargets; if (imguiCheck("Show Collision Segs", m_showCollisionSegments)) m_showCollisionSegments = !m_showCollisionSegments; if (imguiCheck("Show Path", m_showPath)) m_showPath = !m_showPath; if (imguiCheck("Show VO", m_showVO)) m_showVO = !m_showVO; if (imguiCheck("Show Path Optimization", m_showOpt)) m_showOpt = !m_showOpt; if (imguiCheck("Show Prox Grid", m_showGrid)) m_showGrid = !m_showGrid; if (imguiCheck("Show Nodes", m_showNodes)) m_showNodes = !m_showNodes; if (imguiCheck("Show Perf Graph", m_showPerfGraph)) m_showPerfGraph = !m_showPerfGraph; imguiUnindent(); } }
bool TestCase::handleRenderOverlay(double* proj, double* model, int* view) { GLdouble x, y, z; char text[64], subtext[64]; int n = 0; static const float LABEL_DIST = 1.0f; for (Test* iter = m_tests; iter; iter = iter->next) { float pt[3], dir[3]; if (iter->nstraight) { dtVcopy(pt, &iter->straight[3]); if (dtVdist(pt, iter->spos) > LABEL_DIST) { dtVsub(dir, pt, iter->spos); dtVnormalize(dir); dtVmad(pt, iter->spos, dir, LABEL_DIST); } pt[1]+=0.5f; } else { dtVsub(dir, iter->epos, iter->spos); dtVnormalize(dir); dtVmad(pt, iter->spos, dir, LABEL_DIST); pt[1]+=0.5f; } if (gluProject((GLdouble)pt[0], (GLdouble)pt[1], (GLdouble)pt[2], model, proj, view, &x, &y, &z)) { snprintf(text, 64, "Path %d\n", n); unsigned int col = imguiRGBA(0,0,0,128); if (iter->expand) col = imguiRGBA(255,192,0,220); imguiDrawText((int)x, (int)(y-25), IMGUI_ALIGN_CENTER, text, col); } n++; } static int resScroll = 0; bool mouseOverMenu = imguiBeginScrollArea("Test Results", 10, view[3] - 10 - 350, 200, 350, &resScroll); // mouseOverMenu = true; n = 0; for (Test* iter = m_tests; iter; iter = iter->next) { const int total = iter->findNearestPolyTime + iter->findPathTime + iter->findStraightPathTime; snprintf(subtext, 64, "%.4f ms", (float)total/1000.0f); snprintf(text, 64, "Path %d", n); if (imguiCollapse(text, subtext, iter->expand)) iter->expand = !iter->expand; if (iter->expand) { snprintf(text, 64, "Poly: %.4f ms", (float)iter->findNearestPolyTime/1000.0f); imguiValue(text); snprintf(text, 64, "Path: %.4f ms", (float)iter->findPathTime/1000.0f); imguiValue(text); snprintf(text, 64, "Straight: %.4f ms", (float)iter->findStraightPathTime/1000.0f); imguiValue(text); imguiSeparator(); } n++; } imguiEndScrollArea(); return mouseOverMenu; }
void CrowdTool::handleMenu() { if (!m_state) return; CrowdToolParams* params = m_state->getToolParams(); if (imguiCheck("Create Agents", m_mode == TOOLMODE_CREATE)) m_mode = TOOLMODE_CREATE; if (imguiCheck("Move Target", m_mode == TOOLMODE_MOVE_TARGET)) m_mode = TOOLMODE_MOVE_TARGET; if (imguiCheck("Select Agent", m_mode == TOOLMODE_SELECT)) m_mode = TOOLMODE_SELECT; if (imguiCheck("Toggle Polys", m_mode == TOOLMODE_TOGGLE_POLYS)) m_mode = TOOLMODE_TOGGLE_POLYS; imguiSeparatorLine(); if (imguiCollapse("Options", 0, params->m_expandOptions)) params->m_expandOptions = !params->m_expandOptions; if (params->m_expandOptions) { imguiIndent(); if (imguiCheck("Optimize Visibility", params->m_optimizeVis)) { params->m_optimizeVis = !params->m_optimizeVis; m_state->updateAgentParams(); } if (imguiCheck("Optimize Topology", params->m_optimizeTopo)) { params->m_optimizeTopo = !params->m_optimizeTopo; m_state->updateAgentParams(); } if (imguiCheck("Anticipate Turns", params->m_anticipateTurns)) { params->m_anticipateTurns = !params->m_anticipateTurns; m_state->updateAgentParams(); } if (imguiCheck("Obstacle Avoidance", params->m_obstacleAvoidance)) { params->m_obstacleAvoidance = !params->m_obstacleAvoidance; m_state->updateAgentParams(); } if (imguiSlider("Avoidance Quality", ¶ms->m_obstacleAvoidanceType, 0.0f, 3.0f, 1.0f)) { m_state->updateAgentParams(); } if (imguiCheck("Separation", params->m_separation)) { params->m_separation = !params->m_separation; m_state->updateAgentParams(); } if (imguiSlider("Separation Weight", ¶ms->m_separationWeight, 0.0f, 20.0f, 0.01f)) { m_state->updateAgentParams(); } imguiUnindent(); } if (imguiCollapse("Selected Debug Draw", 0, params->m_expandSelectedDebugDraw)) params->m_expandSelectedDebugDraw = !params->m_expandSelectedDebugDraw; if (params->m_expandSelectedDebugDraw) { imguiIndent(); if (imguiCheck("Show Corners", params->m_showCorners)) params->m_showCorners = !params->m_showCorners; if (imguiCheck("Show Collision Segs", params->m_showCollisionSegments)) params->m_showCollisionSegments = !params->m_showCollisionSegments; if (imguiCheck("Show Path", params->m_showPath)) params->m_showPath = !params->m_showPath; if (imguiCheck("Show VO", params->m_showVO)) params->m_showVO = !params->m_showVO; if (imguiCheck("Show Path Optimization", params->m_showOpt)) params->m_showOpt = !params->m_showOpt; if (imguiCheck("Show Neighbours", params->m_showNeis)) params->m_showNeis = !params->m_showNeis; imguiUnindent(); } if (imguiCollapse("Debug Draw", 0, params->m_expandDebugDraw)) params->m_expandDebugDraw = !params->m_expandDebugDraw; if (params->m_expandDebugDraw) { imguiIndent(); if (imguiCheck("Show Labels", params->m_showLabels)) params->m_showLabels = !params->m_showLabels; if (imguiCheck("Show Prox Grid", params->m_showGrid)) params->m_showGrid = !params->m_showGrid; if (imguiCheck("Show Nodes", params->m_showNodes)) params->m_showNodes = !params->m_showNodes; if (imguiCheck("Show Perf Graph", params->m_showPerfGraph)) params->m_showPerfGraph = !params->m_showPerfGraph; if (imguiCheck("Show Detail All", params->m_showDetailAll)) params->m_showDetailAll = !params->m_showDetailAll; imguiUnindent(); } }
int main( int argc, char **argv ) { int width = 1024, height=768; // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); exit( EXIT_FAILURE ); } // Open a window and create its OpenGL context if( !glfwOpenWindow( width, height, 0,0,0,0, 24,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); exit( EXIT_FAILURE ); } glfwSetWindowTitle( "imgui sample imguiRenderGL2" ); GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); exit( EXIT_FAILURE ); } // Ensure we can capture the escape key being pressed below glfwEnable( GLFW_STICKY_KEYS ); // Enable vertical sync (on cards that support it) glfwSwapInterval( 1 ); // Init UI if (!imguiRenderGLInit("DroidSans.ttf")) { fprintf(stderr, "Could not init GUI renderer.\n"); exit(EXIT_FAILURE); } glClearColor(0.8f, 0.8f, 0.8f, 1.f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); // imgui states bool checked1 = false; bool checked2 = false; bool checked3 = true; bool checked4 = false; float value1 = 50.f; float value2 = 30.f; int scrollarea1 = 0; int scrollarea2 = 0; // glfw scrolling int glfwscroll = 0; do { glfwGetWindowSize(&width, &height); glViewport(0, 0, width, height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Mouse states unsigned char mousebutton = 0; int currentglfwscroll = glfwGetMouseWheel(); int mscroll = 0; if (currentglfwscroll < glfwscroll) mscroll = 2; if (currentglfwscroll > glfwscroll) mscroll = -2; glfwscroll = currentglfwscroll; int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); mousey = height - mousey; int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT ); int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT ); int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE ); int toggle = 0; if( leftButton == GLFW_PRESS ) mousebutton |= IMGUI_MBUT_LEFT; // Draw UI glMatrixMode(GL_PROJECTION); glLoadIdentity(); float projection[16] = { 2.f/width, 0.f, 0.f, 0.f, 0.f, 2.f/height, 0.f, 0.f, 0.f, 0.f, -2.f, 0.f, -1.f, -1.f, -1.f, 1.f }; glLoadMatrixf(projection); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glUseProgram(0); imguiBeginFrame(mousex, mousey, mousebutton, mscroll); imguiBeginScrollArea("Scroll