Exemple #1
0
//--------------------------------------------------------------
void ofApp::update(){

    
    fbo.begin();
    mClient.draw(0, 0);
    fbo.end();
    
    fbo.readToPixels(pixels);
    
    fboTour.begin();
    tClient.draw(0, 0);
    fboTour.end();
    
    fboTour.readToPixels(pixTour);
    
    while(receiver.hasWaitingMessages()){
        // get the next message
        ofxOscMessage m;
        receiver.getNextMessage(m);
        
        if(m.getAddress() == "/b"){
            //ofLog() << "b" << m.getArgAsInt32(0);
            for (int i=0; i<3; i++){
                setBrightness(i, m.getArgAsInt32(0));
            }
        }
        else if(m.getAddress() == "/t"){
            //ofLog() << "t" << m.getArgAsInt32(0);
            setBrightness(3, m.getArgAsInt32(0));
        }
        else if(m.getAddress() == "/d"){
            for (int i=0; i<3; i++){
                setDither(i, m.getArgAsInt32(0));
            }
            //ofLog() << "d" << m.getArgAsInt32(0);
        }
        else if(m.getAddress() == "/dt"){
            setDither(3, m.getArgAsInt32(0));
            //ofLog() << "d" << m.getArgAsInt32(0);
        }
    }
  
    for (int i=0; i<4; i++) {
    sendLine(i);
    }
    
}
Exemple #2
0
void State::setEnableFeature(GLenum feature, bool enabled)
{
    switch (feature)
    {
      case GL_CULL_FACE:                     setCullFace(enabled);              break;
      case GL_POLYGON_OFFSET_FILL:           setPolygonOffsetFill(enabled);     break;
      case GL_SAMPLE_ALPHA_TO_COVERAGE:      setSampleAlphaToCoverage(enabled); break;
      case GL_SAMPLE_COVERAGE:               setSampleCoverage(enabled);        break;
      case GL_SCISSOR_TEST:                  setScissorTest(enabled);           break;
      case GL_STENCIL_TEST:                  setStencilTest(enabled);           break;
      case GL_DEPTH_TEST:                    setDepthTest(enabled);             break;
      case GL_BLEND:                         setBlend(enabled);                 break;
      case GL_DITHER:                        setDither(enabled);                break;
      case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED();                   break;
      case GL_RASTERIZER_DISCARD:            setRasterizerDiscard(enabled);     break;
      default:                               UNREACHABLE();
    }
}
gl::Error StateManager9::setBlendDepthRasterStates(const gl::State &glState,
                                                   unsigned int sampleMask)
{
    const gl::Framebuffer *framebuffer = glState.getDrawFramebuffer();

    const gl::BlendState &blendState       = glState.getBlendState();
    const gl::ColorF &blendColor           = glState.getBlendColor();
    const gl::RasterizerState &rasterState = glState.getRasterizerState();

    const auto &depthStencilState = glState.getDepthStencilState();
    bool frontFaceCCW             = (glState.getRasterizerState().frontFace == GL_CCW);
    unsigned int maxStencil       = (1 << mCurStencilSize) - 1;

    // All the depth stencil states depends on the front face ccw variable
    if (frontFaceCCW != mCurFrontFaceCCW)
    {
        forceSetDepthStencilState();
        mCurFrontFaceCCW = frontFaceCCW;
    }

