bool begin() { glm::vec2 ViewportSize(Window.Size.x * 0.33f, Window.Size.y * 0.50f); Viewport[viewport::VIEWPORT0] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT1] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT2] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT3] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT4] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT5] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initVertexArray(); glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]); UniformPointer = (glm::mat4*)glMapBufferRange( GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT); return Validated && glf::checkError("begin"); }
bool begin() { glm::ivec2 WindowSize(this->getWindowSize()); Viewport[viewport::V00] = glm::ivec4(1, 1, WindowSize / 2 - 1); Viewport[viewport::V10] = glm::ivec4(WindowSize.x / 2 + 1, 1, WindowSize / 2 - 1); Viewport[viewport::V11] = glm::ivec4(WindowSize.x / 2 + 1, WindowSize.y / 2 + 1, WindowSize / 2 - 1); Viewport[viewport::V01] = glm::ivec4(1, WindowSize.y / 2 + 1, WindowSize / 2 - 1); glEnable(GL_SCISSOR_TEST); bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); return Validated && this->checkError("begin"); }
CircleSampler::CircleSampler(int i_minSampleCount, int i_maxSampleCount, float i_radius, Point3 i_origin, Point3 i_target) { sampleOrigin = i_origin; initSampler(i_minSampleCount, i_maxSampleCount); radius = i_radius; targetPosition = i_target; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); Validated = Validated && glf::checkExtension("GL_ARB_texture_storage_multisample"); Validated = Validated && glf::checkExtension("GL_ARB_vertex_attrib_binding"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated = this->checkExtension("GL_NV_fragment_shader_interlock"); glm::vec2 WindowSize(this->getWindowSize()); this->Viewports.resize(1000); for (std::size_t i = 0; i < this->Viewports.size(); ++i) { this->Viewports[i] = glm::vec4( glm::linearRand(-WindowSize.x, WindowSize.x * 2.0f), glm::linearRand(-WindowSize.y, WindowSize.y * 2.0f), WindowSize * glm::linearRand(0.0f, 1.0f)); } if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && this->checkExtension("GL_ARB_seamless_cubemap_per_texture"); Validated = Validated && this->checkExtension("GL_ARB_shader_storage_buffer_object"); Validated = Validated && this->checkExtension("GL_ARB_buffer_storage"); Validated = Validated && this->checkExtension("GL_ARB_multi_bind"); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]); TransformPointer = reinterpret_cast<transform*>(glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT)); return Validated; }
bool begin() { glm::uvec2 WindowSize = this->getWindowSize(); glm::vec2 ViewportSize(WindowSize.x * 0.33f, WindowSize.y * 0.50f); Viewport[viewport::VIEWPORT0] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT1] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT2] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 0.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT3] = glm::vec4(ViewportSize.x * 0.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT4] = glm::vec4(ViewportSize.x * 1.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); Viewport[viewport::VIEWPORT5] = glm::vec4(ViewportSize.x * 2.0f, ViewportSize.y * 1.0f, ViewportSize.x * 1.0f, ViewportSize.y * 1.0f); bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initVertexArray(); glBindBuffer(GL_UNIFORM_BUFFER, BufferName[buffer::TRANSFORM]); UniformPointer = (glm::mat4*)glMapBufferRange( GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT); return Validated; }
RandomSampler::RandomSampler(int i_minSampleCount, int i_maxSampleCount, double i_minVarianceThreshold, double i_maxVarianceThreshold) { setMinThreshold(i_minVarianceThreshold); setMaxThreshold(i_maxVarianceThreshold); initSampler(i_minSampleCount, i_maxSampleCount); setCurrentSampleCount(0); }
bool begin() { int Border = 2; Viewport[0] = glm::ivec4(Border, Border, FRAMEBUFFER_SIZE - 2 * Border); Viewport[1] = glm::ivec4((Window.Size.x >> 1) + Border, 1, FRAMEBUFFER_SIZE - 2 * Border); Viewport[2] = glm::ivec4((Window.Size.x >> 1) + Border, (Window.Size.y >> 1) + Border, FRAMEBUFFER_SIZE - 2 * Border); Viewport[3] = glm::ivec4(Border, (Window.Size.y >> 1) + Border, FRAMEBUFFER_SIZE - 2 * Border); bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_ARB_viewport_array"); Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initVertexBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initSampler(); return Validated && glf::checkError("begin"); }
