345 lines
12 KiB
C
345 lines
12 KiB
C
// ---------------------------------------------------------------------------
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//
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// @file TwSimpleGLUT.c
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// @brief A simple example that uses AntTweakBar with OpenGL and GLUT.
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//
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// AntTweakBar: http://anttweakbar.sourceforge.net/doc
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// OpenGL: http://www.opengl.org
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// GLUT: http://opengl.org/resources/libraries/glut
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//
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// @author Philippe Decaudin
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// @date 2006/05/20
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//
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// ---------------------------------------------------------------------------
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#include <AntTweakBar.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#if defined(_WIN32) || defined(_WIN64)
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// MiniGLUT.h is provided to avoid the need of having GLUT installed to
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// recompile this example. Do not use it in your own programs, better
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// install and use the actual GLUT library SDK.
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# define USE_MINI_GLUT
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#endif
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#if defined(USE_MINI_GLUT)
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# include "../src/MiniGLUT.h"
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#elif defined(_MACOSX)
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# include <GLUT/glut.h>
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#else
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# include <GL/glut.h>
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#endif
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// This example displays one of the following shapes
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typedef enum { SHAPE_TEAPOT=1, SHAPE_TORUS, SHAPE_CONE } Shape;
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#define NUM_SHAPES 3
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Shape g_CurrentShape = SHAPE_TORUS;
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// Shapes scale
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float g_Zoom = 1.0f;
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// Shape orientation (stored as a quaternion)
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float g_Rotation[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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// Auto rotate
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int g_AutoRotate = 0;
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int g_RotateTime = 0;
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float g_RotateStart[] = { 0.0f, 0.0f, 0.0f, 1.0f };
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// Shapes material
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float g_MatAmbient[] = { 0.5f, 0.0f, 0.0f, 1.0f };
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float g_MatDiffuse[] = { 1.0f, 1.0f, 0.0f, 1.0f };
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// Light parameter
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float g_LightMultiplier = 1.0f;
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float g_LightDirection[] = { -0.57735f, -0.57735f, -0.57735f };
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// Routine to set a quaternion from a rotation axis and angle
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// ( input axis = float[3] angle = float output: quat = float[4] )
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void SetQuaternionFromAxisAngle(const float *axis, float angle, float *quat)
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{
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float sina2, norm;
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sina2 = (float)sin(0.5f * angle);
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norm = (float)sqrt(axis[0]*axis[0] + axis[1]*axis[1] + axis[2]*axis[2]);
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quat[0] = sina2 * axis[0] / norm;
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quat[1] = sina2 * axis[1] / norm;
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quat[2] = sina2 * axis[2] / norm;
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quat[3] = (float)cos(0.5f * angle);
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}
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// Routine to convert a quaternion to a 4x4 matrix
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// ( input: quat = float[4] output: mat = float[4*4] )
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void ConvertQuaternionToMatrix(const float *quat, float *mat)
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{
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float yy2 = 2.0f * quat[1] * quat[1];
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float xy2 = 2.0f * quat[0] * quat[1];
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float xz2 = 2.0f * quat[0] * quat[2];
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float yz2 = 2.0f * quat[1] * quat[2];
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float zz2 = 2.0f * quat[2] * quat[2];
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float wz2 = 2.0f * quat[3] * quat[2];
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float wy2 = 2.0f * quat[3] * quat[1];
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float wx2 = 2.0f * quat[3] * quat[0];
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float xx2 = 2.0f * quat[0] * quat[0];
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mat[0*4+0] = - yy2 - zz2 + 1.0f;
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mat[0*4+1] = xy2 + wz2;
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mat[0*4+2] = xz2 - wy2;
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mat[0*4+3] = 0;
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mat[1*4+0] = xy2 - wz2;
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mat[1*4+1] = - xx2 - zz2 + 1.0f;
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mat[1*4+2] = yz2 + wx2;
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mat[1*4+3] = 0;
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mat[2*4+0] = xz2 + wy2;
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mat[2*4+1] = yz2 - wx2;
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mat[2*4+2] = - xx2 - yy2 + 1.0f;
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mat[2*4+3] = 0;
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mat[3*4+0] = mat[3*4+1] = mat[3*4+2] = 0;
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mat[3*4+3] = 1;
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}
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// Routine to multiply 2 quaternions (ie, compose rotations)
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// ( input q1 = float[4] q2 = float[4] output: qout = float[4] )
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void MultiplyQuaternions(const float *q1, const float *q2, float *qout)
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{
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float qr[4];
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qr[0] = q1[3]*q2[0] + q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1];
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qr[1] = q1[3]*q2[1] + q1[1]*q2[3] + q1[2]*q2[0] - q1[0]*q2[2];
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qr[2] = q1[3]*q2[2] + q1[2]*q2[3] + q1[0]*q2[1] - q1[1]*q2[0];
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qr[3] = q1[3]*q2[3] - (q1[0]*q2[0] + q1[1]*q2[1] + q1[2]*q2[2]);
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qout[0] = qr[0]; qout[1] = qr[1]; qout[2] = qr[2]; qout[3] = qr[3];
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}
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// Return elapsed time in milliseconds
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int GetTimeMs()
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{
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#if !defined(_WIN32)
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return glutGet(GLUT_ELAPSED_TIME);
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#else
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// glutGet(GLUT_ELAPSED_TIME) seems buggy on Windows
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return (int)GetTickCount();
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#endif
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}
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// Callback function called by GLUT to render screen
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void Display(void)
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{