area", 10, 10, width / 5, height - 20, &scrollarea1); imguiSeparatorLine(); imguiSeparator(); imguiButton("Button"); imguiButton("Disabled button", false); imguiItem("Item"); imguiItem("Disabled item", false); toggle = imguiCheck("Checkbox", checked1); if (toggle) checked1 = !checked1; toggle = imguiCheck("Disabled checkbox", checked2, false); if (toggle) checked2 = !checked2; toggle = imguiCollapse("Collapse", "subtext", checked3); if (checked3) { imguiIndent(); imguiLabel("Collapsible element"); imguiUnindent(); } if (toggle) checked3 = !checked3; toggle = imguiCollapse("Disabled collapse", "subtext", checked4, false); if (toggle) checked4 = !checked4; imguiLabel("Label"); imguiValue("Value"); imguiSlider("Slider", &value1, 0.f, 100.f, 1.f); imguiSlider("Disabled slider", &value2, 0.f, 100.f, 1.f, false); imguiIndent(); imguiLabel("Indented"); imguiUnindent(); imguiLabel("Unindented"); imguiEndScrollArea(); imguiBeginScrollArea("Scroll area", 20 + width / 5, 500, width / 5, height - 510, &scrollarea2); imguiSeparatorLine(); imguiSeparator(); for (int i = 0; i < 100; ++i) imguiLabel("A wall of text"); imguiEndScrollArea(); imguiEndFrame(); imguiDrawText(30 + width / 5 * 2, height - 20, IMGUI_ALIGN_LEFT, "Free text", imguiRGBA(32,192, 32,192)); imguiDrawText(30 + width / 5 * 2 + 100, height - 40, IMGUI_ALIGN_RIGHT, "Free text", imguiRGBA(32, 32, 192, 192)); imguiDrawText(30 + width / 5 * 2 + 50, height - 60, IMGUI_ALIGN_CENTER, "Free text", imguiRGBA(192, 32, 32,192)); imguiDrawLine(30 + width / 5 * 2, height - 80, 30 + width / 5 * 2 + 100, height - 60, 1.f, imguiRGBA(32,192, 32,192)); imguiDrawLine(30 + width / 5 * 2, height - 100, 30 + width / 5 * 2 + 100, height - 80, 2.f, imguiRGBA(32, 32, 192, 192)); imguiDrawLine(30 + width / 5 * 2, height - 120, 30 + width / 5 * 2 + 100, height - 100, 3.f, imguiRGBA(192, 32, 32,192)); imguiDrawRoundedRect(30 + width / 5 * 2, height - 240, 100, 100, 5.f, imguiRGBA(32,192, 32,192)); imguiDrawRoundedRect(30 + width / 5 * 2, height - 350, 100, 100, 10.f, imguiRGBA(32, 32, 192, 192)); imguiDrawRoundedRect(30 + width / 5 * 2, height - 470, 100, 100, 20.f, imguiRGBA(192, 32, 32,192)); imguiDrawRect(30 + width / 5 * 2, height - 590, 100, 100, imguiRGBA(32, 192, 32, 192)); imguiDrawRect(30 + width / 5 * 2, height - 710, 100, 100, imguiRGBA(32, 32, 192, 192)); imguiDrawRect(30 + width / 5 * 2, height - 830, 100, 100, imguiRGBA(192, 32, 32,192)); imguiRenderGLDraw(width, height); // Check for errors GLenum err = glGetError(); if(err != GL_NO_ERROR) { fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err)); } // Swap buffers glfwSwapBuffers(); } // Check if the ESC key was pressed or the window was closed while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS && glfwGetWindowParam( GLFW_OPENED ) ); // Clean UI imguiRenderGLDestroy(); // Close OpenGL window and terminate GLFW glfwTerminate(); exit( EXIT_SUCCESS ); }
int main( int argc, char **argv ) { int width = 1024, height=768; float widthf = (float) width, heightf = (float) height; double t; float fps = 0.f; // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); exit( EXIT_FAILURE ); } // Force core profile on Mac OSX #ifdef __APPLE__ glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #endif // Open a window and create its OpenGL context if( !glfwOpenWindow( width, height, 0,0,0,0, 24, 0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); exit( EXIT_FAILURE ); } glfwSetWindowTitle( "002_forward_a" ); // Core profile is flagged as experimental in glew #ifdef __APPLE__ glewExperimental = GL_TRUE; #endif GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); exit( EXIT_FAILURE ); } // Ensure we can capture the escape key being pressed below glfwEnable( GLFW_STICKY_KEYS ); // Enable vertical sync (on cards that support it) glfwSwapInterval( 1 ); GLenum glerr = GL_NO_ERROR; glerr = glGetError(); if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len)) { fprintf(stderr, "Could not init GUI renderer.