Files
game-physics/AntTweakBar/examples/TwAdvanced1.cpp
2017-10-11 15:01:05 +02:00

738 lines
29 KiB
C++

// ---------------------------------------------------------------------------
//
// @file TwAdvanced1.cpp
// @brief An example showing many features of AntTweakBar,
// including variable accessed by callbacks and
// the definition of a custom structure type.
// It also uses OpenGL and GLFW windowing system
// but could be easily adapted to other frameworks.
//
// AntTweakBar: http://anttweakbar.sourceforge.net/doc
// OpenGL: http://www.opengl.org
// GLFW: http://www.glfw.org
//
//
// This example draws a simple scene that can be re-tesselated
// interactively, and illuminated dynamically by an adjustable
// number of moving lights.
//
//
// @author Philippe Decaudin
// @date 2006/05/20
//
// ---------------------------------------------------------------------------
#include <AntTweakBar.h>
#define GLFW_DLL // use GLFW as a dynamically linked library
#include "glfw.h"
#include <cmath>
#include <iostream>
#include <cstdlib>
#include <cstdio>
#if !defined(_WIN32) && !defined(_WIN64)
# define _snprintf snprintf
#endif
const float FLOAT_2PI = 6.283185307f; // 2*PI
// Light structure: embeds light parameters
struct Light
{
bool Active; // light On or Off
float Pos[4]; // light position (in homogeneous coordinates, ie. Pos[4]=1)
float Color[4]; // light color (no alpha, ie. Color[4]=1)
float Radius; // radius of the light influence area
float Dist0, Angle0, Height0, Speed0; // light initial cylindrical coordinates and speed
char Name[4]; // light short name (will be named "1", "2", "3",...)
enum AnimMode { ANIM_FIXED, ANIM_BOUNCE, ANIM_ROTATE, ANIM_COMBINED };
AnimMode Animation; // light animation mode
};
// Class that describes the scene and its methods
class Scene
{
public:
bool Wireframe; // draw scene in wireframe or filled
int Subdiv; // number of subdivisions used to tessellate the scene
int NumLights; // number of dynamic lights
float BgColor0[3], BgColor1[3]; // top and bottom background colors
float Ambient; // scene ambient factor
float Reflection; // ground plane reflection factor (0=no reflection, 1=full reflection)
double RotYAngle; // rotation angle of the scene around its Y axis (in degree)
enum RotMode { ROT_OFF, ROT_CW, ROT_CCW };
RotMode Rotation; // scene rotation mode (off, clockwise, counter-clockwise)
Scene(); // constructor
~Scene(); // destructor
void Init(bool changeLightPos); // (re)initialize the scene
void Draw() const; // draw scene
void Update(double time); // move lights
private:
void CreateBar(); // create a tweak bar for lights
// Some drawing subroutines
void DrawSubdivPlaneY(float xMin, float xMax, float y, float zMin, float zMax, int xSubdiv, int zSubdiv) const;
void DrawSubdivCylinderY(float xCenter, float yBottom, float zCenter, float height, float radiusBottom, float radiusTop, int sideSubdiv, int ySubdiv) const;
void DrawSubdivHaloZ(float x, float y, float z, float radius, int subdiv) const;
void DrawHalos(bool reflected) const;
GLuint objList, groundList, haloList; // OpenGL display list IDs
int maxLights; // maximum number of dynamic lights allowed by the graphic card
Light * lights; // array of lights
TwBar * lightsBar; // pointer to the tweak bar for lights created by CreateBar()
};
// Constructor
Scene::Scene()
{
// Set scene members.