    for (auto dirtyBit : angle::IterateBitSet(mDirtyBits))
    {
        switch (dirtyBit)
        {
            case DIRTY_BIT_BLEND_ENABLED:
                setBlendEnabled(blendState.blend);
                break;
            case DIRTY_BIT_BLEND_COLOR:
                setBlendColor(blendState, blendColor);
                break;
            case DIRTY_BIT_BLEND_FUNCS_EQUATIONS:
                setBlendFuncsEquations(blendState);
                break;
            case DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE:
                setSampleAlphaToCoverage(blendState.sampleAlphaToCoverage);
                break;
            case DIRTY_BIT_COLOR_MASK:
                setColorMask(framebuffer, blendState.colorMaskRed, blendState.colorMaskBlue,
                             blendState.colorMaskGreen, blendState.colorMaskAlpha);
                break;
            case DIRTY_BIT_DITHER:
                setDither(blendState.dither);
                break;
            case DIRTY_BIT_CULL_MODE:
                setCullMode(rasterState.cullFace, rasterState.cullMode, rasterState.frontFace);
                break;
            case DIRTY_BIT_DEPTH_BIAS:
                setDepthBias(rasterState.polygonOffsetFill, rasterState.polygonOffsetFactor,
                             rasterState.polygonOffsetUnits);
                break;
            case DIRTY_BIT_STENCIL_DEPTH_MASK:
                setDepthMask(depthStencilState.depthMask);
                break;
            case DIRTY_BIT_STENCIL_DEPTH_FUNC:
                setDepthFunc(depthStencilState.depthTest, depthStencilState.depthFunc);
                break;
            case DIRTY_BIT_STENCIL_TEST_ENABLED:
                setStencilTestEnabled(depthStencilState.stencilTest);
                break;
            case DIRTY_BIT_STENCIL_FUNCS_FRONT:
                setStencilFuncsFront(depthStencilState.stencilFunc, depthStencilState.stencilMask,
                                     glState.getStencilRef(), frontFaceCCW, maxStencil);
                break;
            case DIRTY_BIT_STENCIL_FUNCS_BACK:
                setStencilFuncsBack(depthStencilState.stencilBackFunc,
                                    depthStencilState.stencilBackMask, glState.getStencilBackRef(),
                                    frontFaceCCW, maxStencil);
                break;
            case DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
                setStencilWriteMask(depthStencilState.stencilWritemask, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_WRITEMASK_BACK:
                setStencilBackWriteMask(depthStencilState.stencilBackWritemask, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_OPS_FRONT:
                setStencilOpsFront(depthStencilState.stencilFail,
                                   depthStencilState.stencilPassDepthFail,
                                   depthStencilState.stencilPassDepthPass, frontFaceCCW);
                break;
            case DIRTY_BIT_STENCIL_OPS_BACK:
                setStencilOpsBack(depthStencilState.stencilBackFail,
                                  depthStencilState.stencilBackPassDepthFail,
                                  depthStencilState.stencilBackPassDepthPass, frontFaceCCW);
                break;
            default:
                break;
        }
    }

    if (sampleMask != mCurSampleMask)
    {
        setSampleMask(sampleMask);
    }

    return gl::Error(GL_NO_ERROR);
}
Exemple #4
0
gxScene::gxScene( gxGraphics *g,gxCanvas *t ):
graphics(g),target(t),dir3dDev( g->dir3dDev ),
n_texs(0),tris_drawn(0){

	memset( d3d_rs,0x55,sizeof(d3d_rs) );
	memset( d3d_tss,0x55,sizeof(d3d_tss) );

	//nomalize normals
	setRS( D3DRENDERSTATE_NORMALIZENORMALS,TRUE );

	//vertex coloring
	setRS( D3DRENDERSTATE_COLORVERTEX,FALSE );
	setRS( D3DRENDERSTATE_DIFFUSEMATERIALSOURCE,D3DMCS_COLOR1 );
	setRS( D3DRENDERSTATE_AMBIENTMATERIALSOURCE,D3DMCS_COLOR1 );
	setRS( D3DRENDERSTATE_EMISSIVEMATERIALSOURCE,D3DMCS_MATERIAL );
	setRS( D3DRENDERSTATE_SPECULARMATERIALSOURCE,D3DMCS_MATERIAL );

	//Alpha test
	setRS( D3DRENDERSTATE_ALPHATESTENABLE,false );
	setRS( D3DRENDERSTATE_ALPHAFUNC,D3DCMP_GREATER );
	setRS( D3DRENDERSTATE_ALPHAREF,128 );

	//source/dest blending modes
	setRS( D3DRENDERSTATE_SRCBLEND,D3DBLEND_SRCALPHA );
	setRS( D3DRENDERSTATE_DESTBLEND,D3DBLEND_INVSRCALPHA );

