Exemple #1
0
void cApp::setup(){
    mExp.setup(1920, 1080, 0, 100-1, GL_RGB, mt::getRenderPath(), 0, "test" );
    setWindowSize( 1920, 1080 );
    setWindowPos(0, 0);
    
    mPln.setSeed( 345 );
    mPln.setOctaves( 4 );
    
    cam = CameraPersp(1920, 1080, 55, 0.1, 100000);
    eye = vec3(0,0,1000);
    cam.lookAt(eye, vec3(0,0,0));
    camui.setCamera(&cam);
}
Exemple #2
0
void GeometryApp::mouseDown( MouseEvent event )
{
	mRecenterCamera = false;

	mCamUi.mouseDown( event );

	if( getElapsedSeconds() - mLastMouseDownTime < 0.2f ) {
		mPrimitiveSelected = static_cast<Primitive>( static_cast<int>( mPrimitiveSelected ) + 1 );
		createGeometry();
	}

	mLastMouseDownTime = getElapsedSeconds();
}
Exemple #3
0
void cApp::setup(){
    setWindowPos( 0, 0 );

    float w = 1920;
    float h = 1080;
    
    setWindowSize( w, h );
    
    cam = CameraPersp(w, h, 55.0f, 1, 10000 );
    cam.lookAt( vec3(0,0,1200), vec3(0,0,0) );
    cam.setLensShift( 0,0 );
    camUi.setCamera( &cam );
    
    fftCheck();
//    dftCheck();
}
Exemple #4
0
void cApp::setup(){
    setWindowPos( 0, 0 );
    
    float w = 1920;
    float h = 1080*3;
    
    setWindowSize( w*0.2, h*0.2 );
    mExp.setup( w, h, 0, 550-1, GL_RGB, mt::getRenderPath(), 0);
    
    cam = CameraPersp(w, h, 55.0f, 0.1, 1000000 );
    
    if(0){
        cam.lookAt( vec3(0,0,800), vec3(0,0,0) );
        cam.setLensShift( 0,0 );
    }else{
        cam.setNearClip(0.100000);
        cam.setFarClip(1000000.000000);
        cam.setAspectRatio(0.592593);
        cam.setFov(55.000000);
        cam.setEyePoint(vec3(326.924622,-381.081604,259.431519));
        cam.setWorldUp(vec3(0.000000,1.000000,0.000000));
        cam.setLensShift(vec2(0.000000,0.000000));
        cam.setViewDirection(vec3(-0.578462,0.674288,-0.459040));
        cam.lookAt(vec3(326.924622,-381.081604,259.431519)+vec3(-0.578462,0.674288,-0.459040));
    }
    
    camUi.setCamera( &cam );
    
    mPln.setSeed(123);
    mPln.setOctaves(4);
    
    for( int i=0; i<6; i++){
        Ramses r(eSimType,i);
        rms.push_back( r );
    }

    makeGui();
    
#ifdef RENDER
    mExp.startRender();
#endif
    
}
Exemple #5
0
void cApp::setup(){
    
    mPln.setSeed( 345 );
    mPln.setOctaves( 4 );
    
    openDir();
    
    fs::path path = dir/("f_00000.png");
    sur = Surface8u( loadImage( path) );
    int w = sur.getWidth();
    int h = sur.getHeight();
    
    pcam = CameraPersp(w, h, 50, 1, 10000);
    camUi.setCamera( &pcam );
    mExp.setup( w, h, 0, 3000-1, GL_RGB, mt::getRenderPath(), 0 );
    setWindowSize( w*0.5, h*0.5 );
    setWindowPos(0, 0);
    
    
#ifdef RENDER
    mExp.startRender();
#endif
}
Exemple #6
0
void cApp::draw(){
    glPointSize(1);
    glLineWidth(1);
    gl::enableAlphaBlending();
    
    mExp.begin(camui.getCamera());{
        gl::clear();
        mt::drawCoordinate(100);
        vbo.draw();
    }
    mExp.end();
    
    mExp.draw();
    
    gl::pushMatrices();
    {
        gl::color(1, 1, 1);
        gl::drawString("fps      " + to_string( getAverageFps()),   vec2(20,20) );
        gl::drawString("frame    " + to_string( frame ),   vec2(20,35) );
    }
    gl::popMatrices();
    
