Beispiel #1
0
Texture::Texture( const Surface32f &surface, Format format )
	: mObj( shared_ptr<Obj>( new Obj( surface.getWidth(), surface.getHeight() ) ) )
{
	if( format.mInternalFormat < 0 ) {
#if ! defined( CINDER_GLES )
		if( GLEE_ARB_texture_float )
			format.mInternalFormat = surface.hasAlpha() ? GL_RGBA32F_ARB : GL_RGB32F_ARB;
		else
			format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB;
#else
		format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB;
#endif	
	}
	mObj->mInternalFormat = format.mInternalFormat;
	mObj->mTarget = format.mTarget;

	init( surface.getData(), surface.hasAlpha()?GL_RGBA:GL_RGB, format );	
}
Beispiel #2
0
Texture::Texture( const Surface32f &surface, Format format )
	: mObj( shared_ptr<Obj>( new Obj( surface.getWidth(), surface.getHeight() ) ) )
{
#if defined( CINDER_MAC )
	bool supportsTextureFloat = gl::isExtensionAvailable( "GL_ARB_texture_float" );
#elif defined( CINDER_MSW )
	bool supportsTextureFloat = GLEE_ARB_texture_float != 0;
#endif

	if( format.mInternalFormat < 0 ) {
#if ! defined( CINDER_GLES )
		if( supportsTextureFloat )
			format.mInternalFormat = surface.hasAlpha() ? GL_RGBA32F_ARB : GL_RGB32F_ARB;
		else
			format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB;
#else
		format.mInternalFormat = surface.hasAlpha() ? GL_RGBA : GL_RGB;
#endif	
	}
	mObj->mInternalFormat = format.mInternalFormat;
	mObj->mTarget = format.mTarget;

	init( surface.getData(), surface.hasAlpha()?GL_RGBA:GL_RGB, format );	
}
Beispiel #3
0
void fsExperiments::setupVbo()
{
	GlobalData& data = GlobalData::get();
	TriMesh neutralMesh = data.mFaceShift.getNeutralMesh();
	size_t numVertices = neutralMesh.getNumVertices();
	size_t numBlendShapes = data.mFaceShift.getNumBlendshapes();

	gl::VboMesh::Layout layout;

	layout.setStaticPositions();
	layout.setStaticIndices();
	layout.setStaticNormals();
	layout.setStaticTexCoords2d();

	// TODO: int attribute
	layout.mCustomStatic.push_back( std::make_pair( gl::VboMesh::Layout::CUSTOM_ATTR_FLOAT, 0 ) );

	data.mVboMesh = gl::VboMesh( neutralMesh.getNumVertices(),
							neutralMesh.getNumIndices(), layout, GL_TRIANGLES );

	data.mVboMesh.bufferPositions( neutralMesh.getVertices() );
	data.mVboMesh.bufferIndices( neutralMesh.getIndices() );
	if ( !neutralMesh.hasNormals() )
		neutralMesh.recalculateNormals();
	data.mVboMesh.bufferNormals( neutralMesh.getNormals() );
	data.mVboMesh.bufferTexCoords2d( 0, neutralMesh.getTexCoords() );
	data.mVboMesh.unbindBuffers();

	vector< float > vertexIndices( numVertices, 0.f );
	for ( uint32_t i = 0; i < numVertices; ++i )
		vertexIndices[ i ] = static_cast< float >( i );

	data.mVboMesh.getStaticVbo().bind();
	size_t offset = sizeof( GLfloat ) * ( 3 + 3 + 2 ) * neutralMesh.getNumVertices();
	data.mVboMesh.getStaticVbo().bufferSubData( offset,
			numVertices * sizeof( float ),
			&vertexIndices[ 0 ] );
	data.mVboMesh.getStaticVbo().unbind();

	// blendshapes texture
	gl::Texture::Format format;
	format.setTargetRect();
	format.setWrap( GL_CLAMP, GL_CLAMP );
	format.setMinFilter( GL_NEAREST );
	format.setMagFilter( GL_NEAREST );
	format.setInternalFormat( GL_RGB32F_ARB );

	int verticesPerRow = 32;
	int txtWidth = verticesPerRow * numBlendShapes;
	int txtHeight = math< float >::ceil( numVertices / (float)verticesPerRow );

	Surface32f blendshapeSurface = Surface32f( txtWidth, txtHeight, false );
	float *ptr = blendshapeSurface.getData();

	size_t idx = 0;
	for ( int j = 0; j < txtHeight; j++ )
	{
		for ( int s = 0; s < verticesPerRow; s++ )
		{
			for ( size_t i = 0; i < numBlendShapes; i++ )
			{
				*( reinterpret_cast< Vec3f * >( ptr ) ) = data.mFaceShift.getBlendshapeMesh( i ).getVertices()[ idx ] - neutralMesh.getVertices()[ idx ];
				ptr += 3;
			}
			idx++;
		}
	}

	data.mBlendshapeTexture = gl::Texture( blendshapeSurface, format );
}