int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); //double buffering, RGB mode, need depth buffer glutInitWindowSize(WIDTH,HEIGHT); //width, height of the window glutInitWindowPosition(0, 0); // location on the screen the window appears window = glutCreateWindow("Project GUI"); // creates the window init(); //things to do once, mostly in beginning glutDisplayFunc(handleDisplay); // tells glut which function to call to render a screen. glutMotionFunc(handleMotion); // handle when motion (this generally means when mouse is moved with a button pressed) GLUI_Master.set_glutReshapeFunc( handleReshape ); //Setting opengl lights GLfloat light0_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f}; GLfloat light0_diffuse[] = {.6f, .6f, 1.0f, 1.0f}; GLfloat light0_position[] = {1.0f, 1.0f, 1.0f, 0.0f}; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glEnable(GL_DEPTH_TEST); // enabling depth GLUI *glui = GLUI_Master.create_glui_subwindow(window, GLUI_SUBWINDOW_RIGHT); new GLUI_StaticText( glui, "Project GLUI" ); new GLUI_Separator(glui); glui->set_main_gfx_window( window ); GLUI_Panel *obj_panel = glui->add_panel ("Display option panel"); listbox = new GLUI_Listbox(obj_panel, "Mesh display option", &display_type, 1, controlBlock); listbox->add_item(FLAT_SHADED, "Flat Shaded"); listbox->add_item(SMOOTH_SHADED, "Smooth Shaded"); listbox->add_item(WIREFRAME, "Wireframe"); listbox->add_item(EDGES_SHADED, "Shaded with mesh edges"); //scale code GLUI_Spinner *scale_spinner = new GLUI_Spinner( obj_panel, "Scale:", &scale); scale_spinner->set_float_limits( .2f, 5.0 ); scale_spinner->set_alignment( GLUI_ALIGN_RIGHT ); //rotation code GLUI_Panel * rotation_panel = glui->add_panel_to_panel(obj_panel, "", GLUI_PANEL_NONE); GLUI_Rotation *sph_rot = glui->add_rotation_to_panel(rotation_panel,"Rotate", sphere_rotate, ROTATION_ID, controlBlock); sph_rot->set_spin(1.0); //translation code GLUI_Panel * translate_panel = glui->add_panel_to_panel(obj_panel, "", GLUI_PANEL_NONE); GLUI_Translation * move_z = glui->add_translation_to_panel(translate_panel,"Object Z", GLUI_TRANSLATION_Z, &obj_pos[2]); move_z->scale_factor = 0.1f; glui->add_column_to_panel(translate_panel, true); GLUI_Translation * move_around = glui->add_translation_to_panel(translate_panel,"Object XY", GLUI_TRANSLATION_XY, obj_pos); move_around->scale_factor = 0.1f; GLUI_Panel * decimate_panel = glui->add_panel("Decimate Panel"); glui->add_edittext_to_panel(decimate_panel, "No. of collapse iteration: ", GLUI_EDITTEXT_INT, &collapseCount); glui->add_edittext_to_panel(decimate_panel, "Random count (k): ", GLUI_EDITTEXT_INT, &KValue); glui->add_button_to_panel(decimate_panel, "Decimate", DECIMATE_ID, controlBlock); glui->add_button_to_panel(decimate_panel, "Shape Preserve", SHAPE_PRESERVE_DECIMATE_ID, controlBlock); glui->add_separator(); GLUI_Panel * shape_panel = glui->add_panel("Shape based Panel"); glui->add_button_to_panel(shape_panel, "Go", SURE_SHAPE_PRESERVE_DECIMATE_ID, controlBlock); glui->add_separator(); GLUI_Panel * mapping_panel = glui->add_panel("Mapping Panel"); glui->add_button_to_panel(mapping_panel, "Open map file", MAPPING_OPEN_ID, controlBlock); //other details glui->add_separator(); glui->add_button("Open", OPEN_ID, controlBlock); glui->add_button("Save", SAVE_ID, controlBlock); glui->add_button("Reset", RESET_ID, controlBlock); glui->add_button("Quit", QUIT_ID, (GLUI_Update_CB)exit); /* register idle callback with GLUI, NOT with GLUT */ GLUI_Master.set_glutIdleFunc( handleIdle ); // handle when no events are occuring glutMainLoop(); // once this is called, glut takes over -- // returns only when the window is closed return EXIT_SUCCESS; }
int main(int argc, char* argv[]) { atexit(onExit); /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE); glutInitWindowPosition(50, 50); glutInitWindowSize(500, 500); main_window = glutCreateWindow("COMP 175 Assignment 4"); glutDisplayFunc(myGlutDisplay); glutReshapeFunc(myGlutReshape); /****************************************/ /* 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->add_button("Start!", 0, callback_start); glui->add_checkbox("Isect Only", &isectOnly); 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_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; }