void ssaoApp::setup() { gl::disableVerticalSync(); RENDER_MODE = DeferredRenderer::SHOW_FINAL_VIEW; //set up camera mCam.setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 10000.0f ); Vec3f camPos( -14.0f, 7.0f, -14.0f ); mCam.lookAt(camPos * 1.5f, Vec3f::zero(), Vec3f(0.0f, 1.0f, 0.0f) ); mCam.setCenterOfInterestPoint(Vec3f::zero()); mMayaCam.setCurrentCam(mCam); //create functions pointers to send to deferred renderer boost::function<void(gl::GlslProg*)> fRenderShadowCastersFunc = boost::bind( &ssaoApp::drawShadowCasters, this, boost::lambda::_1 ); boost::function<void(gl::GlslProg*)> fRenderNotShadowCastersFunc = boost::bind( &ssaoApp::drawNonShadowCasters, this, boost::lambda::_1 ); boost::function<void(void)> fRenderOverlayFunc = boost::bind( &ssaoApp::drawOverlay, this ); mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, NULL, NULL, &mCam, Vec2i(1024, 768), 1024, true, true ); //no overlay or "particles" //have these cast point light shadows mDeferredRenderer.addCubeLight( Vec3f(-2.0f, 4.0f, 6.0f), Color(0.10f, 0.69f, 0.93f) * LIGHT_BRIGHTNESS_DEFAULT, true); //blue mDeferredRenderer.addCubeLight( Vec3f(4.0f, 6.0f, -4.0f), Color(0.94f, 0.15f, 0.23f) * LIGHT_BRIGHTNESS_DEFAULT, true); //red //add a bunch of lights for(int i = 0; i < 10; i++) { for(int j = 0; j < 10; j++) { int randColIndex = Rand::randInt(5); Color randCol; switch( randColIndex ) { case 0: randCol = Color(0.99f, 0.67f, 0.23f); //orange break; case 1: randCol = Color(0.97f, 0.24f, 0.85f); //pink break; case 2: randCol = Color(0.00f, 0.93f, 0.30f); //green break; case 3: randCol = Color(0.98f, 0.96f, 0.32f); //yellow break; case 4: randCol = Color(0.10f, 0.69f, 0.93f); //blue break; case 5: randCol = Color(0.94f, 0.15f, 0.23f); //red break; }; mDeferredRenderer.addCubeLight( Vec3f( i * 20, 30, j * 20), randCol * LIGHT_BRIGHTNESS_DEFAULT, false, true); } } mCurrLightIndex = 0; float size = 3000; plane.appendVertex(Vec3f(size, -1,-size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); plane.appendVertex(Vec3f(-size, -1,-size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); plane.appendVertex(Vec3f(-size, -1, size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); plane.appendVertex(Vec3f(size, -1, size)); plane.appendColorRgba(ColorA(255,255,255,255)); plane.appendNormal(Vec3f(.0f, 1.0f, 0.0f)); uint indices[6] = {0,1,2,2,3,0}; plane.appendIndices(&indices[0], 6); gl::VboMesh::Layout layout; shadowPlane = gl::VboMesh::create(plane); TriMesh bunnyMesh; ObjLoader loader( loadResource(RES_BUNNY) ); loader.load( &bunnyMesh ); bunny = gl::VboMesh(bunnyMesh); }
