250 lines
9.0 KiB
C++
250 lines
9.0 KiB
C++
// ---------------------------------------------------------------------------
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//
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// @file TwSimpleSFML.cpp
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// @brief A simple example that uses AntTweakBar with OpenGL and SFML.
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// This example draws moving cubic particles with some
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// interactive control on particles generation.
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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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// SFML: http://www.sfml-dev.org
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//
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// @author Philippe Decaudin
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//
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// ---------------------------------------------------------------------------
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#include <AntTweakBar.h>
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#if defined(_WIN32)
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// MiniSFML16.h is provided to avoid the need of having SFML 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 SFML library SDK.
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# define USE_MINI_SFML
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#endif
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#ifdef USE_MINI_SFML
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# include "../src/MiniSFML16.h"
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#else
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# include <SFML/Graphics.hpp>
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#endif
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#if defined(_WIN32)
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# include <windows.h> // required by gl.h
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#endif
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <list>
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#include <cstdlib>
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#include <cmath>
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// Pseudo-random value between -1 and 1
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float Random()
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{
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return 2.0f * ((float)rand() / RAND_MAX) - 1.0f;
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}
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// Particle randomly initialized
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struct Particle
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{
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float Size;
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float Position[3]; // [px, py, pz]
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float Speed[3]; // [vx, vy, vz]
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float RotationAxis[3]; // [rx, ry, rz]
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float RotationAngle; // in degree
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float RotationSpeed;
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float Color[3]; // [r, g, b]
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float Age;
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Particle(float size, float speedDir[3], float speedNorm, float color[3]) // Constructor
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{
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Size = size * (1.0f + 0.2f * Random());
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Position[0] = Position[1] = Position[2] = 0;
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Speed[0] = speedNorm * (speedDir[0] + 0.1f * Random());
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Speed[1] = speedNorm * (speedDir[1] + 0.1f * Random());
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Speed[2] = speedNorm * (speedDir[2] + 0.1f * Random());
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RotationAxis[0] = Random();
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RotationAxis[1] = Random();
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RotationAxis[2] = Random();
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RotationAngle = 360.0f * Random();
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RotationSpeed = 360.0f * Random();
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Color[0] = color[0] + 0.2f * Random();
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Color[1] = color[1] + 0.2f * Random();
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Color[2] = color[2] + 0.2f * Random();
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Age = 0;
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}
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void Update(float dt) // Apply one animation step
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{
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Position[0] += dt * Speed[0];
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Position[1] += dt * Speed[1];
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Position[2] += dt * Speed[2];
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Speed[1] -= dt * 9.81f; // gravity
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RotationAngle += dt * RotationSpeed;
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Age += dt;
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}
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};
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// Main
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int main()
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{
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// Create main window
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sf::RenderWindow app(sf::VideoMode(800, 600), "AntTweakBar simple example using SFML");
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app.PreserveOpenGLStates(true);
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// Particules
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std::list<Particle> particles;
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std::list<Particle>::iterator p;
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float birthCount = 0;
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float birthRate = 20; // number of particles generated per second
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float maxAge = 3.0f; // particles life time
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float speedDir[3] = {0, 1, 0}; // initial particles speed direction
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float speedNorm = 7.0f; // initial particles speed amplitude
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float size = 0.1f; // particles size
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float color[3] = {0.8f, 0.6f, 0}; // particles color
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float bgColor[3] = {0, 0.6f, 0.6f}; // background color
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// Initialize AntTweakBar
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TwInit(TW_OPENGL, NULL);
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// Tell the window size to AntTweakBar
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TwWindowSize(app.GetWidth(), app.GetHeight());
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// Create a tweak bar
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TwBar *bar = TwNewBar("Particles");
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TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with SFML and OpenGL.' "); // Message added to the help bar.
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// Change bar position
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int barPos[2] = {16, 240};
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TwSetParam(bar, NULL, "position", TW_PARAM_INT32, 2, &barPos);
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// Add 'birthRate' to 'bar': this is a modifiable variable of type TW_TYPE_FLOAT in range [0.1, 100]. Its shortcuts are [+] and [-].
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TwAddVarRW(bar, "Birth rate", TW_TYPE_FLOAT, &birthRate, " min=0.1 max=100 step=0.1 keyIncr='+' keyDecr='-' ");
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// Add 'speedNorm' to 'bar': this is a modifiable variable of type TW_TYPE_FLOAT in range [0.1, 10]. Its shortcuts are [s] and [S].