// The scene will be created by Scene::Init( )
Wireframe = false;
Subdiv = 20;
NumLights = 0;
BgColor0[0] = 0.9f;
BgColor0[1] = 0.0f;
BgColor0[2] = 0.0f;
BgColor1[0] = 0.3f;
BgColor1[1] = 0.0f;
BgColor1[2] = 0.0f;
Ambient = 0.2f;
Reflection = 0.5f;
RotYAngle = 0;
Rotation = ROT_CCW;
objList = 0;
groundList = 0;
haloList = 0;
maxLights = 0;
lights = NULL;
lightsBar = NULL;
}
// Destructor
Scene::~Scene()
{
// delete all lights
if( lights )
delete[] lights;
}
// Create the scene, and (re)initialize lights if changeLights is true
void Scene::Init(bool changeLights)
{
// Get the max number of lights allowed by the graphic card
glGetIntegerv(GL_MAX_LIGHTS, &maxLights);
if( maxLights>16 )
maxLights = 16;
// Create the lights array
if( lights==NULL && maxLights>0 )
{
lights = new Light[maxLights];
NumLights = 3; // default number of lights
if( NumLights>maxLights )
NumLights = maxLights;
changeLights = true; // force lights initialization
// Create a tweak bar for lights
CreateBar();
}
// (Re)initialize lights if needed (uses random values)
if( changeLights )
for(int i=0; i<maxLights; ++i)
{
lights[i].Dist0 = 0.5f*(float)rand()/RAND_MAX + 0.55f;
lights[i].Angle0 = FLOAT_2PI*((float)rand()/RAND_MAX);
lights[i].Height0 = FLOAT_2PI*(float)rand()/RAND_MAX;
lights[i].Speed0 = 4.0f*(float)rand()/RAND_MAX - 2.0f;
lights[i].Animation = (Light::AnimMode)(Light::ANIM_BOUNCE + (rand()%3));
lights[i].Radius = (float)rand()/RAND_MAX+0.05f;
lights[i].Color[0] = (float)rand()/RAND_MAX;
lights[i].Color[1] = (float)rand()/RAND_MAX;
lights[i].Color[2] = (lights[i].Color[0]>lights[i].Color[1]) ? 1.0f-lights[i].Color[1] : 1.0f-lights[i].Color[0];
lights[i].Color[3] = 1;
lights[i].Active = true;
}
// Initialize some OpenGL states
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
// Create objects display list using the current Subdiv parameter to control the tesselation
if( objList>0 )
glDeleteLists(objList, 1); // delete previously created display list
objList = glGenLists(1);
glNewList(objList, GL_COMPILE);
DrawSubdivCylinderY(-0.9f, 0, -0.9f, 1.4f, 0.15f, 0.12f, Subdiv/2+8, Subdiv);
DrawSubdivCylinderY(+0.9f, 0, -0.9f, 1.4f, 0.15f, 0.12f, Subdiv/2+8, Subdiv);
DrawSubdivCylinderY(+0.9f, 0, +0.9f, 1.4f, 0.15f, 0.12f, Subdiv/2+8, Subdiv);
DrawSubdivCylinderY(-0.9f, 0, +0.9f, 1.4f, 0.15f, 0.12f, Subdiv/2+8, Subdiv);
DrawSubdivCylinderY(0, 0, 0, 0.4f, 0.5f, 0.3f, Subdiv+16, Subdiv/8+1);
DrawSubdivCylinderY(0, 0.4f, 0, 0.05f, 0.3f, 0.0f, Subdiv+16, Subdiv/16+1);
glEndList();
// Create ground display list
if( groundList>0 )
glDeleteLists(groundList, 1); // delete previously created display list
groundList = glGenLists(1);
glNewList(groundList, GL_COMPILE);
DrawSubdivPlaneY(-1.2f, 1.2f, 0, -1.2f, 1.2f, (3*Subdiv)/2, (3*Subdiv)/2);
glEndList();
// Create display list to draw light halos
if( haloList>0 )
glDeleteLists(haloList, 1); // delete previously created display list
haloList = glGenLists(1);
glNewList(haloList, GL_COMPILE);
DrawSubdivHaloZ(0, 0, 0, 1, 32);
glEndList();
}
// Callback function associated to the 'Change lights' button of the lights tweak bar.
void TW_CALL ReinitCB(void *clientData)
{
Scene *scene = static_cast<Scene *>(clientData); // scene pointer is stored in clientData
scene->Init(true); // re-initialize the scene
}
// Create a tweak bar for lights.
