//-------------------------------------------------------------- void testApp::setup() { ofSetLogLevel(OF_LOG_VERBOSE); ofEnableDepthTest(); ofSetVerticalSync(false); showOverlay = false; oculusRift.baseCamera = &cam; oculusRift.setup(); for (int i = 0; i < 80; i++) { DemoBox d; demos.push_back(d); } setupBoxes(); if (ofIsGLProgrammableRenderer()) bshader.load("Shaders_GL3/simple.vert", "Shaders_GL3/simple.frag"); // ofBox uses texture coordinates from 0-1, so you can load whatever // sized images you want and still use them to texture your box // but we have to explicitly normalize our tex coords here ofEnableNormalizedTexCoords(); // loads the OF logo from disk ofLogo.loadImage("of.png"); //enable mouse; cam.setAutoDistance(false); cam.begin(); cam.end(); // set camera y to user eye height cam.setGlobalPosition(0, oculusRift.getUserEyeHeight(), 3); }
void Effects::beginGrabPixels() { ofEnableNormalizedTexCoords(); glBindFramebuffer(GL_FRAMEBUFFER, fbo_handle); glClearColor(0,0,0,1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0,0,width, height); }
//-------------------------------------------------------------- void testApp::setup() { ofEnableNormalizedTexCoords(); ofImage img; img.loadImage("hci.png"); img.mirror(false, true); tex.allocate(640, 640, GL_RGB, true); ang = 0; glEnable(GL_DEPTH_TEST); // enable depth testing, otherwise things will tex.loadData(img.getPixels(), 640, 640, GL_RGB); ofDisableNormalizedTexCoords(); ofSetLogLevel(OF_LOG_VERBOSE); openNIDevice.setup(); openNIDevice.setLogLevel(OF_LOG_VERBOSE); openNIDevice.addDepthGenerator(); openNIDevice.addImageGenerator(); // comment this out openNIDevice.start(); verdana.loadFont(ofToDataPath("verdana.ttf"), 24); selectedPoint = ofPoint(200,200); }
void ofkMeshRectRenderer::render() { glMatrixMode(GL_MODELVIEW); ofPushMatrix(); ofEnableNormalizedTexCoords(); mTexture.bind(); for (int vertical = 0; vertical < GridRES; vertical++) { mVbos[vertical].draw(GL_TRIANGLE_STRIP, 0, 2*(GridRES+1)); mVbos[vertical].draw(GL_LINE_STRIP, 0, 2*(GridRES+1)); } ofDisableNormalizedTexCoords(); mTexture.unbind(); glMatrixMode(GL_MODELVIEW); ofPopMatrix(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); }
void Render::setup() { ofSetVerticalSync(vsync); ofSetFrameRate(framerate); ofBackground(100,100,100); ofEnableNormalizedTexCoords(); ofDisableAntiAliasing(); }
//-------------------------------------------------------------- void testApp::setup(){ ofSetLogLevel(OF_LOG_VERBOSE); model.loadMeshes("astroBoy_walk.dae",meshes); tex.loadImage("boy_10.tga"); ofEnableNormalizedTexCoords(); for(int i =0; i < meshes.size();i++){ vboMeshes.push_back(ofVboMesh()); vboMeshes.back().meshElement = &meshes[i]; vboMeshes.back().drawType = GL_STREAM_DRAW_ARB; } // ofEnableBlendMode(OF_BLENDMODE_ALPHA); glEnable(GL_DEPTH_TEST); lightsOn = true; glEnable(GL_SMOOTH); glEnable(GL_POINT_SMOOTH); glPointSize(4); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glEnable(GL_NORMALIZE); }