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TwAddVarRW(bar, "Speed", TW_TYPE_FLOAT, &speedNorm, " min=0.1 max=10 step=0.1 keyIncr='s' keyDecr='S' ");
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// Add 'speedDir' to 'bar': this is a modifiable variable of type TW_TYPE_DIR3F. Just displaying the arrow widget
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TwAddVarRW(bar, "Direction", TW_TYPE_DIR3F, &speedDir, " opened=true showval=false ");
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// Add 'color' to 'bar': this is a modifiable variable of type TW_TYPE_COLOR3F. Switched to HLS
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TwAddVarRW(bar, "Color", TW_TYPE_COLOR3F, &color, " colorMode=hls opened=true ");
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// Add 'bgColor' to 'bar': this is a modifiable variable of type TW_TYPE_COLOR3F. Switched to HLS
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TwAddVarRW(bar, "Background color", TW_TYPE_COLOR3F, &bgColor, " colorMode=hls opened=true ");
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// Initialize OpenGL states
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, (float)app.GetWidth()/app.GetHeight(), 0.1f, 100.f);
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glMatrixMode(GL_MODELVIEW);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_NORMALIZE);
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glEnable(GL_COLOR_MATERIAL);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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// Init time
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sf::Clock clock;
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float time = clock.GetElapsedTime();
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// Main loop
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while (app.IsOpened())
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{
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// Process events
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sf::Event event;
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while (app.GetEvent(event))
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{
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// Send event to AntTweakBar
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int handled = TwEventSFML(&event, 1, 6); // Assume SFML version 1.6 here
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// If event has not been handled by AntTweakBar, process it
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if( !handled )
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{
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// Close or Escape
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if (event.Type == sf::Event::Closed
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|| (event.Type == sf::Event::KeyPressed && event.Key.Code == sf::Key::Escape))
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app.Close();
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// Resize
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if (event.Type == sf::Event::Resized)
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{
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glViewport(0, 0, event.Size.Width, event.Size.Height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, (float)event.Size.Width/event.Size.Height, 1.f, 500.f);
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glMatrixMode(GL_MODELVIEW);
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// TwWindowSize has been called by TwEventSFML,
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// so it is not necessary to call it again here.
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}
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}
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}
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if (!app.IsOpened())
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continue;
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// Update time
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float dt = clock.GetElapsedTime() - time;
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if (dt < 0) dt = 0;
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time += dt;
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// Update particles
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p = particles.begin();
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while (p != particles.end())
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{
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p->Update(dt);
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if (p->Age >= maxAge)
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p = particles.erase(p); // Die!
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else
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++p;
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}
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// Generate new particles
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birthCount += dt * birthRate;
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while (birthCount >= 1.0f)
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{
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particles.push_back(Particle(size, speedDir, speedNorm, color));
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birthCount--;
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}
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// Clear depth buffer
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glClearColor(bgColor[0], bgColor[1], bgColor[2], 1);
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// Draw particles
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for (p = particles.begin(); p != particles.end(); ++p)
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{
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glColor4fv(p->Color);
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glLoadIdentity();
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glTranslatef(0.0f, -1.0f, -3.0f); // Camera position
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glTranslatef(p->Position[0], p->Position[1], p->Position[2]);
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glScalef(p->Size, p->Size, p->Size);
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glRotatef(p->RotationAngle, p->RotationAxis[0], p->RotationAxis[1], p->RotationAxis[2]);
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// Draw a cube
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glBegin(GL_QUADS);
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glNormal3f(0,0,-1); glVertex3f(0,0,0); glVertex3f(0,1,0); glVertex3f(1,1,0); glVertex3f(1,0,0); // front face
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glNormal3f(0,0,+1); glVertex3f(0,0,1); glVertex3f(1,0,1); glVertex3f(1,1,1); glVertex3f(0,1,1); // back face
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glNormal3f(-1,0,0); glVertex3f(0,0,0); glVertex3f(0,0,1); glVertex3f(0,1,1); glVertex3f(0,1,0); // left face
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glNormal3f(+1,0,0); glVertex3f(1,0,0); glVertex3f(1,1,0); glVertex3f(1,1,1); glVertex3f(1,0,1); // right face
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glNormal3f(0,-1,0); glVertex3f(0,0,0); glVertex3f(1,0,0); glVertex3f(1,0,1); glVertex3f(0,0,1); // bottom face
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glNormal3f(0,+1,0); glVertex3f(0,1,0); glVertex3f(0,1,1); glVertex3f(1,1,1); glVertex3f(1,1,0); // top face
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glEnd();
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}
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TwDraw();
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// Finally, display the rendered frame on screen
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app.Display();
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}
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// Un-initialize AntTweakBar
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TwTerminate();
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return EXIT_SUCCESS;
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}
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