Example #1
0
void gpuPSApp::setupTextures(){
	// Position 2D texture array
	mInitPos = Surface32f( SIDE, SIDE, true);
	Surface32f::Iter pixelIter = mInitPos.getIter();
	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			/* Initial particle positions are passed in as R,G,B 
			 float values. Alpha is used as particle mass. */
			mInitPos.setPixel( pixelIter.getPos(), ColorAf( Rand::randFloat()-0.5f, Rand::randFloat()-0.5f, Rand::randFloat()-0.5f, Rand::randFloat(0.2f, 1.0f) ) );
		}
	}
	gl::Texture::Format tFormat;
	tFormat.setInternalFormat(GL_RGBA32F_ARB);
	mPositions = gl::Texture( mInitPos, tFormat);
	mPositions.setWrap( GL_REPEAT, GL_REPEAT );
	mPositions.setMinFilter( GL_NEAREST );
	mPositions.setMagFilter( GL_NEAREST );
	
	//Velocity 2D texture array
	mInitVel = Surface32f( SIDE, SIDE, true);
	pixelIter = mInitVel.getIter();
	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			/* Initial particle velocities are
			 passed in as R,G,B float values. */
			mInitVel.setPixel( pixelIter.getPos(), ColorAf( 0.0f, 0.0f, 0.0f, 1.0f ) );
		}
	}
	mVelocities = gl::Texture( mInitVel, tFormat);
	mVelocities.setWrap( GL_REPEAT, GL_REPEAT );
	mVelocities.setMinFilter( GL_NEAREST );
	mVelocities.setMagFilter( GL_NEAREST );
}
void ImageHFApp::updateData( ImageHFApp::ColorSwitch whichColor )
{
	Surface32f::Iter pixelIter = mImage.getIter();
	auto vertPosIter = mVboMesh->mapAttrib3f( geom::POSITION );
	auto vertColorIter = mVboMesh->mapAttrib3f( geom::COLOR );

	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() );
			float height;
			const float muteColor = 0.2f;

			// calculate the height based on a weighted average of the RGB, and emphasize either the red green or blue color in each of those modes
			switch( whichColor ) {
				case kColor:
					height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) );
				break;
				case kRed:
					height = color.dot( Color( 1, 0, 0 ) );
					color *= Color( 1, muteColor, muteColor );
				break;
				case kGreen:
					height = color.dot( Color( 0, 1, 0 ) );
					color *= Color( muteColor, 1, muteColor );
				break;
				case kBlue:
					height = color.dot( Color( 0, 0, 1 ) );
					color *= Color( muteColor, muteColor, 1 );					
				break;            
			}

			// the x and the z coordinates correspond to the pixel's x & y
			float x = pixelIter.x() - mWidth / 2.0f;
			float z = pixelIter.y() - mHeight / 2.0f;

			*vertPosIter++ = vec3( x, height * 30.0f, z );
			*vertColorIter++ = vec3( color.r, color.g, color.b );
		}
	}

	vertPosIter.unmap();
	vertColorIter.unmap();
}
Example #3
0
void BasicApp::updateData( BasicApp::ColorSwitch whichColor )
{
	Surface32f::Iter pixelIter = mImage.getIter();
	dx::VboMesh::VertexIter vertexIter( mVboMesh );

	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() );
			float height;
			const float muteColor = 0.2f;

			// calculate the height based on a weighted average of the RGB, and emphasize either the red green or blue color in each of those modes
			switch( whichColor ) {
				case kColor:
					height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) );
				break;
				case kRed:
					height = color.dot( Color( 1, 0, 0 ) );
					color *= Color( 1, muteColor, muteColor );
				break;
				case kGreen:
					height = color.dot( Color( 0, 1, 0 ) );
					color *= Color( muteColor, 1, muteColor );
				break;
				case kBlue:
					height = color.dot( Color( 0, 0, 1 ) );
					color *= Color( muteColor, muteColor, 1 );					
				break;            
			}

			// the x and the z coordinates correspond to the pixel's x & y
			float x = pixelIter.x() - mWidth / 2.0f;
			float z = pixelIter.y() - mHeight / 2.0f;

            vertexIter.setPosition( x, height * 60.0f, z );
			vertexIter.setColorRGB( color );
			++vertexIter;
		}
	}
}
Example #4
0
void triMeshApp::updateData()
{
	Surface32f::Iter pixelIter = m_hfImage.getIter();
	gl::VboMesh::VertexIter vertexIter( mVBOHeightfield );
	
	while( pixelIter.line() ) {
		while( pixelIter.pixel() ) {
			Color color( pixelIter.r(), pixelIter.g(), pixelIter.b() );
			float height;

			height = color.dot( Color( 0.3333f, 0.3333f, 0.3333f ) );
         

			// the x and the z coordinates correspond to the pixel's x & y
			float x = (pixelIter.x() - m_hfImage.getWidth() / 2.0f);
			float z = (pixelIter.y() - m_hfImage.getHeight() / 2.0f);
			
            vertexIter.setPosition( x * HF_SCALE, height * HF_SCALEY, z * HF_SCALE);
			vertexIter.setColorRGB( color );
			++vertexIter;
		}
	}
}
void millionParticlesApp::setup()
{
    gl::clear();

    try {
        mPosShader = gl::GlslProg(ci::app::loadResource(POS_VS),ci::app::loadResource(POS_FS));
        mVelShader = gl::GlslProg(ci::app::loadResource(VEL_VS),ci::app::loadResource(VEL_FS));
    }
    catch( gl::GlslProgCompileExc &exc ) {
        std::cout << "Shader compile error: " << std::endl;
        std::cout << exc.what();
    }
    catch( ... ) {
        std::cout << "Unable to load shader" << std::endl;
    }