\n"); exit(EXIT_FAILURE); } // Init viewer structures Camera camera; camera_defaults(camera); GUIStates guiStates; init_gui_states(guiStates); // GUI float intensity = 1.0; // Load images and upload textures GLuint textures[3]; glGenTextures(3, textures); int x; int y; int comp; unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp); unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp); // Try to load and compile shader ShaderGLSL shader; const char * shaderFile = "002/1.glsl"; //int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER); int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER); if ( status == -1 ) { fprintf(stderr, "Error on loading %s\n", shaderFile); exit( EXIT_FAILURE ); } // Apply shader GLuint program = shader.program; glUseProgram(program); GLuint projectionLocation = glGetUniformLocation(program, "Projection"); GLuint viewLocation = glGetUniformLocation(program, "View"); GLuint objectLocation = glGetUniformLocation(program, "Object"); GLuint timeLocation = glGetUniformLocation(program, "Time"); GLuint diffuseLocation = glGetUniformLocation(program, "Diffuse"); GLuint specLocation = glGetUniformLocation(program, "Spec"); GLuint intensityLocation = glGetUniformLocation(program, "Intensity"); GLuint cameraPositionLocation = glGetUniformLocation(program, "CameraPosition"); GLuint lightPositionLocation = glGetUniformLocation(program, "LightPosition"); GLuint lightIntensityLocation = glGetUniformLocation(program, "LightIntensity"); GLuint diffuseColorLocation = glGetUniformLocation(program, "DiffuseColor"); GLuint specularColorLocation = glGetUniformLocation(program, "SpecularColor"); GLuint specularFactorLocation = glGetUniformLocation(program, "SpecularFactor"); GLuint lightPositionLocation2 = glGetUniformLocation(program, "LightPosition2"); GLuint lightIntensityLocation2 = glGetUniformLocation(program, "LightIntensity2"); GLuint diffuseColorLocation2 = glGetUniformLocation(program, "DiffuseColor2"); GLuint specularColorLocation2 = glGetUniformLocation(program, "SpecularColor2"); GLuint specularFactorLocation2 = glGetUniformLocation(program, "SpecularFactor2"); GLuint spotLightExternalAngleLocation = glGetUniformLocation(program, "SpotLightExternalAngle"); GLuint spotLightInternalAngleLocation = glGetUniformLocation(program, "SpotLightInternalAngle"); // Load geometry int cube_triangleCount = 12; int cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, }; float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 1.f, 1.f, 0.f, }; float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, }; int plane_triangleCount = 2; int plane_triangleList[] = {0, 1, 2, 2, 1, 3}; float plane_uvs[] = {0.f, 0.f, 0.f, 10.f, 10.f, 0.f, 10.f, 10.f}; float plane_vertices[] = {-50.0, -1.0, 50.0, 50.0, -1.0, 50.0, -50.0, -1.0, -50.0, 50.0, -1.0, -50.0}; float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0}; // Vertex Array Object GLuint vao[2]; glGenVertexArrays(2, vao); // Vertex Buffer Objects GLuint vbo[8]; glGenBuffers(8, vbo); // Cube glBindVertexArray(vao[0]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW); // Bind normals and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW); // Bind uv coords and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[3]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW); // Plane glBindVertexArray(vao[1]); // Bind indices and upload data glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW); // Bind vertices and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[5]); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW); // Bind normals