//-------------------------------------------------------------- void ofApp::setup() { #ifdef TARGET_OPENGLES // While this will will work on normal OpenGL as well, it is // required for OpenGL ES because ARB textures are not supported. // If this IS set, then we conditionally normalize our // texture coordinates below. ofEnableNormalizedTexCoords(); #endif img.load("linzer.png"); // OF_PRIMITIVE_TRIANGLES means every three vertices create a triangle mesh.setMode(OF_PRIMITIVE_TRIANGLES); int skip = 10; // this controls the resolution of the mesh int width = img.getWidth(); int height = img.getHeight(); ofVec2f imageSize(width,height); ofVec3f zero(0, 0, 0); for(int y = 0; y < height - skip; y += skip) { for(int x = 0; x < width - skip; x += skip) { /* To construct a mesh, we have to build a collection of quads made up of the current pixel, the one to the right, to the bottom right, and beneath. These are called nw, ne, se and sw. To get the texture coords we need to use the actual image indices. */ ofVec3f nw = getVertexFromImg(img, x, y); ofVec3f ne = getVertexFromImg(img, x + skip, y); ofVec3f sw = getVertexFromImg(img, x, y + skip); ofVec3f se = getVertexFromImg(img, x + skip, y + skip); ofVec2f nwi(x, y); ofVec2f nei(x + skip, y); ofVec2f swi(x, y + skip); ofVec2f sei(x + skip, y + skip); // ignore any zero-data (where there is no depth info) if(nw != zero && ne != zero && sw != zero && se != zero) { addFace(mesh, nw, ne, se, sw); // Normalize our texture coordinates if normalized // texture coordinates are currently enabled. if(ofGetUsingNormalizedTexCoords()) { nwi /= imageSize; nei /= imageSize; sei /= imageSize; swi /= imageSize; } addTexCoords(mesh, nwi, nei, sei, swi); } } } vboMesh = mesh; }
//-------------------------------------------------------------- void testApp::setup(){ ofBackground(0, 0, 0); ofSetVerticalSync(true); ofSetFullscreen(true); ofHideCursor(); ofEnableNormalizedTexCoords(); ofDisableArbTex(); settings.loadFile("settings.xml"); camId = settings.getValue("camera", 0); captureSize.set(settings.getValue("capture:width", 1280), settings.getValue("capture:height", 720)); outputSize.set(settings.getValue("output:width", 1080), settings.getValue("output:height", 1920)); outputPosition.set(settings.getValue("output:x", 2000), settings.getValue("output:y", 0)); ofSetWindowPosition(outputPosition.x, outputPosition.y); cam.setDeviceID(camId); cam.initGrabber(captureSize.x, captureSize.y); cam.setupControls(ofxUVCQTKitVideoGrabber::LOGITECH_C910); cam.setupGui("Camera", "camera.xml"); colorsOfMovement.setup(captureSize/2, 30); warper.setup(0, 0, captureSize.x, captureSize.y); warper.load(); warper.deactivate(); enableAppGui = false; enableColorsOfMovementGui = false; enableCameraGui = false; enableWarpGui = false; showMouse = false; gui.setup("App", "app.xml"); ofxFloatSlider * maskSizeSlider = new ofxFloatSlider(); maskSizeSlider->setup("Size", 0.0, 0.0, 100); maskSizeSlider->addListener(this, &testApp::onGuiChange); gui.add(maskSizeSlider); ofxFloatSlider * maskXSlider = new ofxFloatSlider(); maskXSlider->setup("x", 0.0, 0.0, outputSize.x); maskXSlider->addListener(this, &testApp::onGuiChange); gui.add(maskXSlider); ofxFloatSlider * maskYSlider = new ofxFloatSlider(); maskYSlider->setup("y", 0.0, 0.0, outputSize.y); maskYSlider->addListener(this, &testApp::onGuiChange); gui.add(maskYSlider); gui.loadFromFile("app.xml"); }