void __CGsampler_state::initDerivedSampler(GLenum target) { glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*) &texUnit); texTarget = target; initSampler(); { PixelStoreState state; savePackPixelStoreState(state); { initImages(); } restorePackPixelStoreState(state); } }
bool begin() { bool Validated = true; if(Validated) Validated = initTexture(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { bool Validated(true); Validated = Validated && this->checkExtension("GL_ARB_framebuffer_no_attachments"); if(Validated) Validated = initProgram(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initFramebuffer(); return Validated; }
bool begin() { bool Validated(true); Validated = Validated && this->checkExtension("GL_NV_gpu_shader5"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initSampler(); if(Validated) Validated = initVertexArray(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initTextureArray(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; Validated = Validated && this->checkExtension("GL_AMD_vertex_shader_viewport_index"); Validated = Validated && this->checkExtension("GL_AMD_vertex_shader_layer"); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initSampler(); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_direct_state_access"); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); return Validated && glf::checkError("begin"); }
bool begin() { bool Validated = true; if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); //glEnable(GL_SAMPLE_MASK); //glSampleMaski(0, 0xFF); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && this->checkExtension("GL_NV_explicit_multisample"); if(Validated) Validated = initProgram(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initRenderbuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); return Validated && this->checkError("begin"); }
bool begin() { bool Validated = this->checkExtension("GL_EXT_direct_state_access"); if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); //glEnable(GL_SAMPLE_MASK); //glSampleMaski(0, 0xFF); return Validated; }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_EXT_texture_sRGB_decode"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initSampler(); if(Validated) Validated = initBuffer(); if(Validated) Validated = initTexture(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated; }
bool begin() { GLint MajorVersion = 0; GLint MinorVersion = 0; glGetIntegerv(GL_MAJOR_VERSION, &MajorVersion); glGetIntegerv(GL_MINOR_VERSION, &MinorVersion); bool Validated = (MajorVersion * 10 + MinorVersion) >= (SAMPLE_MAJOR_VERSION * 10 + SAMPLE_MINOR_VERSION); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); if(Validated) Validated = initVertexArray(); return Validated && glf::checkError("begin"); }
void __CGsampler_state::initDerivedSampler(GLenum target, int unit) { initExtensionFuncs(); texUnit = unit + GL_TEXTURE0; texTarget = target; { GLint activeTexture; glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTexture); { glActiveTexture(texUnit); initSampler(); { PixelStoreState state; savePackPixelStoreState(state); { initImages(); } restorePackPixelStoreState(state); } } glActiveTexture(activeTexture); } }
bool begin() { bool Validated = true; Validated = Validated && glf::checkGLVersion(SAMPLE_MAJOR_VERSION, SAMPLE_MINOR_VERSION); Validated = Validated && glf::checkExtension("GL_ARB_viewport_array"); Validated = Validated && glf::checkExtension("GL_ARB_separate_shader_objects"); if(Validated && glf::checkExtension("GL_ARB_debug_output")) Validated = initDebugOutput(); if(Validated) Validated = initProgram(); if(Validated) Validated = initArrayBuffer(); if(Validated) Validated = initVertexArray(); if(Validated) Validated = initSampler(); if(Validated) Validated = initTexture2D(); if(Validated) Validated = initFramebuffer(); return Validated && glf::checkError("begin"); }
ofxUIImageSampler::ofxUIImageSampler(float w, float h, ofImage *_image, string _name) : ofxUIImage(w, h, _image, _name) { initSampler(); }