mirror of
https://github.com/allemangD/toddcox-visualize.git
synced 2025-11-10 12:02:47 -05:00
Introduce nanogui
This commit is contained in:
4
.gitmodules
vendored
4
.gitmodules
vendored
@@ -10,3 +10,7 @@
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[submodule "vendor/cgl"]
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path = vendor/cgl
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url = git://github.com/allemangD/cgl.git
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[submodule "vendor/nanogui"]
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path = vendor/nanogui
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url = https://github.com/allemangD/nanogui
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branch = master
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@@ -7,7 +7,9 @@ add_subdirectory(vendor/toddcox)
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add_subdirectory(vendor/yaml-cpp)
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add_subdirectory(vendor/cgl)
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add_subdirectory(vendor/glfw)
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#add_subdirectory(vendor/glfw)
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add_subdirectory(vendor/nanogui)
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add_subdirectory(vis)
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1
vendor/nanogui
vendored
Submodule
1
vendor/nanogui
vendored
Submodule
Submodule vendor/nanogui added at e9ec8a1a98
@@ -16,3 +16,8 @@ add_executable(vis src/main.cpp)
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target_include_directories(vis PRIVATE include)
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target_link_libraries(vis PRIVATE tc glfw yaml-cpp cgl glad)
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add_dependencies(vis shaders presets)
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add_executable(vis-gui src/main-gui.cpp)
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target_include_directories(vis-gui PRIVATE include)
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target_link_libraries(vis-gui PRIVATE tc nanogui)
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add_dependencies(vis-gui shaders presets)
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247
vis/src/main-gui.cpp
Normal file
247
vis/src/main-gui.cpp
Normal file
@@ -0,0 +1,247 @@
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/*
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src/example4.cpp -- C++ version of an example application that shows
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how to use the OpenGL widget. For a Python implementation, see
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'../python/example4.py'.
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NanoGUI was developed by Wenzel Jakob <wenzel.jakob@epfl.ch>.
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The widget drawing code is based on the NanoVG demo application
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by Mikko Mononen.
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All rights reserved. Use of this source code is governed by a
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BSD-style license that can be found in the LICENSE.txt file.
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*/
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#include <nanogui/opengl.h>
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#include <nanogui/glutil.h>
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#include <nanogui/screen.h>
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#include <nanogui/window.h>
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#include <nanogui/layout.h>
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#include <nanogui/label.h>
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#include <nanogui/checkbox.h>
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#include <nanogui/button.h>
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#include <nanogui/toolbutton.h>
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#include <nanogui/popupbutton.h>
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#include <nanogui/combobox.h>
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#include <nanogui/progressbar.h>
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#include <nanogui/entypo.h>
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#include <nanogui/messagedialog.h>
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#include <nanogui/textbox.h>
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#include <nanogui/slider.h>
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#include <nanogui/imagepanel.h>
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#include <nanogui/imageview.h>
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#include <nanogui/vscrollpanel.h>
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#include <nanogui/colorwheel.h>
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#include <nanogui/graph.h>
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#include <nanogui/tabwidget.h>
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#include <nanogui/glcanvas.h>
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#include <iostream>
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#include <string>
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// Includes for the GLTexture class.
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#include <cstdint>
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#include <memory>
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#include <utility>
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#if defined(__GNUC__)
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# pragma GCC diagnostic ignored "-Wmissing-field-initializers"
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#endif
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#if defined(_WIN32)
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# pragma warning(push)
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# pragma warning(disable: 4457 4456 4005 4312)
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#endif
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#if defined(_WIN32)
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# pragma warning(pop)
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#endif
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#if defined(_WIN32)
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# if defined(APIENTRY)
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# undef APIENTRY
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# endif
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# include <windows.h>
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#endif
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using std::cout;
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using std::cerr;
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using std::endl;
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using std::string;
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using std::vector;
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using std::pair;
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using std::to_string;
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class MyGLCanvas : public nanogui::GLCanvas {
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public:
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MyGLCanvas(Widget *parent) : nanogui::GLCanvas(parent), mRotation(nanogui::Vector3f(0.25f, 0.5f, 0.33f)) {
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using namespace nanogui;
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mShader.init(
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/* An identifying name */
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"a_simple_shader",
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/* Vertex shader */
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"#version 330\n"
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"uniform mat4 modelViewProj;\n"
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"in vec3 position;\n"
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"in vec3 color;\n"
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"out vec4 frag_color;\n"
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"void main() {\n"
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" frag_color = 3.0 * modelViewProj * vec4(color, 1.0);\n"
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" gl_Position = modelViewProj * vec4(position, 1.0);\n"
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"}",
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/* Fragment shader */
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"#version 330\n"
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"out vec4 color;\n"
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"in vec4 frag_color;\n"
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"void main() {\n"
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" color = frag_color;\n"
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"}"
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);
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MatrixXu indices(3, 12); /* Draw a cube */
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indices.col( 0) << 0, 1, 3;
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indices.col( 1) << 3, 2, 1;
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indices.col( 2) << 3, 2, 6;