//-------------------------------------------------------------- void testApp::setup(){ ofSetFrameRate(24); ofEnableNormalizedTexCoords(); bDrawWireframe = false; moon.loadImage("moon.jpg"); mars.loadImage("planet.jpg"); vector<ofVec3f> verts; vector<ofVec2f> texCoords; /** We are going to populate 2 vectors with points that make up 'nSlices' triangles Each time through the for loop, we add 3 points to verts and 3 points to texCoords Think of cutting out a slice from the picture for each triangle in the circle */ int nSlices = 30; float angle = 0; float x, y; for(int i=0; i<nSlices; i++) { // Add a triangle point at the center verts.push_back( ofPoint(0, 0) ); texCoords.push_back( ofPoint(0.5, 0.5) ); // Add triangle point at angle x = cos(angle); y = sin(angle); verts.push_back(ofPoint(x, y)); x = 0.5 + cos(angle) * 0.5; y = 0.5 + sin(angle) * 0.5; texCoords.push_back(ofPoint(x, y)); // increment the angle angle += (M_TWO_PI / (float)nSlices); // Add the third point of the triangle x = cos(angle); y = sin(angle); verts.push_back(ofPoint(x, y)); x = 0.5 + cos(angle) * 0.5; y = 0.5 + sin(angle) * 0.5; texCoords.push_back(ofPoint(x, y)); } unitCircleWithTexCoords.addVertices(verts); unitCircleWithTexCoords.addTexCoords(texCoords); }
//-------------------------------------------------------------- void ofApp::setup() { ofSetLogLevel( OF_LOG_VERBOSE ); ofEnableDepthTest(); ofSetVerticalSync( false ); showOverlay = false; // CHUCK STUFF ------------------------------------------------------------- // get singleton chuck = TheChucK::instance(); // arguments const char * argv[] = { "the", "-v0" }; // initialize (SHOULD HAPPEN BEFORE AUDIO STREAM STARTS) chuck->initialize( MY_SRATE, MY_BUFFERSIZE, MY_CHANNELS, 2, argv ); // compile and run a file chuck->compileFile( "ck/dot-circle.ck" ); // setup the sound stream... soundStream.setup( this, MY_CHANNELS, // output 0, // input MY_SRATE, // sample rate MY_BUFFERSIZE, // buffer size MY_NUMBUFFERS ); // num buffer // set location w = 250; h = 200; // OCULUS STUFF ------------------------------------------------------------ oculusRift.baseCamera = &cam; oculusRift.setup(); oculusRift.fullscreenOnRift(); if (ofIsGLProgrammableRenderer()) bshader.load("Shaders_GL3/simple.vert", "Shaders_GL3/simple.frag"); // ofBox uses texture coordinates from 0-1, so you can load whatever // sized images you want and still use them to texture your box // but we have to explicitly normalize our tex coords here ofEnableNormalizedTexCoords(); //enable mouse; cam.setAutoDistance(false); cam.begin(); cam.end(); // set camera y to user eye height cam.setGlobalPosition(0, oculusRift.getUserEyeHeight(), 3); }
void ofxSphereMeshRenderer::render() { ofEnableNormalizedTexCoords(); tex.bind(); mSphere.draw(); tex.unbind(); ofDisableNormalizedTexCoords(); }
void Effects::draw() { ofEnableNormalizedTexCoords(); bind(); glDrawArrays(GL_QUADS, 0, 4); unbind(); if(cracks_enabled) { cracks.draw(); } }
void CameraSource::draw(){ ofClear(0); ofSetHexColor(0xffffff); if(_videoGrabber.isInitialized()){ ofDisableNormalizedTexCoords(); _videoGrabber.draw(0, 0); ofEnableNormalizedTexCoords(); }else{ ofDrawBitmapString("no camera", _cameraWidth / 2.0f - 40.0f, _cameraHeight / 2.0f + 10.0f); } }
void Dihedral4::setup(ofVec3f pos){ this->pos = pos; ofEnableNormalizedTexCoords(); design.loadImage("squareTex.png"); ofxObjLoader::load("square.obj", meshy); meshy.enableTextures(); //centering object ofVec3f centroid = meshy.getCentroid(); for(int i = 0; i < meshy.getNumVertices(); i++){ meshy.getVertices()[i] = meshy.getVertices()[i] - centroid; } }
//-------------------------------------------------------------- void testApp::setup(){ light.enable(); ofEnableSeparateSpecularLight(); shader.load("cheen"); lut.loadImage("LUTs/cheen-lut_blueGreen2.png"); glEnable(GL_DEPTH_TEST); glEnable(GL_TEXTURE_RECTANGLE_ARB); ofEnableAlphaBlending(); ofEnableNormalizedTexCoords(); }
