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C++ GLUI::set_main_gfx_window方法代码示例

本文整理汇总了C++中GLUI::set_main_gfx_window方法的典型用法代码示例。如果您正苦于以下问题:C++ GLUI::set_main_gfx_window方法的具体用法?C++ GLUI::set_main_gfx_window怎么用?C++ GLUI::set_main_gfx_window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GLUI的用法示例。


在下文中一共展示了GLUI::set_main_gfx_window方法的15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: initGLUI

void initGLUI(int window) {
	GLUI *gluiSide = GLUI_Master.create_glui_subwindow(window, GLUI_SUBWINDOW_RIGHT);
	gluiSide->set_main_gfx_window(window);

	gluiSide->add_button("New Curve",     NEW_CURVE,   gluiHandler);

	gluiSide->add_button("New Surface",   NEW_SURFACE, gluiHandler);
	surfPanel = gluiSide->add_panel("Surface Parms", GLUI_PANEL_EMBOSSED);
	GLUI_Spinner *xS = gluiSide->add_spinner_to_panel(surfPanel, "X Pts.", 
									GLUI_SPINNER_INT, &surf_x, SURF_X, gluiHandler);
	xS->set_int_limits(3, 10);
	GLUI_Spinner *yS = gluiSide->add_spinner_to_panel(surfPanel, "Y Pts.", 
									GLUI_SPINNER_INT, &surf_y, SURF_Y, gluiHandler);
	yS->set_int_limits(3, 10);
	gluiSide->add_button_to_panel(surfPanel, "Ok", SURF_OK, gluiHandler);
	surfPanel->disable();

	gluiSide->add_button("Modify Points", MODIFY,      gluiHandler);
	gluiSide->add_button("Clear Screen",  CLEAR,       gluiHandler);
	gluiSide->add_button("Camera Mode",   CAMERA,      gluiHandler);

	gluiSide->add_separator();

	GLUI_Spinner *uS = gluiSide->add_spinner("U", GLUI_SPINNER_FLOAT, &u, U, gluiHandler);
	uS->set_float_limits(0.0f, 1.0f);
	uS->set_speed(50);
	GLUI_Spinner *vS = gluiSide->add_spinner("V", GLUI_SPINNER_FLOAT, &v, V, gluiHandler);
	vS->set_float_limits(0.0f, 1.0f);
	vS->set_speed(50);

	gluiSide->add_separator();

	gluiSide->add_button("Quit", QUIT, gluiHandler);
}
开发者ID:nickveys,项目名称:opengl-play,代码行数:34,代码来源:main.cpp

示例2: Initialize

bool GLUIRealTimePlannerGUI::Initialize()
{
  if(!BaseT::Initialize()) return false;

  glui = GLUI_Master.create_glui_subwindow(main_window,GLUI_SUBWINDOW_RIGHT);
  glui->set_main_gfx_window(main_window);
  AddControl(glui->add_button("New target"),"new_target");
  AddControl(glui->add_checkbox("Draw desired"),"draw_desired");
  AddControl(glui->add_checkbox("Draw commanded"),"draw_desired");
  AddControl(glui->add_checkbox("Draw UI"),"draw_ui");
  AddControl(glui->add_checkbox("Draw path"),"draw_path");
  AddControl(glui->add_checkbox("Draw contacts"),"draw_contacts");
  GLUI_Spinner* spinner = glui->add_spinner("Collision margin",GLUI_SPINNER_FLOAT);
  spinner->set_float_limits(0.0,1.0);
  AddControl(spinner,"collision_margin");

  AnyCollection c;
  bool res=c.read("{type:button_press,button:new_target}");
  Assert(res == true);
  AddCommandRule(c,"new_target","");
  res=c.read("{type:widget_value,widget:collision_margin,value:_1}");
  Assert(res == true);
  AddCommandRule(c,"set_collision_margin","_1");
  
  printf("Done initializing...\n");
  return true;
}
开发者ID:stevekuznetsov,项目名称:Klampt,代码行数:27,代码来源:realtimeplanning.cpp

示例3: main

int main(int argc, char* argv[])
{
  /****************************************/
  /*   Initialize GLUT and create window  */
  /****************************************/

  glutInit(&argc, argv);
  glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
  glutInitWindowPosition( 50, 50 );
  glutInitWindowSize( 300, 300 );
 
  main_window = glutCreateWindow( "GLUI Example 1" );
  glutDisplayFunc( myGlutDisplay );
  glutReshapeFunc( myGlutReshape );  

  /****************************************/
  /*       Set up 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);

  /****************************************/
  /*          Enable z-buferring          */
  /****************************************/

  glEnable(GL_DEPTH_TEST);


  /****************************************/
  /*         Here's the GLUI code         */
  /****************************************/
  
  GLUI *glui = GLUI_Master.create_glui( "GLUI" );
  new GLUI_Checkbox( glui, "Wireframe", &wireframe );
  (new GLUI_Spinner( glui, "Segments:", &segments ))
    ->set_int_limits( 3, 60 ); 
   
  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;
}
开发者ID:MariadeAnton,项目名称:bii-training,代码行数:54,代码来源:example1.cpp