// New enum type and struct type are defined and used by this bar.
void Scene::CreateBar()
{
// Create a new tweak bar and change its label, position and transparency
lightsBar = TwNewBar("Lights");
TwDefine(" Lights label='Lights TweakBar' position='580 16' alpha=0 help='Use this bar to edit the lights in the scene.' ");
// Add a variable of type int to control the number of lights
TwAddVarRW(lightsBar, "NumLights", TW_TYPE_INT32, &NumLights,
" label='Number of lights' keyIncr=l keyDecr=L help='Changes the number of lights in the scene.' ");
// Set the NumLights min value (=0) and max value (depends on the user graphic card)
int zero = 0;
TwSetParam(lightsBar, "NumLights", "min", TW_PARAM_INT32, 1, &zero);
TwSetParam(lightsBar, "NumLights", "max", TW_PARAM_INT32, 1, &maxLights);
// Note, TwDefine could also have been used for that pupose like this:
// char def[256];
// _snprintf(def, 255, "Lights/NumLights min=0 max=%d", maxLights);
// TwDefine(def); // min and max are defined using a definition string
// Add a button to re-initialize the lights; this button calls the ReinitCB callback function
TwAddButton(lightsBar, "Reinit", ReinitCB, this,
" label='Change lights' key=c help='Random changes of lights parameters.' ");
// Define a new enum type for the tweak bar
TwEnumVal modeEV[] = // array used to describe the Scene::AnimMode enum values
{
{ Light::ANIM_FIXED, "Fixed" },
{ Light::ANIM_BOUNCE, "Bounce" },
{ Light::ANIM_ROTATE, "Rotate" },
{ Light::ANIM_COMBINED, "Combined" }
};
TwType modeType = TwDefineEnum("Mode", modeEV, 4); // create a new TwType associated to the enum defined by the modeEV array
// Define a new struct type: light variables are embedded in this structure
TwStructMember lightMembers[] = // array used to describe tweakable variables of the Light structure
{
{ "Active", TW_TYPE_BOOLCPP, offsetof(Light, Active), " help='Enable/disable the light.' " }, // Light::Active is a C++ boolean value
{ "Color", TW_TYPE_COLOR4F, offsetof(Light, Color), " noalpha help='Light color.' " }, // Light::Color is represented by 4 floats, but alpha channel should be ignored
{ "Radius", TW_TYPE_FLOAT, offsetof(Light, Radius), " min=0 max=4 step=0.02 help='Light radius.' " },
{ "Animation", modeType, offsetof(Light, Animation), " help='Change the animation mode.' " }, // use the enum 'modeType' created before to tweak the Light::Animation variable
{ "Speed", TW_TYPE_FLOAT, offsetof(Light, Speed0), " readonly=true help='Light moving speed.' " } // Light::Speed is made read-only
};
TwType lightType = TwDefineStruct("Light", lightMembers, 5, sizeof(Light), NULL, NULL); // create a new TwType associated to the struct defined by the lightMembers array
// Use the newly created 'lightType' to add variables associated with lights
for(int i=0; i<maxLights; ++i) // Add 'maxLights' variables of type lightType;
{ // unused lights variables (over NumLights) will hidden by Scene::Update( )
_snprintf(lights[i].Name, sizeof(lights[i].Name), "%d", i+1); // Create a name for each light ("1", "2", "3",...)
TwAddVarRW(lightsBar, lights[i].Name, lightType, &lights[i], " group='Edit lights' "); // Add a lightType variable and group it into the 'Edit lights' group
// Set 'label' and 'help' parameters of the light
char paramValue[64];
_snprintf(paramValue, sizeof(paramValue), "Light #%d", i+1);
TwSetParam(lightsBar, lights[i].Name, "label", TW_PARAM_CSTRING, 1, paramValue); // Set label
_snprintf(paramValue, sizeof(paramValue), "Parameters of the light #%d", i+1);
TwSetParam(lightsBar, lights[i].Name, "help", TW_PARAM_CSTRING, 1, paramValue); // Set help
// Note, parameters could also have been set using the define string of TwAddVarRW like this:
// char def[256];
// _snprintf(def, sizeof(def), "group='Edit lights' label='Light #%d' help='Parameters of the light #%d' ", i+1, i+1);
// TwAddVarRW(lightsBar, lights[i].Name, lightType, &lights[i], def); // Add a lightType variable, group it into the 'Edit lights' group, and name it 'Light #n'
}
}
// Move lights
void Scene::Update(double time)
{
float horizSpeed, vertSpeed;
for(int i=0; i<NumLights; ++i)
{
// Change light position according to its current animation mode
if( lights[i].Animation==Light::ANIM_ROTATE || lights[i].Animation==Light::ANIM_COMBINED )
horizSpeed = lights[i].Speed0;
else
horizSpeed = 0;
if( lights[i].Animation==Light::ANIM_BOUNCE || lights[i].Animation==Light::ANIM_COMBINED )
vertSpeed = 1;
else
vertSpeed = 0;
lights[i].Pos[0] = lights[i].Dist0 * (float)cos(horizSpeed*time + lights[i].Angle0);
lights[i].Pos[1] = (float)fabs(cos(vertSpeed*time + lights[i].Height0));
lights[i].Pos[2] = lights[i].Dist0 * (float)sin(horizSpeed*time + lights[i].Angle0);
lights[i].Pos[3] = 1;
}
}
// Activate OpenGL lights; hide unused lights in the Lights tweak bar;
// and draw the scene. The scene is reflected by the ground plane, so it is
// drawn two times: first reflected, and second normal (unreflected).