void testApp::setup(){ ofSetFrameRate(60); ofBackgroundHex(0xaaaaaa); easyCam.setDistance(22); ofSetLineWidth(3); ofSetVerticalSync(true); // this uses depth information for occlusion // rather than always drawing things on top of each other glEnable(GL_DEPTH_TEST); // ofBox uses texture coordinates from 0-1, so you can load whatever // sized images you want and still use them to texture your box // but we have to explicitly normalize our tex coords here ofEnableNormalizedTexCoords(); //create a bunch of custom nodes for(double z = 0; z > -36*M_PI; z +=zStep){ double x = -10; double y = tileLayoutFunction(z); double blueValue = fmod(-floor(z*2),255); CustomNode* node = new CustomNode(); node->setPosition(x, y, z); node->red = 0; node->green = 60; node->blue = blueValue; customNodes.push_back(node); } firstNodePosition = customNodes[0]->getPosition(); lastNodePosition = customNodes[customNodes.size()-1]->getPosition(); light.enable(); light.setPosition(0, 0, 150); light.setDirectional(); ofFloatColor ambient_color(1.0, 0.0, 0.0,1.0); ofFloatColor diffuse_color(1.0, 1.0, 1.0); ofFloatColor specular_color(0.0, 1.0, 0.0); light.setAmbientColor(ambient_color); light.setDiffuseColor(diffuse_color); light.setSpecularColor(specular_color); easyCam.disableMouseInput(); }
void testApp::setup() { ofSetFrameRate(60); ofSetVerticalSync(true); ofEnableNormalizedTexCoords(); ofDisableArbTex(); graph.allocate(1200, 400, OF_IMAGE_COLOR); buffer.allocate(1200,400,GL_RGBA,1); testImg2.loadImage("graph.png"); ofEnableSmoothing(); center = ofVec3f(); setupUI(); setupVar(); setupTCP(); generateMesh(&points); }
void of3D::setup() { ofEnableNormalizedTexCoords(); ofImage img; img.loadImage("ofpic.png"); img.mirror(false, true); text.allocate(128, 128, GL_RGBA, true); ang = 0; glEnable(GL_DEPTH_TEST); // enable depth testing, otherwise things will text.loadData(img.getPixels(), 128, 128, GL_RGBA); }
//-------------------------------------------------------------- void testApp::draw(){ ofEnableNormalizedTexCoords(); switch(switchInt) { case 1: posterize(); break; case 2: rgbPosterize(); break; case 3: wobble(); break; case 4: abberation(); break; case 5: perlinLab(); break; case 6: wobbleAbberation(); break; case 7: liquifyRender(); break; case 8: perlinXyz(); break; default: liquifyRenderS(); break; } /* cout << "\nMFCCS: "; ofSetColor(255, 0, 0,100); float xinc = 900.0 / 13; for(int i=0; i < 13; i++) { float height = mfccs[i] * 250.0; ofRect(100 + (i*xinc),600 - height,40, height); cout << mfccs[i] << ","; } */ }
void Dihedral3::setup(ofVec3f pos, float rotX, float rotY){ this->pos = pos; this->rotX = rotX; this->rotY = rotY; ofEnableNormalizedTexCoords(); design.loadImage("triTex2.png"); //now my mesh is full of obj ofxObjLoader::load("triangle2.obj", meshy); meshy.enableTextures(); //centering object ofVec3f centroid = meshy.getCentroid(); for(int i = 0; i < meshy.getNumVertices(); i++){ meshy.getVertices()[i] = meshy.getVertices()[i] - centroid; } }
//-------------------------------------------------------------- void ofApp::setup(){ ofSetVerticalSync(true); // this uses depth information for occlusion // rather than always drawing things on top of each other ofEnableDepthTest(); // ofBox uses texture coordinates from 0-1, so you can load whatever // sized images you want and still use them to texture your box // but we have to explicitly normalize our tex coords here ofEnableNormalizedTexCoords(); // loads the OF logo from disk ofLogo.loadImage("of.png"); // draw the ofBox outlines with some weight ofSetLineWidth(10); }
