/**************************************************************************** example4.cpp A GLUI program demonstrating nested columns ----------------------------------------------------------------------- 10/2/98 Paul Rademacher (rademach@cs.unc.edu) ****************************************************************************/ #include #include #include "glui.h" float xy_aspect; int last_x, last_y; float rotationX = 0.0, rotationY = 0.0; /** These are the live variables passed into GLUI ***/ int wireframe = 0; int obj_type = 1; int segments = 8; int segments2 = 8; int light0_enabled = 1; int light1_enabled = 0; float light0_intensity = 1.0; float light1_intensity = 1.0; int main_window; float scale = 1.0; int show_sphere=1; int show_torus=1; /** Pointers to the windows and some of the controls we'll create **/ GLUI *glui; GLUI_Checkbox *checkbox; GLUI_Spinner *spinner, *light0_spinner, *light1_spinner; GLUI_RadioGroup *radio; GLUI_Panel *obj_panel; /********** User IDs for callbacks ********/ #define LIGHT0_ENABLED_ID 200 #define LIGHT1_ENABLED_ID 201 #define LIGHT0_INTENSITY_ID 250 #define LIGHT1_INTENSITY_ID 251 /********** Miscellaneous global variables **********/ GLfloat light0_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f}; GLfloat light0_diffuse[] = {.6f, .6f, 1.0f, 1.0f}; GLfloat light0_position[] = {.5f, .5f, 1.0f, 0.0f}; GLfloat light1_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f}; GLfloat light1_diffuse[] = {.9f, .6f, 0.0f, 1.0f}; GLfloat light1_position[] = {-1.0f, -1.0f, 1.0f, 0.0f}; /**************************************** control_cb() *******************/ /* GLUI control callback */ void control_cb( int control ) { if ( control == LIGHT0_ENABLED_ID ) { if ( light0_enabled ) { glEnable( GL_LIGHT0 ); light0_spinner->enable(); } else { glDisable( GL_LIGHT0 ); light0_spinner->disable(); } } else if ( control == LIGHT1_ENABLED_ID ) { if ( light1_enabled ) { glEnable( GL_LIGHT1 ); light1_spinner->enable(); } else { glDisable( GL_LIGHT1 ); light1_spinner->disable(); } } else if ( control == LIGHT0_INTENSITY_ID ) { float v[] = { light0_diffuse[0], light0_diffuse[1], light0_diffuse[2], light0_diffuse[3] }; v[0] *= light0_intensity; v[1] *= light0_intensity; v[2] *= light0_intensity; glLightfv(GL_LIGHT0, GL_DIFFUSE, v ); } else if ( control == LIGHT1_INTENSITY_ID ) { float v[] = { light1_diffuse[0], light1_diffuse[1], light1_diffuse[2], light1_diffuse[3] }; v[0] *= light1_intensity; v[1] *= light1_intensity; v[2] *= light1_intensity; glLightfv(GL_LIGHT1, GL_DIFFUSE, v ); } } /**************************************** myGlutKeyboard() **********/ void myGlutKeyboard(unsigned char Key, int x, int y) { switch(Key) { case 27: case 'q': exit(0); break; }; glutPostRedisplay(); } /***************************************** myGlutMenu() ***********/ void myGlutMenu( int value ) { myGlutKeyboard( value, 0, 0 ); } /***************************************** myGlutIdle() ***********/ void myGlutIdle( void ) { /* According to the GLUT specification, the current window is undefined during an idle callback. So we need to explicitly change it if necessary */ if ( glutGetWindow() != main_window ) glutSetWindow(main_window); glutPostRedisplay(); } /***************************************** myGlutMouse() **********/ void myGlutMouse(int button, int button_state, int x, int y ) { if ( button == GLUT_LEFT_BUTTON && button_state == GLUT_DOWN ) { last_x = x; last_y = y; } } /***************************************** myGlutMotion() **********/ void myGlutMotion(int x, int y ) { rotationX += (float) (y - last_y); rotationY += (float) (x - last_x); last_x = x; last_y = y; glutPostRedisplay(); } /**************************************** myGlutReshape() *************/ void myGlutReshape( int x, int y ) { xy_aspect = (float)x / (float)y; glViewport( 0, 0, x, y ); glutPostRedisplay(); } /************************************************** draw_axes() **********/ /* Disables lighting, then draws RGB axes */ void draw_axes( float scale ) { glDisable( GL_LIGHTING ); glPushMatrix(); glScalef( scale, scale, scale ); glBegin( GL_LINES ); glColor3f( 1.0, 0.0, 0.0 ); glVertex3f( .8f, 0.05f, 0.0 ); glVertex3f( 1.0, 0.25f, 0.0 ); /* Letter X*/ glVertex3f( 0.8f, .25f, 0.0 ); glVertex3f( 1.0, 0.05f, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 ); glVertex3f( 1.0, 0.0, 0.0 ); /* X axis */ glColor3f( 0.0, 1.0, 0.0 ); glVertex3f( 0.0, 0.0, 0.0 ); glVertex3f( 0.0, 1.0, 0.0 ); /* Y axis */ glColor3f( 0.0, 0.0, 1.0 ); glVertex3f( 0.0, 0.0, 0.0 ); glVertex3f( 0.0, 0.0, 1.0 ); /* Z axis */ glEnd(); glPopMatrix(); glEnable( GL_LIGHTING ); } /***************************************** myGlutDisplay() *****************/ void myGlutDisplay( void ) { glClearColor( .9f, .9f, .9f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glFrustum( -xy_aspect*.04, xy_aspect*.04, -.04, .04, .1, 15.0 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glTranslatef( 0.0, 0.0, -2.6f ); glScalef( scale, scale, scale ); /*** Now we render object, using the variables 'obj_type', 'segments', and 'wireframe'. These are _live_ variables, which are transparently updated by GLUI ***/ glPushMatrix(); glTranslatef( -.5, 0.0, 0.0 ); glRotatef( rotationY, 0.0, 1.0, 0.0 ); glRotatef( rotationX, 1.0, 0.0, 0.0 ); if ( wireframe && show_sphere) glutWireSphere( .4, segments, segments ); else if ( show_sphere ) glutSolidSphere( .4, segments, segments ); draw_axes(.52f); glPopMatrix(); glPushMatrix(); glTranslatef( .5, 0.0, 0.0 ); glRotatef( rotationY, 0.0, 1.0, 0.0 ); glRotatef( rotationX, 1.0, 0.0, 0.0 ); if ( wireframe && show_torus ) glutWireTorus( .15,.3,16,segments ); else if ( show_torus ) glutSolidTorus( .15,.3,16,segments ); draw_axes(.52f); glPopMatrix(); glutSwapBuffers(); } /**************************************** main() ********************/ void main(int argc, char* argv[]) { /****************************************/ /* Initialize GLUT and create window */ /****************************************/ glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); glutInitWindowPosition( 50, 50 ); glutInitWindowSize( 300, 300 ); main_window = glutCreateWindow( "GLUI Example 4" ); glutDisplayFunc( myGlutDisplay ); glutReshapeFunc( myGlutReshape ); glutKeyboardFunc( myGlutKeyboard ); glutMotionFunc( myGlutMotion ); glutMouseFunc( myGlutMouse ); /****************************************/ /* Set up OpenGL lights */ /****************************************/ glEnable(GL_LIGHTING); glEnable( GL_NORMALIZE ); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); /****************************************/ /* Enable z-buferring */ /****************************************/ glEnable(GL_DEPTH_TEST); /****************************************/ /* Here's the GLUI code */ /****************************************/ printf( "GLUI version: %3.2f\n", GLUI_Master.get_version() ); glui = GLUI_Master.create_glui( "GLUI", 0, 400, 50 ); /* name, flags, x, and y */ /*** Add invisible panel to hold rest of controls ***/ GLUI_Panel *panel1 = glui->add_panel( "", GLUI_PANEL_NONE ); obj_panel = glui->add_panel_to_panel( panel1, "Objects" ); /***** Control for object params *****/ checkbox = glui->add_checkbox_to_panel( obj_panel, "Wireframe", &wireframe, 1, control_cb ); spinner = glui->add_spinner_to_panel( obj_panel, "Segments:", GLUI_SPINNER_INT, &segments); spinner->set_int_limits( 3, 60 ); spinner->set_alignment( GLUI_ALIGN_RIGHT ); GLUI_Spinner *scale_spinner = glui->add_spinner_to_panel( obj_panel, "Scale:", GLUI_SPINNER_FLOAT, &scale); scale_spinner->set_float_limits( .2f, 4.0 ); scale_spinner->set_alignment( GLUI_ALIGN_RIGHT ); GLUI_Panel *panel2 = glui->add_panel_to_panel( obj_panel, "", GLUI_PANEL_NONE ); glui->add_checkbox_to_panel( panel2, "Sphere", &show_sphere ); glui->add_column_to_panel( panel2 ); glui->add_checkbox_to_panel( panel2, "Torus", &show_torus ); /*** Start a new column in this panel ***/ glui->add_column_to_panel(panel1, false); /* 'false' means don't draw bar */ /******** Add some controls for lights ********/ GLUI_Panel *light0 = glui->add_panel_to_panel( panel1, "Light 1" ); GLUI_Panel *light1 = glui->add_panel_to_panel( panel1, "Light 2" ); glui->add_checkbox_to_panel( light0, "Enabled", &light0_enabled, LIGHT0_ENABLED_ID, control_cb ); light0_spinner = glui->add_spinner_to_panel( light0, "Intensity:", GLUI_SPINNER_FLOAT, &light0_intensity, LIGHT0_INTENSITY_ID, control_cb ); light0_spinner->set_float_limits( 0.0, 1.0 ); glui->add_checkbox_to_panel( light1, "Enabled", &light1_enabled, LIGHT1_ENABLED_ID, control_cb ); light1_spinner = glui->add_spinner_to_panel( light1, "Intensity:", GLUI_SPINNER_FLOAT, &light1_intensity, LIGHT1_INTENSITY_ID, control_cb ); light1_spinner->set_float_limits( 0.0, 1.0 ); light1_spinner->disable(); /* Disable this light initially */ /****** A 'quit' button *****/ glui->add_button( "Quit", 0,(GLUI_Update_CB)exit ); /**** Link windows to GLUI, and register idle callback ******/ glui->set_main_gfx_window( main_window ); /**** We register the idle callback with GLUI, *not* with GLUT ****/ GLUI_Master.set_glutIdleFunc( myGlutIdle ); /**** Regular GLUT main loop ****/ glutMainLoop(); }