Example #1
0
    void drawBranch(float x, float y, float radius, int level)
    {

        path.clear();
        path.setStrokeColor(ofColor::blueSteel);
        path.setStrokeWidth(level*2);
        path.arc(x,y, radius,radius, -180, 0);

        path.draw();
        
        ofFill();
        ofSetColor(56);
        ofCircle(x, y, level*3);
        
        if (level > 0 ){
            drawBranch(x-radius, y+radius/2, radius/2, level-1);
            drawBranch(x+radius, y+radius/2, radius/2, level-1);
        }
//        return drawBranch(x, y, radius, level);
    }
Example #2
0
//--------------------------------------------------------------
void testApp::update(){
    
    /* get the spectral data */
    float * val = ofSoundGetSpectrum(nBandsToGet);
	for (int i = 0; i < nBandsToGet; i++){
		
		// let the smoothed calue sink to zero:
		fftSmoothed[i] *= 0.96f;
		
		// take the max, either the smoothed or the incoming:
		if (fftSmoothed[i] < val[i])
            fftSmoothed[i] = val[i];
        
        if (fftSmoothed[i] > fftmax) {
            fftmax = fftSmoothed[i];
        }
	}
    
    /* update our bark map'd frequency bins */
    memset(bins, 0x00, sizeof(bins));
    for (int i = 0; i < SPECTRAL_BANDS; i++) {
        int idx = barkmap[i];
        bins[idx] += fftSmoothed[i] * 20;
    }
    
    /* put the eq vals into a path to turn them into a curve */
    int line_len = fbo_res;
    float ppseg = line_len /(float)(BARK_MAX+1);
    eq_path.clear();
    eq_path.curveTo(0, -bins[0]);
    for (int i = 0; i < BARK_MAX; i++) {
        //        bins[i] = max(5.0f, bins[i]); //set a lower bound on the bin val
        eq_path.curveTo(i * ppseg, -bins[i]);
    }
    
    //    eq_path.curveTo(BARK_MAX * ppseg, -bins[0]);
    //    eq_path.curveTo(BARK_MAX * ppseg, -bins[0]);
    
    //smooth this out a little at the end so the eq texture wraps, 25 = BARK_MAX
    eq_path.curveTo(25 * ppseg, -(bins[0] + bins[24] + bins[23] + bins[22])/4.0f);
    eq_path.curveTo(26 * ppseg, -bins[0]);
    eq_path.curveTo(26 * ppseg, -bins[0]);
    
    ofMesh eq_m = eq_path.getTessellation();
    
    //load up the eq curve into a texture
    eq_tex.loadData((float *)eq_m.getVerticesPointer(), fbo_res, 1, GL_RGB);
    
    //update where on the axis we will apply the latest eq data
    axis_loc--;
    
    if (axis_loc < 0)
        axis_loc = fbo_res;
    
    //use fbo to work out displacement coeffcients
    posbuf.dst->begin();
    ofClear(0);
    pos_shader.begin();
    pos_shader.setUniformTexture("u_prevDisp", posbuf.src->getTextureReference(), 0);
    pos_shader.setUniformTexture("u_newDisp", eq_tex, 1); //pass the new displacement data
    pos_shader.setUniform1f("u_axisloc", axis_loc);
    pos_shader.setUniform1f("u_decayRate", posdecayrate);
    
    ofSetColor(255, 255, 255, 255);
    glBegin(GL_QUADS);
    glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
    glTexCoord2f(fbo_res, 0); glVertex3f(fbo_res, 0, 0);
    glTexCoord2f(fbo_res, fbo_res); glVertex3f(fbo_res, fbo_res, 0);
    glTexCoord2f(0, fbo_res); glVertex3f(0, fbo_res, 0);
    glEnd();
    
    pos_shader.end();
    posbuf.dst->end();
    posbuf.swap();
    
}