I'm having trouble using AntTweakBar with modern opengl (dynamic pipeline) and glfw3. I use some shaders, and I'm sure the problem is with the camera or shaders. Keyboard shortcuts work, but I don't have a fancy window that I should have :(
Here is the source
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#if __cplusplus <= 199711L
#define nullptr NULL
#endif
#include <cmath>
#include <AntTweakBar.h>
const GLchar *vxShaderSrc = R"(
#version 150 core
in vec2 position;
in vec4 color;
uniform vec2 offset;
out vec4 Color;
void main()
{
Color = color;
gl_Position = vec4(position+offset, 0.0, 1.0);
}
)";
const GLchar *fragShaderSrc = R"(
#version 150 core
in vec4 Color;
out vec4 outColor;
void main()
{
outColor = Color;
}
)";
inline void TwEventMouseButtonGLFW3(GLFWwindow* window, int button, int action, int mods)
{TwEventMouseButtonGLFW(button, action);}
inline void TwEventMousePosGLFW3(GLFWwindow* window, double xpos, double ypos)
{TwMouseMotion(int(xpos), int(ypos));}
inline void TwEventMouseWheelGLFW3(GLFWwindow* window, double xoffset, double yoffset)
{TwEventMouseWheelGLFW(yoffset);}
inline void TwEventKeyGLFW3(GLFWwindow* window, int key, int scancode, int action, int mods)
{TwEventKeyGLFW(key, action);}
inline void TwEventCharGLFW3(GLFWwindow* window, int codepoint)
{TwEventCharGLFW(codepoint, GLFW_PRESS);}
inline void TwWindowSizeGLFW3(GLFWwindow* window, int width, int height)
{TwWindowSize(width, height);}
int main()
{
if (!glfwInit()) {
std::cerr<<"Error initializing glfw...\n";
return 1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
TwBar *bar;
GLFWwindow* window = glfwCreateWindow(800, 600, "OpenGL", nullptr, nullptr);
if (!window) {
std::cerr<<"Error creating window...\n";
glfwTerminate();
return 2;
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
TwInit(TW_OPENGL, NULL);
bar = TwNewBar("TweakBar");
TwWindowSize(800, 600);
int wire = 0;
float bgColor[] = { 0.1f, 0.2f, 0.4f };
TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLFW and OpenGL.' ");
TwAddVarRW(bar, "wire", TW_TYPE_BOOL32, &wire,
" label='Wireframe mode' key=w help='Toggle wireframe display mode.' ");
TwAddVarRW(bar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' ");
glfwSetWindowSizeCallback(window, (GLFWwindowposfun)TwWindowSizeGLFW3);
glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)TwEventMouseButtonGLFW3);
glfwSetCursorPosCallback(window, (GLFWcursorposfun)TwEventMousePosGLFW3);
glfwSetScrollCallback(window, (GLFWscrollfun)TwEventMouseWheelGLFW3);
glfwSetKeyCallback(window, (GLFWkeyfun)TwEventKeyGLFW3);
glfwSetCharCallback(window, (GLFWcharfun)TwEventCharGLFW3);
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_NO_ERROR) {
std::cerr<<"Error initializing GLEW...\n";
glfwTerminate();
return 1;
}
GLuint vao;
glGenVertexArrays(1, &vao);
std::cout << "Created vertex array with id " << vao << "\n";
glBindVertexArray(vao);
GLuint vbo;
glGenBuffers(1, &vbo);
std::cout << "Created Arrray with id " << vbo << "\n";
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat vertices[] = {
-0.5f, -0.5f, 1.f, 1.f, 1.0f, 1.f,
-0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.f,
0.5f, -0.5f, 0.0f, 0.f, 1.0f, 1.f,
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.f,
0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 1.f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.f,
-0.25f, -0.5f, 0.0f, 0.f, 1.0f, 1.f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
GLuint elements[] = {
0, 1, 2, 3
};
GLuint ebo;
glGenBuffers(1, &ebo);
std::cout << "Created elements with id " << ebo << "\n";
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elements), elements, GL_STATIC_DRAW);
GLint status;
char buffer[512];
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vxShaderSrc, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(vertexShader, 512, NULL, buffer);
std::cerr<<"Error in shader: "<<buffer<<"\n";
}
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragShaderSrc, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
glGetShaderInfoLog(fragmentShader, 512, NULL, buffer);
std::cerr<<"Error in shader: "<<buffer<<"\n";
}
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "outColor");
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 6*sizeof(GLfloat), 0);
GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
glEnableVertexAttribArray(colAttrib);
glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE,
6*sizeof(GLfloat), (void*)(2*sizeof(GLfloat)));
GLint uniPos = glGetUniformLocation(shaderProgram, "offset");
while(!glfwWindowShouldClose(window))
{
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
glPolygonMode( GL_FRONT_AND_BACK, wire?GL_LINE:GL_FILL );
float time = (float)glfwGetTime();
glClearColor(bgColor[0], bgColor[1], bgColor[2], 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform2f(uniPos, cos(time*4.f)*0.5f, sin(time*4.f)*0.5f);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0);
glUniform2f(uniPos, 0.f, 0.f);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
TwDraw();
glUseProgram(shaderProgram);
glBindVertexArray(vao);
glfwSwapBuffers(window);
glfwPollEvents();
}
glDeleteProgram(shaderProgram);
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
TwTerminate();
glfwTerminate();
return 0;
}
You can compile the code with
g++ src/main.cpp -std=c++11 -DGLEW_STATIC -lGLEW -lglfw3 -framework OpenGL -lAntTweakBar
or
mingw32-g++.exe main.cpp -std=c++11 -DGLEW_STATIC -lglew32 -lglfw3 -lglu32 -lopengl32 -lgdi32 -lAntTweakBar
Adapt if necessary