void DeferredRenderingApp::setup() { //!!test texture for diffuse texture mEarthTex = gl::Texture( loadImage( loadResource( RES_TEX_EARTH ) ) ); gl::disableVerticalSync(); //so I can get a true representation of FPS (if higher than 60 anyhow :/) RENDER_MODE = DeferredRenderer::SHOW_FINAL_VIEW; mParams = params::InterfaceGl( "3D_Scene_Base", Vec2i( 225, 125 ) ); mParams.addParam( "Framerate", &mCurrFramerate, "", true ); mParams.addParam( "Selected Light Index", &mCurrLightIndex); mParams.addParam( "Show/Hide Params", &mShowParams, "key=x"); mParams.addSeparator(); mCurrFramerate = 0.0f; mShowParams = true; //set up camera mCam.setPerspective( 45.0f, getWindowAspectRatio(), 0.1f, 10000.0f ); mCam.lookAt(CAM_POSITION_INIT * 1.5f, Vec3f::zero(), Vec3f(0.0f, 1.0f, 0.0f) ); mCam.setCenterOfInterestPoint(Vec3f::zero()); mMayaCam.setCurrentCam(mCam); //create functions pointers to send to deferred renderer boost::function<void(gl::GlslProg*)> fRenderShadowCastersFunc = boost::bind( &DeferredRenderingApp::drawShadowCasters, this, boost::lambda::_1 ); boost::function<void(gl::GlslProg*)> fRenderNotShadowCastersFunc = boost::bind( &DeferredRenderingApp::drawNonShadowCasters, this, boost::lambda::_1 ); boost::function<void(void)> fRenderOverlayFunc = boost::bind( &DeferredRenderingApp::drawOverlay, this ); boost::function<void(void)> fRenderParticlesFunc = boost::bind( &DeferredRenderingApp::drawDepthParticles, this ); //NULL value represents the opportunity to a function pointer to an "overlay" method. Basically only basic textures can be used and it is overlayed onto the final scene. //see example of such a function (from another project) commented out at the bottom of this class ... mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, NULL, NULL, &mCam, Vec2i(APP_RES_HORIZONTAL, APP_RES_VERTICAL), 1024, true, true ); //no overlay or "particles" //mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, fRenderOverlayFunc, NULL, &mMayaCam, Vec2i(APP_RES_HORIZONTAL, APP_RES_VERTICAL), 1024, true, true ); //overlay enabled //mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, fRenderOverlayFunc, fRenderParticlesFunc, &mMayaCam, Vec2i(APP_RES_HORIZONTAL, APP_RES_VERTICAL), 1024, true, true ); //overlay and "particles" enabled -- not working yet //have these cast point light shadows mDeferredRenderer.addCubeLight( Vec3f(-2.0f, 4.0f, 6.0f), Color(0.10f, 0.69f, 0.93f) * LIGHT_BRIGHTNESS_DEFAULT, true); //blue mDeferredRenderer.addCubeLight( Vec3f(4.0f, 6.0f, -4.0f), Color(0.94f, 0.15f, 0.23f) * LIGHT_BRIGHTNESS_DEFAULT, true); //red //add a bunch of lights for(int i = 0; i < NUM_LIGHTS; i++) { int randColIndex = Rand::randInt(5); Color randCol; switch( randColIndex ) { case 0: randCol = Color(0.99f, 0.67f, 0.23f); //orange break; case 1: randCol = Color(0.97f, 0.24f, 0.85f); //pink break; case 2: randCol = Color(0.00f, 0.93f, 0.30f); //green break; case 3: randCol = Color(0.98f, 0.96f, 0.32f); //yellow break; case 4: randCol = Color(0.10f, 0.69f, 0.93f); //blue break; case 5: randCol = Color(0.94f, 0.15f, 0.23f); //red break; }; mDeferredRenderer.addCubeLight( Vec3f(Rand::randFloat(-1000.0f, 1000.0f),Rand::randFloat(0.0f, 50.0f),Rand::randFloat(-1000.0f, 1000.0f)), randCol * LIGHT_BRIGHTNESS_DEFAULT, false, true); } mCurrLightIndex = 0; }