示例4: create_glui_ui

//! This function creates all the GLUI gui elements
void create_glui_ui(void)
{
  GLUI *glui = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_RIGHT );
  glui->add_statictext("Group 11 Simulation"); 
  new GLUI_Separator(glui);
  glui->add_statictext("Simulation Timesteps"); 
  GLUI_Spinner* velocityIterationSpinner =
    glui->add_spinner("Velocity Iterations", GLUI_SPINNER_INT, &settings.velocity_iterations);
  velocityIterationSpinner->set_int_limits(1, 500);
  
  GLUI_Spinner* positionIterationSpinner =
    glui->add_spinner("Position Iterations", GLUI_SPINNER_INT, &settings.position_iterations);
  positionIterationSpinner->set_int_limits(0, 100);
  
  GLUI_Spinner* hertzSpinner =
    glui->add_spinner("Sim steps per frame", GLUI_SPINNER_FLOAT, &settings.hz);
  hertzSpinner->set_float_limits(5.0f, 200.0f);


  new GLUI_Separator(glui);
  //new GLUI_Column( glui, false );
  glui->add_statictext("Simulation Parameters"); 
  glui->add_checkbox("Warm Starting", &settings.enable_warm_starting);
  glui->add_checkbox("Time of Impact", &settings.enable_continuous);
  glui->add_checkbox("Sub-Stepping", &settings.enable_sub_stepping);


  
  //new GLUI_Column( glui, false );
  new GLUI_Separator(glui);
  glui->add_statictext("Display Options"); 
  GLUI_Panel* drawPanel =	glui->add_panel("Draw");
  glui->add_checkbox_to_panel(drawPanel, "Shapes", &settings.draw_shapes);
  glui->add_checkbox_to_panel(drawPanel, "Joints", &settings.draw_joints);
  glui->add_checkbox_to_panel(drawPanel, "AABBs", &settings.draw_AABBs);
  glui->add_checkbox_to_panel(drawPanel, "Statistics", &settings.draw_stats);
  glui->add_checkbox_to_panel(drawPanel, "Profile", &settings.draw_profile);
  
  //new GLUI_Column( glui, false );
  new GLUI_Separator(glui);
  glui->add_button("Pause", 0, callbacks_t::pause_cb);
  glui->add_button("Single Step", 0, callbacks_t::single_step_cb);
  glui->add_button("Restart", 0, callbacks_t::restart_cb);
  glui->add_button("Quit", 0,(GLUI_Update_CB)callbacks_t::exit_cb);
  glui->set_main_gfx_window( main_window );

  new GLUI_Separator(glui);
  glui->add_statictext("Mayank Meghwanshi"); 
  glui->add_statictext("Divyam Bansal"); 
  glui->add_statictext("Jaswant Kumar"); 

}
开发者ID:mayank127,项目名称:cs296-project,代码行数:53,代码来源:main.cpp

示例5: main

int main(int argc, char* argv[])
{
        int a;
        do
        {
                system("clear");
                imprimir_help();
                printf("continuar? (1 para sim) "); scanf("%d", &a);
        }while(a != 1);

        paused=0;
        qtd_estados=2;
        old_qtd_estados=2;
        automato = new Automato(qtd_estados);

        /****************************************/
        /*   Initialize GLUT and create window  */
        /****************************************/

        glutInit(&argc,argv); 
        glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB); 
        glutInitWindowSize(800,400);
        glutInitWindowPosition(0,0);
        main_window = glutCreateWindow("It's raining languages!");
        init();
        
        glutDisplayFunc(display);
        glutIdleFunc(animate);
        

        /****************************************/
        /*         Here's the GLUI code         */
        /****************************************/

        GLUI *glui = GLUI_Master.create_glui( "GLUI" );
        new GLUI_Checkbox( glui, "Paused", &paused );
        (new GLUI_Spinner( glui, "Qtd. Estados:", &qtd_estados ))->set_int_limits( 2, 6 );
        edittext = new GLUI_EditText(glui, "Text:", text,3, getRegex);

        glui->set_main_gfx_window( main_window );

        /* We register the idle callback with GLUI, *not* with GLUT */
        GLUI_Master.set_glutIdleFunc( animate );

        glutMainLoop();

  return 0;
}
开发者ID:franzejr,项目名称:raininglanguages,代码行数:48,代码来源:main.cpp

示例6: main

int main(int argc, char** argv) {


  glutInit(&argc,argv);
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
  glutInitWindowSize(500,500);
  glutInitWindowPosition(100,100);
  win =  glutCreateWindow(argv[0]);

  /* initialize background, objects, camera, etc. */
  init();

  /* callback functions */
  GLUI_Master.set_glutDisplayFunc(display);
  GLUI_Master.set_glutReshapeFunc(reshape);
  GLUI_Master.set_glutKeyboardFunc(keyboard);