void Scene::Draw() const
{
// Rotate the scene
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotated(RotYAngle, 0, 1, 0);
// Hide/active lights
int i, lightVisible;
for(i=0; i<maxLights; ++i)
{
if( i<NumLights )
{
// Lights under NumLights are shown in the Lights tweak bar
lightVisible = 1;
// Tell OpenGL to enable or disable the light
if( lights[i].Active )
glEnable(GL_LIGHT0+i);
else
glDisable(GL_LIGHT0+i);
// Update OpenGL light parameters (for the reflected scene)
float reflectPos[4] = { lights[i].Pos[0], -lights[i].Pos[1], lights[i].Pos[2], lights[i].Pos[3] };
glLightfv(GL_LIGHT0+i, GL_POSITION, reflectPos);
glLightfv(GL_LIGHT0+i, GL_DIFFUSE, lights[i].Color);
glLightf(GL_LIGHT0+i, GL_CONSTANT_ATTENUATION, 1);
glLightf(GL_LIGHT0+i, GL_LINEAR_ATTENUATION, 0);
glLightf(GL_LIGHT0+i, GL_QUADRATIC_ATTENUATION, 1.0f/(lights[i].Radius*lights[i].Radius));
}
else
{
// Lights over NumLights are hidden in the Lights tweak bar
lightVisible = 0;
// Disable the OpenGL light
glDisable(GL_LIGHT0+i);
}
// Show or hide the light variable in the Lights tweak bar
TwSetParam(lightsBar, lights[i].Name, "visible", TW_PARAM_INT32, 1, &lightVisible);
}
// Set global ambient and clear screen and depth buffer
float ambient[4] = { Ambient*(BgColor0[0]+BgColor1[0])/2, Ambient*(BgColor0[1]+BgColor1[1])/2,
Ambient*(BgColor0[2]+BgColor1[2])/2, 1 };
glClearColor(ambient[0], ambient[1], ambient[2], 1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
// Draw the reflected scene
glPolygonMode(GL_FRONT_AND_BACK, (Wireframe ? GL_LINE : GL_FILL));
glCullFace(GL_FRONT);
glPushMatrix();
glScalef(1, -1, 1);
glColor3f(1, 1, 1);
glCallList(objList);
DrawHalos(true);
glPopMatrix();
glCullFace(GL_BACK);
// clear depth buffer again
glClear(GL_DEPTH_BUFFER_BIT);
// Draw the ground plane (using the Reflection parameter as transparency)
glColor4f(1, 1, 1, 1.0f-Reflection);
glCallList(groundList);
// Draw the gradient background (requires to switch to screen-space normalized coordinates)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
glColor3f(BgColor0[0], BgColor0[1], BgColor0[2]);
glVertex3f(-1, -1, 0.9f);
glVertex3f(1, -1, 0.9f);
glColor3f(BgColor1[0], BgColor1[1], BgColor1[2]);
glVertex3f(1, 1, 0.9f);
glVertex3f(-1, 1, 0.9f);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_LIGHTING);
// Update light positions for unreflected scene
for(i=0; i<NumLights; ++i)
glLightfv(GL_LIGHT0+i, GL_POSITION, lights[i].Pos);
// Draw the unreflected scene
glPolygonMode(GL_FRONT_AND_BACK, (Wireframe ? GL_LINE : GL_FILL));
glColor3f(1, 1, 1);
glCallList(objList);
DrawHalos(false);
}
// Subroutine used to draw halos around light positions
void Scene::DrawHalos(bool reflected) const
{
//glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glDepthMask(GL_FALSE);
float prevAmbient[4];
glGetFloatv(GL_LIGHT_MODEL_AMBIENT, prevAmbient);
glPushMatrix();
glLoadIdentity();
if( reflected )
glScalef(1, -1 ,1);
float black[4] = {0, 0, 0, 1};
float cr = (float)cos(FLOAT_2PI*RotYAngle/360.0f);
float sr = (float)sin(FLOAT_2PI*RotYAngle/360.0f);
