glut_template.h
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/* Don't change this file. Make a copy in your project and change parameters as necessary. */
#ifndef GLUT_TEMPLATE_H
#define GLUT_TEMPLATE_H
#include <stim/visualization/camera.h>
#include <GL/glut.h>
struct glut_template_struct {
float theta_scale = 0.01f;
float phi_scale = 0.01f;
float zoom_scale = 0.1f;
stim::camera cam; //create a camera object
int mx, my; //mouse coordinates in the window space
float d = 1.5; //initial distance between the camera and the sphere
bool rotate_zoom = true; //sets the current camera mode (rotation = true, zoom = false)
bool axis = false; //render the z-axis (set via a command line flag)
} gt;
//render the XYZ axes
void render_axes() {
glDisable(GL_TEXTURE_2D); //turn off texture mapping
glBegin(GL_LINES);
glColor3f(1.0f, 0.0f, 0.0f); //set the color to RED and render X
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(100.0, 0.0, 0.0);
glColor3f(0.0f, 1.0f, 0.0f); //set the color to RED and render X
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 100.0, 0.0);
glColor3f(0.0f, 0.0f, 1.0f); //set the color to RED and render X
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 100.0);
glEnd();
}
//display function executed to update every frame
void glut_display() {
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); //clear the screen
glMatrixMode(GL_PROJECTION); //put the projection matrix on the stack
glLoadIdentity(); //set it to the identity matrix
gluPerspective(gt.cam.getFOV(), 1, 0.001, 1000000); //set up a perspective projection
glMatrixMode(GL_MODELVIEW); //load the model view matrix to the stack
glLoadIdentity(); //set it to the identity matrix
stim::vec3<float> p = gt.cam.getPosition(); //get the camera parameters
stim::vec3<float> u = gt.cam.getUp();
stim::vec3<float> d = gt.cam.getDirection();
gluLookAt(p[0], p[1], p[2], d[0], d[1], d[2], u[0], u[1], u[2]); //specify the camera parameters to OpenGL
render_axes(); //render the axes if the user requests them
glutSwapBuffers(); //swap in the back buffer (double-buffering is used to prevent tearing)
}
//process mouse press events
void glut_mouse_press(int button, int state, int x, int y) {
if (button == GLUT_LEFT_BUTTON) //set the camera motion mode based on the mouse button pressed
gt.rotate_zoom = true;
else if (button == GLUT_RIGHT_BUTTON)
gt.rotate_zoom = false;
if (state == GLUT_DOWN) { //if the mouse is pressed
gt.mx = x; gt.my = y; //set the current mouse position
}
}
//process mouse drags to update the camera
void glut_mouse_drag(int x, int y) {
if (gt.rotate_zoom == true) { //if the camera is in rotation mode, rotate
float theta = gt.theta_scale * (gt.mx - x);
float phi = -gt.phi_scale * (gt.my - y);
gt.cam.OrbitFocus(theta, phi); //if the mouse is dragged
}
else { //otherwize zoom
gt.cam.Push(gt.zoom_scale*(gt.my - y));
}
gt.mx = x; gt.my = y; //update the mouse position
glutPostRedisplay();
}
void glut_init(int argc, char* argv[]) {
glutInit(&argc, argv); //initialize GLUT
glutInitWindowSize(500, 500); //set the size of the GLUT window
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGBA | GLUT_DOUBLE);
glutCreateWindow("3D Tensor Visualization"); //create the GLUT window (and an OpenGL context)
glutDisplayFunc(glut_display); //set the display function (which will be called repeatedly by glutMainLoop)
glutMouseFunc(glut_mouse_press); //set the mouse press function (called when a mouse button is pressed)
glutMotionFunc(glut_mouse_drag); //set the mouse motion function (which will be called any time the mouse is dragged)
glClearColor(1.0f, 1.0f, 1.0f, 1.0f); //set the clear color to white
gt.cam.setPosition(gt.d, gt.d, gt.d); //initialize the camera
gt.cam.LookAt(0, 0, 0, 0, 1, 1);
gt.cam.setFOV(40);
glutMainLoop(); //enter the main loop
}
#endif