  /*  GLUI Code */
  //Subwindow doesn't seem to work with mac.. refresh is not correct
  //  GLUI *glui = GLUI_Master.create_glui_subwindow(win, GLUI_SUBWINDOW_RIGHT);
  GLUI *glui = GLUI_Master.create_glui("Controls"/*name*/,0/*flags*/,100+500,100 /*x y*/);
  glui->set_main_gfx_window(win);
  GLUI_Rotation *view_rot = glui->add_rotation("Camera", curview);
  view_rot->set_spin(1.0);
  GLUI_Translation *trans_xy = glui->add_translation("XY", GLUI_TRANSLATION_XY, cameraPosition);
  trans_xy->set_speed(0.005);
  
  GLUI_Translation *trans_x = 
    glui->add_translation( "Objects X", GLUI_TRANSLATION_X, cameraPosition );
  trans_x->set_speed( .005 );
  
  GLUI_Translation *trans_y = 
    glui->add_translation( "Objects Y", GLUI_TRANSLATION_Y, &cameraPosition[1] );
  trans_y->set_speed( .005 );
  
  GLUI_Translation *trans_z = 
    glui->add_translation( "Objects Z", GLUI_TRANSLATION_Z, &cameraPosition[2] );
  trans_z->set_speed( .005 );
  
  glui->add_button("Reset View", RESET_VIEW, placeCamera);

  GLUI_Master.set_glutIdleFunc(myGlutIdle);
  glutMainLoop();
  return(0);
}
开发者ID:bradens,项目名称:uvc,代码行数:45,代码来源:sea.cpp

示例7: main


//.........这里部分代码省略.........
        GLfloat diffuse[] = {0.5f, 0.5f, 0.5f, 0.0f};
        GLfloat ambient[] = {0.1f, 0.1f, 0.1f, 1.0f};

        glLightfv (GL_LIGHT0, GL_AMBIENT, ambient);
        glLightfv (GL_LIGHT0, GL_DIFFUSE, diffuse);
        glLightfv (GL_LIGHT0, GL_POSITION, light_pos0);

        glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
        glEnable (GL_COLOR_MATERIAL);

        glEnable(GL_LIGHTING);
        glEnable (GL_LIGHT0);
        glEnable (GL_DEPTH_TEST);

	///****************************************/
	///*          Enable z-buferring          */
	///****************************************/


	glPolygonOffset(1, 1);



	/****************************************/
	/*         Here's the GLUI code         */
	/****************************************/

	GLUI *glui = GLUI_Master.create_glui("GLUI");

	GLUI_Panel *render_panel = glui->add_panel("Render");
	new GLUI_Checkbox(render_panel, "Wireframe", &wireframe);
	new GLUI_Checkbox(render_panel, "Fill", &fill);
	new GLUI_Checkbox(render_panel, "Normal", &normal);
	(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_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_Spinner* eyex_widget = glui->add_spinner_to_panel(camera_panel, "EyeX:", GLUI_SPINNER_FLOAT, &eyeX);
	eyex_widget->set_float_limits(-5, 5);
	GLUI_Spinner* eyey_widget = glui->add_spinner_to_panel(camera_panel, "EyeY:", GLUI_SPINNER_FLOAT, &eyeY);
	eyey_widget->set_float_limits(-5, 5);
	GLUI_Spinner* eyez_widget = glui->add_spinner_to_panel(camera_panel, "EyeZ:", GLUI_SPINNER_FLOAT, &eyeZ);
	eyez_widget->set_float_limits(-5, 5);

	GLUI_Spinner* lookx_widget = glui->add_spinner_to_panel(camera_panel, "LookX:", GLUI_SPINNER_FLOAT, &lookX);
	lookx_widget->set_float_limits(-5, 5);
	GLUI_Spinner* looky_widget = glui->add_spinner_to_panel(camera_panel, "LookY:", GLUI_SPINNER_FLOAT, &lookY);
	looky_widget->set_float_limits(-5, 5);
	GLUI_Spinner* lookz_widget = glui->add_spinner_to_panel(camera_panel, "LookZ:", GLUI_SPINNER_FLOAT, &lookZ);
	lookz_widget->set_float_limits(-5, 5);

	GLUI_Spinner* clipN_widget = glui->add_spinner_to_panel(camera_panel, "Near:", GLUI_SPINNER_FLOAT, &clipNear);
	clipN_widget->set_float_limits(0, 10);
	GLUI_Spinner* clipF_widget = glui->add_spinner_to_panel(camera_panel, "Far:", GLUI_SPINNER_FLOAT, &clipFar);
	clipF_widget->set_float_limits(0, 100);

	glui->add_column(true);

	GLUI_Panel *obj_panel = glui->add_panel("Object Type");
	GLUI_RadioGroup *group1 =
		glui->add_radiogroup_to_panel(obj_panel, (int*)(&objType), 3, callback_obj);
	glui->add_radiobutton_to_group(group1, "Cube");
	glui->add_radiobutton_to_group(group1, "Cylinder");
	glui->add_radiobutton_to_group(group1, "Cone");
	glui->add_radiobutton_to_group(group1, "Sphere");
	glui->add_radiobutton_to_group(group1, "Special1");


