//---------------------------------------------------------- void ofTexture::loadData(const ofFloatPixels & pix, int glFormat){ if(!isAllocated()){ allocate(pix.getWidth(), pix.getHeight(), ofGetGlInternalFormat(pix), ofGetUsingArbTex(), glFormat, ofGetGlType(pix)); } ofSetPixelStoreiAlignment(GL_UNPACK_ALIGNMENT,pix.getWidth(),pix.getBytesPerChannel(),ofGetNumChannelsFromGLFormat(glFormat)); loadData(pix.getData(), pix.getWidth(), pix.getHeight(), glFormat, ofGetGlType(pix)); }
//---------------------------------------------------------- void ofTexture::loadData(const ofFloatPixels & pix){ if(!isAllocated()){ allocate(pix); }else{ ofSetPixelStoreiAlignment(GL_UNPACK_ALIGNMENT,pix.getBytesStride()); loadData(pix.getData(), pix.getWidth(), pix.getHeight(), ofGetGlFormat(pix), ofGetGlType(pix)); } }
void ofTexture::readToPixels(ofFloatPixels & pixels) const { #ifndef TARGET_OPENGLES pixels.allocate(texData.width,texData.height,ofGetImageTypeFromGLType(texData.glInternalFormat)); ofSetPixelStoreiAlignment(GL_PACK_ALIGNMENT,pixels.getWidth(),pixels.getBytesPerChannel(),pixels.getNumChannels()); glBindTexture(texData.textureTarget,texData.textureID); glGetTexImage(texData.textureTarget,0,ofGetGlFormat(pixels),GL_FLOAT,pixels.getData()); glBindTexture(texData.textureTarget,0); #endif }
//---------------------------------------------------------- void ofFbo::readToPixels(ofFloatPixels & pixels, int attachmentPoint) const{ if(!bIsAllocated) return; #ifndef TARGET_OPENGLES getTexture(attachmentPoint).readToPixels(pixels); #else pixels.allocate(settings.width,settings.height,ofGetImageTypeFromGLType(settings.internalformat)); bind(); int format = ofGetGLFormatFromInternal(settings.internalformat); glReadPixels(0,0,settings.width, settings.height, format, GL_FLOAT, pixels.getData()); unbind(); #endif }
void update() { #ifdef USE_AUDIO //Speaker sampling code speakerFbo.begin(); renderScene(shader, speakerXyzMap, speakerConfidenceMap); speakerFbo.end(); //Read back the fbo, and average it on the CPU speakerFbo.readToPixels(speakerPixels); speakerPixels.setImageType(OF_IMAGE_GRAYSCALE); ofxOscMessage brightnessMsg; brightnessMsg.setAddress("/audio/brightness"); float* pix = speakerPixels.getData(); for(int i = 0; i < n_speakers; i++){ float avg = 0; for(int j = 0; j < n_samples; j++){ avg += *pix++; } avg /= n_samples; brightnessMsg.addFloatArg(avg); } oscSender.sendMessage(brightnessMsg); float elapsedTime = ofGetElapsedTimef(); // copied from shader --- 8< --- float t = elapsedTime / 30.; // duration of each stage float stage = floor(t); // index of current stage float i = t - stage; // progress in current stage // copied from shader --- 8< --- if(stage != previousStage) { ofxOscMessage msg; msg.setAddress("/audio/scene_change_event"); msg.addIntArg(stage == 0 ? 0 : 2); oscSender.sendMessage(msg); } previousStage = stage; if(stage == 0) { float lighthouseAngle = ofGetElapsedTimef() / TWO_PI; lighthouseAngle += 0; // set offset here ofxOscMessage msg; msg.setAddress("/audio/lighthouse_angle"); msg.addFloatArg(fmodf(lighthouseAngle, 1)); oscSender.sendMessage(msg); } #endif }
// get float pixels from a fbo or texture void ftUtil::toPixels(ofTexture& _tex, ofFloatPixels& _pixels) { ofTextureData& texData = _tex.getTextureData(); int format = texData.glInternalFormat; int readFormat, numChannels; switch(format){ case GL_R32F: readFormat = GL_RED, numChannels = 1; break; // or is it GL_R case GL_RG32F: readFormat = GL_RG, numChannels = 2; break; case GL_RGB32F: readFormat = GL_RGB, numChannels = 3; break; case GL_RGBA32F: readFormat = GL_RGBA, numChannels = 4; break; default: ofLogWarning("ftUtil") << "toPixels: " << "can only read float textures to ofFloatPixels"; return; } if (_pixels.getWidth() != texData.width || _pixels.getHeight() != texData.height || _pixels.getNumChannels() != numChannels) { _pixels.allocate(texData.width, texData.height, numChannels); } ofSetPixelStoreiAlignment(GL_PACK_ALIGNMENT, texData.width, 4, numChannels); glBindTexture(texData.textureTarget, texData.textureID); glGetTexImage(texData.textureTarget, 0, readFormat, GL_FLOAT, _pixels.getData()); glBindTexture(texData.textureTarget, 0); }
void ofxTexture3d::loadData(ofFloatPixels & pix, int d, int xOffset, int yOffset, int zOffset) { loadData(pix.getData(), pix.getWidth(), pix.getHeight(), d, xOffset, yOffset, zOffset, ofGetGlFormat(pix)); }
//---------------------------------------------------------- void ofTexture::loadData(const ofFloatPixels & pix, int glFormat){ ofSetPixelStoreiAlignment(GL_UNPACK_ALIGNMENT,pix.getWidth(),pix.getBytesPerChannel(),ofGetNumChannelsFromGLFormat(glFormat)); loadData(pix.getData(), pix.getWidth(), pix.getHeight(), glFormat, ofGetGlType(pix)); }