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float v[4]; // will be used to set light parameters
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float mat[4*4]; // rotation matrix
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// Clear frame buffer
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_NORMALIZE);
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// Set light
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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v[0] = v[1] = v[2] = g_LightMultiplier*0.4f; v[3] = 1.0f;
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glLightfv(GL_LIGHT0, GL_AMBIENT, v);
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v[0] = v[1] = v[2] = g_LightMultiplier*0.8f; v[3] = 1.0f;
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glLightfv(GL_LIGHT0, GL_DIFFUSE, v);
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v[0] = -g_LightDirection[0]; v[1] = -g_LightDirection[1]; v[2] = -g_LightDirection[2]; v[3] = 0.0f;
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glLightfv(GL_LIGHT0, GL_POSITION, v);
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// Set material
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, g_MatAmbient);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, g_MatDiffuse);
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// Rotate and draw shape
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glPushMatrix();
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glTranslatef(0.5f, -0.3f, 0.0f);
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if( g_AutoRotate )
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{
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float axis[3] = { 0, 1, 0 };
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float angle = (float)(GetTimeMs()-g_RotateTime)/1000.0f;
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float quat[4];
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SetQuaternionFromAxisAngle(axis, angle, quat);
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MultiplyQuaternions(g_RotateStart, quat, g_Rotation);
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}
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ConvertQuaternionToMatrix(g_Rotation, mat);
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glMultMatrixf(mat);
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glScalef(g_Zoom, g_Zoom, g_Zoom);
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glCallList(g_CurrentShape);
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glPopMatrix();
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// Draw tweak bars
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TwDraw();
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// Present frame buffer
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glutSwapBuffers();
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// Recall Display at next frame
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glutPostRedisplay();
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}
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// Callback function called by GLUT when window size changes
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void Reshape(int width, int height)
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{
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// Set OpenGL viewport and camera
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(40, (double)width/height, 1, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0,0,5, 0,0,0, 0,1,0);
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glTranslatef(0, 0.6f, -1);
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// Send the new window size to AntTweakBar
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TwWindowSize(width, height);
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}
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// Function called at exit
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void Terminate(void)
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{
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glDeleteLists(SHAPE_TEAPOT, NUM_SHAPES);
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TwTerminate();
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}
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// Callback function called when the 'AutoRotate' variable value of the tweak bar has changed
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void TW_CALL SetAutoRotateCB(const void *value, void *clientData)
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{
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(void)clientData; // unused
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g_AutoRotate = *(const int *)value; // copy value to g_AutoRotate
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if( g_AutoRotate!=0 )
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{
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// init rotation
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g_RotateTime = GetTimeMs();
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g_RotateStart[0] = g_Rotation[0];
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g_RotateStart[1] = g_Rotation[1];
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g_RotateStart[2] = g_Rotation[2];
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g_RotateStart[3] = g_Rotation[3];
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// make Rotation variable read-only
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TwDefine(" TweakBar/ObjRotation readonly ");
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}
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else
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// make Rotation variable read-write
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TwDefine(" TweakBar/ObjRotation readwrite ");
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}
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// Callback function called by the tweak bar to get the 'AutoRotate' value
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void TW_CALL GetAutoRotateCB(void *value, void *clientData)
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{
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(void)clientData; // unused
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*(int *)value = g_AutoRotate; // copy g_AutoRotate to value
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}
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// Main
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int main(int argc, char *argv[])
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{
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TwBar *bar; // Pointer to the tweak bar
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float axis[] = { 0.7f, 0.7f, 0.0f }; // initial model rotation
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float angle = 0.8f;
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// Initialize GLUT
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glutInit(&argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
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glutInitWindowSize(640, 480);
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glutCreateWindow("AntTweakBar simple example using GLUT");
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glutCreateMenu(NULL);
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// Set GLUT callbacks
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glutDisplayFunc(Display);
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glutReshapeFunc(Reshape);
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atexit(Terminate); // Called after glutMainLoop ends
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// Initialize AntTweakBar
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TwInit(TW_OPENGL, NULL);
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// Set GLUT event callbacks
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// - Directly redirect GLUT mouse button events to AntTweakBar
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glutMouseFunc((GLUTmousebuttonfun)TwEventMouseButtonGLUT);
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// - Directly redirect GLUT mouse motion events to AntTweakBar
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glutMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
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// - Directly redirect GLUT mouse "passive" motion events to AntTweakBar (same as MouseMotion)
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glutPassiveMotionFunc((GLUTmousemotionfun)TwEventMouseMotionGLUT);
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// - Directly redirect GLUT key events to AntTweakBar
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glutKeyboardFunc((GLUTkeyboardfun)TwEventKeyboardGLUT);
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// - Directly redirect GLUT special key events to AntTweakBar
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glutSpecialFunc((GLUTspecialfun)TwEventSpecialGLUT);
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// - Send 'glutGetModifers' function pointer to AntTweakBar;
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// required because the GLUT key event functions do not report key modifiers states.