	GLUI_Panel *object_panel = glui->add_panel("Object");
	(new GLUI_Spinner(object_panel, "Rotate X:", &rotX))
		->set_int_limits(0, 359);
	(new GLUI_Spinner(object_panel, "Rotate Y:", &rotY))
		->set_int_limits(0, 359);
	(new GLUI_Spinner(object_panel, "Rotate Z:", &rotZ))
		->set_int_limits(0, 359);
	(new GLUI_Spinner(object_panel, "Scale:", &scale))
		->set_int_limits(1, 100);

	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;
}
开发者ID:cecilylomein,项目名称:COMP175-Graphics,代码行数:101,代码来源:Assignment2.cpp

示例8: 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(100, 100);
	glutInitWindowSize(windowXSize, windowYSize);

	main_window = glutCreateWindow("COMP 175 In Class Assignment 7");
	glutDisplayFunc(myGlutDisplay);
	glutReshapeFunc(myGlutReshape);
	/****************************************/
	/*       Set up OpenGL lighting         */
	/****************************************/
	glShadeModel(GL_SMOOTH);

	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
	glEnable(GL_COLOR_MATERIAL);
	
	glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);

	static float one[] = { 1, 1, 1, 1 };
	glLightModelfv(GL_LIGHT_MODEL_AMBIENT, one);
	/****************************************/
	/*          Enable z-buferring          */
	/****************************************/
	glEnable(GL_DEPTH_TEST);
	glPolygonOffset(1, 1);

	/****************************************/
	/*		Setup textured Objects          */
	/****************************************/
	myObject->setTexture(0,"./data/pink.ppm");
	myObject->setTexture(1,"./data/smile.ppm");

	/****************************************/
	/*         Here's the GLUI code         */
	/****************************************/
	GLUI *glui = GLUI_Master.create_glui("GLUI");

	GLUI_Scrollbar* sb1 = new GLUI_Scrollbar(glui, "Red", GLUI_SCROLL_HORIZONTAL, &red_Scroll, COLORR_ID, control_cb);
	sb1->set_int_limits(0, 255);
	GLUI_Scrollbar* sb2 = new GLUI_Scrollbar(glui, "Green", GLUI_SCROLL_HORIZONTAL, &green_Scroll, COLORG_ID, control_cb);
	sb2->set_int_limits(0, 255);
	GLUI_Scrollbar* sb3 = new GLUI_Scrollbar(glui, "Blue", GLUI_SCROLL_HORIZONTAL, &blue_Scroll, COLORB_ID, control_cb);
	sb3->set_int_limits(0, 255);
	sb1->set_int_val(255);
	sb2->set_int_val(255);

/*
    // Create a rotation widget
    GLUI_Rotation *view_rot = new GLUI_Rotation(glui, "Objects", view_rotate );
    view_rot->set_spin( 1.0 );

    // Navigate our scene
    new GLUI_Column( glui, false );
    GLUI_Translation *trans_x =  new GLUI_Translation(glui, "Objects X", GLUI_TRANSLATION_X, obj_pos );
    trans_x->set_speed( .1 );
    new GLUI_Column( glui, false );
    GLUI_Translation *trans_y =  new GLUI_Translation( glui, "Objects Y", GLUI_TRANSLATION_Y, &obj_pos[1] );
    trans_y->set_speed( .1 );
    new GLUI_Column( glui, false );
    GLUI_Translation *trans_z =  new GLUI_Translation( glui, "Objects Z", GLUI_TRANSLATION_Z, &obj_pos[2] );
    trans_z->set_speed( .1 );
*/
	glui->add_column(true);

	GLUI_Panel *render_panel = glui->add_panel("Render");
	new GLUI_Checkbox(render_panel, "Wireframe", &wireframe);
	new GLUI_Checkbox(render_panel, "Filled", &filled);
	new GLUI_Checkbox(render_panel, "Paint", &paint);

	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);
	GLUI_Master.set_glutMouseFunc( myGlutMouse );
	glutMotionFunc( myGlutMotion );

	glutMainLoop();

	return EXIT_SUCCESS;
}
开发者ID:cecilylomein,项目名称:COMP175-Graphics,代码行数:88,代码来源:main.cpp

示例9: 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.........
开发者ID:vishalvijay18,项目名称:Structure-Aware-Simplification,代码行数:101,代码来源:MainGui.cpp

示例10: initGlui

// initialize GLUI
int MeshGui::initGlui(void)
{
	// create the side subwindow
	GLUI *glui = GLUI_Master.create_glui_subwindow(main_window, GLUI_SUBWINDOW_RIGHT);

	// radio button group
	GLUI_RadioGroup *ot_group = new GLUI_RadioGroup (glui, &radiogroup_item_id, SHADING_MODE, control_cb);
	// shading choices
	glui->add_radiobutton_to_group( ot_group, "flatShaded" );
	glui->add_radiobutton_to_group( ot_group, "smoothShaded" );
	glui->add_radiobutton_to_group( ot_group, "wireframe" );
	glui->add_radiobutton_to_group( ot_group, "shadedEdges" );
	glui->add_radiobutton_to_group( ot_group, "point" );
	// load and save smf file
	new GLUI_EditText (glui, "smf/", GLUI_EDITTEXT_TEXT, filetext, INPUT_FILE, control_cb);
	new GLUI_Button( glui, "open", OPEN_MESH, control_cb );
	new GLUI_Button( glui, "save", SAVE_MESH, control_cb );
	// A 'quit' button
	new GLUI_Button( glui, "Quit", 0,(GLUI_Update_CB)exit );

