本文整理汇总了C++中GLUI::add_column_to_panel方法的典型用法代码示例。如果您正苦于以下问题:C++ GLUI::add_column_to_panel方法的具体用法?C++ GLUI::add_column_to_panel怎么用?C++ GLUI::add_column_to_panel使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GLUI
的用法示例。
在下文中一共展示了GLUI::add_column_to_panel方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
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);
//.........这里部分代码省略.........
示例2: main
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;
}
示例3: main
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;
}