    //controls
    mDrawTextures = false;
    mIsFullScreen = false;

    mFrameCounter = 0;

    mPerlin = Perlin(32,clock() * .1f);

    //initialize buffer
    Surface32f mPosSurface = Surface32f(PARTICLES,PARTICLES,true);
    Surface32f mVelSurface = Surface32f(PARTICLES,PARTICLES,true);
    Surface32f mInfoSurface = Surface32f(PARTICLES,PARTICLES,true);
    Surface32f mNoiseSurface = Surface32f(PARTICLES,PARTICLES,true);

    Surface32f::Iter iterator = mPosSurface.getIter();


    while(iterator.line())
    {
        while(iterator.pixel())
        {

            mVertPos = Vec3f(Rand::randFloat(getWindowWidth()) / (float)getWindowWidth(),
                             Rand::randFloat(getWindowHeight()) / (float)getWindowHeight(),0.0f);

            //velocity
            Vec2f vel = Vec2f(Rand::randFloat(-.005f,.005f),Rand::randFloat(-.005f,.005f));

            float nX = iterator.x() * 0.005f;
            float nY = iterator.y() * 0.005f;
            float nZ = app::getElapsedSeconds() * 0.1f;
            Vec3f v( nX, nY, nZ );
            float noise = mPerlin.fBm( v );

            float angle = noise * 15.0f ;

            //vel = Vec3f( cos( angle ) * 6.28f, cos( angle ) * 6.28f, 0.0f );

            //noise
            mNoiseSurface.setPixel(iterator.getPos(),
                                   Color( cos( angle ) * Rand::randFloat(.00005f,.0002f), sin( angle ) * Rand::randFloat(.00005f,.0002f), 0.0f ));

            //position + mass
            mPosSurface.setPixel(iterator.getPos(),
                                 ColorA(mVertPos.x,mVertPos.y,mVertPos.z,
                                        Rand::randFloat(.00005f,.0002f)));
            //forces + decay
            mVelSurface.setPixel(iterator.getPos(), Color(vel.x,vel.y, Rand::randFloat(.01f,1.00f)));

            //particle age
            mInfoSurface.setPixel(iterator.getPos(),
                                  ColorA(Rand::randFloat(.007f,1.0f), 1.0f,0.00f,1.00f));

        }
    }

    //gl texture settings
    gl::Texture::Format tFormat;
    tFormat.setInternalFormat(GL_RGBA16F_ARB);

    gl::Texture::Format tFormatSmall;
    tFormat.setInternalFormat(GL_RGBA8);

    mSpriteTex = gl::Texture( loadImage( loadResource( "point.png" ) ), tFormatSmall);


    mNoiseTex = gl::Texture(mNoiseSurface, tFormatSmall);
    mNoiseTex.setWrap( GL_REPEAT, GL_REPEAT );
    mNoiseTex.setMinFilter( GL_NEAREST );
    mNoiseTex.setMagFilter( GL_NEAREST );

    mPosTex = gl::Texture(mPosSurface, tFormat);
    mPosTex.setWrap( GL_REPEAT, GL_REPEAT );
    mPosTex.setMinFilter( GL_NEAREST );
    mPosTex.setMagFilter( GL_NEAREST );

    mVelTex = gl::Texture(mVelSurface, tFormat);
    mVelTex.setWrap( GL_REPEAT, GL_REPEAT );
    mVelTex.setMinFilter( GL_NEAREST );
    mVelTex.setMagFilter( GL_NEAREST );

    mInfoTex = gl::Texture(mInfoSurface, tFormatSmall);
    mInfoTex.setWrap( GL_REPEAT, GL_REPEAT );
    mInfoTex.setMinFilter( GL_NEAREST );
    mInfoTex.setMagFilter( GL_NEAREST );

    //initialize fbo
    gl::Fbo::Format format;
    format.enableDepthBuffer(false);
    format.enableColorBuffer(true, 3);
    format.setMinFilter( GL_NEAREST );
    format.setMagFilter( GL_NEAREST );
    format.setWrap(GL_CLAMP,GL_CLAMP);
    format.setColorInternalFormat( GL_RGBA16F_ARB );

    mFbo[0] = gl::Fbo(PARTICLES,PARTICLES, format);
    mFbo[1] = gl::Fbo(PARTICLES,PARTICLES, format);

    initFBO();

    //fill dummy fbo
    vector<Vec2f> texCoords;
    vector<Vec3f> vertCoords, normCoords;
    vector<uint32_t> indices;

    gl::VboMesh::Layout layout;
    layout.setStaticIndices();
    layout.setStaticPositions();
    layout.setStaticTexCoords2d();
    layout.setStaticNormals();

    mVbo = gl::VboMesh(PARTICLES*PARTICLES,PARTICLES*PARTICLES,layout,GL_POINTS);

    for (int x = 0; x < PARTICLES; ++x) {
        for (int y = 0; y < PARTICLES; ++y) {
            indices.push_back( x * PARTICLES + y);
            texCoords.push_back( Vec2f( x/(float)PARTICLES, y/(float)PARTICLES));
        }
    }

    mVbo.bufferIndices(indices);
    mVbo.bufferTexCoords2d(0, texCoords);

}