	// some controls for lights
	//GLUI_Rollout *roll_lights = new GLUI_Rollout(glui, "Lights", false);
	GLUI_Panel *light0 = new GLUI_Panel( glui, "Light 0" );
	GLUI_Panel *light1 = new GLUI_Panel( glui, "Light 1" );
	new GLUI_Checkbox( light0, "Enabled", &light0_enabled, LIGHT0_ENABLE, control_cb );
	light0_spinner = new GLUI_Spinner( light0, "Intensity:", &light0_intensity, LIGHT0_INTENSITY, control_cb );
	light0_spinner->set_float_limits( 0.0, 1.0 );
	GLUI_Scrollbar *sb;
	sb = new GLUI_Scrollbar( light0, "Red",GLUI_SCROLL_HORIZONTAL, &light0_diffuse[0],LIGHT0_INTENSITY,control_cb);
	sb->set_float_limits(0,1);
	sb = new GLUI_Scrollbar( light0, "Green",GLUI_SCROLL_HORIZONTAL, &light0_diffuse[1],LIGHT0_INTENSITY,control_cb);
	sb->set_float_limits(0,1);
	sb = new GLUI_Scrollbar( light0, "Blue",GLUI_SCROLL_HORIZONTAL, &light0_diffuse[2],LIGHT0_INTENSITY,control_cb);
	sb->set_float_limits(0,1);
	new GLUI_Checkbox( light1, "Enabled", &light1_enabled, LIGHT1_ENABLE, control_cb );
	light1_spinner = new GLUI_Spinner( light1, "Intensity:", &light1_intensity, LIGHT1_INTENSITY, control_cb );
	light1_spinner->set_float_limits( 0.0, 1.0 );
	sb = new GLUI_Scrollbar( light1, "Red",GLUI_SCROLL_HORIZONTAL, &light1_diffuse[0],LIGHT1_INTENSITY,control_cb);
	sb->set_float_limits(0,1);
	sb = new GLUI_Scrollbar( light1, "Green",GLUI_SCROLL_HORIZONTAL, &light1_diffuse[1],LIGHT1_INTENSITY,control_cb);
	sb->set_float_limits(0,1);
	sb = new GLUI_Scrollbar( light1, "Blue",GLUI_SCROLL_HORIZONTAL, &light1_diffuse[2],LIGHT1_INTENSITY,control_cb);
	sb->set_float_limits(0,1);
	// edge number to randomly choose from
	GLUI_Spinner *edge_spinner = new GLUI_Spinner(glui, "EdgeNumber", &edge_number, EDGE_NUMBER, control_cb );
	edge_spinner->set_float_limits(2, 100);
	// edge percentage to collapse
	GLUI_Spinner *percentage_spinner = new GLUI_Spinner(glui, "CollapsePercentage%", &collapse_percentage, COLLAPSE_NUMBER, control_cb );
	percentage_spinner->set_float_limits(1, 100);
	new GLUI_Button(glui, "decimate", DECIMATE, control_cb );

	// Link windows to GLUI, and register idle callback
	glui->set_main_gfx_window( main_window );

	// Create the bottom subwindow
	GLUI *glui2 = GLUI_Master.create_glui_subwindow( main_window, GLUI_SUBWINDOW_BOTTOM );
	glui2->set_main_gfx_window( main_window );
	// rotate the world
	GLUI_Rotation *view_rot = new GLUI_Rotation(glui2, "Objects", view_rotate );
	view_rot->set_spin( 1.0 );
	// rotate the model
	new GLUI_Column( glui2, false );
	GLUI_Rotation *sph_rot = new GLUI_Rotation(glui2, "Model", mesh_rotate );
	sph_rot->set_spin( .98 );
	// rotate the blue light
	new GLUI_Column( glui2, false );
	GLUI_Rotation *lights_rot = new GLUI_Rotation(glui2, "Blue Light", lights_rotation );
	lights_rot->set_spin( .82 );
	// object XY translate
	new GLUI_Column( glui2, false );
	GLUI_Translation *trans_xy = new GLUI_Translation(glui2, "Objects XY", GLUI_TRANSLATION_XY, obj_pos );
	trans_xy->set_speed( .005 );
	// object X translate
	new GLUI_Column( glui2, false );
	GLUI_Translation *trans_x = new GLUI_Translation(glui2, "Objects X", GLUI_TRANSLATION_X, obj_pos );
	trans_x->set_speed( .005 );
	// object Y translate
	new GLUI_Column( glui2, false );
	GLUI_Translation *trans_y = new GLUI_Translation( glui2, "Objects Y", GLUI_TRANSLATION_Y, &obj_pos[1] );
	trans_y->set_speed( .005 );
	// object y translate
	new GLUI_Column( glui2, false );
	GLUI_Translation *trans_z = new GLUI_Translation( glui2, "Objects Z", GLUI_TRANSLATION_Z, &obj_pos[2] );
	trans_z->set_speed( .005 );

	return EXIT_SUCCESS;
}
开发者ID:FeiZhan,项目名称:smf_view,代码行数:88,代码来源:MeshGui.cpp

示例11: main

int main(int argc, char **argv) {

    /* Seed random */
    srand(time(NULL));