for(int i=0; i<NumLights; ++i)
{
if( lights[i].Active )
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lights[i].Color);
else
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
glPushMatrix();
glTranslatef(cr*lights[i].Pos[0]+sr*lights[i].Pos[2], lights[i].Pos[1], -sr*lights[i].Pos[0]+cr*lights[i].Pos[2]);
//glScalef(0.5f*lights[i].Radius, 0.5f*lights[i].Radius, 1);
glScalef(0.05f, 0.05f, 1);
glCallList(haloList);
glPopMatrix();
}
glPopMatrix();
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, prevAmbient);
glDepthMask(GL_TRUE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// Subroutine used to build the ground plane display list (mesh subdivision is adjustable)
void Scene::DrawSubdivPlaneY(float xMin, float xMax, float y, float zMin, float zMax, int xSubdiv, int zSubdiv) const
{
const float FLOAT_EPS = 1.0e-5f;
float dx = (xMax-xMin)/xSubdiv;
float dz = (zMax-zMin)/zSubdiv;
glBegin(GL_QUADS);
glNormal3f(0, -1, 0);
for( float z=zMin; z<zMax-FLOAT_EPS; z+=dz )
for( float x=xMin; x<xMax-FLOAT_EPS; x+=dx )
{
glVertex3f(x, y, z);
glVertex3f(x, y, z+dz);
glVertex3f(x+dx, y, z+dz);
glVertex3f(x+dx, y, z);
}
glEnd();
}
// Subroutine used to build objects display list (mesh subdivision is adjustable)
void Scene::DrawSubdivCylinderY(float xCenter, float yBottom, float zCenter, float height, float radiusBottom, float radiusTop, int sideSubdiv, int ySubdiv) const
{
float h0, h1, y0, y1, r0, r1, a0, a1, cosa0, sina0, cosa1, sina1;
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
for( int j=0; j<ySubdiv; ++j )
for( int i=0; i<sideSubdiv; ++i )
{
h0 = (float)j/ySubdiv;
h1 = (float)(j+1)/ySubdiv;
y0 = yBottom + h0*height;
y1 = yBottom + h1*height;
r0 = radiusBottom + h0*(radiusTop-radiusBottom);
r1 = radiusBottom + h1*(radiusTop-radiusBottom);
a0 = FLOAT_2PI*(float)i/sideSubdiv;
a1 = FLOAT_2PI*(float)(i+1)/sideSubdiv;
cosa0 = (float)cos(a0);
sina0 = (float)sin(a0);
cosa1 = (float)cos(a1);
sina1 = (float)sin(a1);
glNormal3f(cosa0, 0, sina0);
glVertex3f(xCenter+r0*cosa0, y0, zCenter+r0*sina0);
glNormal3f(cosa0, 0, sina0);
glVertex3f(xCenter+r1*cosa0, y1, zCenter+r1*sina0);
glNormal3f(cosa1, 0, sina1);
glVertex3f(xCenter+r1*cosa1, y1, zCenter+r1*sina1);
glNormal3f(cosa1, 0, sina1);
glVertex3f(xCenter+r0*cosa1, y0, zCenter+r0*sina1);
}
glEnd();
}
// Subroutine used to build halo display list
void Scene::DrawSubdivHaloZ(float x, float y, float z, float radius, int subdiv) const
{
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, 0, 0);
glColor4f(1, 1, 1, 1);
glVertex3f(x, y, z);
for( int i=0; i<=subdiv; ++i )
{
glColor4f(1, 1, 1, 0);
glVertex3f(x+radius*(float)cos(FLOAT_2PI*(float)i/subdiv), x+radius*(float)sin(FLOAT_2PI*(float)i/subdiv), z);
}
glEnd();
}
// Callback function called by GLFW when a mouse button is clicked
void GLFWCALL OnMouseButton(int glfwButton, int glfwAction)
{
if( !TwEventMouseButtonGLFW(glfwButton, glfwAction) ) // Send event to AntTweakBar
{
// Event has not been handled by AntTweakBar
// Do something if needed.