//-------------------------------------------------------------- void testApp::setup(){ ofBackground(0, 0, 0); ofEnableNormalizedTexCoords(); marble.loadImage("moon.jpg"); vector<ofPoint> vertices; //vector<ofColor> colors; // vector<ofFloatColor> colors; // go from 0-1 vector<ofVec2f> texCoods;// vec has 2 floats in it float nSlices = 30; float angle = 0; for(int i=0; i<nSlices; i++){ vertices.push_back(ofPoint(0,0)); texCoods.push_back(ofVec2f(0.5, 0.5)); //texCoods.push_back(ofVec2f(marble.getWidth()/2, marble.getHeight()/2)); //normalize means 0-1 float x = cos(angle); float y = sin(angle); vertices.push_back(ofPoint(x,y)); x=0.5+cos(angle)*0.5; y=0.5+sin(angle)*0.5; texCoods.push_back(ofVec2f(x, y)); angle += M_TWO_PI /(float)nSlices; //mtwopi = 360 x=cos(angle); y=sin(angle); vertices.push_back(ofPoint(x,y)); x=0.5+cos(angle)*0.5; y=0.5+sin(angle)*0.5; texCoods.push_back(ofVec2f(x, y)); } circle.addVertices(vertices); circle.addTexCoords(texCoods); }
//-------------------------------------------------------------- void ofApp::setup(){ ofSetFrameRate(60); ofSetVerticalSync(true); ofSetLogLevel(OF_LOG_VERBOSE); mode=false; leap.open(); ofEnableNormalizedTexCoords(); cam.setOrientation(ofPoint(-20, 0, 0)); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); font.loadFont("SS_Adec2.0_main.otf", 150); ofHideCursor(); ofToggleFullscreen(); image[0].loadImage("apple.png"); image[1].loadImage("orange.png"); }
//-------------------------------------------------------------- void testApp::setup() { mode = E_MODE_CAMERA; ofBackground(0, 0, 0); ofSetWindowShape(1280, 800); // モデルの設定 modelBase.setPosition(0.0f, -0.204f, -0.272324f); // modelBase.setOrientation(ofVec3f(310.7939f, 0.0f, 0.0f)); modelBase.setScale(0.01f); modelBase.tilt(49.2f); model.setScaleNomalization(false); model.loadModel("cube11.obj"); for (int i = 0; i < model.getNumMeshes(); i++) { vertsNum += model.getMesh(i).getNumVertices(); } ofEnableNormalizedTexCoords(); // プロジェクターとカメラの設定 projectorBase.setPosition(-0.05585744f, 0.0265303f, 0.02653026f); //projectorBase.setOrientation(ofVec3f(45.0f, 0.0f, 0.0f)); projectorBase.tilt(-45.0f); projector.setParent(projectorBase); projector.setPosition(-0.0455f, 0.0f, -0.0375f); //projector.setOrientation(ofVec3f(349.177f, 0.0f, 0.0f)); camera.setParent(projectorBase); camera.setPosition(0.0f, 0.075f, -0.0575f); // camera.setOrientation(ofVec3f(11.0f, 0.0f, 0.0f)); // camera.tilt(-11.0f); // エディタ用カメラ editorCamera.setDistance(1.0f); editorCamera.setNearClip(0.01f); editorCamera.setFarClip(100.0f); // コンテンツ currentContent.reset(new LevelMeterContent()); }
void Mask::setup(){ if (maskFbo.getWidth() != width || maskFbo.getHeight() != height) maskFbo.allocate(width, height, GL_RGBA32F_ARB); maskFbo.begin(); ofClear(255,255,255,0); maskFbo.end(); if (maskFboImage->isAllocated()) { ofDisableAlphaBlending(); ofDisableNormalizedTexCoords(); maskFbo.begin(); ofSetColor(255, 255, 255, 255); maskFboImage->draw(0,0, 1024, 768); maskFbo.end(); ofEnableNormalizedTexCoords(); ofEnableAlphaBlending(); } }