void CinderDeferredRenderingApp::setup() { //!!test texture for diffuse texture mEarthTex = gl::Texture( loadImage( loadResource( RES_EARTH_TEX ) ) ); gl::disableVerticalSync(); //so I can get a true representation of FPS (if higher than 60 anyhow :/) #if defined( CINDER_MAC ) //setAlwaysOnTop(true); //the easy but inconvenient way to have fullscreen but not have app have complete control AppleUtilities::autohideMenuBar(); //a better but more complicated way to do the above #endif RENDER_MODE = DeferredRenderer::SHOW_FINAL_VIEW; mParams = params::InterfaceGl( "3D_Scene_Base", Vec2i( 225, 125 ) ); mParams.addParam( "Framerate", &mCurrFramerate, "", true ); mParams.addParam( "Selected Light Index", &mCurrLightIndex); mParams.addParam( "Show/Hide Params", &mShowParams, "key=x"); mParams.addSeparator(); mCurrFramerate = 0.0f; mShowParams = true; //set up camera CameraPersp initialCam; initialCam.setPerspective( 45.0f, getWindowAspectRatio(), 0.1, 10000 ); initialCam.lookAt(CAM_POSITION_INIT * 1.5f, Vec3f::zero(), Vec3f(0.0f, 1.0f, 0.0f) ); initialCam.setCenterOfInterestPoint(Vec3f::zero()); mMayaCam.setCurrentCam( initialCam ); //create functions pointers to send to deferred renderer boost::function<void(gl::GlslProg*)> fRenderShadowCastersFunc; boost::function<void(gl::GlslProg*)> fRenderNotShadowCastersFunc; fRenderShadowCastersFunc = boost::bind(&CinderDeferredRenderingApp::drawShadowCasters, this, boost::lambda::_1 ); fRenderNotShadowCastersFunc = boost::bind(&CinderDeferredRenderingApp::drawNonShadowCasters, this, boost::lambda::_1 ); //setting up deferred renderer ... mDeferredRenderer.setup( fRenderShadowCastersFunc, fRenderNotShadowCastersFunc, &mMayaCam ); //have these cast point light shadows mDeferredRenderer.addCubeLight( Vec3f(-2.0f, 4.0f, 6.0f), Vec3f(0.10f, 0.69f, 0.93f) * LIGHT_BRIGHTNESS, true); //blue mDeferredRenderer.addCubeLight( Vec3f(4.0f, 6.0f, -4.0f), Vec3f(0.94f, 0.15f, 0.23f) * LIGHT_BRIGHTNESS, true); //red // mDeferredRenderer.addCubeLight( Vec3f(-10.0f, 8.0f, 12.0f), Vec3f(0.99f, 0.67f, 0.23f) * LIGHT_BRIGHTNESS, true); //orange // mDeferredRenderer.addCubeLight( Vec3f(6.0f, 10.0f, -10.0f), Vec3f(0.97f, 0.24f, 0.85f) * LIGHT_BRIGHTNESS, true); //pink // mDeferredRenderer.addCubeLight( Vec3f(-8.0f, 12.0f, -8.0f), Vec3f(0.00f, 0.93f, 0.30f) * LIGHT_BRIGHTNESS, true); //green // mDeferredRenderer.addCubeLight( Vec3f(12.0f, 8.0f, 14.0f), Vec3f(0.98f, 0.96f, 0.32f) * LIGHT_BRIGHTNESS, true); //yellow //add a bunch of lights for(int i = 0; i < NUM_LIGHTS; i++) { int randColIndex = Rand::randInt(5); Vec3f randCol; switch( randColIndex ) { case 0: randCol = Vec3f(0.99f, 0.67f, 0.23f); //orange break; case 1: randCol = Vec3f(0.97f, 0.24f, 0.85f); //pink break; case 2: randCol = Vec3f(0.00f, 0.93f, 0.30f); //green break; case 3: randCol = Vec3f(0.98f, 0.96f, 0.32f); //yellow break; case 4: randCol = Vec3f(0.10f, 0.69f, 0.93f); //blue break; case 5: randCol = Vec3f(0.94f, 0.15f, 0.23f); //red break; }; mDeferredRenderer.addCubeLight( Vec3f(Rand::randFloat(-1000.0f, 1000.0f), Rand::randFloat(0.0f, 50.0f), Rand::randFloat(-1000.0f, 1000.0f)), randCol * LIGHT_BRIGHTNESS); } mCurrLightIndex = 0; }