}
void AudioVisualizerApp::mouseDrag( MouseEvent event )
{
	// handle mouse drag
	mCameraUi.mouseDrag( event.getPos(), event.isLeftDown(), event.isMiddleDown(), event.isRightDown() );
}
void AudioVisualizerApp::setup()
{
	// initialize signals
	signalChannelEnd = false;

	// make a list of valid audio file extensions and initialize audio variables
	const char* extensions[] = { "mp3", "wav", "ogg" };
	mAudioExtensions = vector<string>( extensions, extensions + 2 );
	mAudioPath = getAssetPath( "" );
	mIsAudioPlaying = false;

	// setup camera
	mCamera.setPerspective( 50.0f, 1.0f, 1.0f, 10000.0f );
	mCamera.lookAt( vec3( -kWidth / 4, kHeight / 2, -kWidth / 8 ), vec3( kWidth / 4, -kHeight / 8, kWidth / 4 ) );

	mCameraUi.setCamera( &mCamera );

	// create channels from which we can construct our textures
	mChannelLeft = Channel32f( kBands, kHistory );
	mChannelRight = Channel32f( kBands, kHistory );
	memset( mChannelLeft.getData(), 0, mChannelLeft.getRowBytes() * kHistory );
	memset( mChannelRight.getData(), 0, mChannelRight.getRowBytes() * kHistory );

	// create texture format (wrap the y-axis, clamp the x-axis)
	mTextureFormat.setWrapS( GL_CLAMP_TO_BORDER );
	mTextureFormat.setWrapT( GL_REPEAT );
	mTextureFormat.setMinFilter( GL_LINEAR );
	mTextureFormat.setMagFilter( GL_LINEAR );
	mTextureFormat.loadTopDown( true );

	// compile shader
	try {
		mShader = gl::GlslProg::create( loadAsset( "shaders/spectrum.vert" ), loadAsset( "shaders/spectrum.frag" ) );
	}
	catch( const std::exception& e ) {
		console() << e.what() << std::endl;
		quit();
		return;
	}

	// create static mesh (all animation is done in the vertex shader)
	std::vector<vec3>		positions;
	std::vector<Colorf>		colors;
	std::vector<vec2>		coords;
	std::vector<uint32_t>	indices;

	for( size_t h = 0; h < kHeight; ++h ) {
		for( size_t w = 0; w < kWidth; ++w ) {
			// add polygon indices
			if( h < kHeight - 1 && w < kWidth - 1 ) {
				size_t offset = positions.size();

				indices.emplace_back( offset );
				indices.emplace_back( offset + kWidth );
				indices.emplace_back( offset + kWidth + 1 );
				indices.emplace_back( offset );
				indices.emplace_back( offset + kWidth + 1 );
				indices.emplace_back( offset + 1 );
			}

			// add vertex
			positions.emplace_back( vec3( float( w ), 0, float( h ) ) );

			// add texture coordinates
			// note: we only want to draw the lower part of the frequency bands,
			//  so we scale the coordinates a bit
			const float part = 0.5f;
			float s = w / float( kWidth - 1 );
			float t = h / float( kHeight - 1 );
			coords.emplace_back( vec2( part - part * s, t ) );

			// add vertex colors
			colors.emplace_back( Color( CM_HSV, s, 0.5f, 0.75f ) );
		}
	}

	gl::VboMesh::Layout layout;
	layout.usage( GL_STATIC_DRAW );
	layout.attrib( geom::Attrib::POSITION, 3 );
	layout.attrib( geom::Attrib::COLOR, 3 );
	layout.attrib( geom::Attrib::TEX_COORD_0, 2 );

	mMesh = gl::VboMesh::create( positions.size(), GL_TRIANGLES, { layout }, indices.size(), GL_UNSIGNED_INT );
	mMesh->bufferAttrib( geom::POSITION, positions.size() * sizeof( vec3 ), positions.data() );
	mMesh->bufferAttrib( geom::COLOR, colors.size() * sizeof( vec3 ), colors.data() );
	mMesh->bufferAttrib( geom::TEX_COORD_0, coords.size() * sizeof( vec2 ), coords.data() );
	mMesh->bufferIndices( indices.size() * sizeof( uint32_t ), indices.data() );