//-------------------------------------------------------------- void testApp::setup(){ ofBackground(0, 0, 0); ofSetVerticalSync(true); ofEnableNormalizedTexCoords(); // You can also use ARB mode // We will use this flag to decide if we should draw the GUI or not drawGui = true; // Pointer to the texture testcard.loadImage("testcard.png"); ofTexture * texture = &(testcard.getTextureReference()); // Size of the quad you will work with ofVec2f size(texture->getWidth(), texture->getHeight()); // Subsection of the texture coordinates ofRectangle subsection(ofPoint(0.5,0.0), ofPoint(1.0,1.0)); // Inital perspective corners position (order is top-left, top-right, bottom-left, bottom-right). // In this example, let's position it agains the right corner of the screen. ofPoint corners[4]; corners[0].x = ofGetWidth() - texture->getWidth(); corners[0].y = 0; corners[1].x = ofGetWidth(); corners[1].y = 0; corners[2].x = ofGetWidth(); corners[2].y = texture->getHeight(); corners[3].x = ofGetWidth() - texture->getWidth(); corners[3].y = texture->getHeight(); // Name for the controller panel (this will also define the folder in which the data will be saved) string name = "Warp/Blend"; // Size of the GUI elements (a wider GUI gives your more precision to control the texture coordinates) float guiWidth = 250; float guiHeight = 15; // Setup! controller.setup(texture, size, subsection, corners, name, guiWidth, guiHeight); }
//-------------------------------------------------------------- void ofxBerkelium::draw(float x, float y, float w, float h) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, web_texture); ofPushMatrix(); ofTranslate(x, y); ofEnableNormalizedTexCoords(); glBegin(GL_QUADS); glTexCoord2f(0.f, 0.f); glVertex3f(0, 0, 0.f); glTexCoord2f(0.f, 1.f); glVertex3f(0, h, 0.f); glTexCoord2f(1.f, 1.f); glVertex3f(w, h, 0.f); glTexCoord2f(1.f, 0.f); glVertex3f(w, 0, 0.f); glEnd(); ofDisableNormalizedTexCoords(); ofPopMatrix(); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); }
//-------------------------------------------------------------- void ofApp::draw(){ ofBackground(0); cam.begin(); ofScale(1, -1, -1); ofTranslate(-center); ofEnableNormalizedTexCoords(); for( int i = 0; i < meshes.size(); i++ ) { textures.at(i).bind(); if(ofGetKeyPressed('w')) meshes.at(i).drawWireframe(); else meshes.at(i).draw(); textures.at(i).unbind(); } ofSetColor(255); meshResidual.drawVertices(); cam.end(); }
void testApp::setup(){ ofEnableAlphaBlending(); ofBackground(255,255,255); ofSetVerticalSync(true); camWidth = 640; camHeight = 480; ptamm.init(camWidth,camHeight); grabber.initGrabber(camWidth,camHeight); video.allocate(camWidth, camHeight, OF_IMAGE_COLOR); // ofBox uses texture coordinates from 0-1, so you can load whatever // sized images you want and still use them to texture your box // but we have to explicitly normalize our tex coords here ofEnableNormalizedTexCoords(); // loads the OF logo from disk logo.loadImage("of.png"); }
//-------------------------------------------------------------- void ofApp::draw() { //---------------------------------------------------------- gui.draw(); int w = 512; int h = 256; int x = 20; int y = ofGetHeight() - h - 20; fftLive.draw(x, y, w, h); //---------------------------------------------------------- ofEnableDepthTest(); float dist = 400; camera.setDistance(dist); camera.begin(); if(bUseTexture == true) { ofEnableNormalizedTexCoords(); meshTexture.bind(); } ofSetColor(ofColor::white); meshWarped.drawFaces(); if(bUseTexture == true) { meshTexture.unbind(); ofDisableNormalizedTexCoords(); } ofSetColor(ofColor::black); meshWarped.drawWireframe(); camera.end(); ofDisableDepthTest(); ofSetColor(ofColor::white); }