    /* Init glut and glew */
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(X_SIZE, Y_SIZE);
    glutInitContextFlags(GLUT_FORWARD_COMPATIBLE);
    glutInitContextProfile(GLUT_CORE_PROFILE);
    glewExperimental = GL_TRUE;

    /* Create window */
    main_window = glutCreateWindow("Project");
    glewInit();
    glEnable(GL_DEPTH_TEST);

    /* Model init */
    Model::program_init();

    /* Data init */
    init();

    /* Glut functions */
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutSpecialFunc(special);
    glutIdleFunc(NULL);

    /* Glui */
    GLUI* glui = GLUI_Master.create_glui_subwindow(main_window, GLUI_SUBWINDOW_RIGHT);
    
    glui->set_main_gfx_window(main_window);

    glui->add_statictext("Camera Rotate");
    glui->add_separator();
    glui->add_button("X+", CAMERA_XPR, button_callback);
    glui->add_button("X-", CAMERA_XNR, button_callback);  
    glui->add_button("Y+", CAMERA_YPR, button_callback);
    glui->add_button("Y-", CAMERA_YNR, button_callback);
    glui->add_button("Z+", CAMERA_ZPR, button_callback);
    glui->add_button("Z-", CAMERA_ZNR, button_callback);

    glui->add_statictext("Camera Translate");
    glui->add_separator();
    glui->add_button("X+", CAMERA_XPT, button_callback);
    glui->add_button("X-", CAMERA_XNT, button_callback);  
    glui->add_button("Y+", CAMERA_YPT, button_callback);
    glui->add_button("Y-", CAMERA_YNT, button_callback);
    glui->add_button("Z+", CAMERA_ZPT, button_callback);
    glui->add_button("Z-", CAMERA_ZNT, button_callback);    

    glui->add_statictext("Light");
    glui->add_separator();
    glui->add_button("X+", LIGHT_XPT, button_callback);
    glui->add_button("X-", LIGHT_XNT, button_callback); 
    glui->add_button("Y+", LIGHT_YPT, button_callback);
    glui->add_button("Y-", LIGHT_YNT, button_callback);    
    glui->add_button("Z+", LIGHT_ZPT, button_callback);
    glui->add_button("Z-", LIGHT_ZNT, button_callback);   
    glui->add_button("Light+", LIGHTP, button_callback);
    glui->add_button("Light-", LIGHTN, button_callback);      

    glui->add_statictext("Materials");
    glui->add_separator();
    glui->add_button("Ambient+", AMBIENTP, button_callback);
    glui->add_button("Ambient-", AMBIENTN, button_callback); 
    glui->add_button("Diffuse+", DIFFUSEP, button_callback);
    glui->add_button("Diffuse-", DIFFUSEN, button_callback);    
    glui->add_button("Specular+", SPECULARP, button_callback);
    glui->add_button("Specular-", SPECULARN, button_callback);       
        
    GLUI_Master.set_glutIdleFunc(idle);

    /* Main loop */
    glutMainLoop();

    return 0;
}
开发者ID:JaceWalton,项目名称:robotarm3d,代码行数:80,代码来源:main.cpp

示例12: main

int main(int argc, char* argv[])
{
	Sub_mesh_d.load_mesh(argv[1]);
	Con_mesh_d.load_mesh(argv[1]);
	Sub_mesh_d.triangulation();
  for(int i=0;i<3;i++){
	Sub_mesh_d.make_edges();
	Sub_mesh_d.make_neighbours();
	//Sub_mesh_d.calculate_normals();

	Sub_mesh_d.subdivide();
	Sub_mesh_d.calculate_normals();
}
	printf("\n\t\t Dodecahedron finished**********\n");
	Sub_mesh_e.load_mesh(argv[2]);
	Con_mesh_e.load_mesh(argv[2]);
	Sub_mesh_e.triangulation();
  Sub_mesh_e.calculate_normals();

	Sub_mesh_e.make_edges();
	Sub_mesh_e.make_neighbours();
	Sub_mesh_e.subdivide();
	Sub_mesh_e.calculate_normals();
  /****************************************/
  /*   Initialize GLUT and create window  */
  /****************************************/

  glutInit(&argc, argv);
  glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );
  glutInitWindowPosition( 50, 50 );
  glutInitWindowSize( 300, 300 );

  main_window = glutCreateWindow( "GLUI Example 2" );
  glutDisplayFunc( myGlutDisplay );
  glutReshapeFunc( myGlutReshape );
  glutKeyboardFunc( myGlutKeyboard );
  glutMotionFunc( myGlutMotion );
  glutMouseFunc( myGlutMouse );

  /****************************************/
  /*       Set up 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);

  /****************************************/
  /*          Enable z-buferring          */
  /****************************************/

  glEnable(GL_DEPTH_TEST);

  /****************************************/
  /*         Here's the GLUI code         */
  /****************************************/