	// play audio using the Cinder FMOD block
	FMOD::System_Create( &mFMODSystem );
	mFMODSystem->init( 32, FMOD_INIT_NORMAL | FMOD_INIT_ENABLE_PROFILE, NULL );
	mFMODSound = nullptr;
	mFMODChannel = nullptr;

	playAudio( findAudio( mAudioPath ) );

	mIsMouseDown = false;
	mMouseUpDelay = 30.0;
	mMouseUpTime = getElapsedSeconds() - mMouseUpDelay;

	// the texture offset has two purposes:
	//  1) it tells us where to upload the next spectrum data
	//  2) we use it to offset the texture coordinates in the shader for the scrolling effect
	mOffset = 0;
}
Exemple #9
0
void Choreo3DApp::update()
{
    setFrameRate(frameRate);
    
    //DISABLE CAMERA INTERACTION IF MOUSE IS OVER UI REGION
    if (getMousePos().x > 3 * getWindowWidth()/4. && camActive)
    {
        camActive = false;
        mCamUi.disconnect();
        mCamUi.disable();
        cout << "disabling camera UI" << endl;
    } else {
        if (!camActive)
        {
            mCamUi.connect(getWindow());
            mCamUi.enable();
        }
        camActive = true;
        cout << "enabling camera UI" << endl;
    }
    
    mGlsl->uniform("uColor", markerColour );
    
    if (!paused)
    {
        
        
        //UPDATE POSITIONS
        //MAP INSTANCE DATA TO VBO
        //WRITE NEW POSITIONS
        //UNMAP
        
        glm::vec3 *newPositions = (glm::vec3*)mInstanceDataVbo->mapReplace();
        
        for( int i = 0; i < jointList.size(); ++i )
        {
            
            float instanceX = jointList[i].jointPositions[FRAME_COUNT].x;
            float instanceY = jointList[i].jointPositions[FRAME_COUNT].y;
            float instanceZ = jointList[i].jointPositions[FRAME_COUNT].z;
            
            vec3 newPos(vec3(instanceX,instanceY, instanceZ)); //CREATE A NEW VEC3 FOR UPDATING THE VBO
            
            framePositions[i] = newPos;
            
        }
        
        //REPLACE VEC3s IN VBO BY INCREMENTING THE POINTER
        for (int i = 0; i < framePositions.size(); i++){
            *newPositions++ = framePositions[i];
        }
        
        handTrail.update(framePositions[26], dancerColor);
        
        //    std::cout << framePositions[17] << std::endl;
        
        
        skeleton.update(framePositions);

        
        mInstanceDataVbo->unmap();
        // std::cout << "position: " << positions[0] << std::endl;
        
        if (ribbonsActive)updateRibbons();
        
        //MANUALLY INCREMENT THE FRAME, IF THE FRAME_COUNT EXCEEDS TOTAL FRAMES, RESET THE COUNTER
        if (FRAME_COUNT < TOTAL_FRAMES)
        {
            FRAME_COUNT += 1;
        } else {
            FRAME_COUNT = 0;
        }
        
        //std::cout << getAverageFps() << std:: endl;
        // std::cout << "frame rate: " << getAverageFps() << ", frame count: " << FRAME_COUNT << std::endl;
        
        //define changed color
      //  Color temp = Color(dancerColor[0],dancerColor[1],dancerColor[2]);
        