}
}
// Callback function called by GLFW when mouse has moved
void GLFWCALL OnMousePos(int mouseX, int mouseY)
{
if( !TwEventMousePosGLFW(mouseX, mouseY) ) // Send event to AntTweakBar
{
// Event has not been handled by AntTweakBar
// Do something if needed.
}
}
// Callback function called by GLFW on mouse wheel event
void GLFWCALL OnMouseWheel(int pos)
{
if( !TwEventMouseWheelGLFW(pos) ) // Send event to AntTweakBar
{
// Event has not been handled by AntTweakBar
// Do something if needed.
}
}
// Callback function called by GLFW on key event
void GLFWCALL OnKey(int glfwKey, int glfwAction)
{
if( !TwEventKeyGLFW(glfwKey, glfwAction) ) // Send event to AntTweakBar
{
if( glfwKey==GLFW_KEY_ESC && glfwAction==GLFW_PRESS ) // Want to quit?
glfwCloseWindow();
else
{
// Event has not been handled
// Do something if needed.
}
}
}
// Callback function called by GLFW on char event
void GLFWCALL OnChar(int glfwChar, int glfwAction)
{
if( !TwEventCharGLFW(glfwChar, glfwAction) ) // Send event to AntTweakBar
{
// Event has not been handled by AntTweakBar
// Do something if needed.
}
}
// Callback function called by GLFW when window size changes
void GLFWCALL OnWindowSize(int width, int height)
{
// Set OpenGL viewport and camera
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, (double)width/height, 1, 10);
gluLookAt(-0.3,1,3.5, -0.3,0,0, 0,1,0);
glTranslated(0, -0.3, 0);
// Send the new window size to AntTweakBar
TwWindowSize(width, height);
}
// Callback function called when the 'Subdiv' variable value of the main tweak bar has changed.
void TW_CALL SetSubdivCB(const void *value, void *clientData)
{
Scene *scene = static_cast<Scene *>(clientData); // scene pointer is stored in clientData
scene->Subdiv = *static_cast<const int *>(value); // copy value to scene->Subdiv
scene->Init(false); // re-init scene with the new Subdiv parameter
}
// Callback function called by the main tweak bar to get the 'Subdiv' value
void TW_CALL GetSubdivCB(void *value, void *clientData)
{
Scene *scene = static_cast<Scene *>(clientData); // scene pointer is stored in clientData
*static_cast<int *>(value) = scene->Subdiv; // copy scene->Subdiv to value
}
// Main function
int main()
{
// Initialize GLFW
if( !glfwInit() )
{
// A fatal error occurred
std::cerr << "GLFW initialization failed" << std::endl;
return 1;
}
// Create a window
GLFWvidmode mode;
glfwGetDesktopMode(&mode);
if( !glfwOpenWindow(800, 600, mode.RedBits, mode.GreenBits, mode.BlueBits, 0, 16, 0, GLFW_WINDOW /* or GLFW_FULLSCREEN */) )
{
// A fatal error occurred
std::cerr << "Cannot open GLFW window" << std::endl;
glfwTerminate();
return 1;
}
glfwSwapInterval(0);
glfwEnable(GLFW_MOUSE_CURSOR);
glfwEnable(GLFW_KEY_REPEAT);
const char title[] = "AntTweakBar example: TwAdvanced1";
glfwSetWindowTitle(title);
// Set GLFW event callbacks
glfwSetWindowSizeCallback(OnWindowSize);
glfwSetMouseButtonCallback(OnMouseButton);
glfwSetMousePosCallback(OnMousePos);
glfwSetMouseWheelCallback(OnMouseWheel);
glfwSetKeyCallback(OnKey);
glfwSetCharCallback(OnChar);
// Initialize AntTweakBar
TwInit(TW_OPENGL, NULL);
// Change the font size, and add a global message to the Help bar.