  GLUI *glui = GLUI_Master.create_glui( "GLUI", 0, 400, 50 ); /* name, flags,
                 x, and y */
  new GLUI_StaticText( glui, "GLUI Example 2" );
  new GLUI_Separator( glui );
  checkbox = new GLUI_Checkbox( glui, "Control Mesh", &wireframe, 1, control_cb );

  spinner  = new GLUI_Spinner( glui, "Subdivision _factor", &segments, 2, control_cb );
  spinner->set_int_limits( 3, 60 );

  rotate = new GLUI_Rotation(glui, "view_rotate",view_rotate);
  rotate -> set_spin(1.0);

  Light_rotate = new GLUI_Rotation(glui, "light_rotate",light_rotate);
  Light_rotate -> set_spin(1.0);
  GLUI_Panel *obj_panel = new GLUI_Panel( glui, "mesh selection" );
  radio = new GLUI_RadioGroup( obj_panel,&obj,4,control_cb );
  new GLUI_RadioButton( radio, "Dodecahedron" );
  new GLUI_RadioButton( radio, "Ellel" );

  GLUI_Panel *control = new GLUI_Panel(glui,"Control Mesh Changer");
  new GLUI_Button( glui, "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 );
  GLUI_Master.set_glutIdleFunc( NULL );

  glutMainLoop();

  return EXIT_SUCCESS;
}
开发者ID:Abhijit070590,项目名称:graphics,代码行数:95,代码来源:Main.cpp

示例13: 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;
}
开发者ID:liuxu1005,项目名称:Graphics,代码行数:66,代码来源:Assignment4.cpp

示例14: createInterface


//.........这里部分代码省略.........
    materialSpecularRedSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *materialSpecularGreenSpinner = glui->add_spinner_to_panel(materialSpecularPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->materialSpecular[1], -1, gluiCallback);
    materialSpecularGreenSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *materialSpecularBlueSpinner = glui->add_spinner_to_panel(materialSpecularPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->materialSpecular[2], -1, gluiCallback);
    materialSpecularBlueSpinner->set_float_limits(0.0, 1);

    GLUI_Rollout* lightRollout = glui->add_rollout_to_panel(relightingRollout, "Light", 0, GLUI_PANEL_EMBOSSED);

    GLUI_Panel* lightAmbientPanel = glui->add_panel_to_panel(lightRollout, "Ambient", GLUI_PANEL_EMBOSSED);
    GLUI_Spinner *lightAmbientRedSpinner = glui->add_spinner_to_panel(lightAmbientPanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->lightAmbient[0], -1, gluiCallback);
    lightAmbientRedSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *lightAmbientGreenSpinner = glui->add_spinner_to_panel(lightAmbientPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->lightAmbient[1], -1, gluiCallback);
    lightAmbientGreenSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *lightAmbientBlueSpinner = glui->add_spinner_to_panel(lightAmbientPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->lightAmbient[2], -1, gluiCallback);
    lightAmbientBlueSpinner->set_float_limits(0.0, 1);

    GLUI_Panel* lightDiffusePanel = glui->add_panel_to_panel(lightRollout, "Diffuse", GLUI_PANEL_EMBOSSED);
    GLUI_Spinner *lightDiffuseRedSpinner = glui->add_spinner_to_panel(lightDiffusePanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->lightDiffuse[0], -1, gluiCallback);
    lightDiffuseRedSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *lightDiffuseGreenSpinner = glui->add_spinner_to_panel(lightDiffusePanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->lightDiffuse[1], -1, gluiCallback);
    lightDiffuseGreenSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *lightDiffuseBlueSpinner = glui->add_spinner_to_panel(lightDiffusePanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->lightDiffuse[2], -1, gluiCallback);
    lightDiffuseBlueSpinner->set_float_limits(0.0, 1);

    GLUI_Panel* lightSpecularPanel = glui->add_panel_to_panel(lightRollout, "Specular", GLUI_PANEL_EMBOSSED);
    GLUI_Spinner *lightSpecularRedSpinner = glui->add_spinner_to_panel(lightSpecularPanel, "Red ", GLUI_SPINNER_FLOAT, &relightingEffect->lightSpecular[0], -1, gluiCallback);
    lightSpecularRedSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *lightSpecularGreenSpinner = glui->add_spinner_to_panel(lightSpecularPanel, "Green ", GLUI_SPINNER_FLOAT, &relightingEffect->lightSpecular[1], -1, gluiCallback);
    lightSpecularGreenSpinner->set_float_limits(0.0, 1);
    GLUI_Spinner *lightSpecularBlueSpinner = glui->add_spinner_to_panel(lightSpecularPanel, "Blue ", GLUI_SPINNER_FLOAT, &relightingEffect->lightSpecular[2], -1, gluiCallback);
    lightSpecularBlueSpinner->set_float_limits(0.0, 1);

    glui->add_statictext_to_panel(relightingRollout, "");
    GLUI_Spinner *specularPowerSpinner = glui->add_spinner_to_panel(relightingRollout, "Shininess ", GLUI_SPINNER_FLOAT, &relightingEffect->shininess, -1, gluiCallback);
    specularPowerSpinner->set_float_limits(0.0, 50);