        
        mCurrentFrame++; //MANUALLY ADVANCE THE CURRENT FRAME - WITH RESPECT TO THE DANCERS
    
    }
    
    updateGui();
}
void TextParticlesApp::mouseWheel( MouseEvent event )
{
	mCamUi.mouseWheel( event );
}
Exemple #11
0
void cApp::resize(){
    CameraPersp & cam = const_cast<CameraPersp&>(camUi.getCamera());
    cam.setAspectRatio( getWindowAspectRatio() );
    camUi.setCamera( &cam );
}
Exemple #12
0
void cApp::mouseDrag( MouseEvent event ){
    camUi.mouseDrag( event.getPos(), event.isLeftDown(), event.isMiddleDown(), event.isRightDown() );
}
Exemple #13
0
void cApp::mouseDown( MouseEvent event ){
    camUi.mouseDown( event.getPos() );
}
void ViewportArrayApp::mouseUp( MouseEvent event )
{
	if( currentViewport != -1 ) mCameraUi.setCamera( &mCameras[currentViewport] );
	mCameraUi.mouseUp( event );
}
Exemple #15
0
void GeometryApp::mouseDrag( MouseEvent event )
{
	mCamUi.mouseDrag( event );
}
void TextParticlesApp::mouseUp( MouseEvent event )
{
	mCamUi.mouseUp( event );
}
void ArmyDemoApp::mouseDrag( MouseEvent event )
{
	mCamUi.mouseDrag( event.getPos(), event.isLeftDown(), event.isMiddleDown(), event.isRightDown() );
}
void ViewportArrayApp::mouseWheel( MouseEvent event )
{
	int viewport = getViewportAt( mViewports, event.getPos() );
	if( viewport != -1 ) mCameraUi.setCamera( &mCameras[viewport] );
	mCameraUi.mouseWheel( event );
}
void PointCloudApp::draw()
{
	gl::viewport( getWindowSize() );
	gl::clear();
	gl::setMatrices( mCamUi.getCamera() );
	gl::enableAlphaBlending();
	gl::enableDepthRead();
	gl::enableDepthWrite();
	
	if ( mSurfaceColor ) {
		if ( mTextureColor ) {
			mTextureColor->update( *mSurfaceColor );
		} else {
			mTextureColor = gl::Texture::create( *mSurfaceColor );
		}
		mTextureColor->bind( 0 );
	}
	if ( mChannelDepth ) {
		if ( mTextureDepth ) {
			gl::ScopedTextureBind scopeTextureBind( mTextureDepth->getTarget(), mTextureDepth->getId() );
			glTexSubImage2D( mTextureDepth->getTarget(), 0, 0, 0,
				mTextureDepth->getWidth(), mTextureDepth->getHeight(),
				GL_RED_INTEGER,	GL_UNSIGNED_SHORT, mChannelDepth->getData() );
		} else {
			mTextureDepth = gl::Texture::create( 
				mChannelDepth->getWidth(), mChannelDepth->getHeight(), 
				gl::Texture::Format().dataType( GL_UNSIGNED_SHORT ).internalFormat( GL_R16UI ) );
		}
		mTextureDepth->bind( 1 );
	}
	if ( mSurfaceDepthToCameraTable && !mTextureDepthToCameraTable ) {
		mTextureDepthToCameraTable = gl::Texture::create( *mSurfaceDepthToCameraTable );
		mTextureDepthToCameraTable->bind( 2 );
	}
	if ( mSurfaceDepthToColorTable ) {
		if ( mTextureDepthToColorTable ) {
			mTextureDepthToColorTable->update( *mSurfaceDepthToColorTable );
		} else {
			mTextureDepthToColorTable = gl::Texture::create( 
				*mSurfaceDepthToColorTable,
				gl::Texture::Format().dataType( GL_FLOAT ) );
		}
		mTextureDepthToColorTable->bind( 3 );
	}

	gl::ScopedGlslProg scopeGlsl( mGlslProg );
	gl::setDefaultShaderVars();
	mGlslProg->uniform( "uTextureColor",				0 );
	mGlslProg->uniform( "uTextureDepth",				1 );
	mGlslProg->uniform( "uTextureDepthToCameraTable",	2 );
	mGlslProg->uniform( "uTextureDepthToColorTable",	3 );

	gl::draw( mVboMesh );
	
	if ( mTextureColor ) {
		mTextureColor->unbind();
	}
	if ( mTextureDepth ) {
		mTextureDepth->unbind();
	}
	if ( mTextureDepthToCameraTable ) {
		mTextureDepthToCameraTable->unbind();
	}
	if ( mTextureDepthToColorTable ) {
		mTextureDepthToColorTable->unbind();
	}

	mParams->draw();
}
void PointCloudApp::mouseDrag( MouseEvent event )
{
	bool middle = event.isMiddleDown()	|| ( event.isMetaDown()		&& event.isLeftDown() );
	bool right	= event.isRightDown()	|| ( event.isControlDown()	&& event.isLeftDown() );
	mCamUi.mouseDrag( event.getPos(), event.isLeftDown() && !middle && !right, middle, right );
}