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TwGLUTModifiersFunc(glutGetModifiers);
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// Create some 3D objects (stored in display lists)
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glNewList(SHAPE_TEAPOT, GL_COMPILE);
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glutSolidTeapot(1.0);
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glEndList();
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glNewList(SHAPE_TORUS, GL_COMPILE);
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glutSolidTorus(0.3, 1.0, 16, 32);
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glEndList();
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glNewList(SHAPE_CONE, GL_COMPILE);
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glutSolidCone(1.0, 1.5, 64, 4);
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glEndList();
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// Create a tweak bar
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bar = TwNewBar("TweakBar");
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TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLUT and OpenGL.' "); // Message added to the help bar.
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TwDefine(" TweakBar size='200 400' color='96 216 224' "); // change default tweak bar size and color
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// Add 'g_Zoom' to 'bar': this is a modifable (RW) variable of type TW_TYPE_FLOAT. Its key shortcuts are [z] and [Z].
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TwAddVarRW(bar, "Zoom", TW_TYPE_FLOAT, &g_Zoom,
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" min=0.01 max=2.5 step=0.01 keyIncr=z keyDecr=Z help='Scale the object (1=original size).' ");
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// Add 'g_Rotation' to 'bar': this is a variable of type TW_TYPE_QUAT4F which defines the object's orientation
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TwAddVarRW(bar, "ObjRotation", TW_TYPE_QUAT4F, &g_Rotation,
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" label='Object rotation' opened=true help='Change the object orientation.' ");
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// Add callback to toggle auto-rotate mode (callback functions are defined above).
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TwAddVarCB(bar, "AutoRotate", TW_TYPE_BOOL32, SetAutoRotateCB, GetAutoRotateCB, NULL,
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" label='Auto-rotate' key=space help='Toggle auto-rotate mode.' ");
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// Add 'g_LightMultiplier' to 'bar': this is a variable of type TW_TYPE_FLOAT. Its key shortcuts are [+] and [-].
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TwAddVarRW(bar, "Multiplier", TW_TYPE_FLOAT, &g_LightMultiplier,
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" label='Light booster' min=0.1 max=4 step=0.02 keyIncr='+' keyDecr='-' help='Increase/decrease the light power.' ");
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// Add 'g_LightDirection' to 'bar': this is a variable of type TW_TYPE_DIR3F which defines the light direction
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TwAddVarRW(bar, "LightDir", TW_TYPE_DIR3F, &g_LightDirection,
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" label='Light direction' opened=true help='Change the light direction.' ");
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// Add 'g_MatAmbient' to 'bar': this is a variable of type TW_TYPE_COLOR3F (3 floats color, alpha is ignored)
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// and is inserted into a group named 'Material'.
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TwAddVarRW(bar, "Ambient", TW_TYPE_COLOR3F, &g_MatAmbient, " group='Material' ");
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// Add 'g_MatDiffuse' to 'bar': this is a variable of type TW_TYPE_COLOR3F (3 floats color, alpha is ignored)
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// and is inserted into group 'Material'.
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TwAddVarRW(bar, "Diffuse", TW_TYPE_COLOR3F, &g_MatDiffuse, " group='Material' ");
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// Add the enum variable 'g_CurrentShape' to 'bar'
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// (before adding an enum variable, its enum type must be declared to AntTweakBar as follow)
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{
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// ShapeEV associates Shape enum values with labels that will be displayed instead of enum values
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TwEnumVal shapeEV[NUM_SHAPES] = { {SHAPE_TEAPOT, "Teapot"}, {SHAPE_TORUS, "Torus"}, {SHAPE_CONE, "Cone"} };
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// Create a type for the enum shapeEV
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TwType shapeType = TwDefineEnum("ShapeType", shapeEV, NUM_SHAPES);
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// add 'g_CurrentShape' to 'bar': this is a variable of type ShapeType. Its key shortcuts are [<] and [>].
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TwAddVarRW(bar, "Shape", shapeType, &g_CurrentShape, " keyIncr='<' keyDecr='>' help='Change object shape.' ");
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}
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// Store time
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g_RotateTime = GetTimeMs();
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// Init rotation
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SetQuaternionFromAxisAngle(axis, angle, g_Rotation);
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SetQuaternionFromAxisAngle(axis, angle, g_RotateStart);
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// Call the GLUT main loop
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glutMainLoop();
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return 0;
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}
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