void redEyeApp::setup() { //-settings mListener.setup(43334); //osc input port //--defaults mHide= false; //also keydown 'i' mError= ""; mOsc= ""; mMode= 5; mAmplitude= 0.0f; mNumSamples= 512; mDownSample= 0; mWidth= 1.0f; mColorBack= ColorA(0.0f, 0.0f, 0.0f, 1.0f); //mVisible0= mVisible1= true; mScale0= mScale1= Vec3f(1.0f, 1.0f, 1.0f); mTranslate0= mTranslate1= Vec3f::zero(); mColor0= ColorA(1.0f, 0.0f, 0.0f, 1.0f); mColor1= ColorA(0.0f, 1.0f, 0.0f, 1.0f); //--audio mInput= audio::Input(); //use default input device mInput.start(); //start capturing //--shaders mPathFrag= getPathDirectory(app::getAppPath().string())+"data/_default_frag.glsl"; mPathVert= getPathDirectory(app::getAppPath().string())+"data/_default_vert.glsl"; //loadShader(); //--parameter window mParams= params::InterfaceGl::create(getWindow(), "redEye", toPixels(Vec2i(200, 400))); //mParams->addText("text", ("label=`redEye`")); mParams->addParam("NumSamples", &mNumSamples, "min=1 max=2048 step=1"); mParams->addParam("DownSample", &mDownSample, "min=0 max=2047 step=1"); mParams->addParam("Width", &mWidth, "min=0 max=1000 step=1"); mParams->addParam("Back color", &mColorBack, ""); mParams->addSeparator(); //mParams->addParam("Visible", &mVisible0); mParams->addParam("Scale", &mScale0); mParams->addParam("Rotate", &mRotate0); mParams->addParam("Translate", &mTranslate0); mParams->addParam("Color", &mColor0, ""); /*mParams->addSeparator(); mParams->addParam("Visible1", &mVisible1); mParams->addParam("Scale1", &mScale1); mParams->addParam("Rotate1", &mRotate1); mParams->addParam("Translate1", &mTranslate1); mParams->addParam("Color1", &mColor1, "");*/ //mParams->addParam("Cube Size", &mObjSize, "min=0.1 max=20.5 step=0.5 keyIncr=z keyDecr=Z"); mParams->addSeparator(); mParams->addParam("String00", &mNameFrag, "label=`frag (f):`"); mParams->addParam("String01", &mNameVert, "label=`vert (v):`"); mParams->addParam("String02", &mError, "label=`error:`"); mParams->addParam("String03", &mOsc, "label=`osc:`"); mParams->addParam("String04", &mMode, "label=`mode (m):`"); mParams->addParam("String05", &mFps, "label=`fps:`"); }
void TouchAudioTestApp::setup() { //mAudioSource = audio::load( loadResource( RES_BOOYAH ) ); //initialize the audio Input, using the default input device mInput = audio::Input(); //tell the input to start capturing audio mInput.start(); }
void shader02vertexApp::setup() { //--defaults mHide= false; //also keydown 'i' mError= ""; mMode= 0; mAmplitude= 0.0f; mMouse= Vec2f(0.0f, 0.0f); //--audio mInput= audio::Input(); //use default input device mInput.start(); //start capturing //--shader mPathFrag= getPathDirectory(app::getAppPath().string())+"data/_default_frag.glsl"; mPathVert= getPathDirectory(app::getAppPath().string())+"data/_default_vert.glsl"; loadShader(); }
void svvimApp::setup() { mLastElapsedSecondsSwitch = 0; mPerlinGenerator = Perlin(); mBgTextureList = new gl::Texture [3]; mPoolWaterMovie = qtime::MovieGl(getResourcePath("water-over.m4v")); mPoolWaterMovie.setLoop(); mPoolWaterMovie.play(); mMovieList = new qtime::MovieGl [13]; mMovieList[ 0] = qtime::MovieGl(getResourcePath("SVVIM4_VIS_04.mov")); mMovieList[ 1] = qtime::MovieGl(getResourcePath("SVVIM4_VIS_08.mov")); mMovieList[ 2] = qtime::MovieGl(getResourcePath("SVVIM4_VIS_10.mov")); mMovieList[ 3] = qtime::MovieGl(getResourcePath("SVVIM4_VIS_11.mov")); mMovieList[ 4] = qtime::MovieGl(getResourcePath("SVVIM4_VIS_07.mov")); mMovieList[ 5] = qtime::MovieGl(getResourcePath("movie-006.mov")); mMovieList[ 6] = qtime::MovieGl(getResourcePath("movie-002.mov")); mMovieList[ 7] = qtime::MovieGl(getResourcePath("movie-008.mov")); mMovieList[ 8] = qtime::MovieGl(getResourcePath("movie-009.mov")); mMovieList[ 9] = qtime::MovieGl(getResourcePath("movie-010.mov")); mMovieList[10] = qtime::MovieGl(getResourcePath("movie-011.mov")); mMovieList[11] = qtime::MovieGl(getResourcePath("movie-012.mov")); mMovieList[12] = qtime::MovieGl(getResourcePath("movie-013.mov")); // Load Svvim Logo from PNG app::console() << "setup\n"; // Compile shader try { mShader = gl::GlslProg(loadResource(RES_VERT_GLSL), loadResource(RES_FRAG_GLSL)); } catch (const std::exception & e) { mShader = gl::GlslProg(); console() << "Compile error in shader: " << e.what() << "\n"; } // Begin reading MIC mInput = audio::Input(); mInput.start(); // mMovieIndex = 4; mCurrentMovie = mMovieList[mMovieIndex]; mCurrentMovie.play(); mCurrentMovie.setVolume(0.); gl::Texture::Format format; format.setTargetRect(); mImageTexture = gl::Texture(loadImage(loadResource("saturday-night.jpg")), format); mSvvimLogoPng = gl::Texture(loadImage(loadResource(RES_SVVIM_LOGO_PNG)), format); mCurrentBgTexture = gl::Texture(loadImage(loadResource("bgMarble.png")), format); mCurrentMovie.seekToTime(82.); gl::enableAlphaBlending(); }