void BasicApplicationApp::setup() { plane.appendVertex(Vec3f(0, 0, 0)); // [ (0,0,0) ] plane.appendColorRgba(Colorf(1.f,0,0)); plane.appendTexCoord(Vec2f(0,0)); plane.appendVertex(Vec3f(600, 0, 0)); // [ (0,0,0), (600,0,0) ] plane.appendColorRgba(Colorf(1.f,1.f,0)); plane.appendTexCoord(Vec2f(1.f,0)); plane.appendVertex(Vec3f(600, 600, 0)); // [ (0,0,0), (600,0,0), (600,600,0)] plane.appendColorRgba(Colorf(0,1.f,0)); plane.appendTexCoord(Vec2f(1.f,1.f)); plane.appendVertex(Vec3f(0, 600, 0)); // [ (0,0,0), (600,0,0), (600,600,0), (0,600,0)] plane.appendColorRgba(Colorf(0,0,1.f)); plane.appendTexCoord(Vec2f(0.f,1.f)); uint indices[6] = {0,1,2,2,3,0}; plane.appendIndices(&indices[0], 6); mTexture = gl::Texture( loadImage())) }
void ssaoApp::setup() { gl::disableVerticalSync(); RENDER_MODE = DeferredRenderer::SHOW_FINAL_VIEW; //set up camera mCam.setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 10000.0f ); Vec3f camPos( -14.0f, 7.0f, -14.0f ); mCam.lookAt(camPos * 1.5f, Vec3f::zero(), Vec3f(0.0f, 1.0f, 0.0f) ); mCam.setCenterOfInterestPoint(Vec3f::zero()); mMayaCam.setCurrentCam(mCam); //create functions pointers to send to deferred renderer boost::function<void(gl::GlslProg*)> fRenderShadowCastersFunc = boost::bind( &ssaoApp::drawShadowCasters, this, boost::lambda::_1 ); boost::function<void(gl::GlslProg*)> fRenderNotShadowCastersFunc = boost::bind( &ssaoApp::drawNonShadowCasters, this, boost::lambda::_1 ); boost::function<void(void)> fRenderOverlayFunc = boost::bind( &ssaoApp::drawOverlay, this ); mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, NULL, NULL, &mCam, Vec2i(1024, 768), 1024, true, true ); //no overlay or "particles" //have these cast point light shadows mDeferredRenderer.addCubeLight( Vec3f(-2.0f, 4.0f, 6.0f), Color(0.10f, 0.69f, 0.93f) * LIGHT_BRIGHTNESS_DEFAULT, true); //blue mDeferredRenderer.addCubeLight( Vec3f(4.0f, 6.0f, -4.0f), Color(0.94f, 0.15f, 0.23f) * LIGHT_BRIGHTNESS_DEFAULT, true); //red //add a bunch of lights for(int i = 0; i < 10; i++) { for(int j = 0; j < 10; j++) { int randColIndex = Rand::randInt(5); Color randCol; switch( randColIndex ) { case 0: randCol = Color(0.99f, 0.67f, 0.23f); //orange break; case 1: randCol = Color(0.97f, 0.24f, 0.85f); //pink break; case 2: randCol = Color(0.00f, 0.93f, 0.30f); //green break; case 3: randCol = Color(0.98f, 0.96f, 0.32f); //yellow break; case 4: randCol = Color(0.10f, 0.69f, 0.93f); //blue break; case 5: randCol = Color(0.94f, 0.15f, 0.23f); //red break; }; mDeferredRenderer.addCubeLight( Vec3f( i * 20, 30, j * 20), randCol * LIGHT_BRIGHTNESS_DEFAULT, false, true); } } mCurrLightIndex = 0; float size = 3000; plane.appendVertex(Vec3f(size, -1,-size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); plane.appendVertex(Vec3f(-size, -1,-size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); plane.appendVertex(Vec3f(-size, -1, size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); plane.appendVertex(Vec3f(size, -1, size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); uint indices[6] = {0,1,2,2,3,0}; plane.appendIndices(&indices[0], 6); gl::VboMesh::Layout layout; shadowPlane = gl::VboMesh::create(plane); TriMesh bunnyMesh; ObjLoader loader( loadResource(RES_BUNNY) ); loader.load( &bunnyMesh ); bunny = gl::VboMesh(bunnyMesh); }