TwDefine(" GLOBAL fontSize=3 help='This example illustrates the definition of custom structure type as well as many other features.' ");
// Initialize the 3D scene
Scene scene;
scene.Init(true);
// Create a tweak bar called 'Main' and change its refresh rate, position, size and transparency
TwBar *mainBar = TwNewBar("Main");
TwDefine(" Main label='Main TweakBar' refresh=0.5 position='16 16' size='260 320' alpha=0");
// Add some variables to the Main tweak bar
TwAddVarRW(mainBar, "Wireframe", TW_TYPE_BOOLCPP, &scene.Wireframe,
" group='Display' key=w help='Toggle wireframe display mode.' "); // 'Wireframe' is put in the group 'Display' (which is then created)
TwAddVarRW(mainBar, "BgTop", TW_TYPE_COLOR3F, &scene.BgColor1,
" group='Background' help='Change the top background color.' "); // 'BgTop' and 'BgBottom' are put in the group 'Background' (which is then created)
TwAddVarRW(mainBar, "BgBottom", TW_TYPE_COLOR3F, &scene.BgColor0,
" group='Background' help='Change the bottom background color.' ");
TwDefine(" Main/Background group='Display' "); // The group 'Background' of bar 'Main' is put in the group 'Display'
TwAddVarCB(mainBar, "Subdiv", TW_TYPE_INT32, SetSubdivCB, GetSubdivCB, &scene,
" group='Scene' label='Meshes subdivision' min=1 max=50 keyincr=s keyDecr=S help='Subdivide the meshes more or less (switch to wireframe to see the effect).' ");
TwAddVarRW(mainBar, "Ambient", TW_TYPE_FLOAT, &scene.Ambient,
" label='Ambient factor' group='Scene' min=0 max=1 step=0.001 keyIncr=a keyDecr=A help='Change scene ambient.' ");
TwAddVarRW(mainBar, "Reflection", TW_TYPE_FLOAT, &scene.Reflection,
" label='Reflection factor' group='Scene' min=0 max=1 step=0.001 keyIncr=r keyDecr=R help='Change ground reflection.' ");
// Create a new TwType called rotationType associated with the Scene::RotMode enum, and use it
TwEnumVal rotationEV[] = { { Scene::ROT_OFF, "Stopped"},
{ Scene::ROT_CW, "Clockwise" },
{ Scene::ROT_CCW, "Counter-clockwise" } };
TwType rotationType = TwDefineEnum( "Rotation Mode", rotationEV, 3 );
TwAddVarRW(mainBar, "Rotation", rotationType, &scene.Rotation,
" group='Scene' keyIncr=Backspace keyDecr=SHIFT+Backspace help='Stop or change the rotation mode.' ");
// Add a read-only float variable; its precision is 0 which means that the fractionnal part of the float value will not be displayed
TwAddVarRO(mainBar, "RotYAngle", TW_TYPE_DOUBLE, &scene.RotYAngle,
" group='Scene' label='Rot angle (degree)' precision=0 help='Animated rotation angle' ");
// Initialize time
double time = glfwGetTime(), dt = 0; // Current time and elapsed time
double frameDTime = 0, frameCount = 0, fps = 0; // Framerate
// Main loop (repeated while window is not closed)
while( glfwGetWindowParam(GLFW_OPENED) )
{
// Get elapsed time
dt = glfwGetTime() - time;
if (dt < 0) dt = 0;
time += dt;
// Rotate scene
if( scene.Rotation==Scene::ROT_CW )
scene.RotYAngle -= 5.0*dt;
else if( scene.Rotation==Scene::ROT_CCW )
scene.RotYAngle += 5.0*dt;
// Move lights
scene.Update(time);
// Draw scene
scene.Draw();
// Draw tweak bars
TwDraw();
// Present frame buffer
glfwSwapBuffers();
// Estimate framerate
frameCount++;
frameDTime += dt;
if( frameDTime>1.0 )
{
fps = frameCount/frameDTime;
char newTitle[128];
_snprintf(newTitle, sizeof(newTitle), "%s (%.1f fps)", title, fps);
//glfwSetWindowTitle(newTitle); // uncomment to display framerate
frameCount = frameDTime = 0;
}
}
// Terminate AntTweakBar and GLFW
TwTerminate();
glfwTerminate();
return 0;
}