and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[6]); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW); // Bind uv coords and upload data glBindBuffer(GL_ARRAY_BUFFER, vbo[7]); glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0); glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW); // Unbind everything. Potentially illegal on some implementations glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); // Viewport glViewport( 0, 0, width, height ); // Default states glm::vec3 lightPosition(0.0, 1.0, 10); float lightIntensity = 1.0f; glm::vec3 diffuseColor(1.0, 1.0, 1.0); glm::vec3 specularColor(1.0, 1.0, 1.0); float specularFactor = 100.f; glm::vec3 lightPosition2(1.0, 0.0, 10); float lightIntensity2 = 1.0f; glm::vec3 diffuseColor2(1.0, 0.0, 0.0); glm::vec3 specularColor2(1.0, 1.0, 1.0); float specularFactor2 = 100.f; float spotLightInternal = M_PI/32; float spotLightExternal = M_PI/16; bool checkedLight1 = true; bool checkedLight2 = false; bool checkedLight3 = false; do { t = glfwGetTime(); glEnable(GL_DEPTH_TEST); // Mouse states int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT ); int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT ); int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE ); if( leftButton == GLFW_PRESS ) guiStates.turnLock = true; else guiStates.turnLock = false; if( rightButton == GLFW_PRESS ) guiStates.zoomLock = true; else guiStates.zoomLock = false; if( middleButton == GLFW_PRESS ) guiStates.panLock = true; else guiStates.panLock = false; // Camera movements int altPressed = glfwGetKey(GLFW_KEY_LSHIFT); if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS)) { int x; int y; glfwGetMousePos(&x, &y); guiStates.lockPositionX = x; guiStates.lockPositionY = y; } if (altPressed == GLFW_PRESS) { int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); int diffLockPositionX = mousex - guiStates.lockPositionX; int diffLockPositionY = mousey - guiStates.lockPositionY; if (guiStates.zoomLock) { float zoomDir = 0.0; if (diffLockPositionX > 0) zoomDir = -1.f; else if (diffLockPositionX < 0 ) zoomDir = 1.f; camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED); } else if (guiStates.turnLock) { camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED, diffLockPositionX * GUIStates::MOUSE_TURN_SPEED); } else if (guiStates.panLock) { camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED, diffLockPositionY * GUIStates::MOUSE_PAN_SPEED); } guiStates.lockPositionX = mousex; guiStates.lockPositionY = mousey; } // Get camera matrices glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f); glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up); glm::mat4 objectToWorld; // Clear the front buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Bind textures glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textures[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, textures[1]); // Bind shader glUseProgram(program); // Upload uniforms glUniformMatrix4fv(projectionLocation, 1, 0, glm::value_ptr(projection)); glUniformMatrix4fv(viewLocation, 1, 0, glm::value_ptr(worldToView)); glUniformMatrix4fv(objectLocation, 1, 0, glm::value_ptr(objectToWorld)); glUniform1f(timeLocation, t); glUniform3fv(cameraPositionLocation, 1, glm::value_ptr(camera.eye)); glUniform1f(intensityLocation, intensity); glUniform1i(diffuseLocation, 0); glUniform1i(specLocation, 1); glUniform3fv(lightPositionLocation, 1, glm::value_ptr(lightPosition)); glUniform1f(lightIntensityLocation, lightIntensity); glUniform3fv(diffuseColorLocation, 1, glm::value_ptr(diffuseColor)); glUniform3fv(specularColorLocation, 1, glm::value_ptr(specularColor)); glUniform1f(specularFactorLocation, specularFactor); glUniform3fv(lightPositionLocation2, 1, glm::value_ptr(lightPosition2)); glUniform1f(lightIntensityLocation2, lightIntensity2); glUniform3fv(diffuseColorLocation2, 