    //CARTOON SHADING
    GLUI_Rollout *cartoonRollout = glui->add_rollout("Cartoon Shading", 0);
    cartoonRollout->set_w(218);
    glui->add_statictext_to_panel(cartoonRollout, "")->set_w(200);

    GLUI_Panel *filteringPanel = glui->add_panel_to_panel(cartoonRollout, "Filtering");
    glui->add_statictext_to_panel(filteringPanel, "");
    GLUI_RadioGroup *filteringMethodRadioGroup = glui->add_radiogroup_to_panel(filteringPanel, &cartoonEffect->filteringMethod, -1, gluiCallback);
    glui->add_radiobutton_to_group(filteringMethodRadioGroup, "None");
    glui->add_radiobutton_to_group(filteringMethodRadioGroup, "Bilateral");
    glui->add_radiobutton_to_group(filteringMethodRadioGroup, "Kuwahara");

    glui->add_statictext_to_panel(filteringPanel, "");
    glui->add_checkbox_to_panel(filteringPanel, "Quantize Colours", &cartoonEffect->quantize, -1, gluiCallback);


    //Bilateral.
    glui->add_statictext_to_panel(filteringPanel, "");
    GLUI_Rollout* bilateralRollout = glui->add_rollout_to_panel(filteringPanel, "Bilateral", 0, GLUI_PANEL_EMBOSSED);

    GLUI_Spinner *bilateralFilterPassesSpinner = glui->add_spinner_to_panel(bilateralRollout, "Filter Passes ", GLUI_SPINNER_INT, &cartoonEffect->bilateralFilterPasses, -1, gluiCallback);
    bilateralFilterPassesSpinner->set_int_limits(1, 10);
    GLUI_Spinner *bilateralKernelSizeSpinner = glui->add_spinner_to_panel(bilateralRollout, "Kernel Size ", GLUI_SPINNER_INT, &cartoonEffect->bilateralKernelSize, -1, gluiCallback);
    bilateralKernelSizeSpinner->set_int_limits(1, 100);
    GLUI_Spinner *bilateralSigmaSpinner = glui->add_spinner_to_panel(bilateralRollout, "Sample Deviation ", GLUI_SPINNER_FLOAT, &cartoonEffect->bilateralSigma, -1, gluiCallback);
    bilateralSigmaSpinner->set_float_limits(0.001, 0.15);

    //Kuwahara.
    GLUI_Rollout* kuwaharaRollout = glui->add_rollout_to_panel(filteringPanel, "Kuwahara", 0, GLUI_PANEL_EMBOSSED);

    GLUI_Spinner *kuwaharaFilterPassesSpinner = glui->add_spinner_to_panel(kuwaharaRollout, "Filter Passes ", GLUI_SPINNER_INT, &cartoonEffect->kuwaharaFilterPasses, -1, gluiCallback);
    kuwaharaFilterPassesSpinner->set_int_limits(1, 10);
    GLUI_Spinner *kuwaharaKernelSizeSpinner = glui->add_spinner_to_panel(kuwaharaRollout, "Kernel Size ", GLUI_SPINNER_INT, &cartoonEffect->kuwaharaKernelSize, -1, gluiCallback);
    kuwaharaKernelSizeSpinner->set_int_limits(1, 100);


    //Edge
    glui->add_statictext_to_panel(cartoonRollout, "");
    GLUI_Panel *edgeDetectionPanel = glui->add_panel_to_panel(cartoonRollout, "Edge Detection");
    glui->add_statictext_to_panel(edgeDetectionPanel, "");
    GLUI_RadioGroup *edgeMethodRadioGroup = glui->add_radiogroup_to_panel(edgeDetectionPanel, &cartoonEffect->edgeMethod, -1, gluiCallback);
    glui->add_radiobutton_to_group(edgeMethodRadioGroup, "None");
    glui->add_radiobutton_to_group(edgeMethodRadioGroup, "Depth Discontinuity");
    glui->add_radiobutton_to_group(edgeMethodRadioGroup, "Sobel Depth");
    glui->add_radiobutton_to_group(edgeMethodRadioGroup, "Sobel Colour");





    glui->add_statictext_to_panel(edgeDetectionPanel, "");
    GLUI_Spinner *edgeThresholdSpinner = glui->add_spinner_to_panel(edgeDetectionPanel, "Threshold ", GLUI_SPINNER_FLOAT, &cartoonEffect->edgeThreshold, -1, gluiCallback);
    edgeThresholdSpinner->set_float_limits(0.0, 2.0);


    //glui->add_button("Quit", 0, (GLUI_Update_CB) exit);
    /** Tell GLUI window which other window to recognize as the main gfx window **/
    glui->set_main_gfx_window(window);

    //GLUI_Master.set_glutIdleFunc(NULL);


}
开发者ID:ridhojeftha,项目名称:RGBDVideoFX,代码行数:101,代码来源:Renderer.cpp

示例15: 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;
}
开发者ID:BenMesirow,项目名称:Assignment-3,代码行数:92,代码来源:Assignment3.cpp


注:本文中的GLUI::set_main_gfx_window方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。