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indices.col( 3) << 6, 7, 3;
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indices.col( 4) << 7, 6, 5;
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indices.col( 5) << 5, 4, 7;
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indices.col( 6) << 4, 5, 1;
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indices.col( 7) << 1, 0, 4;
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indices.col( 8) << 4, 0, 3;
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indices.col( 9) << 3, 7, 4;
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indices.col(10) << 5, 6, 2;
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indices.col(11) << 2, 1, 5;
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MatrixXf positions(3, 8);
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positions.col(0) << -1, 1, 1;
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positions.col(1) << -1, 1, -1;
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positions.col(2) << 1, 1, -1;
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positions.col(3) << 1, 1, 1;
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positions.col(4) << -1, -1, 1;
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positions.col(5) << -1, -1, -1;
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positions.col(6) << 1, -1, -1;
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positions.col(7) << 1, -1, 1;
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MatrixXf colors(3, 12);
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colors.col( 0) << 1, 0, 0;
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colors.col( 1) << 0, 1, 0;
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colors.col( 2) << 1, 1, 0;
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colors.col( 3) << 0, 0, 1;
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colors.col( 4) << 1, 0, 1;
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colors.col( 5) << 0, 1, 1;
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colors.col( 6) << 1, 1, 1;
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colors.col( 7) << 0.5, 0.5, 0.5;
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colors.col( 8) << 1, 0, 0.5;
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colors.col( 9) << 1, 0.5, 0;
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colors.col(10) << 0.5, 1, 0;
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colors.col(11) << 0.5, 1, 0.5;
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mShader.bind();
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mShader.uploadIndices(indices);
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mShader.uploadAttrib("position", positions);
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mShader.uploadAttrib("color", colors);
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}
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~MyGLCanvas() {
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mShader.free();
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}
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void setRotation(nanogui::Vector3f vRotation) {
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mRotation = vRotation;
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}
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virtual void drawGL() override {
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using namespace nanogui;
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mShader.bind();
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Matrix4f mvp;
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mvp.setIdentity();
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float fTime = (float)glfwGetTime();
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mvp.topLeftCorner<3,3>() = Eigen::Matrix3f(Eigen::AngleAxisf(mRotation[0]*fTime, Vector3f::UnitX()) *
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Eigen::AngleAxisf(mRotation[1]*fTime, Vector3f::UnitY()) *
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Eigen::AngleAxisf(mRotation[2]*fTime, Vector3f::UnitZ())) * 0.25f;
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mShader.setUniform("modelViewProj", mvp);
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glEnable(GL_DEPTH_TEST);
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/* Draw 12 triangles starting at index 0 */
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mShader.drawIndexed(GL_TRIANGLES, 0, 12);
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glDisable(GL_DEPTH_TEST);
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}
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private:
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nanogui::GLShader mShader;
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Eigen::Vector3f mRotation;
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};
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class ExampleApplication : public nanogui::Screen {
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public:
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ExampleApplication() : nanogui::Screen(Eigen::Vector2i(800, 600), "NanoGUI Test", false) {
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using namespace nanogui;
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Window *window = new Window(this, "GLCanvas Demo");
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window->setPosition(Vector2i(15, 15));
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window->setLayout(new GroupLayout());
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mCanvas = new MyGLCanvas(window);
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mCanvas->setBackgroundColor({100, 100, 100, 255});
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mCanvas->setSize({400, 400});
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Widget *tools = new Widget(window);
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tools->setLayout(new BoxLayout(Orientation::Horizontal,
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Alignment::Middle, 0, 5));
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Button *b0 = new Button(tools, "Random Color");
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b0->setCallback([this]() { mCanvas->setBackgroundColor(Vector4i(rand() % 256, rand() % 256, rand() % 256, 255)); });
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Button *b1 = new Button(tools, "Random Rotation");
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b1->setCallback([this]() { mCanvas->setRotation(nanogui::Vector3f((rand() % 100) / 100.0f, (rand() % 100) / 100.0f, (rand() % 100) / 100.0f)); });
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performLayout();
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}
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virtual bool keyboardEvent(int key, int scancode, int action, int modifiers) {
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if (Screen::keyboardEvent(key, scancode, action, modifiers))
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return true;
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
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setVisible(false);
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return true;
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}
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return false;
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}
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virtual void draw(NVGcontext *ctx) {
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/* Draw the user interface */
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Screen::draw(ctx);
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}
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private:
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MyGLCanvas *mCanvas;
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};
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int main(int /* argc */, char ** /* argv */) {
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try {
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nanogui::init();
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/* scoped variables */ {
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nanogui::ref<ExampleApplication> app = new ExampleApplication();
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app->drawAll();
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app->setVisible(true);
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nanogui::mainloop();
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}
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nanogui::shutdown();
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} catch (const std::runtime_error &e) {
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std::string error_msg = std::string("Caught a fatal error: ") + std::string(e.what());
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#if defined(_WIN32)
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MessageBoxA(nullptr, error_msg.c_str(), NULL, MB_ICONERROR | MB_OK);
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#else
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std::cerr << error_msg << endl;
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#endif
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return -1;
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}
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return 0;
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}
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