2018-11-26 16:58:30 +00:00
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// This source code is property of the Computer Graphics and Visualization
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// chair of the TU Dresden. Do not distribute!
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2018-09-06 12:35:43 +00:00
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// Copyright (C) CGV TU Dresden - All Rights Reserved
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#pragma once
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#include <gui/AbstractViewer.h>
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class Viewer : public nse::gui::AbstractViewer
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{
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2018-11-26 16:58:30 +00:00
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public:
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2018-09-06 12:35:43 +00:00
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Viewer();
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void drawContents();
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2018-11-26 16:58:30 +00:00
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private:
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2018-09-06 12:35:43 +00:00
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void SetupGUI();
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Eigen::Matrix4f modelViewMatrix, projectionMatrix;
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//GUI Elements for the various options
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2018-11-26 16:58:30 +00:00
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nanogui::CheckBox *chkHasFaceCulling; //Shall back face culling be activated?
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nanogui::CheckBox *chkHasDepthTesting; //Shall depth testing be activated?
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2018-09-06 12:35:43 +00:00
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2018-11-26 16:58:30 +00:00
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nanogui::Slider *sldJuliaCX; //Seed for the Julia fractal
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nanogui::Slider *sldJuliaCY;
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nanogui::Slider *sldJuliaZoom; //Zoom factor for the Julia fractal
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2018-09-06 12:35:43 +00:00
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2018-11-26 16:58:30 +00:00
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nanogui::Slider *point1X;
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nanogui::Slider *point1Y;
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nanogui::Slider *point2X;
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nanogui::Slider *point2Y;
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nanogui::Slider *point3X;
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nanogui::Slider *point3Y;
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2018-10-21 14:18:27 +00:00
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2018-09-06 12:35:43 +00:00
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// The following variables hold OpenGL object IDs
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2018-11-26 16:58:30 +00:00
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GLuint vertex_shader_id, // ID of the vertex shader
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fragment_shader_id, // ID of the fragment shader
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program_id, // ID of the shader program
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vertex_array_id, // ID of the vertex array
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position_buffer_id, // ID of the position buffer
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color_buffer_id, // ID of the color buffer
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2018-09-06 12:35:43 +00:00
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uv_map_buffer_id; // ID of the uv_map
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2018-10-17 11:00:47 +00:00
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GLint view_uniform_id;
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GLint proj_uniform_id;
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2018-10-17 14:39:10 +00:00
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GLint julia_m_id;
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GLint julia_c_id;
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2018-10-17 11:00:47 +00:00
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2018-10-21 14:18:27 +00:00
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GLint julia_pos_id;
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2018-11-26 16:58:30 +00:00
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// Read, Compile and link the shader codes to a shader program
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2018-09-06 12:35:43 +00:00
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void CreateShaders();
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// Create and define the vertex array and add a number of vertex buffers
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void CreateVertexBuffers();
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};
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