1, glm::value_ptr(diffuseColor2)); glUniform3fv(specularColorLocation2, 1, glm::value_ptr(specularColor2)); glUniform1f(specularFactorLocation2, specularFactor2); glUniform1f(spotLightInternalAngleLocation, spotLightInternal); glUniform1f(spotLightExternalAngleLocation, spotLightExternal); // Render vaos glBindVertexArray(vao[0]); glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, 4); glBindVertexArray(vao[1]); glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0); #if 1 // Draw UI glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glViewport(0, 0, width, height); unsigned char mbut = 0; int mscroll = 0; int mousex; int mousey; glfwGetMousePos(&mousex, &mousey); mousey = height - mousey; if( leftButton == GLFW_PRESS ) mbut |= IMGUI_MBUT_LEFT; imguiBeginFrame(mousex, mousey, mbut, mscroll); int logScroll = 0; char lineBuffer[512]; imguiBeginScrollArea("001", 0, 0, 200, height, &logScroll); sprintf(lineBuffer, "FPS %f", fps); imguiLabel(lineBuffer); int toggle = 0; toggle = imguiCollapse("Light1", "", checkedLight1); if(checkedLight1) { imguiIndent(); imguiIndent(); imguiLabel("Light Position"); imguiIndent(); imguiSlider("x", &lightPosition.x, -10, 10, 0.01); imguiSlider("y", &lightPosition.y, -10, 10, 0.01); imguiSlider("z", &lightPosition.z, -10, 10, 0.01); imguiUnindent(); imguiSlider("Light Intensity", &lightIntensity, 0, 3, 0.01); imguiLabel("Diffuse Color"); imguiIndent(); imguiSlider("r", &diffuseColor.x, 0, 1, 0.001); imguiSlider("g", &diffuseColor.y, 0, 1, 0.001); imguiSlider("b", &diffuseColor.z, 0, 1, 0.001); imguiUnindent(); imguiLabel("Specular Color"); imguiIndent(); imguiSlider("r", &specularColor.x, 0, 1, 0.001); imguiSlider("g", &specularColor.y, 0, 1, 0.001); imguiSlider("b", &specularColor.z, 0, 1, 0.001); imguiUnindent(); imguiSlider("Specular Intensity", &specularFactor, 0, 100, 1); imguiUnindent(); imguiUnindent(); } if (toggle) { checkedLight1 = !checkedLight1; } toggle = imguiCollapse("Light2", "", checkedLight2); if(checkedLight2) { imguiIndent(); imguiIndent(); imguiLabel("Light Position"); imguiIndent(); imguiSlider("x", &lightPosition2.x, -10, 10, 0.01); imguiSlider("y", &lightPosition2.y, -10, 10, 0.01); imguiSlider("z", &lightPosition2.z, -10, 10, 0.01); imguiUnindent(); imguiSlider("Light Intensity", &lightIntensity2, 0, 3, 0.01); imguiLabel("Diffuse Color"); imguiIndent(); imguiSlider("r", &diffuseColor2.x, 0, 1, 0.001); imguiSlider("g", &diffuseColor2.y, 0, 1, 0.001); imguiSlider("b", &diffuseColor2.z, 0, 1, 0.001); imguiUnindent(); imguiLabel("Specular Color"); imguiIndent(); imguiSlider("r", &specularColor2.x, 0, 1, 0.001); imguiSlider("g", &specularColor2.y, 0, 1, 0.001); imguiSlider("b", &specularColor2.z, 0, 1, 0.001); imguiUnindent(); imguiSlider("Specular Intensity", &specularFactor2, 0, 100, 1); imguiUnindent(); imguiUnindent(); } if (toggle) { checkedLight2 = !checkedLight2; } toggle = imguiCollapse("SpotLight", "", checkedLight3); if(checkedLight3) { imguiIndent(); imguiIndent(); imguiSlider("External Angle", &spotLightExternal, 0, 2, 0.01); imguiSlider("Internal Angle", &spotLightInternal, 0, 2, 0.01); imguiUnindent(); imguiUnindent(); } if (toggle) { checkedLight3 = !checkedLight3; } imguiEndScrollArea(); imguiEndFrame(); imguiRenderGLDraw(width, height); glDisable(GL_BLEND); #endif // Check for errors GLenum err = glGetError(); if(err != GL_NO_ERROR) { fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err)); } // Swap buffers glfwSwapBuffers(); } // Check if the ESC key was pressed or the window was closed while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS && glfwGetWindowParam( GLFW_OPENED ) ); // Clean UI imguiRenderGLDestroy(); // Close OpenGL window and terminate GLFW glfwTerminate(); exit( EXIT_SUCCESS ); }