	//suss out caps
	can_wb=false;
	hw_tex_stages=1;
	D3DDEVICEDESC7 devDesc={0};
	if( dir3dDev->GetCaps( &devDesc )>=0 ){
		DWORD caps=devDesc.dpcTriCaps.dwRasterCaps;
		//texture stages
		hw_tex_stages=devDesc.wMaxSimultaneousTextures;
		//depth buffer mode
		if( (caps & D3DPRASTERCAPS_WBUFFER) && graphics->zbuffFmt.dwRGBBitCount==16 ) can_wb=true;
		//fog mode
		if( (caps&D3DPRASTERCAPS_FOGTABLE)&&(caps&D3DPRASTERCAPS_WFOG) ){
			setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_NONE );
			setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_LINEAR );
		}else{
			setRS( D3DRENDERSTATE_FOGTABLEMODE,D3DFOG_NONE );
			setRS( D3DRENDERSTATE_FOGVERTEXMODE,D3DFOG_LINEAR );
		}
	}
	tex_stages=hw_tex_stages;

	caps_level=100;
	if( devDesc.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP ){
		caps_level=110;
	}

	//default texture states
	for( int n=0;n<hw_tex_stages;++n ){
		setTSS( n,D3DTSS_COLORARG1,D3DTA_TEXTURE );
		setTSS( n,D3DTSS_COLORARG2,D3DTA_CURRENT );
		setTSS( n,D3DTSS_ALPHAARG1,D3DTA_TEXTURE );
		setTSS( n,D3DTSS_ALPHAARG2,D3DTA_CURRENT );
		setTSS( n,D3DTSS_MINFILTER,D3DTFN_LINEAR );
		setTSS( n,D3DTSS_MAGFILTER,D3DTFG_LINEAR );
		setTSS( n,D3DTSS_MIPFILTER,D3DTFP_LINEAR );
	}
	setHWMultiTex( true );

	//ATI lighting hack
	dir3dDev->LightEnable( 0,true );
	dir3dDev->LightEnable( 0,false );

	//globals
	sphere_mat._11=.5f;sphere_mat._22=-.5f;sphere_mat._33=.5f;
	sphere_mat._41=.5f;sphere_mat._42=.5f;sphere_mat._43=.5f;
	nullmatrix._11=nullmatrix._22=nullmatrix._33=nullmatrix._44=1;

	//set null renderstate
	memset(&material,0,sizeof(material));
	shininess=0;blend=BLEND_REPLACE;fx=0;
	for( int k=0;k<MAX_TEXTURES;++k ) memset( &texstate[k],0,sizeof(texstate[k]) );

	wbuffer=can_wb;
	dither=false;setDither( true );
	antialias=true;setAntialias( false );
	wireframe=true;setWireframe( false );
	flipped=true;setFlippedTris( false );
	ambient=~0;setAmbient( GRAY );
	ambient2=~0;setAmbient2( BLACK );
	fogcolor=~0;setFogColor( BLACK );
	fogrange_nr=fogrange_fr=0;setFogRange( 1,1000 );
	fogmode=FOG_LINEAR;setFogMode( FOG_NONE );
	zmode=-1;setZMode( ZMODE_NORMAL );
	memset(&projmatrix,0,sizeof(projmatrix));
	ortho_proj=true;frustum_nr=frustum_fr=frustum_w=frustum_h=0;setPerspProj( 1,1000,1,1 );
	memset(&viewport,0,sizeof(viewport));viewport.dvMaxZ=1;setViewport( 0,0,target->getWidth(),target->getHeight() );
	viewmatrix=nullmatrix;setViewMatrix( 0 );
	worldmatrix=nullmatrix;setWorldMatrix( 0 );

	//set default renderstate
	blend=fx=~0;shininess=1;
	RenderState state;memset(&state,0,sizeof(state));
	state.color[0]=state.color[1]=state.color[2]=state.alpha=1;
	state.blend=BLEND_REPLACE;
	setRenderState( state );
}